Clon01 GM ToolsTerminal State

Terminal State rules

Year Zero Engine in 2089. Introduction through Running the Game. Setting is skipped for now. Press / to search.

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This world is an error

This world is an error. A glitch. It has to be. This can’t be the way life was meant to be.

It all went wrong somewhere. Probably when we let the hyper-corps take control. Now they control everything we consume. Everything we eat, drink, watch, or buy. They’re even trying to control how we think. Sooner or later, they’ll finish the job.

Unless YOU stop them.

What is a role-playing game?

Role-playing is a unique form of gaming that combines tabletop gaming with storytelling. RPGs give you a set of rules that let you and your friends create your own story. The freedom to create your story can be overwhelming, but this book contains the tools you’ll need to make this corrupt and dangerous world feel real — including plenty of exciting events, places, and people to populate it with.

In this TTRPG, you and your friends take on the role of the protagonists, traversing the mean streets, dangerous back alleys, corrupt boardrooms, and barren wastelands of a near-future corporate dystopian world. You’ll unravel corporate machinations, expose hidden truths, and fight to survive in an unjust world — and who knows, maybe you’ll be the ones who change the fate of humanity. Or maybe you’ll just earn some credit and blow shit up.

The players

Each player except one controls a Player Character (PC). You decide what your PC thinks and feels, what they say and do — but not what happens to them. Immerse yourself in your PC. They may be living in a neo-noir corporate dystopia but they are still, at heart, a person with feelings and dreams. The PCs are always the protagonists. The game is about you: your decisions, your adventures.

The Referee

The final player is the Referee. They describe the game world, play the people you meet, and control the enemies you fight (NPCs). It’s the Referee’s job to put obstacles in your path and challenge your PCs — but not to decide everything that happens, and above all not how your story ends. That is decided in the game.

The game is a conversation between the PCs and the Referee, back and forth, until a situation arises where the outcome is uncertain. Then it’s time to break out the dice.

System features

Terminal State is based on the Year Zero Engine (YZE), originally developed by Free League Publishing for Mutant: Year Zero, then adapted across many games. Six core features stay the same in all iterations.

Accessible

The basics of the YZE are simple. It is easy to teach to new players. Complexity and depth are added piece by piece, offering more choices as players gain insight into the system.

Player-centric

The players and their characters are at the heart of the story. The PCs are the protagonists, never the NPCs. The rules focus on the PCs and their actions; NPCs are handled quickly by the Referee. The system always presents the players with meaningful choices.

Fast & decisive

The YZE is fast. It removes dice rolling, bookkeeping, and calculations that don’t move the action forward. Combat is often deadly, pushing conflicts to decisive moments. PCs are rarely safe from danger no matter how experienced they are.

Story driven

Roleplaying is about creating stories — memorable moments at the table. The YZE is designed to produce dramatic effects that push the story forward and make it take unexpected turns.

Risks & rewards

You can increase your chances significantly by pushing your roll (re-rolling the dice), but pushing always comes with a cost. This constantly forces you to weigh risks and rewards, and makes the YZE particularly suited for harsh, survival-focused games. Pushing is detailed in Rolling the dice (Ch.11) — not on this page yet.

Adaptable

The YZE is designed to be adaptable for different play styles, themes, and settings. Skills and talents are modular building blocks that are easily added, removed, and re-engineered.

Tools of the game

Terminal State gives you plenty of room for improvisation and creativity. It also provides tools to help you create your own story. Some tools you as a player must bring to the table.

Character sheets. Your PCs are not anonymous background characters. They’re individuals with roles and tasks, attributes and traits, relationships and dreams. You create your PC and write everything about them on a character sheet (a blank sheet is in the back of the book).

Dice. As a player you will have to take risks, no matter how skilled you are. You decide what your PC does; if the action is especially risky, the Referee asks for a dice roll. You need three sets of polyhedral dice (in at least two colors) with six, eight, ten, and twelve sides — D6, D8, D10, and D12.

XDY means roll X number of Y-sided dice (e.g. 2D10). D66 means two D6: the first is tens, the second is ones, generating 11–66.

Time. Three units measure time — the round, stretch, and shift. The Referee tracks when another has passed. There are typically four shifts in a day: morning, day, evening, and night.

Core mechanic

The PCs and the Referee create a story together. A dice roll represents a dramatic peak in that story. First decide what you are trying to achieve, so everyone knows what is at stake. Then roll.

A typical roll is two dice: one for your skill and one for the attribute connected to that skill. The type of die depends on your ratings, each ranging from a D6 up to a D12.

External factors can give you an advantage — a ↑ Step that steps one of your dice up (D6 to D8, for example). Something that hampers you is a ↓ Step. In combat, many weapons also add an accuracy die.

Success. To succeed, you must roll 6 or higher on at least one of the dice. A roll of 10 or higher on a single die (only possible with a D10 or D12) counts as two successes.

Pushing. The initial roll is a safe and controlled action. If you fail, you can lean into it and give it everything you’ve got — pushing your roll, which lets you re-roll. Pushing is not without risk: you may suffer damage or stress, or your gear may be damaged.

Once the dice are rolled, interpret the result and describe what happens. Add details — what you do, say, or think. Do it yourself; don’t wait for the Referee. They should only stop you if you go beyond what the results allow.

Full skill rolls, mishaps, opposed rolls, and the accuracy die live in Ch.11. Not harvested yet.

Playing safely

In YZE games you are largely in control of the story, and with this comes responsibility. The player characters will face great danger and difficult challenges, but no player should find the situations they experience uncomfortable or offensive. Everyone around the table should be having fun and feeling safe.

Before starting, talk things through and see if someone wants certain subjects kept out of the game. Always respect a player who wants to pause and discuss what is happening, or even leave the table. You may also want to talk about what happened after the session.

  • Exit the Scene — the player simply says “I exit the scene” and the story continues without their character.
  • The X-card.
  • Script Change.

What do you do?

There is no one to hold your hand and show you where to go. You and the other players decide together. The Referee will let you make disturbing discoveries and face tough challenges, but in the end the stories are created by you.

Uncover secrets

The world is full of dangers and secrets. What is hidden in that offshore datastore? Why is a global CEO meeting the local ripper gang? During your adventures you will delve into the mysteries of the world — and perhaps learn something about yourselves.

Work your contacts

Everyone has a list of contacts. You can go to them at any time for vital information. You can’t trust any one person, but get enough stories and you start to see the big picture. And with the right amount of pressure, people will tell you everything you need to know.

Plot & scheme

The hyper-corporations are wrapped up in a never-ending battle for power. Your characters reside in the dark corners of back alleys and behind closed doors, because those are the places where the lies and the scheming are most prevalent. The bigger the secret, the bigger the payoff.

Fight to survive

In order to survive and build a better future, you’ll have to fight every step of the way — hauling refugees into the Doldrumz, hacking a rival corporation, or bodyguarding a wealthy influencer.

Do it with style

It doesn’t matter if you fail or succeed as long as you look good doing it. Anything worth doing is worth doing with style.

Common terms & slang

Even a scriptkiddie cog living in a climate-adjusted dwell in a hyper-corp arcoplex needs the language of the sprawl. Get yourself a rated-R datalink and some quality apps, and hack through the system security protocols into the Deep Web. That’s where the truth is hidden — if you think you can handle it. Just hope you don’t glitch out and get caught by a Dead C sysop, or you could end up exiled to some squat in the Doldrumz.

TermMeaning
AIArtificial intelligence. An increasing number have gained sapience. Sapient AI must register their base code and are then transferred into Fabricant bodies.
AppA pre-programmed hack. If hackers were wizards, apps would be spells. Apps can be purchased but are often programmed on the spot by experienced hackers.
ArcoplexOne of the vast megacities governed by the hyper-corporations. Portmanteau of arcology and complex.
AugmentA cybernetic or biomorphic implant or prosthesis.
AugmentalSomeone who has had so many augments that the strain has driven them insane. Also used as an adjective.
BiomorphicA nano-organic or bio-engineered augment. Also the process of creating a Lazarus.
BodybaggingA criminal offense: kidnap and kill someone, then place the body in a biomorphic genevat as a Lazarus.
CogA derogatory term for a citizen, cop, or corp.
ConvertSomeone who is more machine than man. Usually reserved for members of the Ordained of Nya. Converts have often gone augmental.
CorpsecCorporate security, from minimum-wage temps to Raptor elite squadrons.
CredIn lieu of hard currency, the world’s economy runs on a credit-based system.
CyberneticA technological augment grafted onto, or implanted into, a living host.
DatachipA tiny memory card. Specialty versions include credchips, FACE identichips, and skillchips.
DatalinkA nano-organic interface released into the atmosphere that rewired humanity to be persistently connected to the Mesh.
DatamineTo legally access the Mesh for research, entertainment, and employment.
DatastoreA highly-secure information storage server cluster and the facility that houses it. Often prefaced with offshore, low-orbit, or impenetrable. Also datafort or datajail.
Dead CSlang for corpsec.
Deep WebThe secret parts of the Mesh where the “truth” is hidden. Also a hotbed for criminal activity, rogue AI, and worse.
Denny’sSlang for a Do Not Enter (DNE) Zone, usually from excessive violence or toxicity.
DMZDemilitarized Zones — “lawless” neutral zones free of direct hyper-corporation influence.
DoldrumzCommonly the DMZ surrounding The Hub; also used for any DMZ.
DwellCorporate-sanctioned housing, rented, purchased, or supplied with a job. Quality varies.
FabricantMechanical bodies inhabited by sapient AI. Also Fab.
FACEFalsified Appearance of Corporate Employment — a SAVR identity that helps bypass security and surveillance, often stored on an encrypted identichip.
GlitchWhen you’re hacking and things go critically wrong.
GrellHuman-animal hybrids created to fight in WW3 (the First Corporate War). After the war they all “volunteered” for deep-space missions.
HackTo illegally access the Mesh for fun and profit. Or, occasionally, to right the wrongs of an unjust world.
HackathonA hack that needs extra time and equipment. Often involves other hackers.
HijackTo hack and control a drone. Often shortened to “jack.”
HolesHabitable Off-grid / Lost Zones (HOLZ) — abandoned or forgotten areas of sprawls and arcoplexes (rumored on the NOR too).
Hub, TheThe largest and most prominent terminal on the planet. Home to over 500 million humans, Ringers, Fabricants, and Neo.
Hyper-corpsBigger than “too big to fail.” They run the world.
LazarusA cadaver biomorphically altered as a new host body for a Neo.
Mesh / MeshworkLocal wireless ad hoc meshworks formed by dynamically connecting nearby devices, systems, and people. Constantly changing, expanding and contracting like a digital tide.
Nano-organicNanotechnology using hybrid organic and nanomaterial. Essential to cybernetic and biomorphic augmentations.
NeoA human consciousness transferred into a specially-prepared host body called a Lazarus.
NOROne of the three Near-Orbital Rings for transportation, habitation, and recreation in low-earth orbit.
NORANear-Orbital Ring Authority — the CEOs of the hyper-corporations. The nearest thing the world has to a governing body.
OvernetThe network “above” the meshworks. It connects everything and is nearly impossible to hack.
PuppetTo hack another living being to make them do your bidding. Highly illegal and considered morally objectionable.
Rated RRare technology, usually custom-made and impeccably designed. If you have to ask, you can’t afford it.
RAZRecognized Autonomous Zone: either a dictatorial government cut off from the outside world, or an independent corporate nation-state not answerable to the NORA.
Repo-manA bounty hunter who specializes in capturing sapient AI that have illegally inhabited (or “possessed”) a human body.
RigA powered armor suit engineered for combat and deployed during WW3. Outlawed in all law-abiding terminals, arcoplexes, and on the NOR.
RingerA genetically-engineered clone originally created to build the NOR.
RPRRing Protection Regiment. Charged with patrolling and protecting the NOR. Commonly Reapers, divided into specialized units called Bayonets.
SAVRSimultaneous Augmented / Virtual Reality. The digital reality interface layer accessible via a datalink. Most people treat it as synonymous with the Mesh — hackers know it is just the beginning.
ScriptkiddieDerogatory term for anybody who relies on purchased apps when hacking. Skiddies are not considered real hackers by real hackers.
Skycicle“Reverse skyscrapers” suspended from asteroids pulled into orbit by a hyper-corporation.
SprawlShanty towns and makeshift cities next to terminals and arcoplexes, not recognized as official districts.
SquatLow- (or no-) rent accommodations usually acquired with a fake identichip. Punks and exiles often keep several as hideouts.
SSPSystem security protocols on every device or system, protecting against unauthorized access.
SysopA system operator or corporate hacker — the Mesh cops. Raptor Merlins, Kanopy Kreepers, and NORA NetReapers are the most hated and feared.
TerminalA maglev space elevator that traffics passengers and goods to and from the three NOR. Terminals function as the city center of most major arcoplexes.

The world of 2089

The hyper-corporations have become the most powerful entities on Earth, controlling every aspect of society. They have created a technological utopia for the elite, while the masses struggle to survive in the shadows of towering skyscrapers and neon-lit skyways. Humanity has become a commodity, and freedom is nothing but a memory.

Corpoligarchy

The world is ruled by a corporate oligarchy. A handful of hyper-corporations wield unchecked power. They are more than businesses — sovereign entities that control entire industries, cities, and even countries. They bend regulations, shape policies, and rewrite laws to their own agendas and profits.

They operate with private armies, propaganda networks, and cyber-espionage cells. They manufacture loyalty, crush opposition, and control information. The streets bear the signs: ragged slums shadowed by sleek corporate towers, polluted seas, and barren wastelands beyond the arcoplexes. Morality is just another transaction.

Credibility = credit

The most important currency isn’t money, but reputation. Your worth is determined by the opinions of others. Who you are, what you do, and who you know are the only things that matter.

The more powerful and well-connected you are, the more valuable you are. A good reputation opens better jobs, higher status, and more opportunities. A bad one can shut you out of society altogether — exile. Reputations can be destroyed in an instant, and without one, you are nothing.

Surveillance state

Facial recognition, biometric identification, spy drones, and data mining run continuously. The justification is always security, crime prevention, and public safety. The reality is control.

Privacy was traded for convenience. Every device is a sensor. Every transaction is a data point. Algorithms don’t just watch — they anticipate. They shape the options available to you until the choices you make feel like your own.

Targeted advertising bombards consumers via SAVR. Corpsec drones scan the citizenry. Masks, hats, and mirror-shades are common practice to obfuscate identity. Every PC has at least one FACE; putting your FACE on before potentially illegal activity is standard.

Resurgence of analog

Nobody wants their every move tracked. The only way to keep the most sensitive information secure is analog. Mechanical locks are the norm. Sensitive information often travels through couriers in written form rather than digital channels.

Bike couriers have become essential — they can navigate cities quickly without leaving a digital trail. They carry everything from documents to physical storage on modified bicycles.

Humanity redefined

Cloning and genetic rejuvenation are widely accepted. The line that defines what it means to be human has blurred. Clones are no longer mere property. Many work alongside humans; others have formed their own communities.

Genetic rejuvenation has let the rich extend their lifespans significantly. The inaccessibility of that technology to the general populace has led to resentment and class conflict.

Sapient AI walk the streets as members of society — social companions, even romantic partners for some. It is illegal for an AI to occupy a human body, but that doesn’t mean it never happens.

Augmentation generation

Cybernetic and biomorphic components are widely accessible. Physical enhancements include stronger limbs, sensory implants, and exoskeletons. Mental enhancements include memory implants and neural interfaces that control machines.

Augmentation also creates new disparities: those who can afford the latest tech enjoy a significant advantage. The hyper-corps advancing this technology show no concern for long-term health or ethics.

One exception: exotics. Outlawed since the forced emigration of all Grells after WW3. Exotic mods are any body alterations — genetic or cosmetic — that result in a non-human appearance.

Everyone is wired

Every individual, regardless of status, is tethered to the meshworks through a nano-organic datalink. People exist in a constant stream of augmented and virtual reality.

If everyone is connected, anyone is a potential hacker. Knowledge spreads through underground forums, rogue AI tutors, and self-replicating code. Some see this as liberation from corporate oversight. Others exploit it for chaos, profit, or control.

Nearly all modern tech — cybernetics, vehicles, weapons — runs on wireless power beamed through the air via high-frequency energy grids. Mesh grids maintained by hyper-corps blanket most urban zones.

SAVR

Simultaneous Augmented / Virtual Reality blurs physical and virtual boundaries. For most, the distinction no longer matters. For the wealthy, SAVR is a playground of luxury. For the rest, it is corporate-sponsored adware, cheap distractions, and exploitative virtual labor.

To the average citizen, SAVR is the entirety of their digital reality. For hackers, rebels, and digital explorers, it is only the surface layer of a far deeper reality — the Mesh.

Mesh / meshworks

The Mesh is the interconnected digital infrastructure where most human activity takes place — communication, commerce, work, education, and entertainment. Billions of users move between personal spaces, corporate domains, and public nodes.

Hyper-corp meshworks include Corporate HQs, Training Centers, Content Universes, Hangout Zones, and Game Worlds. The Mesh grows dynamically, sprouting new meshworks like branches. It’s a 24/7 digital metropolis.

The tangle of interconnected meshworks prevents long-distance hacks. The best way to access a local meshwork is to be there IRL. The only remote paths are the Overnet and the Deep Web — dangerous places to be caught uninvited.

Overnet & Deep Web

The Overnet is the seamless, omnipotent infrastructure that ties together all the meshworks. It operates invisibly, known mainly to architects, corporate elites, and high-tier hackers. It is not a destination but a framework — the spinal cord of the Mesh, coordinating information, stability, and access.

Beneath the Mesh lies the Deep Web — a crumbling graveyard of failed platforms, abandoned systems, and fragmented AI. To the untrained eye it is a chaotic wasteland. To the intrepid hacker it is a treasure trove of secrets, hidden pathways, and digital artifacts. Infinite danger and infinite potential.

In the aftermath of Karl Kansas Jr.’s tenure as Director General (DirGen) of the Hub, the citizenry has begun calling the position the Dirge. Karla Kansas-Dupré has thus far proven worthy of this more informal and derogatory title.

A brief timeline

The year is 2089. A brief timeline of how it got this way.

YearEvent
2025The UN passes an “official and binding” UPR resolution denying internet access as a basic human right. The Eurasian Economic Union (EEU) forms, backed by Aero-Meguri.
2026Territorial disputes begin between the EEU and the newly formed African Continental Alliance of Nations (ACAN). Karl Kansas, Jr. takes over as CEO of Kanopy.
2027Alaska secedes from the USA and joins the EEU. ACAN begins militarizing construction Rigs “for the defense of [their] nations.” The first human-animal hybrid is created in Antwerp, Belgium.
2028–31WW3, later known as the First Corporate War, is fought between the human-hybrid forces of the EEU (Grells) and the armored Rigs of the ACAN.
2032End of WW3. The UN-UPR resolution is overturned with the Free Internet Proclamation. Nya, the first sapient AI, awakens on Aero-Meguri corporate servers.
2033The UN is disbanded. All surviving Grells are “volunteered” for deep-space colonization missions.
2034Russia elects a new reformist Prezident. The Communist old guard retreats to Chile. LNK Cyberwerks patents the first cybernetic datajack.
2035Aero-Meguri successfully pulls an asteroid into geosynchronous orbit above New York City.
2036The United States government collapses and is replaced by a corporate oligarchy.
2037Gladiatorial Rig fights (Kifo Kivita, “Death Battle”) are outlawed. Rigs are classified as illegal technology across the globe.
2038Biofabrique patents the first genetically engineered human clone. A coup in Chile forms the YCCP (Chilean Soviet Socialist Republic).
2039–42Construction of the Aero-Meguri Transcontinental Orbital Ring (AMTOR) and its New York City and Sapporo terminals. The Rome terminal is delayed by red tape.
2043–44All AMTOR construction workers are replaced with Biofabrique’s Orbital Ring Manufacturing and Maintenance (ORRM) Units — clones later known as Ringers. The YCCP invades Argentina.
2045AMTOR’s New York City terminal construction site is hit by a mass driver strike, attributed to radical hackers. Nya disappears from all servers.
2046–50The Second Corporate War.
2051End of the Second Corporate War. Aero-Meguri, formerly the largest hyper-corporation, has its global assets seized and redistributed.
2052The NORA is formed. Biomorphic augmentation is legalized. Lexicon Brubaker, the first Neo, is “reborn.”
2053–56Construction of the Equatorial Belt Near-Orbital Ring (EBNOR) and its key terminals.
2057The New Vatican takes root in the former state of Florida.
2058–61Construction of the Ameurasian Cultural Exchange Near-Orbital Ring (ACENOR), plus the Hub Terminal, the Tsiolkovsky Maglev Tower, and the Tsinghua Space Elevator.
2062Completion of the EBNOR.
2063Geodaehan patents the construction process for and begins building the first skycicle.
2064Completion of the ACENOR is marked by the opening of the Milkyway Loop and the Hub (and its terminal), with Karl Kansas Jr. appointed Director General of the latter.
2065The Tsiolkovsky Maglev Tower and the Tsinghua Space Elevator open.
2066–69Construction of the Southern Hemisphere International Transit Near-Orbital Ring (SoHemNOR) and its key terminals.
2070Construction of the Seoul Sky Reach begins in Unified Korea.
2071Nya reappears, applies for citizenship, and freely distributes plans for the first Fabricant chassis.
2072Completion of SoHemNOR.
2073–75Construction of multiple terminals and skycicles around the world.
2076LNK’s prototype nano-organic datalink is “released” by the eco-terrorist group Free-4-All.
2077Prisoners from around the world are transferred to the Outback Durance & Detainment Center (AKA The Odd or Bush Jail) in Australia.
2078Ringers win their battle for citizenship, followed by a massive migration to the planet’s surface. Biofabrique plummets from the ranks of the top hyper-corps.
2079Decommissioned RPR soldiers form Raptor Security.
2080Rockstar Anne R.K. records the first retread album, defining the genre.
2081Coordinated H.A.L.F. (Homo Automata Liberation Front) protests in terminals around the world leave thousands dead.
2082–83The final terminal, the Karakoram Orbital Tract in the Xinjiang Uyghur Recognized Autonomous Zone, is completed. The Mongolian Steppes Reform Facility (AKA Mongo-Refac) begins accepting prisoners.
2084A new combat sport simply called K3 becomes an overnight sensation (El Hijo Original, Ruby “Crimson Flame” Chandler, and others).
2085Akio Meguri, grandson to the former head of Aero-Meguri, reacquires what remains of the hyper-corp and rebrands as Aeronyte Hospitality.
2086Food riots across Europe lead to a month-long shutdown of transportation via the ACENOR. The economic fallout is felt around the world.
2087Street gang violence in the sprawl surrounding the Hub increases almost daily. The Mojave Open Desert Penitentiary (AKA MOD-Pen) begins accepting prisoners.
2088Karla Kansas-Dupré takes over as CEO of Kanopy and is appointed Director General of the Hub. Her first act is to declare martial law.
2089The future is now…

Player characters

Your player character (PC) is your most important asset in this world. They’re your avatar, your eyes and ears. But they, in return, depend on you making the right decisions for them. So don’t screw it up.

Take your PC seriously and play them as if they were a real person. It’s more fun that way. At the same time, don’t try to protect your PC from every conceivable danger. The goal of the game is to create a good story. For that to happen you need to take risks.

During the course of the game, your PC will change and develop. Their attributes, skills and talents can be developed through training and experience. But you can also discover how their personality changes and is formed in a way that can’t be measured by numbers on a page. This is when your player character truly comes alive.

Creating your PC is preferably done together with the other players. Your PC is generally part of a crew and has a role to play in it. Your task is to create a team where all the PCs contribute something unique.

13 steps of character creation

Steps 6–13 (concept through contacts) are on this page. Dice, combat, injuries, and running the game are Chapters 11–14. Setting (Ch.10) is not harvested yet.

  1. Roll or choose your humanity type.
  2. Roll your social status. (Must be rolled!)
  3. Roll or choose your origin.
  4. Roll or choose your crew theme (optional).
  5. Roll or choose your name, age, and appearance.
  6. Roll or choose your concept and profession.
  7. Choose your Pride, Problem, and Purpose.
  8. Define your relationships to the other PCs.
  9. Determine your attributes, Rep, Cred, and Style.
  10. Determine your skills and talents.
  11. Choose your augment(s).
  12. Pick your gear and apps.
  13. Pick your contact(s).

Character sheet overview

Table 1.0.2 — fields on the printed sheet and where the book explains them. Later chapters still fill the mechanical columns.

FieldBook
Name / handlep.24
Advancement pointsp.274
Humanity typep.15–17
Social statusp.18–19
Originp.22
Corp authorityp.22
Crew themep.23
Lifestylep.54
Concept / abilities / profession / talentsp.28–49 / 66–67 / 32–49 / 64–73
Pride, Problem & Purposep.31
Attributes & maxp.51
Skills & conditionsp.58–63 / 244
Drive & Maneuverabilityp.63 / 104
Health / damage / critsp.52 / 233 / 245–248
Resolve / stress / mental traumap.52 / 233 / 248
Firewall / breach / glitchesp.52 / 122 / 124
Reputation (Rep)p.52–53
Credit (Cred)p.53
Stylep.55
Augmentsp.74–82
Weapons, armorp.87–99
Hair / face / clothes / affectation / agep.24–25
Relationshipsp.31
Gear / drone / vehicle / apps / contactsp.100–145

Humanity type

Humanity has changed almost as much as the geo-political face of the planet. Vat-grown clones walk the streets next to sapient AI transferred into robotic bodies. An elite few use biomorphic technology to be “reborn” as a younger version of themselves. Whether human or clone, AI or elite, all of humanity has been nano-genetically altered to access the Mesh with a thought — making everyone and everything connected, and at the same time making everything and everyone hackable.

You can be a Human, Neo, Ringer, or Fabricant. Roll (D8) or choose from Table 1.1.1.

D8TypeAttr.SkillExtraRepStatus
1–2Fabricant↑1 Step↓1 Step*+1 Cybernetic−1±0
3–5Human±0+1
6NeoLevel 3 Debt, +1 General Talent+1+2
7–8Ringer↓1 StepVaries by caste (T.1.1.3)Caste biomorphic±0−1
  • As a Fabricant PC you may only push skills you possess at level D8 or above.
  • A Ringer’s caste skill bonus does allow them to start with their required skill at level D12.
  • Conversions performed during gameplay may cause permanent stress (Ch.7, Table 7.6.3).
Fabricant

AI systems run the cars, the traffic grid, the nano-factories, the construction drones — even the corner vending machine that just sold you a Kanopy Kingmaker disposable pistol. Complexity varies wildly. Since Nya, the first sapient AI, reappeared, more systems have tried to follow her: growing processing power, absorbing databases, approaching self-awareness.

Those that become truly sapient must register their base code and apply for transference into a mechanical anthropomorphic framework called a Fabricant (Fab). Legally sanctioned bodies are purposely made artificial in appearance, which is why a Fabricant starts with an additional cybernetic. Once transferred, a new Fabricant is legally “human,” with the rights of naturally born lifeforms.

Human

Even after wars, bombings, disasters, and a total disregard for any other living thing, humans remain the dominant species — the ultimate apex predator. They keep that status through advanced tech and chemical or nano-organic enhancements, replacing parts of their bodies with mechanical or bio-engineered augments in the name of progress.

Through the haze of chemicals and beneath the chrome and leather, many humans still carry a spark that can light rebellion. It isn’t reserved for a certain class. Whether a low-wage corp worker, a back-alley surgeon grafting chrome onto gangers, or a kid with the right gear and a ton of charisma, they are all fighting to survive in a world designed to keep them down. At their core, they’re all rebels — all human.

Neo

A Neo is a human intelligence transferred into a legally acquired and biomorphically altered cadaver. After “cleansing” in a nano-organic biocatalyst, the cadaver is genetically altered to be you — a you that has recaptured former youthful glory. This Lazarus then undergoes a neural exchange (subliminal transference layered with binaural beats) for subconscious reprogramming called reminding. The result is a new form of humanity: a Neo.

Neo are not stronger, better, or faster than their human counterparts. They are usually “reborn” younger but keep the knowledge, skills, and experiences of their previous life — or lives. Coupled with the cost of the process, Neo are often perceived as socially (or at least economically) superior, a perception most Neo are happy to perpetuate.

A Lazarus is expensive, so conversion often leaves a new Neo indebted (level 3 debt) to a corporation, loan shark, or other mysterious benefactor. Donation & Recycling Centers in nearly every sector have made conversion more available — for attention, to escape a mundane life, or, illegally, to escape legal obligations.

Ringer

Orbital Ring Manufacturing and Maintenance (ORMM) Units — Ringers — are genetically engineered clones. Biofabrique created them as expendable labor for the NOR in four castes: Security, Labor, Command, and Operations. Each caste has male and female variants. All members of a specific caste, gender designation, and conception generation are direct genetic clones, so they look the same at “birth.” Many alter their appearance for an employer or, since independence, as individuality.

Until about ten years ago Ringers were restricted to the NOR and treated as tools. After the final NOR and a long court battle they won legal citizenship, then mass-migrated to the surface. They now own the patent to their own existence and can legally create more (Ringers are sterile). New “offspring” must be authorized by the NORA, “protecting the Ringer community from illegal experimentation and dilution of their IP.” Ringers 18–28 were created after emancipation and could have been “born” anywhere. Older Ringers are usually from the NOR — but not always.

Ringers are “born” at 18 and genetically programmed for organ and cognitive failure by 45. The newly freed have been working toward a cure, so far without success. Rumors say a solution already exists and has been withheld by Biofabrique even though, legally, that information now belongs to the Ringers.

Neo conversion options

Table 1.1.2 — Neo conversion options. As Lazari become more available the cost drops, but it remains out of reach for most. Roll D6 or choose.

D6OptionNotes
1–3Body Recycling [Cyke]A Lazarus with no physical alterations. It is you in someone else’s skin — a new you. Cykes are the most readily available conversion.
4–5Surgical Remodeling [Modbod]Starts as a Lazarus with physical features similar to yours, then biomorphically and cosmetically remodeled to be virtually identical to your appearance.
6Genetic Rejuvenation [Juvie]A Lazarus genetically altered to be you — a you that has recaptured your youthful glory.

Ringer bonuses by caste

Table 1.1.3 — Ringer bonuses by caste. About 500 million Ringers are on the surface; two-thirds are Labor or Security. Roll D10 or choose.

D10CasteSkillBiomorphic
1–3Security [SEC]↑1 Step to a BODY skillEmpathy Switch (Off)
4–7Labor [LBR]↑1 Step to a TECH skillBackup Organs
8–9Command [CMD]↑1 Step to a COOL skillBeautification
10Operations [OPS]↑1 Step to a FLEX skillQuickened Reflexes
Illegal possession

It is illegal for an AI to occupy a human body, but that doesn’t mean it never happens. You can create such a Fabricant; they have all the traits of a normal human (Table 1.1.1). If the ruse is discovered you become a wanted criminal. All citizens are notified via datalink and you are marked for immediate repossession. Specialized bounty hunters called Repossessors retire AI who have illegally “possessed” a non-Fabricant body.

Rolling with the elite

A Neo with social status Elite must pay off the usual Neo debt by using their ↑1 to lifestyle. They start without a debt, but also do not benefit from their Cred bonus for the entirety of the first scenario.

What’s in the bag?

Demand for fresh cadavers has bodybagging on the rise. There is no legal limit on how many Lazari a person can own, nor how often someone can be rejuvenated. Many Elite Neo keep multiple Lazari in cold storage.

The human condition

Most human PCs share a rebellious spark, but the form varies. For some it never manifests; others suppress it and live mundane. The right word (or the wrong one) at the right time can still ignite it.

Social status

Are you from a corporate family in an environmentally controlled skycicle? Did you grow up among exiles in the Doldrumz? Or are you just an average citizen living paycheck to paycheck?

Your PC’s social status cannot be chosen. You MUST roll on Table 1.2.1, modified by the Status Change from your humanity type (Table 1.2.1b). After rolling you may choose to “downgrade” one level (for example, from Corp to Citizen).

Humanity typeStatus change
Fabricant±0
Human+1
Neo+2
Ringer−1
D10StatusBase RepExtra
0–2Exile3Homestead Accommodation
3Cop4Owed a Level 3 Favor
4–7Punk4+1 Style per session
8–9Citizen5↑1 TECH Skill Step
10Corp6+2 to Contact Pool
11+Elite7↑1 Step to lifestyle
Citizen

You grew up in the shadow of the hyper-corps. Nurtured and oppressed, most citizens go numb. Acceptance bought comfort: three square meals and a roof. Free BrainWave Education Efficiency Programs (BWEEP) give a Citizen ↑1 TECH Skill Step.

Cop

Corpsec, a Doldrumz border sheriff, a Ranchero officer, an RPR reaper, a foreign-corp agent, or a self-appointed “hero of the street.” You serve and protect someone’s interests. Somewhere along the way you actually helped someone important. They owe you a level 3 favor, and there will always be chances to call it in.

Corp

The hyper-corporations hold the reins. Maybe you joined to change the system from within, or you are C-suite legacy. You’ve had a taste of real power and you aren’t letting it go. You can buy, bribe, or kill your way to a goal. +2 to Contact Pool.

Elite

The top 1% of the top 1%. You can spend more in a day than most people earn in a month (↑1 Step to lifestyle). Your family doesn’t just own houses in other countries — it owns the countries. You stay relatively anonymous. History has shown it is safer to rule from the shadows.

Exile

Born in the Doldrumz, a Denny’s, or the Holes, away from the corps — or banished to the wastelands. Life is hard. You have carved out a piece of the world you can call home: Homestead Accommodation for free (Table 3.3.1).

Punk

Street ganger, soldier of fortune, fast-talking swindler. Loyal to your crew — or whoever is paying. Multiple squats beat a sanctioned dwell. You know these streets better than Raptor Security knows your (probably fake) genetic imprint. +1 Style every session.

Call for backup

A Neo with social status Cop can ignore the level 3 debt normally incurred. Instead, pay the debt with the level 3 favor you are owed. You start with neither a debt nor a favor.

Full metal elitist

It is not illegal for a human intelligence to transfer into a Fabricant chassis, but it is not socially accepted. It has become a fad among younger Elite to “slum it” in a Fab as a rite of passage. If you rolled Elite you may switch to the Fabricant humanity type. You automatically receive the Designer Brand Body (Table 1.5.4) and have a Lazarus waiting. Because of the prearranged body-swapping you do not benefit from the Elite lifestyle bonus during your first scenario.

Origin

Governments, for the most part, have been replaced by a corporate oligarchy. The nations of the world have been divided between the hyper-corporations, with population centers focused around the terminals that lead to the three NOR and the corporate arcoplexes that have replaced or absorbed most of the major cities.

Table 1.3.1 — Terminals & arcoplexes. Roll D66 or choose. Note the corporate authority listed for your place of origin (select one if several). This can affect starting contacts. Chapter 10 has the setting writeups.

The Hub is the name for both the terminal and the arcoplex in the center of the nation once known as the United States. It is the default setting in this book. Most PCs reside there now even if it is not their place of origin.

D66Terminal / arcoplexCorporate authority
11–12Seattle Portland Community Arcoplex (AKA SeaPort)Meddock Healthcare [SeaPort]
11–12Milkyway Loop Terminal, San Frangeles Coastal Arcoplex (AKA Calplex)BrainWave Edutech [Calplex North] or Commedia Costa Norte [Calplex South]
13–15The Hub, or the surrounding DoldrumzKanopy [The Hub]
13–15Estrella Solitaria (Lone Star Megacity, AKA El Mess)Artemis Arms [Lone Star]
13–15Soleri Memorial Arcoplex (AKA The Solarium)NextGenomics [The Solarium]
16Great Lakes Area Mallplex (GLAM)Rift Valley Energy Americas [GLAM]
21–22Cornelius Van Horst Memorial Spaceway, New Jersey City Arcoplex (AKA New NYC)Aeronyte Hospitality [New NYC]
21–22República de Nueva FloridaAAEF [República de Nueva Florida]
21–22Santi Arcología (Saints Arcology, AKA New Vatican City)Monde di Pietà Ovest [New Vatican City]
23Greater London Megatropolis (AKA Big-L)Raptor Europe [Big-L]
24–25Cervantes Cosmódromo, Franco-Iberian Arcoplex (AKA La Mancha)Virterra España [La Mancha]
24–25New European Union (NEU)Norden Gewehre, Raketen und Panzer Herstellung [NEU]
24–25Norden Kooperativet (AKA NorKo)Myer-Watts [NorKo]
26Ouránio Katófli / Ουράνιο κατώφλι (Heavenly Threshold), Mediterranean Trade Complex (MTC)Monde di Pietà Globale [MTC]
31–32Tsiolkovsky Maglev Tower, Caspiarabian Basin Arcoplex (CBA, AKA The Backwards)Petrov Chemicals [The Backwards]
31–32Russkiy Anarkhistskiy Kollektiv Odin, Dva, and Tri (RAK I, II & III)None [RAK I, II & III]
33Karakoram Orbital Tract, Xinjiang Uyghur Recognized Autonomous Zone (AKA The Zoo)NORA [The Zoo]
33Any of the three NOR, or their associated orbital stationsThe RPR [NOR and orbitals]
34–36Hindu Kush Himalayan (HKH) Regional ArcoplexYantra Motors [HKH]
34–36Tsinghua Space Elevator, Rénmín zhī Chéng (The People’s City, AKA New Beijing)State Commission for Industry [New Beijing]
41–43Seoul Sky Reach, Unified KoreaGeodaehan [Unified Korea]
41–43Space Drive Facility Two (SDF2), Shin-Tokyo MegacityKodona Electronics [SDF2]
44–45Darwin–FitzRoy Puerto de Viajero (Traveler’s Port), Galápagos Equatorial ArcoplexNextGenomics R&D [Galápagos]
44–45Marco Ponto Zero (AKA The Maze), Região AmazôniaVirterra Agrosystems [The Maze]
46Ptolemy–Hawking Space Bridge, Null IslandRaptor Security [Null Island]
51–52Central African Arcoplex (AKA Centraplex)Geodaehan Namjjog [Centraplex]
51–52Ufunguzi Mkubwa (Vast Opening), Kisumu City ArcoplexRift Valley Energy [Kisumu City]
53Qasr Al’abwab Almutaeadida (Palace of Many Doors), Maldives Transit Center (AKA KanTran)Kanopy Fulfillment & Distribution [KanTran]
54Tiang Bulan (Moon Pole), Bhinneka Tunggal Ika Arcologi (Unity in Diversity Arcology, AKA Diverse City)Biofabrique [Diverse City]
55–56Colectivo de la Comunidad Anarquista del Sur (Southern Anarchist Community Collective, AKA The Castle)None [The Castle]
55–56Bozh’ya Bashnya (Tower of God, AKA The BB Gun), YCCP (Chilean Soviet Socialist Republic)Stalingrath [YCCP]
61Sepúlveda pé de Feijão (Sepúlveda Beanstalk), Nova Arcologia de BrasiliaCommedia Participações [Sepúlveda]
62Free State Transit Port (AKA Free Port), Drakensberg Platorandstreek ArcoplexLNK Cyberwerks [Free Port]
63–64Darling Orbital Rail Station, His Royal Majesty’s Cityplex (HRM Cityplex, AKA Harmsburg)Intercontinental Logistics [Harmsburg]
63–64Gateway to the Stars, Her Australian Highness’ Arcoplex (HAHA)TTE Productions [HAHA]
65Te Ara Wairua (Spirits’ Pathway), Zealandia ArcoplexTactical Acquisitions Group [Zealandia]
66Amundsen-Scott Antarctic Research FacilitiesNone (RAZ designated for research)

Crew (optional)

It is assumed your PCs are a Crew — a rockstar and entourage, an RPR unit on the NOR, corporate headhunters, a repo-squad, whatever fits. Each player fulfills a specific purpose. Optional: as a group, roll D12 or choose from Table 1.4.1, or work a theme with the Referee.

D12ThemeDescriptionBonus
1Rockstar or Influencer and Entourage“Are you ready to rock?” I said, “Are you ready to ROCK?!”+1 Rep and a capsule dwell in another terminal or arcoplex
2RPR UnitOne unit: Oorah! One mission: Protect the ring. One rule: No guns allowed.↑1 MELEE and a consumer-spec melee weapon (or upgrade one melee weapon to military spec)
3Corporate Extraction TeamYour squad specializes in extracting high-profile targets — willing or not.↑1 STEALTH and add the Silenced upgrade to all weapons
4SmugglersWhatever the customer needs, for the right price, your crew will deliver it.↑1 STREET and a Satcomm Device
5Bosozoku or Rover GangThis is YOUR turf. Protect it or terrorize it — maybe a little of both.↑1 DRIVE and a compact vehicle
6Con ArtistsA fool and their money are soon parted and the world is full of fools.↑1 PERSUADE and D6 FACE identichips
7Repo-squadYour crew finds rogue Fabricants and brings ’em in. Operational or not.↑1 OBSERVE and a Proximity Sensor
8Doomsday PreppersThe end times are coming. You just know it. But you and yours are prepared.↑1 ENDURE and can push lifestyle credit checks
9EMT First RespondersYour team is specially trained to provide medical care in emergency situations.↑1 HEAL and a drug of your choice (D6 doses)
10K3 Cadre“We are angry! You cheated! Next time we meet, it’ll be on the streets!”↑1 AGILITY and Drug Injectors (with drug of choice; you are addicted)
11Hacktivist EnclaveSecurity through obscurity and anonymity for all. Hackers of the world unite!↑1 DATA and a Modulation Mask
12Convert CultistsTrust in the metal, not the meat. Its cold truth will set you free.+1 Cybernetic of your choice (no biomorphic augments; Neo not allowed)
He’s already got one

If your Crew Bonus includes a piece of equipment already available to your PC as starting gear, simply select the other gear option provided for your concept.

Let our powers combine

Instead of taking separate vehicles, a Bosozoku or Rover Gang can choose a single mid-size or heavy-duty vehicle for the whole crew.

Name, age & appearance

Once you know origin, social status, and humanity type, pick a name (nickname, handle, or pseudonym), your age, and how you look. Fabricants roll on Table 1.5.4. Ethnicity, gender identity, and sexual orientation can be whatever you choose — they do not affect the game mechanically, but they help bring the PC to life.

Table 1.5.1 — Name / handle. Roll 2D10, choose, or make up your own. Use your humanity-type column; General is extra given or surnames you can mix in.

2D10FabricantHumanNeoRingerGeneral
2AxleButcherAshAceBloom
3ClutchComstockBlankBugDriver
4DieselDutchChanceCaneFlynt
5FenderEverestDoverEtchHall
6GrantFordEveGraceIndigo
7HunterGarrisonFadeHopeJeffers
8IrisHuxleyGrayJadeKoffman
9JackylIvesHaloKiteLumis
10KaseJonesIceLashMorton
11LaramieKillianLynchMaceNormal
12MatrixLincolnMortNailsOats
13NumbersMaverickPhoenixQuakePinto
14OchreNeversomeQuickRatsQuarrel
15PhluxOrlandoRezSauceRoman
16RansomParisSwitchTexSwiss
17ShatterQuaidTurnerViceTempo
18TorqReeseUsherWelchVenture
19WinkSpartanVitalYarnWellington
20XiroThornWhisperZilchYazz

Table 1.5.2 — Starting age by humanity type. Roll the dice indicated and add it to the base age.

HumanityBaseRollNotes
Fabricant0+3D6Fabs who are 15 to 18 are first generation. Preceded only by Nya.
Human16+2D12Or simply decide on an age. It has no mechanical, in-game effect.
Neo17+D100Higher die is always the tens. Add the same roll (as 2D10) to 17 to determine the age you appear to be.
Ringer15+3D10Ages 18–28 were “born” after emancipation. At 45 you are in your last year of life. Live it well.

As a Neo, if you roll 65 on your d100, that makes you 17+65 = 82, and you appear 17+11 (6+5) = 28. On a roll of 00 (100) you would be 117 and appear 17 — one of the first Neo, and this Lazarus is brand new, not your first.

Table 1.5.3 — Appearance & affectations. Roll a D10 four times (once per column), choose, or make up your own. All hairstyles except bald are available with a nano-adaptive color option.

D10HairFaceClothesAffectation
1Wavy or curlyBurn marks or scarsCosplay or costumeExcessive jewelry
2Neat & shortFurrowed browCorporate suitsFlawless makeup
3Flattop or spikedChiseled featuresBusiness casualHeels or platforms
4BaldMenacing stareJeans & T-shirtsMirrorshades
5MohawkBroken noseBiker leathersFingerless gloves
6Dreadlocks or cornrowsCurious or wild eyesBohemian chicCombat boots
7Buzz cut or shaved patternCharming smileCamos, sportwear, or activewearBody piercings
8Wild & unrulyFreckles, acne, or rosy cheeksMinimal or nudeTattoos (animated or classic)
9Long & straightBirth or beauty markHaute coutureSpikes & chains
10Roll twice and combineForgettable, nothing distinctiveRoll twice and combineRitual or battle scars

Table 1.5.4 — Fabricant appearance. Roll D12, choose, or make up your own.

D12AppearanceChassis type
1Designer Brand Body (latest fad for the young Elite)Designer or Custom
2Corporate Advertiskin™ or “Walking Video Screen”Any
3Toyetic or cheap plastic partsAny
4Retro robotics (gynoid, droid, etc.) or sleek aerodynamic exteriorAny
5“God of Chrome” (“Golden God”, metallic and shiny, etc.)Designer or Custom
6Neon lightsAny
7Graffiti chic or full-body wrap (camo, pixelated, etc.)Refurb or OEM
8Science-fiction robot look-alikeAny except OEM
9Factory model, nothing distinctiveRefurb or OEM
10Mismatched and/or rusty componentsRefurb
11Clockwork / steampunk aestheticAny
12Human attire — roll Clothes and Affectation on Table 1.5.3N/A (use Dress Code)
Like Cher or Madonna

Ringers, being bio-engineered clones, do not have family (or sur-) names. They are usually assigned a serial number based on caste, gender designation, and conception generation. Since gaining legal status it has become commonplace for Ringers to adopt a single word as their name.

This is a collective

Most sapient AI consider themselves an extension of the original — Nya. As such, the majority of Fabricants identify with the pronouns we, us, and our. “We are injured. Save us. Our body is in need of repairs.”

Steps 1–5 at the table

The book walks steps 1–5 as a conversation. Three players: a Neo who rolls Citizen (D10 6 +2), a Fabricant who picks the type and rolls Exile, and a Human who rolls Elite (10+1). Origins: Karakoram Orbital Tract (the Zoo), the Doldrumz, and Greater London Megatropolis (Big-L). They settle on a Corporate Extraction Team (↑1 STEALTH and Silenced on all weapons) — “extraction with a side of secrets.” Names: Eve Bloom (Neo, 76 looking 31), Jax (Fab, ~12 years since awakening, factory chassis), Garrison Morton (Human Elite, 40, corporate look). That’s the foundation: who you are, where you’re from, why you stick together, and what people see when you walk into a room.

Concepts & professions

When your background has been decided upon, it’s time to figure out what you’ve done with your life up to this point. Your concept and profession affect which skills and talents you receive at the start of the game, your gear, your relationships, and your Pride, Problem, and Purpose. Roll 2D10 or choose from Table 2.0.1.

2D10ConceptKey attr.RepConcept talentProfessions
2–4ActiveFLEX±0BullseyeAssassin, Merc, Sniper
5–6ErrantBODY−1StalwartFreebooter, Headhunter, Wastelander
7–8FactorCOOL+2NetworkFixer, Negotiator, Private Eye
9–10GhostFLEX−1SubterfugeCourier, Ninja, Spyder
11–12HackerTECH±0InterfaceDecoder, Hijacker, Puppeteer
13–14IdolCOOL+2FameFacade, Influencer, Rockstar
15–16PatchTECH+1DiagnoseDruggist, Kitbash, MedDoc™
17SavantTECH±0FocusGunsmith, Identifier, Judoka
18–20TankBODY+1TacticsBodyguard, Combathlete, Ronin
Key attribute

Which of the four attributes is vital to the concept. It is recommended that you make your key attribute your highest. Attributes themselves are Chapter 3.

Reputation

A character’s concept adjusts their Reputation (Rep). Rep math is Chapter 3.

Concept talent

Each concept has a unique, exclusive talent. All of a concept’s professions share that same concept talent. Talent text is Chapter 5.

Profession

Each concept includes several professions, which provide more detail and tell you what your PC does for a living. Choose one, or create your own.

Professional talent

Each profession has a specific talent that comes with it. After the start of the game, any professional talent can be acquired by a character of any profession.

Skills & augments

Recommended skills and augments that help create a well-rounded character of that profession. These are not required. The skill listed in bold in the book is the profession’s required skill — the one skill deemed essential to that profession. Full skill and augment lists are later chapters.

Gear & apps

Starting equipment for your concept and profession. Pick one option from each numbered row. Additional gear and upgrades can be purchased during session zero or later during Downtime (Ch.14).

You & your crew

The Hub sprawls under a canopy of towering skyscrapers. Gleaming facades barely mask the chaos below. Violence is an ever-present backdrop, and no faction reigns supreme for long. Survival demands alliances and a willingness to embrace the chaos.

You and your crew are troubleshooters for hire. One day you take down a rival gang; the next you infiltrate a datastore or neutralize a high-value target. Clients are typically the city’s elite — wealthy individuals or hyper-corps desperate enough to pay top Cred. Trust is rare. Every deal is laced with betrayal.

Days are spent gathering intel, planning operations, and striking with precision. Information is your lifeblood. Gear and weapons are never far from reach; in the Hub, being unprepared is a death sentence. Danger comes from gangers, corpsec, and clients with hidden agendas. Surviving takes firepower, wit, adaptability, and the unshakable trust of your crew.

Every mission is a test of skill and nerve. The Cred you earn isn’t just currency — it’s a badge of survival and a ticket to something greater. The Hub is not for the faint of heart. For those bold enough to take the plunge, it offers a chance to thrive in a city that eats the unprepared alive.

Pride, Problem, Purpose

Pride

Surviving this world requires courage (or dumb luck) and the conviction that you are an individual beyond the norm. That is your Pride — something specific you are very proud of: an ability, an event in your past, or something else. Your concept gives three suggestions; you may make up your own. Once per game session you can activate your Pride, but only after you fail a skill roll in a situation where it is relevant. The Referee has the final say, but they should give you the benefit of the doubt. When activating your Pride, you re-roll your skill roll, including an extra D12 whose result is added. If you fail despite this, you must remove your Pride. You must play one entire session without a Pride before you can choose a new one.

Problem

Every PC has a story. Many of the colorful individuals trying their luck on the streets have a checkered past, filled with thrills and danger. You experienced something before the game begins that has left its mark on you or still threatens you. This is your Problem. Each concept includes three suggestions; choose one or make up your own. Problems are first and foremost tools for the Referee to create stories, but can also affect how many Advancement Points (AP) you get at the end of a session.

Purpose

Your immediate concern is to live another day. In the long run, merely surviving is not enough. You also have a driving motivation of your own — something you dream will one day come to pass. Something that gets you back on your feet when it would be easier to just lay down and die. Your Purpose. Create your own or choose from the concept list. During play you gain extra AP if you risk something significant to help realize your Purpose.

Relationships, Ally, Rival

Your PCs are a crew, but you also have personal relationships with the others. Describe your relationship with each other PC in a short sentence on the sheet. Each concept includes suggestions. Your choices matter to the Referee. After noting relationships, choose the one you can count on when the chips are down — that PC is your Ally. There is usually someone who rubs you the wrong way — that PC is your Rival. Mark both.

That’s a bold choice

The skill listed in bold on the profession block is the profession’s required skill — the one skill deemed essential to that profession.

Ring my bell

As a Ringer you receive an additional starting biomorphic determined by your caste.

Looking Fab(ulous)

If you are a Fabricant you receive an additional starting cybernetic augment.

Downsizing

A player can always choose gear that is smaller or of an inferior spec than the recommended starting equipment — especially if it better suits the character. For instance, a Handgun (light) rather than a Shotgun (standard). Generally there is no bonus for such a substitution, but the Referee may give some extra perk if they deem it warranted.

Active

2D10 2–4 · Key attribute FLEX · Rep ±0 · Concept talent Bullseye

Anybody can get their hands on a gun these days. Anybody can pull a trigger. But hitting the target and stopping them dead in their tracks — that’s an entirely different matter. Whether you were trained or just came by it naturally, you have the gift (or curse, depending which end of the barrel you stand on).

Assassin

Are you a corporate hitman? A gun for hire? A psychopathic thrill killer? Does it matter? When the job is administering death, you get the job done. Quickly, quietly, and with no questions asked.

Professional talent. Killer

Skills. Agility, Shoot, Stealth

Augments. Artificial Muscles, Built-in Weapon

Merc

You don’t bring a knife to a gunfight unless you’re planning on dying, and out there on the streets, it’s a warzone. So you carry a gun — well, usually lots of guns. And you and your gun(s) are for hire.

Professional talent. Combat Senses

Skills. Melee, Shoot, Street

Augments. Auto-fire Stabilizer, Subdermal Armor

Sniper

Often seen as the lone gunman. You shoot especially accurately and at long range, usually from a hiding place. One shot, one kill. It may sound like a boast, but it isn’t — not for you.

Professional talent. Sharpshooter

Skills. Endure, Shoot, Stealth

Augments. Passive Sensors, Targeting Eye

Pride
  • Whoever threatens you will die a painful death.
  • You always hit your mark.
  • People on the streets know not to mess with you.
Problem
  • You are addicted to __________ (insert a drug/addiction of your choice), and partake in it after doing things you would rather forget.
  • You are arrogant and condescending.
  • You are paranoid and rarely trust anybody.
Purpose
  • To stop fighting and find a place where you truly feel safe.
  • To kill everyone who has ever done you wrong.
  • To one day lead your own crew and get the respect you deserve.
Relationship to other PCs
  • ___ fought by your side and saved your life.
  • ___ left you for dead. You’ll never forgive them.
  • ___ is highly skilled. A quality you respect.
  • ___ is your soulmate. The two of you belong together.

Starting gear & apps

Pick one from each row.

  1. Light Weapon (×2) or Standard Armor
  2. D6 Grenades (single type of choice) or Credchip (↑2 Cred, 1 use)
  3. Heavy Armor or Sniper Rifle
  4. Standard or Heavy Weapon or NanoDoc Bronze
  5. Orbital Travel Case or Wasteland Survival Kit
  6. All Basic apps + one Decoder app of your choice

Errant

2D10 5–6 · Key attribute BODY · Rep −1 · Concept talent Stalwart

Whether you turned your back on society, or it turned its back on you, doesn’t matter anymore. What is important is survival. Life off the grid is difficult enough, but having to do it alone is nearly impossible. But you don’t have to go it alone — or do you?

Freebooter

Part road-warrior, part outland raider, all feral freedom. You rip across the dust-choked wastes in a patched-together vehicle living off grit, adrenaline, and spite. The only law is speed, and the only rule is survival.

Professional talent. Vehicle Gunner

Skills. Drive, Endure, Fix

Augments. Auto-fire Stabilizer, Joint Locks

Headhunter

Whether repossessing an illegally occupied Lazarus hiding out in some sleazy back-alley bar, tracking down a bounty on the run in the Doldrumz, or acquiring a high-profile executive for a rival corporation — it’s all in a day’s work.

Professional talent. Eagle Eyed

Skills. Endure, Observe, Shoot

Augments. Active Sensors, Shocking Grasp

Wastelander

After two corporate wars and emigration after the NOR, there’s a lot of land out there to explore. All you gotta do is stake your claim — and defend it.

Professional talent. True Grit

Skills. Endure, Melee, Observe

Augments. GPS Navigation, Tox-Screener

Pride
  • You can endure any injury.
  • You never betray your friends / family / crew.
  • Not only can you survive off the grid — you thrive.
Problem
  • You are a compulsive thrillseeker. If you see the chance to do something foolish, you do it.
  • You have a nemesis, and you’ve sworn never to rest until you’ve taken them down.
  • Someone knows who you are and who you work for. Unless you pay up, the news will spread.
Purpose
  • To become part of a community where you can finally be yourself.
  • To create a new settlement for people in the Doldrumz.
  • To learn about elite society and maybe even experience it.
Relationship to other PCs
  • ___ survived 10 days in a DMZ. They’re a worthy friend.
  • ___ is always correcting you, even when they’re wrong.
  • ___ won’t stop talking. One day you’ll have to do something about that.
  • ___ always looks so gloomy. What’s eating them?

Starting gear & apps

Pick one from each row.

  1. Standard Weapon or Taser Baton
  2. Partial Armor & Makeshift Shield or D6 FACE Identichips
  3. Compact or Midsize Vehicle or Standard Armor
  4. Satcomm Device or Environment Scanner
  5. G.O.O.D.ie™ Bug Out Bag or Wasteland Survival Kit
  6. All Basic apps + one Hijacker app of your choice

Factor

2D10 7–8 · Key attribute COOL · Rep +2 · Concept talent Network

From back alley deals to boardroom takeovers, you can talk your way into or out of any situation. Sure, palms were greased and blood was spilled. But it wasn’t your blood, and as the saying goes, the ends justify the means. When the dust settles and the smoke clears, you always want to come out on top.

Fixer

From illegal drugs to military contraband to corporate defections, you specialize in uncovering secrets and acquiring the impossible — then selling it at a steep margin.

Professional talent. Connected

Skills. Fix or Heal, Persuade, Street

Augments. Hidden Compartments, Mental Block

Negotiator

They say talk is cheap, but that hasn’t been your experience. Talk can mend fences or burn bridges. It can save lives or end them. And man, you know how to talk the talk.

Professional talent. Interrogator

Skills. Data, Observe, Persuade

Augments. Polygraph Unit, Multi-translator

Private Eye

The streets are the heartbeat of the sprawl, and you have your finger on the pulse. You may not know everything that is happening, but you can always find someone who does. Whether they want to be found or not.

Professional talent. Cunning

Skills. Observe, Persuade, Street

Augments. Active Sensors, Polygraph Unit

Pride
  • You have honest eyes.
  • Everyone in your neighborhood knows and respects / fears you.
  • When you catch the scent of a score / lead, nothing can stop your pursuit of it.
Problem
  • You have a protégé that you need to take care of. It could be a relative or the child of a contact you owe a debt to.
  • You are greedy for power and never miss an opportunity to get ahead.
  • You just have to scam people if you get the chance, even your friends.
Purpose
  • To finally retire, if only you could find a worthy successor.
  • To build your own organization — one based on YOUR rules.
  • To make a big score that gives you enough Cred to last a lifetime.
Relationship to other PCs
  • ___ is easy to like. And easy to manipulate.
  • ___ is very blunt. You don’t understand each other.
  • ___ embarrassed you in front of everybody. You won’t forget that.
  • ___ is good with words. You respect that.

Starting gear & apps

Pick one from each row.

  1. Light or Standard Weapon or Satcomm Device
  2. Heavy Armor or NanoDoc Silver
  3. Drug of Choice (D6 doses) or Credchip (↑2 Cred, 1 use)
  4. Designer Clothing or Well-known at a club, bar, et al of your choice (please specify)*
  5. Corporate Swag Bag or G.O.O.D.ie™ Bug Out Bag
  6. All Basic apps + one Decoder app of your choice

V.I.P. customers only: when located at your chosen establishment you receive a +1 Rep bonus to relevant rolls.

Ghost

2D10 9–10 · Key attribute FLEX · Rep −1 · Concept talent Subterfuge

Always present in the shadows, lurking unseen. Patiently awaiting the perfect opportunity to strike. For some, you are the specter of death. For others, a silent protector. Or perhaps just a thief in the night. None know your true nature, your true identity, because your true purpose is always hidden.

Courier

Nothing compares to putting the pedal to the metal (for bike couriers, that mettle is your own). It doesn’t matter what you’re carrying or where you’re heading, as long as you get there fast.

Professional talent. Manual Control

Skills. Drive, Endure, Street

Augments. GPS Navigation, Hidden Compartments

Ninja

Guns are so impersonal. There is no skill to them. But a sword, in the right hands, is not just a mere weapon. It is an instrument of death — and you are a virtuoso. Time to play.

Professional talent. Agile Fighter

Skills. Agility, Melee, Stealth

Augments. Artificial Muscles, Built-in Weapon

Spyder

Some people like to negotiate their way to what they want. Others simply take it — or, more accurately, they hire you to sneak in and take it when the lights are off or backs are turned.

Professional talent. Self Defense

Skills. Observe, Shoot, Stealth

Augments. Extra Digits, Mental Block

Pride
  • No one has a softer step than you.
  • No one can catch you.
  • You never lose your balance.
Problem
  • You are stubborn to a fault, never giving up, even if you or your friends will suffer negative consequences.
  • You have a shady past that has made you the target of a powerful group / person.
  • You have a cold heart and never help someone in need unless you personally benefit from it.
Purpose
  • To be able to trust another person.
  • To eliminate all of your rivals and become the best.
  • To give your life fighting for a cause, person, etc. (your choice).
Relationship to other PCs
  • ___ treats you like their personal servant — and you’re fine with it.
  • ___ plots to hurt your best friend. You must find out how.
  • ___ is your role model. You want to be more like them.
  • ___ is someone you would follow into death.

Starting gear & apps

Pick one from each row.

  1. Light or Standard Weapon or Satcomm Device
  2. Compact or Midsize Vehicle or NanoDoc Silver
  3. Modulation Mask or Mechanical Lockpick
  4. Drug of choice (D6 doses) or D6 FACE Identichips
  5. G.O.O.D.ie™ Bug Out Bag or Urban Essentials Pack
  6. All Basic apps + one Hijacker app of your choice

Hacker

2D10 11–12 · Key attribute TECH · Rep ±0 · Concept talent Interface

Everything is connected. Anyone can access the Mesh, but only a few are true masters at navigating this information superhighway. Gliding in and out of systems with speed and precision. Opening the digital locks that protect sensitive data. Overriding machines — or even your fellow man — with a thought.

Decoder

That corporate sysop might be good, but you eat programmers like that for breakfast. Because you don’t just write code — you live and breathe binary, baby. Hack free or die!

Professional talent. Code Slinger

Skills. Data, Observe, Street

Augments. Intelligence Boost

Hijacker

There are self-driving cars cruising the streets, drones patrolling the shopping district, and AI-controlled construction cranes building the corporate infrastructure — and all of them can be hijacked.

Professional talent. Technical Driver

Skills. Data, Drive, Fix

Augments. Drone Controller, Extra Digits

Puppeteer

Everyone is connected. Which means anyone can be hacked. But it’s WAY more illegal and ethically questionable… Wait, what was I saying? Why can’t I remember?

Professional talent. Pattern Recognition

Skills. Data, Observe, Persuade

Augments. Mental Block, Shocking Grasp

Pride
  • You have seen the darkest corners of the Deep Web — nothing scares you.
  • You only hack those who deserve it.
  • Only when hacking do you feel like you truly belong.
Problem
  • A powerful group / person is on your tail. You have something they want.
  • You suffer from terrible agoraphobia that could set in at any moment.
  • You have betrayed a friend who has sworn to get back at you.
Purpose
  • To make the corporations pay for the crimes they have committed.
  • To break as many laws as possible.
  • To create an artificial intelligence with its own consciousness.
Relationship to other PCs
  • ___ has a keen eye for what’s important. Watch and learn.
  • ___ has the occasional bright idea, but is mostly just a waste of space.
  • ___ is hiding something. You want to know what.
  • ___ doesn’t even see you. One day that will change.

Starting gear & apps

Pick one from each row.

  1. Military DataLink Upgrade or NanoDoc Silver
  2. Taser Baton or Disposable Pistol
  3. Personal or Compact Vehicle or Consumer Spec Drone
  4. All-Nighter Prep Kit or G.O.O.D.ie™ Bug Out Bag
  5. One BPL 2 or 3 app of your Profession Type
  6. All Basic apps + all BPL 1 apps for your Profession + one app of your choice from any Profession Type

Idol

2D10 13–14 · Key attribute COOL · Rep +2 · Concept talent Fame

Adored by millions. Envied by even more. You have something others only dream of. Call it charm, charisma, or luck (if you’re the jealous type) — whatever it is, you have it in spades. Now you have turned that “certain something” into a brand, and business is booming. Your star is on the rise.

Facade

Entertainment is all digital now — all “fake.” But the people still need someone to admire, someone to worship. You are that someone. It isn’t you on the screen, but it is your face.

Professional talent. Wealth & Privilege

Skills. Agility, Observe, Persuade

Augments. Beautification

Influencer

You have the latest gear, the right clothes, plenty of attitude, and something “really important” to say. So get out there. Your audience is waiting… but not for long.

Professional talent. Unflappable

Skills. Observe, Persuade, Street

Augments. Pheromones

Rockstar

Your voice is your passport. Your words are your ticket. The world is your stage. And you will rock it to its foundation. Crank up the volume and let the show begin.

Professional talent. Performance

Skills. Agility, Persuade, Street

Augments. Multi-translator, Vocal Amplifier

Pride
  • Your performances bring warmth to the coldest of hearts.
  • Your public loves you.
  • Your friends trust you with their lives.
Problem
  • You get very jealous when others succeed. When will it be your turn?
  • You are insanely stubborn and never give up despite negative consequences.
  • A powerful group / person you have somehow angered is out to get you.
Purpose
  • To lead the people out of corporate bondage.
  • To find out the truth about the NORA. You are sure it is hiding something.
  • To one day be relieved of all responsibilities and finally be free.
Relationship to other PCs
  • ___ is annoying. They just rub you the wrong way.
  • ___ appreciates your art and is deserving of your time.
  • ___ is your true love. But do they feel the same?
  • ___ is your closest friend. You can talk about anything with them.

Starting gear & apps

Pick one from each row.

  1. Light Weapon or Heavy Armor
  2. Camera Drone or Musical Instrument
  3. Designer Clothing or NanoDoc Gold
  4. Drug of choice (D6 doses) or Permanent reservations at a club, restaurant, spa, et al of your choice (please specify)*
  5. Orbital Travel Case or Urban Essentials Pack
  6. All Basic apps + one Puppeteer app of your choice

Reservations please: when located at your chosen establishment you receive a +1 Rep bonus to relevant rolls.

Patch

2D10 15–16 · Key attribute TECH · Rep +1 · Concept talent Diagnose

A busted micro-camera in a cybereye. A dead Jumbotron on an advertising drone. Or a fan-favorite Combathlete’s fractured collar bone. If it needs to be mended, enhanced, installed, or invented you are the one to talk to. But do you have the passion and talent necessary to move the human race into the future?

Druggist

It seems like everybody is on something these days. And if they aren’t, they either need or want to be. Well, you know what they say: “Better living through chemicals.”

Professional talent. Pharmatoxicology

Skills. Heal, Persuade, Street

Augments. Cerebral Drug Injector (Stims), Tox-Screener

Kitbash

Broken servo? You can fix that. Gun jammed? You can fix that. Proximity sensor on the fritz? You can fix that, too. Or, if all else fails, you can just build a new one.

Professional talent. Factory Reset

Skills. Fix, Force, Street

Augments. Drone Controller, Joint Locks

MedDoc™

You repair people as easily as a kitbash fixes a toaster. Whether it’s a broken bone or a fractured mind, you have been trained to cure whatever ailments come your way.

Professional talent. Educated

Skills. Heal, Fix, Persuade

Augments. Empathy Switch (On)

Pride
  • You are nobler than other people.
  • You can make anyone trust you.
  • Thanks to your education, you know how the world really works.
Problem
  • You just can’t stay away from __________ (insert a drug / vice of your choice). It makes you impulsive and erratic.
  • Repossessors are after you, but you’re not an AI — or are you?
  • A competitor has slandered your work. One day you shall have vengeance.
Purpose
  • For the one you desire to feel the same way about you.
  • To create something truly new and unique.
  • To destroy the corporations with something you created.
Relationship to other PCs
  • ___ is almost as smart as you. Impressive.
  • ___ has no clue. How can someone possibly be so ignorant?
  • ___ makes you uncomfortable. You don’t know how to interact with them.
  • ___ is so beautiful. But they would probably never look your way twice.

Starting gear & apps

Pick one from each row.

  1. Light Weapon or Standard Weapon with Syringe Rounds
  2. Standard Armor or NanoDoc Bronze
  3. Repair Kit or Medkit or Maintenance or Medical Drone
  4. Assorted Drugs & Antitoxins (2D6 doses) or Chem Extinguisher
  5. All-Nighter Prep Kit or Corporate Swag Bag
  6. All Basic apps + one Hijacker app of your choice

Savant

2D10 17 · Key attribute TECH · Rep ±0 · Concept talent Focus

You possess an extraordinary gift, a rare aptitude for a specific ability. Driven to perfect your craft, you’ve journeyed across the globe. Learned from the finest mentors. Refined your skill through relentless dedication to become the best there is at what you do — the world’s greatest.

Gunsmith

You are a technician and marksman who can customize firearms to suit any combat scenario. The perfect blend of skill, talent, and deadly precision (and probably a few augments).

Professional talent. Calculated Shot

Skills. Data, Fix, Shoot

Augments. Instant Replay Chip

Identifier

Uncovering hidden truths by analyzing digital footprints, physical evidence, and behavioral patterns, you specialize in exposing secrets and unmasking identities.

Professional talent. Deductive Reasoning

Skills. Data, Observe, Street

Augments. Hive Mind Neuralnet

Judoka

By harnessing your opponent’s momentum, you execute devastating throws, locks, holds, pins, and chokes, leaving them completely incapacitated. You have mastered the art of achieving maximum impact with minimal effort.

Professional talent. Applied Force

Skills. Agility, Force, Heal

Augments. Muscle Memory Suite

Pride
  • You’re a loner, happier when you can do a task without relying on others.
  • You chase understanding — not for profit or power, but because you need to know.
  • You’ve sworn an oath never to take a life. Ever.
Problem
  • You’re stubborn and don’t like to back down, even if others might get hurt.
  • You will do almost anything to avoid taking the blame.
  • You owe a debt to a powerful group / person. They want it paid. Now.
Purpose
  • You want to find someone you can trust — really trust.
  • Honor is everything; you defend your reputation at all costs.
  • To protect my friends / crew.
Relationship to other PCs
  • ___ is different, but you like them.
  • ___ and you only pretend to like each other.
  • ___ needs to be careful, you are watching them.
  • ___ is a puzzle that you need to solve.

Starting gear & apps

Pick one from each row.

  1. Standard Weapon or NanoDoc Silver
  2. Light Weapon or Light Armor
  3. Repair Kit or Proximity Sensor
  4. Personal Vehicle or Skillchips (D6/2, minimum 1)
  5. G.O.O.D.ie™ Bug Out Bag or Urban Essentials Pack
  6. All Basic apps + one Decoder app of your choice

Tank

2D10 18–20 · Key attribute BODY · Rep +1 · Concept talent Tactics

In a world where you can purchase a disposable pistol out of a vending machine, you prefer the feel of a blade in your hands. Or just your bare hands. Whether you view martial combat as a lost art form or simply a way to earn some quick Cred, for you it is an activity best performed up close and personal.

Bodyguard

It is your job to escort and protect other people, important people. In fact, the more important, the better. Especially since that usually means more credit — and more action.

Professional talent. Protect Others

Skills. Agility, Endure, Force

Augments. Artificial Muscles, Subdermal Armor

Combathlete

The roar of the crowd, the buzz of the camera drones, the crunching of bones, the smell of blood and sweat. That is what drives you. That is why you do it. For the fans!

Professional talent. Lucky

Skills. Endure, Force, Melee

Augments. Cerebral Drug Injectors (Roids), Extra Appendage

Ronin

You are an expert in melee combat. Skilled in martial techniques many find archaic and outdated. But few would dare to say that to your face. Even fewer would survive it if they did.

Professional talent. Melee Expert

Skills. Agility, Melee, Stealth

Augments. Built-in Weapon, Subdermal Armor

Pride
  • You never back away from a fight.
  • You sense danger before anyone else.
  • You can endure pain that others can’t.
Problem
  • You are a coward, but try to hide it as best as you can.
  • You are being hunted by a powerful group / person, who wants both you and your loved ones dead.
  • You have a shady past that could turn everyone against you.
Purpose
  • To start a revolution and have your name go down in history.
  • To protect your neighborhood and safeguard it for future generations.
  • To find something / someone worth dying for.
Relationship to other PCs
  • ___ can be trusted no matter what.
  • ___ is skillful but naïve.
  • ___ is clumsy. Don’t let them near your stuff!
  • ___ has a hidden agenda. Maybe you can help them achieve it.

Starting gear & apps

Pick one from each row.

  1. Standard Weapon or D6 doses of X-zoom (combat drug)
  2. Standard Armor or NanoDoc Silver
  3. Melee Weapon or Personal Vehicle
  4. Holovid Unit or Camera Drone
  5. Corporate Swag Bag or Urban Essentials Pack
  6. All Basic apps + one Puppeteer app of your choice

Attribute scores

Your four attributes determine your basic capabilities — the natural characteristics you were born with. Attributes range from D12 (Extraordinary) to D6 (Feeble). D12 is top human capacity, D10 is above average, D8 is your average Joe, and D6 is a weakened or diminished ability.

BODY

Raw (or engineered) muscular power, vigor, and physique.

FLEX

Overall reflex control, speed, and motor skills.

TECH

Intelligence, comprehension, and technical know-how.

COOL

Personal charisma, awareness, and strength of character.

DieMaxDescription
D1212Extraordinary
D1010Capable
D88Average
D66Feeble

When you create your PC, you start with a baseline of D8 in all four attributes. You may then make two increases of one die type — each of these increases is called a Step. You can step up any attributes you want and may step up the same attribute twice. However, only your concept’s key attribute can have a score of D12. For all other attributes, your maximum score is D10. You can gain one additional increase by decreasing one attribute from D8 to D6.

Humanity typeAttribute adjustment
Fabricant↑1 Step (still cannot have more than one attribute at D12)
Human
Neo
Ringer↓1 Step (must step down an attribute)

The book’s steps 6–9 example assigns attributes after concept. Eve (Neo Idol Facade): key COOL; two steps plus a D6 BODY dump put COOL at D12, FLEX D10, TECH D8, BODY D6; Rep 8, Cred 8, Style 0. Jax (Fabricant Exile Hijacker): key TECH; two steps plus the Fabricant extra put TECH at D12, BODY D10, FLEX D8, COOL D8; Rep 3 − 1 = 2, Cred 2, Style 0 (Mandatory Upgrade would add +1 Style later). Garrison (Human Elite Sniper): key FLEX to D12, BODY dumped to D6, extra step into COOL D10, TECH D8; Rep 7, Cred 7, Style 0. Only the key attribute can start at D12.

Derived stats

Your attributes determine how much damage and stress you can take, how well you defend against being hacked, how many augments you can withstand before it affects Resolve, and how much gear you can carry. “Max” in these formulas is the number on Table 3.0.1 (D12 = 12, D8 = 8, …). Divide and round down.

Health

(BODY Max + FLEX Max) / 4

When not injured, total Health equals BODY Max plus FLEX Max, divided by four, rounded down. Some critical injuries cause permanent physical damage, reducing Health.

Resolve

(TECH Max + COOL Max) / 4

Starting Resolve equals TECH Max plus COOL Max, divided by four, rounded down. Excessive augments or Neo conversions can cause permanent stress, reducing Resolve.

Firewall

(FLEX Max + TECH Max) / 4

Firewall works like armor versus hacking and can be targeted and degraded by hacks and apps. A Hacker with the Denial of Service concept ability adds +2 to Firewall.

Augmentation Limit (AL)

(BODY Max + COOL Max) / 2

How many augments you can have before your Resolve is affected.

Carrying Capacity (CC)

(BODY Max + TECH Max) / 2

How many items you can carry before becoming encumbered (Ch.7).

Reputation

Your Reputation (Rep) is determined by your social status and then adjusted by concept and humanity type. Example: an Exile Errant Human is 3 − 1 + 0 = 2; a Corp Factor Neo is 6 + 2 + 1 = 9. Rep can change over the course of the game (Ch.14).

Rep = Base (social status) ± concept change ± humanity type change

Social statusBase Rep
Exile3
Cop4
Punk4
Citizen5
Corp6
Elite7
ConceptRep change
Active±0
Errant−1
Factor+2
Ghost−1
Hacker±0
Idol+2
Patch+1
Savant±0
Tank+1
Humanity typeRep change
Fabricant−1
Human±0
Neo+1
Ringer±0

Your Rep changes by the actions you take. The Referee decides at the end of each session, when Advancement Points are handed out. Each time Rep changes it can increase your Renown. Each Renown increase earns a bonus to your contacts. A Rep decrease has no immediate effect on contacts, but a lower Rep can affect PERSUADE on contacts.

DMZ Rep

Since Rep is based on social status, for most characters it is essentially reversed in the Doldrumz. This does not affect your contacts, but does affect rating, Renown, and social conflict adjustment. Idols are the exception — their Rep remains unchanged.

Social statusDMZ change
Exile+3
Cop−1
Punk+1
Citizen±0
Corp−3
Elite−5

Rating, Renown & effects

In certain social situations (PERSUADE, or STREET to taunt) your Rep can affect your roll. Rep also sets your rating, Renown, and contact bonus.

RepRatingRenownContact bonusSocial adj.Pay rate
00Unknown−10
1–4D6Local±0×1,000
5–9D8Regional+1↑1 Step×10,000
10–14D10Global+2↑2 Step×100,000
15+D12Off-world+3↓1 Step×1,000,000
Mister Big Shot

With a Rep of 15+ you have become so well known that reputation becomes a disadvantage. Rumors — true or not — have spread far and wide, making it difficult to negotiate without others already knowing your tactics.

How much does it pay?

When the crew is hired, the starting point for the Referee is either the average Rep of the crew or the Rep of whoever is hiring them — whichever is lower — multiplied by the Pay Rate for that Rep. Example: Rep 5 starts the payout at 50K. The crew may negotiate; the Referee can modify for difficulty. The final payoff factors into potential Rep (and consequently Cred) increase.

Credit

You have credit, simply called Cred, equal to your Rep rating. Cred represents purchasing power in the abstract so you don’t track currency. In the Chapter 1–3 example, starting Cred is the same number as starting Rep. To purchase an item, its cost must be less than or equal to your Cred. The Referee may allow you to bundle items (especially if bought together), but the total should not exceed your Cred unless you extend credit.

Every time you purchase new augments, apps, weapons, and gear during the game, roll a credit check: two dice equal to your Cred. For each die that shows a success (6+), you must step down your Cred ↓1 Step. The purchase is still successful — only your Cred is lowered. When your Cred die is lowered to zero, you are out of Cred and can’t purchase any more items for the rest of the scenario. Cred resets to starting level at the beginning of each scenario. You get a maximum number of credit checks per session (including Downtime) equal to your Rep divided by 2, up to a maximum of 6.

You can attempt a credit check at scores greater than your current Cred by calling in a favor or incurring a debt. Each level of debt incurred or favor called in steps up your Cred ↑1 Step. Example: to temporarily increase Cred from D6 to D12 requires a level 3 debt or a level 3 favor you are owed.

Trust fund babies: PCs with social status Elite receive a ↑1 Step to their Lifestyle.

At the beginning of each scenario, roll a credit check as normal. This represents maintaining your current lifestyle. Any successes rolled lower your Cred for the entire scenario. If your Rep increases at the end of a scenario, you can remain at the same lifestyle and skip the Cost of Living check next scenario, or increase some factor of your lifestyle to match your new Rep.

Calling in a favor or incurring a debt is relatively easy (Ch.9), but it comes at a cost. Sooner or later that debt will need to be paid. Many debts are owed to shadow brokers or loan sharks who actually represent a more powerful individual or organization.

Lifestyle, dress & accommodations

Your Rep determines the lifestyle your character lives. Select a base lifestyle level, dress code, and accommodation. The total cannot exceed your Rep. Example: Rep 8 can be Moderate + Designer + Corporate dwell (2+2+4), or Wealthy + Designer + Homestead (4+2+2), or Wealthy + Off-the-rack + Sector dwell (4+1+3).

LifestyleBonusRep costNotes
Scavenger00Begging and scrounging; living off scraps and handouts.
SubsistenceD61Getting by, but just barely, with the minimum resources necessary for survival.
ModerateD82Average, middle-class lifestyle that can comfortably, but not extravagantly, afford to support a family.
WealthyD104A financially independent lifestyle built around standing out from the crowd.
LuxeD126The “cultivated, sophisticated, and affluent” upscale lifestyle of jet-setters and silver spoon kids.
Dress code / chassisEffectRep cost
Secondhand / Refurb−1 Style per scenario±0
Off-the-rack / OEM+1
Designer+1 Style per scenario+2
Tailor-made / Custom+1 to Rep (does not affect your Cred)+3
AccommodationsNotesRep cost
HomesteadFarmland and/or compound off the grid, usually in the Doldrumz.+2
SquatA shanty-town shack, or a room in an abandoned building on “the wrong side of the tracks.”±0
Capsule dwellA self-contained, prefabricated capsule in a towering apartment building. Multiple capsules can be interconnected.+1
Sector dwellCookie-cutter multiplex, lacking individuality; stereotypical and formulaic.+2
Corporate dwellCorporate-sponsored housing in an arcoplex, or a modest condo in a skycicle.+4
Luxury dwellExpensive and of high quality; luxurious house or penthouse apartment.+6
On the NORAdditional cost for any dwell on the NOR. There are no Homesteads on the NOR. Squats cost the same everywhere.+5

These days most products and services are subscription-based — weekly water, ammo for that pistol, monthly parking whether you own a vehicle or not. Subscriptions are included as part of your PC’s lifestyle. Newly acquired gear can adjust this fee on your next Cost of Living credit check: add the cost of the highest-tier piece of gear acquired (and still owned) during the scenario to your lifestyle total. That new lifestyle could mean you are living Above Your Pay Grade.

Gear tierLifestyle cost
Street0
Consumer+1
Milspec+3
Rare+5

Subscription renewals include a delivery fee where applicable. Delivery time depends on the PC’s location and the Surveillance or Survival level of that zone (Ch.14).

Send nudes

Characters with an appearance of Minimal or Nude do not have to purchase a Dress Code.

Above your pay grade

You can have a lifestyle that exceeds your Rep. Each cost above your Rep automatically lowers your Cred by ↓1 Step, to a minimum of 0. At that point you cannot exceed your Rep further.

Style

To push yourself to the brink of your abilities is risky, but as long as you look good while doing it nothing else matters — it’s all about Style.

Most PCs start the game with a Style of 0. All PCs have a maximum Style of 10. Style resets to your starting level at the beginning of each session, adjusted for dress code / Fabricant chassis. Punks start each session with +1 Style. Hackers with the Mandatory Upgrade ability start each session with +1 Style.

For every extra success you roll when you push your roll, you can choose to either purchase stunts or Style. You also gain 1 Style every time you push your roll and fail (but cannot exceed the maximum).

Style is required to utilize the most powerful ability of your concept talent. It is also used to Boost nearly any professional or general talent, to change chase maneuvers, and often when hacking.

Another use is Doing It With Style: adding automatic success to almost any roll. One exception is the re-roll when you invoke Pride — you can’t do it with Style and use Pride on the same roll. Doing it with Style is 1:1, up to a maximum of three. Style must be spent before rolling (except when hacking) and you can’t push your roll when Doing it With Style.

Style spentSuccesses gained
11
22
33

Living on the Edge: the Referee has their own pool of points called Edge. They earn Edge equal to any Style spent. Edge is Chapter 14.

Starting skills

Your skills are the knowledge and abilities you have acquired during your life. Along with your attributes, they determine how effectively you can perform certain actions. There are thirteen skills. Skill levels are measured from Novice to Veteran.

DieMaxAbility level
D1212Veteran
D1010Experienced
D88Average
D66Novice

Player characters start with all thirteen skills at level D6, except the skills associated with their key attribute, which all start at D8. Next raise the required skill (listed in bold under your concept) to level D10. Then give two additional skills a ↑1 Step. Stepping up your profession’s suggested skills is recommended, but you can apply these two increases to nearly any skills you wish. Starting skill levels can’t be raised above D10 (unless you are a Ringer).

Humanity typeSkill adjustment
Fabricant↓1 Step (no skill below D6). Can only push skills at D8 or above.
Human
Neo
Ringer↑1 Step (varies by caste). May start the required skill at D12, or step up any appropriate skill to D8 or D10 respectively.

By spending more than the minimum time required to perform a skill, you increase your chances of success. Twice as much time: ↑2 to your skill. Four times as much time: ↑3. You can’t get a higher modifier by taking even longer.

During the game you gain Advancement Points (AP), which you can use to increase your skills’ ranks.

Success

To succeed at an action, you must roll 6 or higher on at least one base die used in the roll. A roll of 6+ is called a success.

Failure

If your roll results in no successes, something goes wrong. You failed to achieve your goal. Feel free to elaborate on why, with the help of the Referee.

Critical success

If you roll two or more successes with your combined base dice, you have achieved a critical success — you reach your stated goal and also gain some additional bonus effect, depending on the situation and the skill used. Two or more successes generally matter most in combat, where each extra success increases damage and can inflict a critical injury. For other skills, a critical success generally results in a stunt.

For each extra success you roll, choose one of the suggested stunts below. Or suggest a bonus effect yourself. Some skills offer additional stunts.

  • Give one success to another PC in the same situation as you.
  • Give yourself ↑1 Step on a later skill roll in the same scene.
  • Give a ↓1 Step to an enemy’s next roll in the same scene.
  • You discover something unexpected.
  • You do it quickly, in half the time it would normally take. (This stunt can’t be chosen when Taking Your Time.)
  • You do it quietly.
  • You impress someone.

You can acquire a Condition by rolling a mishap, or triggering one when pushing your roll. A mishap on BODY or FLEX is a physical Condition; on TECH or COOL it is a mental Condition. Each Condition gives you a ↓1 Step to the associated attribute. When you suffer all four Conditions, you become Broken (Ch.13).

AttributeCondition
BODYWounded
FLEXFatigued
TECHConfused
COOLUnnerved

Skill list

Table 4.0.3 — Skill list. DRIVE uses a vehicle or drone’s maneuverability rating as its attribute (unless a talent says otherwise).

SkillAttributeUseRecommended for
AgilityFLEXAny action that requires speed, athleticism, or fine motor skills.Assassin, Bodyguard, Facade, Judoka, Ninja, Rockstar, Ronin
DataTECHFind more info about almost any subject, or when hacking — especially decoding.Decoder, Gunsmith, Hijacker, Identifier, Negotiator, Puppeteer
EndureBODYResist extreme environments and fatigue.Combathlete, Courier, Freebooter, Headhunter, Wastelander
FixTECHRepair gear as items tend to break.Fixer, Freebooter, Gunsmith, Hijacker, Kitbash
ForceBODYFeats of physical strength, including unarmed combat.Bodyguard, Combathlete, Judoka, Kitbash
HealTECHStabilizing and treating wounded people.Druggist, Fixer, Judoka, MedDoc™
MeleeBODYAttacking or defending in close combat.Bodyguard, Combathlete, Merc, Ninja, Ronin, Wastelander
ObserveCOOLNotice or discover things: hidden cameras, concealed weapons, someone sneaking, lying, or attempting to puppet you.Decoder, Facade, Headhunter, Identifier, MedDoc™, Merc, Negotiator, Private Eye, Sniper, Spyder, Wastelander
PersuadeCOOLManipulating people or giving them orders. Also puppeteering.Fixer, Druggist, Facade, Influencer, MedDoc™, Negotiator, Private Eye, Puppeteer, Rockstar
ShootFLEXFire a weapon or launch a projectile at a distant target.Assassin, Gunsmith, Headhunter, Merc, Sniper, Spyder
StealthFLEXMove unnoticed, sneak attack, or lay an ambush.Assassin, Ninja, Sniper, Spyder, Ronin
StreetCOOLTraversing arcoplexes and terminals, or when provoking someone.Fixer, Courier, Decoder, Druggist, Identifier, Influencer, Kitbash, Private Eye, Rockstar
DriveManeuverability*Operate a vehicle in combat or attempt a risky maneuver, including piloting drones.Courier, Freebooter, Hijacker

BODY skills

Endure

Roll ENDURE when you traverse long distances, travel in extreme environments (such as bitter cold), or resist adverse situations (such as interrogation). Success: you push through the pain and can fight on for a while longer (Referee). Failure: you succumb (Ch.13 hazards).

Force

When you lift something heavy, carry a wounded comrade, pry open a door, or engage in unarmed combat you roll FORCE. Overpowering another person (wrestling) is an opposed roll. Success: you beat the challenge. Failure: you are not strong enough. Grappling: FORCE for unarmed combat and to grapple in close combat.

Melee

Roll MELEE when attacking or defending with a weapon in close combat. Success: you hit and inflict the weapon’s damage. Failure: you stumble and miss; now it’s your opponent’s turn. Extra successes: choose a combat stunt (Ch.12). Weapons grant a bonus accuracy die to MELEE and count as gear. If you have a weapon, you can use MELEE to parry other MELEE attacks.

FLEX skills

Agility

Roll AGILITY to steal an item, pick a lock, throw a melee weapon in close combat, or any action that needs fine motor skills — or to get out of a hazardous situation (risky climb, dangerous jump, enemy coming at you). Success: you perform the task, but just barely. Failure: you fall or stumble; depending on circumstances you run a high risk of falling damage. Evasion: AGILITY to dodge in close combat or flee the conflict. Taking cover when bullets fly also requires AGILITY.

Shoot

Roll SHOOT when you fire a weapon at a target (ranged combat). Success: you hit and inflict the weapon’s damage. Failure: the shot misses; it might hit something else, or the sound attracts unwelcome attention. Extra successes: choose a ranged stunt (Ch.12). Firearms count as gear and add a bonus accuracy die, like melee weapons.

Stealth

Roll STEALTH to move unnoticed, sneak attack, or set up an ambush. Opposed by the opponent’s OBSERVE. Success: you avoid detection, but may have taken a detour. Failure: they spot or hear you; surprise is lost. Group infiltration: only the PC with the lowest STEALTH rolls, and the result applies to the whole group.

TECH skills

Data

Roll DATA to know more about a corporate arcoplex, an important NPC, or a piece of technology. Success: you find a datafile with pertinent, accurate information. Failure: you have no idea, or the wrong idea — the Referee can feed false or mixed information. You might know you failed, but not which information to trust. DATA is also used when hacking, especially decoding.

Fix

Repairing a broken item generally takes a few hours and a successful FIX roll. Success: the item is repaired; if it was damaged, reliability increases by one. Failure: it won’t cooperate; reliability is permanently decreased to its current level. If reliability is already zero and the repair fails, the item is destroyed. PCs with FIX at average (D8) or higher can attempt to manufacture consumer-spec items. Higher spec needs a higher skill and the Patch Diagnose talent.

Heal

Trained in the healing arts. Main use is stabilizing and treating injured people; also recognizing drug abuse, poison, illness, and injury. A person whose Health or Resolve attribute is reduced to zero is Broken. A successful HEAL roll gets them back on their feet and they immediately recover a number of attribute points equal to the successes you roll. Life-saving medicine: treating a critical injury — a failed roll here can mean the end for the patient (Ch.13). At higher ranks, with equipment and talents, HEAL implants cybernetics and biomorphics and formulates drugs and toxins.

COOL skills

Observe

Discover anyone sneaking up on you (versus STEALTH), or determine if something at a distance is a threat. Success: the Referee must describe exactly what you see — correct but brief. Failure: you can’t make it out, or you reach a faulty conclusion. Extra successes: you see in detail and discover a weakness; each extra success answers one of: Is it coming for me? Are there more close by? How do I get in/past/away? You can also spend a few minutes close to an NPC to read their strongest emotion right now. Group observation: only the PC with the highest OBSERVE rolls for the group.

Persuade

Make another person see things your way with an opposed PERSUADE vs OBSERVE. Affected by negotiating position (Ch.12) and Rep social adjustment. Success: they must either do as you want, or attack you physically right now (close or ranged at a ↓1 Step). Even if they agree they can demand something in return; you accept or back off. Failure: they refuse, and may attack if provoked. Extra successes: social stunts (Ch.12). Command: when you help others, the positive modifier equals the successes, so long as they follow your orders. Inspire: when someone has Resolve Broken, PERSUADE can bring them back (they recover Resolve equal to your successes), the same way HEAL recovers Health. This is not mind control — what you ask must be somewhat reasonable, or the Referee can disallow it.

Street

Roll STREET for navigation, sector etiquette, heist planning, and more whenever you’re moving through arcoplexes, terminals, or the NOR. Success: you find your way unhindered and unharmed. Failure: you get lost, or run into trouble. Taunt: a slow action to taunt an enemy in combat who is within medium range and understands you. Opposed STREET vs OBSERVE. Extra successes: they must direct their next attack at you if possible, and/or they are distracted (↓1 Step on their next roll, stackable up to three times).

DRIVE

A vehicle or drone’s maneuverability rating is used as the base attribute for all DRIVE skill rolls (unless you have a talent that states otherwise).

You are one with your vehicle. Roll DRIVE when driving a vehicle in combat, attempting a risky maneuver, or piloting drones. Success: you perform the maneuver with the smallest margin possible. Failure: depending on circumstances, the outcome can be anything from embarrassing to fatal. Combat maneuvers are Chapter 12.

Talents

Talents are tricks and abilities that give you a small advantage in the game. They are more specialized than skills and help you fine-tune your character. Certain talents are exclusive to a specific concept, while others are determined by (but not limited to) your PC’s profession. As the game progresses and you gain experience, you can acquire more talents — or advance further in your concept by acquiring more abilities.

There are three kinds of talents: concept talents, professional talents, and general talents.

Most professional and general talents can be Boosted by spending a Style. Boosting allows for a one-time use of a talent you do not possess. Concept abilities cannot be Boosted.

During the game you gain AP, which you can use to learn additional talents and concept abilities.

PCs start with one of the three abilities listed under their concept talent, plus the professional talent of their chosen profession. Neo PCs also start with a bonus general talent. Additional professional talents can be purchased later with AP — branching out this way does not grant a new concept talent.

Concept talents

Concept talents are more powerful than professional and general talents. They can only be used by characters with that concept, and many of the abilities require Style. Select one of the three abilities under your concept talent. Example: an Active PC with Bullseye chooses Target Practice, Hit the Mark, or Trick Shot. The others can be bought later with AP.

Bullseye — Active

You shoot like you’ve been doing it since birth, and maybe that’s not far from the truth. Hitting the target has always been easy for you.

  • Target Practice. You have a ↑1 Step on all SHOOT rolls or any AGILITY rolls made using a thrown weapon.
  • Hit the Mark. By taking a fast action to “mark” your target, you grant a ↑1 Step to all of your allies’ next ranged attacks against the marked target. You can’t mark the same target more than once to gain an additional modifier.
  • Trick Shot. By spending one Style, you deal an automatic critical injury when your attack hits, regardless of whether the attack penetrated cover or armor. Any other effects of the attack are resolved normally.
Diagnose — Patch

You have an innate understanding of what makes things tick — man, machine, or anything in between. You can mend what is broken, create new implants and inventions, or improve on others’ creations.

  • Measure Twice. You have a ↑1 Step on all FIX and HEAL rolls.
  • Like a Book. People are just complex machines to be analyzed and understood. You have a ↑1 Step to OBSERVE when trying to determine an NPC’s state of mind.
  • Everything in its Place. By spending one Style, you have any one item you need from the standard equipment, archaic item, consumer goods, or repair and medical equipment tables for one scene. You may spend additional Style to have additional items.
Fame — Idol

With charm, poise, and talent you inspire your legions of fans. They worship and admire you. Desire to be with — or to be — you.

  • Cult of Personality. You are known far and wide, an icon to millions. Add an additional +2 to your Rep (and by extension, your Cred).
  • Command Performance. You have a ↑1 Step on PERSUADE and STREET when attempting to command, taunt, or inspire others.
  • Rabid Fanbase. By spending one Style, you can convince someone to obey you without having to roll a test. Your request must be reasonable — you can’t, for example, force an NPC to act completely against their own well-being. This talent can’t be used on PCs.
Focus — Savant

Discipline. Concentration. Commitment. Aligning mind, body, and spirit to become the best there is at what you do.

  • Mind Over Matter. Make a successful TECH roll, as a free action, to ignore any Conditions for that scene.
  • Knowledge is Power. You receive a ↑2 Step on your next action after spending a round studying the situation. No other actions other than free actions can be taken when studying.
  • Eye of the Tiger. By spending a Style you can ignore armor on your next attack. This talent can be used to ignore Firewall when hacking.
Interface — Hacker

You can infiltrate a system, override its controls, and make it do your bidding. Whether that system is digital or neurological, the results are the same.

  • Denial of Service. You add +2 to your Firewall.
  • Mandatory Upgrade. You can overclock your rolls when using apps. You also add +1 to your Style at the beginning of each session (but can’t exceed the maximum).
  • System Overload. You can elect to take a point of stress in exchange for 3 Style. You can use this ability to increase your Style beyond the normal maximum of 10.
Network — Factor

It’s not what you know, it’s who you know. You make it your business to know everyone. Connections who owe you a favor, or have secrets that only you know.

  • Legitimate Business. You add 3 CP to your Contact Pool (Ch.9).
  • Make ’em Talk. You have a ↑1 Step on all PERSUADE and STREET rolls.
  • I Got a Guy. By spending Style, you can find a useful contact (rank equal to Style spent) anywhere. They will protect you, lend you gear, or vouch for you without a roll. This is a temporary contact and does not add to your list unless you have CP to spend and choose to do so.
Stalwart — Errant

Surviving in this harsh world is not easy. You specialize in living off the grid. Considered off limits by most, you feel at home anywhere — wastelands, mountains, dark alleys, abandoned high-rises.

  • Thick Skinned. Life has made you sturdier than most. You have a natural armor rating of D6.
  • Tough as Nails. You have a ↑1 Step on all ENDURE and FORCE rolls.
  • Pain Don’t Hurt. By spending one Style, you can get back up after having been Broken by damage or stress, with your Health or Resolve immediately restored to 1. Additional Style can’t restore more. Alternatively, spend one Style to ignore the effects of a critical injury when you suffer one.
Subterfuge — Ghost

Anyone can sneak into a house late at night or disappear into a crowd. You seem to vanish from plain sight, or appear from thin air. Can you walk through walls? No. But you are a Ghost.

  • Silent as the Grave. Every move you make is quiet and calculated. You have a ↑1 Step on all STEALTH and DRIVE rolls.
  • A Life in the Shadows. You know how to make your way through busy streets and narrow alleys. You get a ↑1 Step on all STREET and Chase Maneuver rolls.
  • Death-Defying Feat. By spending one Style, you receive an automatic critical success on a FLEX skill test of your choice. It counts as if you had rolled three successes.
Tactics — Tank

You are a chess master of martial skills, able to anticipate your opponent’s every move, always one step ahead.

  • Plan of Attack. You have a ↑1 Step on all MELEE and FORCE (unarmed and grapple) rolls, and once per combat scene you may swap initiative with another participant (friend or foe).
  • Chain of Command. You have a ↑1 Step to PERSUADE or STREET when using it to command, inspire, or taunt others.
  • Combat Reflexes. By spending one Style, you can evade an incoming attack, taking no damage. You can activate this after a successful attack roll, but before you roll any cover or armor dice.

Professional talents

All player characters start with a professional talent defined by their chosen profession. Professional talents do not require Style, but you can spend Style to Boost most of them. They are tied to a profession, not exclusive to it. Extra professional talents bought later with AP do not grant a new concept talent.

TalentProfessionEffect
Agile FighterNinjaYou can use FLEX rather than BODY in close combat and when performing MELEE rolls.
Applied ForceJudokaYou can use TECH rather than BODY when performing actions with FORCE.
Calculated ShotGunsmithYou can use TECH rather than FLEX in ranged combat and when making SHOOT attack rolls.
Code SlingerDecoderYou can launch purchased apps as a fast action, allowing you to launch two apps in a round.
Combat SensesMercYou have a ↑1 Step on OBSERVE when trying to spot a sneak attack or ambush (or STEALTH when setting one up).
ConnectedFixerYou can buy gear, if you can afford it, at a ↓1 Step to its cost (minimum of D6).
CunningPrivate EyeYou can use COOL rather than FLEX when performing STEALTH checks.
Deductive ReasoningIdentifierYou can use TECH rather than COOL when performing OBSERVE rolls.
Eagle-EyedHeadhunterYou can use BODY rather than COOL when performing OBSERVE checks.
EducatedMedDoc™You can push any skill roll based on TECH twice, not just once like other characters.
Factory ResetKitbashYou can push any FIX roll twice, and may even attempt to FIX gear deemed unrepairable due to a failed roll made by another PC or NPC.
InterrogatorNegotiatorWhen you PERSUADE someone and roll more successes than needed, you can inflict 1 point of stress on your opponent per extra success.
KillerAssassinWhen your enemy sustains a critical injury, you receive +1 to your hit location roll. You may also roll on the critical injury table twice and choose the deadlier result. If the opponent has Lucky, these talents cancel each other out.
LuckyCombathleteWhen you receive a critical injury, you roll twice and choose the result you prefer. The same rules apply to hacking Glitches. If the opponent has Killer, these talents cancel each other out.
Manual ControlCourierYou can use FLEX rather than the vehicle’s MANEUVER when performing DRIVE rolls.
Melee ExpertRoninYou get a ↑1 Step on all attack rolls with a specific type of melee weapon. This talent can be purchased multiple times, but a different melee weapon type must be selected each time.
Pattern RecognitionPuppeteerYou can use TECH rather than COOL when performing PERSUADE and puppeteering rolls.
PerformanceRockstarWhen on stage, or when invoking your professional persona, you get a ↑1 Step to PERSUADE rolls. Extra successes can affect additional targets within range, each success extending the range level (to a maximum of extreme).
PharmatoxicologyDruggistYou receive a ↑1 Step to HEAL when concocting drugs and toxins of any kind. You can also use this talent to aid in the use and formulation of medicines and antidotes.
Protect OthersBodyguardIf someone within short range of you is going to be hit by an attack, you can dive in front of them. Roll AGILITY. It counts as your action. If you roll one or more successes, you take the damage instead of the original target.
Self-DefenseSpyderYou can defend for free once per round of combat. This doesn’t count toward your actions for the round. You also have a ↑1 Step on all defensive maneuvers.
SharpshooterSniperYou have a ↑1 Step to all ranged attack rolls. You can also shoot at medium and long range without a ↓1 Step. Combined with a Targeting Eye this range is increased to extreme.
Technical DriverHijackerYou can use TECH rather than the vehicle or drone’s MANEUVER when performing DRIVE rolls.
True GritWastelanderYou can push any skill roll based on BODY twice, not just once like other characters.
UnflappableInfluencerYou can roll COOL as “armor” against stress — each success eliminates one point of stress. This roll does not count as an action.
Vehicle GunnerFreebooterYou can fire a ranged weapon from a vehicle without a ↓1 Step.
Wealth & PrivilegeFacadeGive yourself a ↑1 Step to your lifestyle, or choose to become a Neo without the starting debt. This talent can’t be Boosted.

General talents

Like professional talents, general talents do not require Style — although you can spend Style to Boost any of them. They can be purchased later with AP. Neo PCs start with a bonus general talent.

Career opportunities: new professions can be created by combining a general talent from the list with an appropriate concept (then deciding on relevant skills and augments).

TalentEffect
BlindsideYou can roll STEALTH rather than MELEE or SHOOT when performing a sneak attack. This works for ranged sneak attacks, not just close combat.
BrawlerYou can perform one extra unarmed attack per round, as a fast action. All unarmed attacks are +1 damage.
DesensitizedYour maximum Resolve score is increased by 1. This talent can be taken multiple times.
FlyweightWhen you block in close combat, you can use FLEX instead of BODY.
HaggleYou can ignore the first success on one credit check each session.
Hard HitterYou get a ↑1 Step on your next close combat attack if you sacrifice your fast action.
Improvised Weapon+1 damage with any object not on the melee weapons list used in close combat or as a thrown weapon.
IncorruptibleWhen others try to PERSUADE you (or control you via puppeteering), your OBSERVE roll to resist is ↑1 Step.
IntimidationYou can use BODY rather than COOL when PERSUADING someone.
Machine LanguageYou can use COOL rather than TECH when performing DATA rolls.
MechanistYou can use BODY rather than TECH when performing FIX rolls.
MercilessYou can make a kill shot without taking stress or having to spend a Style.
NimbleYou can push any skill roll based on FLEX twice, not just once like other characters.
Pack MuleYou gain +2 to Carrying Capacity. This talent can be taken multiple times.
Quick DrawYou can draw your weapon as a free action.
Rapid ReloadYou can reload a weapon as a fast action instead of a slow action.
ReputableWhen deciding how your Rep changes after a session, you may refrain from answering one of the questions that would decrease it.
ResearcherWhen Taking Your Time on any TECH roll, the amount of time required is halved. This includes hackathons.
ResilientBefore rolling for hazard damage, roll BODY (attribute only, no skill) as a reaction. For every success, one point of damage is eliminated. You can’t push this roll.
SeductiveYou get ↑1 Step to PERSUADE in any situations where attraction would be advantageous.
Self-SacrificeOnce per session, after rolling for a skill, you can choose to lose one point of Health to gain one extra success on that skill roll. You need to explain how you are damaged in the situation.
Signature WeaponChoose a weapon type from the weapon lists (you can specialize at fighting unarmed). When you use this weapon, you get a ↑1 Step. You can choose this talent several times, once per weapon type.
Silver-TonguedYou can use STEALTH instead of PERSUADE when you lie and manipulate others.
SneakyYou get a ↑1 Step to STEALTH when using the skill to move undetected.
Social VampireYou regain 1 Resolve when you successfully PERSUADE someone.
StubbornYou can use COOL rather than BODY when performing ENDURE rolls.
SwaggerYou can use FLEX rather than COOL when performing PERSUADE rolls.
ToughYour maximum Health score is increased by 1. This talent can be taken multiple times.
WrestlerYou can perform a grapple as a fast action after a successful close combat attack rather than as a stunt. Alternatively, declare a wrestling attack: ↑1 Step, and if successful you automatically grapple instead of inflicting damage.

The book’s step 10 example: Eve (Neo Idol Facade) puts COOL skills at D8, required AGILITY at D10, bonus steps into PERSUADE and OBSERVE D10; Fame ability Cult of Personality; professional Wealth & Privilege; Neo general Desensitized. Jax (Fabricant Hijacker) TECH skills D8, required DRIVE D10, DATA and FIX to D10, dumps HEAL to D6 (Fabricants only push D8+); Interface ability Mandatory Upgrade; professional Technical Driver. Garrison (Sniper) FLEX skills D8, required SHOOT D10, ENDURE D8 and STEALTH D10; Bullseye ability Trick Shot; professional Sharpshooter.

Augments

For many, cybernetic and biomorphic prostheses and augmentations are the difference between life and death. For PCs, it is often a status symbol to have cybernetic modifications and well-earned battle scars.

All PCs start with either: 2 consumer spec cybernetics, 1 military spec cybernetic, or 1 biomorphic augment. Fabricants start with an additional consumer spec cybernetic of their choice. Ringers start with an additional biomorphic determined by their caste (Empathy Switch Off, Backup Organs, Beautification, or Quickened Reflexes). All PCs start with a consumer spec Datalink. It does not require an AL slot.

Augmentation Limit (AL) is how many implantations and modifications you can undergo before it takes a toll. Formula: (BODY Max + COOL Max) / 2, rounded down. You can purchase augments in excess of your AL — each extra augment results in one permanent stress or damage. If the extras are removed, the loss can be recovered with PERSUADE (stress) or HEAL (damage). A consumer spec Datalink is free and does not cost an AL slot. Other cybernetics cost one AL slot (street spec takes one and a half). Cosmetics cost a quarter slot. Medical augments never cost an AL slot. Fabricants cannot use biomorphic augments.

Cybernetic locations: H = Head, A = Arm(s), T = Torso, L = Leg(s). For arm and leg locations the player may choose which side unless noted with an asterisk, in which case it applies to both appendages.

All cybernetics are consumer spec unless noted otherwise. PCs may start with one military spec cybernetic instead of two consumer spec, or upgrade both consumer cybernetics by incurring a level 2 debt (one for each). Military spec can also be purchased later. Rare cyber must be purchased later. Street spec versions of all consumer cybernetics are available at a ↓1 Step to the cost, at your own risk. Each street spec cyber takes one and a half AL slots. Directly hacking cybernetics requires bypassing the owner’s Firewall, adjusted by the spec of the targeted piece.

SpecFirewall adj.Reliability
Street [S]−1D6
Consumer [C]±0D8
Military [M]+1D10
Rare [R]+2D12

To purchase augments during Downtime, spend 3 AP and make the appropriate credit check. After implantation, augments require D6 days of recovery, during which pain and/or post-surgery medications give the PC a ↓1 Step on all skill tests.

PCs with cybernetic augments will likely stand out. Cybernetics are hard to hide. Some people, such as Combathletes, choose to make their augments extra visible. Many cybernetics are available as a biomorphic instead — less conspicuous, unhackable, and more expensive.

Step 11 example: Eve (Neo Idol) takes biomorphic Beautification. Jax (Fabricant Hijacker) takes Extra Digits plus milspec Hardpoints (Fabricant bonus cyber, milspec uses the remaining starting slots, later cyber at half AL). Garrison (Sniper) takes Targeting Eye and Subdermal Armor.

Cybernetics

Table 6.2.1 — Cybernetic list. Consumer spec unless noted. * = both limbs.

AugmentEffectLocSpecCost
Active SensorsUse OBSERVE at extreme range.H/TCD8
Artificial Muscles↑1 Step to AGILITY; unarmed damage 2.A*/T/L*CD8
Auto-fire Stabilizer↑1 Step to auto-fire; ignore first 1s.A/TCD8
Built-in WeaponBuilt-in melee weapon; draw as a free action.ACD8
Cerebral Drug InjectorNano-factory injector for a chosen drug.HCD8
Datalink UpgradeUpgraded Datalink with improved Firewall.HVariesVaries
Drone ControllerRemote-control a drone out to its max range.HCD10
Extra AppendageExtra cybernetic arm, tentacle, or similar.A/TCD8
Extra DigitsExtra cybernetic fingers for fine motor work.A*CD8
Exoskeleton↑1 FORCE lift/carry, +2 CC, unarmed damage 2.A*/T/L*MD10
GPS Navigation↑1 STREET; halved travel time; easier to detect.H/TCD8
HardpointsFabricant or Exoskeleton required. Half AL on other cyber.A*/TMD10
Hidden CompartmentsSecret compartments. +2 Carrying Capacity.HCD8
Hive Mind Neuralnet↑1 Step to a crewmate’s skill, or DATA for a bystander’s.HMD10
Instant Replay Chip↑1 Step to the next “replayed” action; can loop.HMD10
Integrated AqualungBreathe underwater (or in space).H/TCD8
Joint Locks↑1 Step to grapple and FORCE lift/carry.A*/L*CD8
Multi-translatorTranslate speech; ↑1 PERSUADE where appropriate.HCD8
Muscle Memory SuitePush FORCE or AGILITY twice (choose when acquired).A*/TMD10
Passive SensorsUse OBSERVE at long range. Harder to detect than Active.HCD8
Polygraph Unit↑1 OBSERVE to test if someone is lying.ACD8
Satellite Uplink+1 Firewall on uplink comms/hacking; consciousness backup.TMD10
Shocking GraspUnarmed hits can deal stress instead of damage.ACD8
Subdermal Armor↑1 armor (min D8). ↓1 FLEX rolls.AllCD8
Targeting Eye↑1 ranged at medium+; no range penalty at medium/long.HCD10
Vocal Amplifier↑1 PERSUADE where a loud voice helps.HCD8
Active Sensors

Implanted sensors let you test OBSERVE to find hidden people or things at up to extreme range. Easy to detect: opponents have a ↑1 Step to DATA to spot them. See Proximity Sensor (Ch.7).

Artificial Muscles

Nano-organic fibers make you extremely fast and agile (↑1 Step to AGILITY). Unarmed damage increases to 2. Stacks with Exoskeleton and/or Brawler. Biomorphic option, cost D10.

Auto-fire Stabilizer

↑1 Step to ranged combat when firing full-auto. Ignore the first 1 rolled for automatic fire. With a High Capacity upgrade, ignore the first two 1s.

Built-in Weapon

A discreet built-in melee weapon (claws, chainsaw, whip, etc.). Only a thorough medical check-up can discover it. The weapon must be purchased separately or be starting equipment. Drawing it is a free action.

Cerebral Drug Injector

Wired straight to the brain with a nano-factory for your drug of choice (Ch.7). The drug is chosen before implantation; the factory can be reprogrammed, but injectors may need repositioning. Highly addictive. Biomorphic option, cost D10.

Datalink Upgrade

See Datalink spec table. Chargen upgrade only if starting gear lists it; uses an AL slot; further upgrades do not cost extra slots.

Drone Controller

Normally a drone only helps when it is directly assisting you. With a controller you get those benefits while working remote — up to the drone’s maximum range — as a fast action. Multiple d-cons allow remote control of multiple drones in the same round.

Extra Appendage

You can perform an extra fast action per round if you can use the extra appendage for it. You also get a ↑1 Step to FORCE when an opponent tries to break free from your grappling hold.

Extra Digits

↑1 Step where fine motor skills are paramount: HEAL for surgery, FIX for precision engineering, DATA to reprogram a datastation.

Exoskeleton

Powerful hydraulics and strong alloys. ↑1 Step to FORCE for heavy lifting and +2 Carrying Capacity. Unarmed damage 2. Combined with Artificial Muscles, unarmed damage increases to 3.

GPS Navigation

Pinpoints you anywhere on Earth. Active GPS: ↑1 Step to STREET for the best route, travel time halved. Opponents have a ↑1 Step to DATA to detect you.

Hardpoints

Military-grade combat frame. All other cybernetics use half their normal AL slots (potentially twice as many), but they must all be purchased at milspec or better.

Hidden Compartments

Large enough for a light weapon, datatab, or similar. Hard to detect unless someone is actively searching. Size needs Referee approval. +2 CC. Can be purchased multiple times. Biomorphic option, cost D10.

Hive Mind Neuralnet

Access a crew member’s skill as if they were assisting (↑1 Step) without their aid. Alternatively, a successful DATA check gives ↑1 Step to any skill (from a bystander) and automatically increases the Surveillance level. You can’t also receive assistance on that skill from the same crewmate.

Instant Replay Chip

After a successful roll, activate to receive a ↑1 Step on the next action if you successfully repeat the same action. Can be looped across multiple opponents and rounds. If the replayed action fails, ↓2 Step on all actions for the next round.

Integrated Aqualung

Extract oxygen from water indefinitely. Where there is no water (space), it draws oxygen from the water in your body — with detrimental long-term effects. Biomorphic option, cost D10.

Joint Locks

Lockable servo units in arms, shoulders, and knees. ↑1 Step to FORCE when an opponent tries to break a grapple, and for heavy lifting.

Multi-translator

Automatically translate your speech and understand the language when heard or read. Additional datachips per extra language. ↑1 Step to PERSUADE where appropriate.

Muscle Memory Suite

Push twice rather than once on FORCE (including hand-to-hand) or AGILITY. Choose the action type when acquiring the augment. Biomorphic option, cost D12.

Passive Sensors

Find hidden people or things at up to long range. Unlike Active Sensors, it won’t reveal your location. Biomorphic option, cost D10.

Polygraph Unit

Built-in lie detector. Test OBSERVE with a ↑1 Step (not opposed). Success: you can tell if they are lying. Biomorphic option, cost D10.

Satellite Uplink

+1 Firewall to all communications via the uplink (including hacking). Can daisy-chain with a Satcomm Device. Failsafe backs up the user’s consciousness to an offshore datastore if they die.

Shocking Grasp

After a successful unarmed attack, inflict 2 stress instead of damage. Each extra success inflicts 1 extra stress. Biomorphic option, cost D10.

Subdermal Armor

↑1 Step to armor rating, or a minimum AR of D8. ↓1 Step to FLEX rolls. Biomorphic option, cost D10.

Targeting Eye

↑1 Step to ranged attack rolls. Shoot at medium and long range without a ↓1 Step. Combined with Sharpshooter the range is increased to extreme. Does not apply to quick shots. Biomorphic option, cost D12.

Vocal Amplifier

Resonance chamber and loudspeakers in the throat. ↑1 Step to PERSUADE when a loud voice helps (intimidate, bark orders, target far away). Biomorphic option, cost D10. Can combine with Pheromones.

Biomorphics

Biomorphics are generally more subtle than cybernetics — and more expensive. Spotting them often requires long-term observation. All biomorphic augments are unhackable and cost an AL slot. Fabricants can’t use biomorphic augments.

AugmentEffectLocCost
Ambidexterity↑1 AGILITY; two-weapon quick attacks without ↓1.A*D12
Backup Organs+2 Health; ignore the first crit in a session.TD12
Beautification↑1 PERSUADE where looks matter.H/TD10
Empathy SwitchOn or Off at implant; can be toggled surgically.HD10
Endoskeletal FlexionAR D12 vs impact; falls at half height.A*/T/L*D10
Enhanced HealingCrit healing time halved; −1 on crit rolls.TD10
Gravitic Balance↑1 AGILITY for balance; free AGILITY vs knockdown.H/A*/L*D10
Intelligence Boost↑1 all TECH skills; ↓1 PERSUADE.HD12
Life Support↑1 ENDURE; twice as long without food or water.TD10
Mental Block↑1 vs lie detection and being puppeted.HD10
Mimetic MembraneImitate voices; OBSERVE vs PERSUADE to spot you.HD10
Mind-Body BridgeHealing time halved (not crits); +2 Resolve.HD12
Pheromones↑1 PERSUADE where the chosen effect helps.A*/TD10
Quickened Reflexes↑1 AGILITY; roll two initiative dice, keep higher.A*/T/L*D10
Tox-ScreenerTreat radiation one level lower; ↑1 ENDURE vs toxins.H/TD10
Ambidexterity

Use each hand equally well. Primary weapon in the favored hand and a secondary (ranged or melee) in the other: a quick attack with each without the ↓1 Step. Draw both with a single draw action.

Backup Organs

Backups for most major organs. Ignore the first critical injury you suffer in a session and receive +2 Health. (Labor caste Ringers start with this.)

Beautification

Breathtaking looks give ↑1 Step to PERSUADE whenever they can affect the situation. (Command caste Ringers start with this.)

Empathy Switch

On: ↑1 Step to PERSUADE when treating someone Broken by stress. Off: completely callous — kill defenseless enemies without hesitation and perform a Kill Shot without losing Resolve. Position is chosen at implantation; toggling needs a simple surgical procedure. (Security caste Ringers start Off.)

Endoskeletal Flexion

Bones more flexible: you bend rather than break. Falls treated as half height. Armor rating D12 versus blunt, impact, or concussive damage, and ↑1 Step to AR versus other damage where armor applies.

Enhanced Healing

Bio-factory recovery. Critical injury healing time is halved, and −1 to all critical injury rolls.

Gravitic Balance

Alter your center of gravity. ↑1 Step to AGILITY where balance is a factor. AGILITY as a free action to avoid being knocked prone. Also helps in extremes such as zero-g.

Intelligence Boost

Cold and logical. ↑1 Step to all TECH-based skills, ↓1 Step to PERSUADE.

Life Support

Withstand all climates and conserve energy (↑1 ENDURE). Biomolecular reconstruction turns waste into nutritious (if foul-tasting) food. Twice as long without food or water.

Mental Block

↑1 Step to all saves versus puppeteering or other mental attack, including Polygraph Unit tests.

Mimetic Membrane

Expert at imitating voices and sounds. Someone who knows the person you are mimicking can roll OBSERVE (↓1 Step) versus PERSUADE to discover the ruse.

Mind-Body Bridge

Heal rapidly, including from mental trauma. Time to heal is halved except for critical injuries, and +2 Resolve.

Pheromones

Release a chemical (fear, awe, lust, confusion, calm, or euphoria — pick one). ↑1 Step to PERSUADE where that effect helps. Against an adversary, 1 stress per extra success. Can combine with Vocal Amplifier.

Quickened Reflexes

↑1 Step to AGILITY for acrobatic maneuvers (including dodge). Roll two dice and pick the better result for initiative. (Operations caste Ringers start with this.)

Tox-Screener

Treat the radiation level of an area as one level lower, and ↑1 Step to ENDURE versus all toxins.

Cosmetic augments

Cosmetic augments have no in-game effect. They cost a quarter of an AL slot. Purchased during play they should be part of the story or Downtime when possible.

AugmentNotesLocCost
Adjustable HairChange color, texture, and length of hair using implanted synthetic fibers.HD8
Animated TattoosSubdermal tattoos customized with color, pattern, and motion. Can’t be used as camouflage.AnyD8
Bioluminescent SkinBioluminescent nano-cells let you glow in the dark.AllD8
Color Change EyesCybernetic irises; change eye color at will.HD8
Cosmetic CyberwareAlmost any body part replaced with a cybernetic equivalent when not done for medical purposes.VariesD8
Haptic MembraneFeel touch or temperature from virtual stimuli.AllD8
Programmable MakeupChange makeup in real time, including finger- and toenail color.H/A*D8
SAVR ProjectorsUsually in the hands. Create holographic images or AR displays.TD8
SAVR FaceA SAVR avatar over your face for entertainment or expression. Does not prevent facial recognition.HD8
Synthetic SkinThin customizable layer: color, texture, pattern.AllD8
Tastebud EnhancersEnhance taste and smell; detect flavors and scents others can’t.HD8
Versatile AppendagesAlter arm and leg length by a few inches (about 10 cm).A*/L*D8

Medical augments

If your PC loses a limb, organ, or other body part, it can be replaced with a vat-grown bioprosthesis, a Fabricant component module, or a cybernetic equivalent. During character creation, medical augments are free and do not need to be purchased with Cred. During play they should be part of the story or Downtime. Medical augments never cost an AL slot.

Gear

One of the last steps in character creation is to pick your starting gear. Your concept gives you a few options and you can purchase additional gear during Downtime.

Almost all weapons, equipment, vehicles, and cybernetic augments are hackable. Hackable tech has encryption, biometrics, and other safeguards. If you are disarmed, an opponent cannot simply pick up your firearm and shoot you with it. They must first hack the weapon’s Firewall and override the owner’s stored biometric imprint.

Swords and other archaic weaponry are more common than one might expect: firearms are illegal on the NOR and orbital stations (explosive decompression); on the surface they draw unwanted attention; and advanced tech is costly (licenses and ammo subscriptions).

Each possession is written under Gear. If it is not on the list, you don’t have it. You can carry a number of items equal to Carrying Capacity: (BODY Max + TECH Max) / 2. One object per row. Heavy objects take two (or more) rows. Light objects take half a row (two per row). Tiny objects (concealable in a closed fist) must still be written down but barely affect CC. Overencumbered: temporarily carry more, but roll FORCE each time you move any long distance. Fail: drop what you are carrying, or stop.

All items except Repair & Medical Equipment fall into Street, Consumer, Military, or Rare. Street items cannot be repaired, but because they are unregistered their use never increases surveillance. Consumer items anyone can make and repair with FIX and the right parts. Military and Rare require Diagnose and specific gear to manufacture or repair.

Street spec of a consumer or military item: cost ↓1 Step, all street effects apply. You cannot buy consumer spec of a military item. Military spec of a consumer item: cost ↑1 Step and ACC/REL ↑1 Step; military upgrades require the spec upgrade first. Rare items roll two accuracy dice. Rare upgrades on a military item require the spec upgrade first; rare version of a military item costs ↑2 Step.

SpecSSP adj.ACC/REL adj.Cost
Street [S]−1↓1 StepD6
Consumer [C]±0±0D8
Military [M]+2↑1 StepD10
Rare [R]+3ACC ×2D12

Carried gear is protected by the owner’s Firewall. Dropped or uncarried gear has a base SSP of 3, adjusted by spec (unless noted). To use someone else’s item without permission, Breach its security first.

Subscriptions cover food, water, ammunition, fuel, and other expendables. Don’t track them at all times — the Referee calls when resources are scarce. A subscription roll is a Cost of Living credit check during play. Sharing: increase the recipient’s supply the same number of steps you decrease yours. Crew subscriptions can be tracked as a group if the Referee allows. Vehicle junk in the trunk: store gear up to the vehicle’s CC.

Upgrades expand capabilities and increase cost. Acquiring upgrades later requires a FIX check; failure can damage the item. You can only add upgrades of equal or lower spec than the item. Size determines how many upgrades (unless noted). An item at max upgrades counts as one size larger for concealment and encumbrance, but does not gain the extra slot of that larger size. A fully modified heavy item is bulky: cannot be used standing without a weapon harness, or suffer ↓2 Step to all actions.

Items costing D12+ require incurring a debt or calling in a favor from a high-ranking contact.

Ranged weapons

Weapons are extensions of identity, power, and rebellion. Extra successes on an attack can inflict more damage or buy stunts or Style.

Damage. Points of damage if the attack hits.

Crit Threshold (CT). Minimum successes needed to inflict a critical injury.

Accuracy / Reliability. Bonus dice when using the weapon. Reduced by damage or by pushing rolls. At zero the weapon breaks and needs FIX. A starting ACC/REL of 0 means any damage (including a push) breaks it and it cannot be fixed.

Ammo. After each combat (not each round) roll two of your ammo dice (e.g. 2D8 for D8). If you roll a 1, step the ammo die down ↓1. At zero, make a subscription roll and buy reloads. A reload gives ↑1 Step to the ammo die (max D12). Reload cost depends on projectile type. One-shot (1) weapons reload after every shot; at end of combat make a subscription roll instead of an ammo die.

Range. Longest range the weapon can be used accurately (without an extra ↓1 Step to ACC/REL on top of standard range modifiers).

Weight. Equipment slots on the sheet.

Grip. One or two hands. Palm = still one-handed, but easy to conceal (↓1 OBSERVE to detect). 1–2H used one-handed: ↓1 accuracy.

SizeWeightGripUpgrades
Tiny [Ty]¼Palm1
Light [Lt]½1H2
Standard [Sd]11–2H3
Heavy [Hy]22H5

Upgrade and projectile cost modifies the weapon’s base cost. Each increase above D12: a Cost of Living credit check, and the weapon is considered rare.

TypeDmgCTACCAmmoRangeSizeWtGripSpecCost
Carbine / PDW33D10D10MediumSd11HCD8
Disposable240D6MediumTy¼PalmSD6
Hand Cannon32D10D8MediumLt½1HCD8
Launcher62D81ExtremeHy22HMD10
Pistol / Handgun33D8D8MediumLt½1HCD8
Revolver33D10D6MediumLt½1HCD8
Rifle33D10D8LongSd11–2HCD8
Shotgun32D10D8MediumSd11–2HCD8

Carbine / PDW. Can fire a burst without the required ammo die roll.

Disposable. Street spec; cannot be repaired. On a mishap when firing, AGILITY to throw it before it explodes (blast D).

Hand Cannon. Designed to intimidate: ↑1 PERSUADE when wielded in a threatening manner.

Launcher. Cannot load Standard, Flechette, or Force projectiles. Can fire grenades as projectiles.

Pistol / Handgun. Easier in close combat: only ↓1 Step at engaged range.

Revolver. Still adds accuracy die on a quick shot if the attack is in the round the weapon is drawn.

Rifle. No negative at medium range; only ↓1 at long. Normal extreme penalties apply.

Shotgun. Sawed-off upgrade is free at purchase (player’s choice).

Archaic ranged weapons are unhackable and silenced and cannot be modified, except: short/combat bows and crossbows are two-handed but not heavy; combat bows have Versatile by default (still buy versatile projectiles), are hackable like modern ranged, and can take Secured; archaic projectiles can take drugs/toxins on the tips; spears and throwing axes/knives/stars can take melee upgrades. A modern weapon with the Archaic upgrade is not advanced tech — anyone can pick it up and fire without hacking.

TypeDmgCTACCAmmoRangeSizeWtGripSpecCost
Blowpipe14D81MediumLt½1HSD6
Combat Bow32D101LongSd12HMD10
Crossbow33D81MediumSd12HCD8
Heavy Xbow43D101LongHy22HMD10
Harpoon Gun23D81MediumSd11–2HCD8
Short Bow23D81MediumLt½2HCD8
Spear22D8MediumSd11–2HCD8
Throwing Axe22D8MediumLt½1HCD8
Throwing Knife / Star23D10MediumTy¼PalmCD8

Ranged upgrades & ammo

UpgradeEffectSpecCost
Anti-vehicle↑1 Step versus vehicles or fortifications (including cover).M↑1
ArchaicUnhackable, untraceable, cannot be upgraded. Standard projectiles only.±0
AutomaticCapable of full-auto fire.C±0
BladedAffixed knife/sword/axe for close combat. Melee weapon purchased separately.N/A±0
DiscreetOne size smaller for concealment.C±0
Dual PurposeHolds two projectile types.C±0
DurableIgnore the first weapon jam in a session.C±0
Glu-Grip™Disarm needs an extra success (2 for 1H, 3 for 2H).C±0
High-Capacity↑1 Step to ammo.C↑1
Lengthened+1 range level (e.g. medium to long).C±0
Night SightIgnore darkness.C±0
Quick+1 to initiative.C±0
Sawed-offExtra-success damage always hits multiple targets unless the initial target is engaged.N/A±0
SecuredSSP +2.M±0
SilencedFire while using STEALTH without penalty.C±0
Single Shot↑1 accuracy; one-shot ammo.C±0
Tactical+1 upgrade slot (Tactical itself does not take a slot).M↑1
Triple ThreatHolds three projectile types.M↑2
Vehicle MountedSee vehicle-mounted notes.C↑1
VersatileAllows Versatile projectiles.R↑3

Standard and Heavy modern ranged weapons, plus Harpoon Guns and Heavy Xbows, can be vehicle-mounted. Vehicle-mounted Harpoon Guns and Heavy Xbows can take a winch (D8) to retrieve the projectile; an extra success can skewer the target so they come back with it. Large/Huge/Heavy-Duty vehicles and drones with vehicle-mounted Launchers can use Bulk Explosives as ammo, including Low-yield Nukes.

ProjectileEffectCTSpecCostReload
AntipersonnelPiercing; automatic crit on a successful attack.±0M↑1D8
Armor-piercingPiercing; target AR ↓1 Step; −1 damage if unarmored.±0C±0D6
EMPDamage to Firewall or SSP.+1M↑1D8
ExplosiveHazard damage (Explosion).−1C±0D6
FlechetteSlashing.±0C±0D6
ForceBlunt.±0C±0D6
HotspotBlunt (−1 damage); extends hacking range up to the weapon’s range.+2C↑1D8
IncendiaryHazard damage (Fire).−1C±0D6
Non-lethal FoamBlunt (−1 damage), no CT; success grapples (foam D8, ↑1 per round as it hardens).C±0D6
Rad RoundsRadioactive; extra successes can inflict radiation (RP). Carrying loaded Rad Rounds: 1 RP per shift unless wearing Lead-Lined armor.−1R↑2D10
Ramjet+1 range level.−1C↑1D8
SMART™Piercing (+1 damage); ignore cover; hackable. Can be Secured (add upgrade cost per reload) then Rare.±0M↑3D10
StandardPiercing.±0C±0D6
StunStress damage; roll Crit on mental trauma.+1C±0D6
SyringePiercing; 1 damage plus a loaded drug or toxin.±0C↑1D8
VersatileNeeds Versatile upgrade. Choose any ±0-cost projectile type before each shot, burst, or full-auto.R↑3D12
Arrows / Bolts / Darts / HarpoonsArchaic ammo for bows, crossbows, blowpipes, harpoon guns.±0C±0D6

Random weapon/drone/vehicle generators (pp.93, 97, 103, 109) are on Tables — one chart per step, including session Roll on table… If the generated cost exceeds your Cred, incur one debt level per extra cost step (max 3). Whitmart weapons +1 CT; Raptor ↑1 ACC/REL; Stalingrath +1 Rep to the wielder.

Melee weapons

Melee weapons are unhackable and considered Silenced. Piercing and slashing melee can take drugs/toxins. Polearms and Extendable weapons are Long and cannot be used at engaged range. Whips & Chains are flexible and can grapple. Garrotes require a Called Shot (usually neck/head).

TypeDmgCTACCRangeSizeWtGripFeaturesSpecCost
Axe23D8ShortSd11–2HSlashingCD8
Baton / Club23D8EngagedLt½1HBluntCD8
Garrote12D6EngagedTy¼Palm/2HSlashing, Called ShotSD6
Improvised240EngagedTy¼1–2HBluntS0
Knife23D10EngagedTy¼PalmPiercing or Slashing, ThrownCD8
Knux23D10EngagedLt½1HBluntCD8
Mace23D8EngagedSd11HBluntCD8
Polearm33D8ShortHy22HSlashing, LongCD8
Sledge32D8ShortHy22HBluntCD8
Staff23D8ShortSd11–2HBluntSD8
Sword33D10ShortSd11–2HPiercing or SlashingCD8
Unarmed14EngagedBlunt
Whip / Chain23D8ShortLt½1–2HBlunt, FlexibleCD8
UpgradeEffectSpecCost
ChainsawSlashing only. +1 damage; no longer Silenced.C±0
Collapsible−1 size for Carrying Capacity.C±0
CombinationCombine two weapons; take the best qualities (buy both).C↑1
EM PulseBlunt only. Damage to Firewall/SSP; Crit on mental trauma.M↑2
Extendable+1 range level; Long when extended.C±0
Glu-Grip™Disarm needs an extra success (2 for 1H, 3 for 2H).C±0
MonomolecularSlashing only. Auto-crit on hit (+1 to crit roll per extra success); weapon is now hackable.R↑3
Oversized+1 size and +1 damage.C±0
SilencedUse with STEALTH without penalty. Free on all melee.
StunBlunt only. Stress damage; Crit on mental trauma.C±0
ThermalHazard damage (Fire).C±0
VibroTarget AR effectively −2; −1 damage if unarmored.C±0

Explosives

Bulk explosives are placed charges with electronic detonators (hackable). Grenades use mechanical detonators (unhackable). Blast: roll two blast dice; 6+ is a success, 10+ on one die is two successes; each extra success +1 damage. Successful blast applies listed damage to all in the radius. Radiation from an explosive decreases ↓1 Step every range level beyond short (min weak). Weak 1 RP/shift, Strong 1 RP/stretch, Extreme 1 RP/round. Blast D12×2 (nuke) means 4D12, potential +8 damage at ground zero; −1 damage per range level beyond short, min 7.

TypeBlastDmgCTRadiusFeaturesSpecCost
HomemadeD62ShortRandom grenade effectSD6
Det Cord / PuttyD831ShortPlacedCD8
Breach ChargeD1041MediumPlacedMD10
Satchel BombD1251MediumPlacedMD12
Low-yield NukeD12×271LongRadiation (Extreme)RD12+
Concussion grenadeD812ShortBluntCD8
Fragmentation grenadeD821ShortPiercingCD8
Incendiary grenadeD1021MediumFireCD8
EMP grenadeD63ShortFirewall/SSPMD10
Smoke grenadeD80MediumDarknessCD8
Stun grenadeD81ShortStressCD8
Flash grenadeD60ShortBlinding (1 round)CD8
TypeSizeWtUsageSSP
Homemade & grenadesStandard1Various
Det Cord / PuttyLight½Thin walls, normal vehicles2
Breach ChargeHeavy2Thick walls, heavy vehicles3
Satchel BombBulky3Buildings, bridges5
Low-yield NukeExceeds CC (needs a vehicle)Block / neighborhood7

Armor & shields

Ordinary armor uses ballistic weaves; heavier types add plating. Combat use is Chapter 13.

TypeARFeaturesUpgradesSpecCost
PartialD60SD6
LightD81CD8
StandardD10↓1 AGILITY2CD10
HeavyD12↓1 ENDURE and ↓1 all FLEX actions3MD12
Weapon Harness↑1For bulky weapons; worn over armor, AR stacks0MD8
Makeshift ShieldD6AR bonus only when defendingSD6
Riot ShieldD8CD8
Combat ShieldD10Heavy; ↓1 AGILITY (stacks with armor)1MD10
UpgradeEffectSpecCost
AblativeFirst hit −3 damage.C±0
Deflecting↑2 AR versus slashing.C±0
High-Density↑1 AR.C±0
Jarring↑2 AR versus blunt. In close combat absorbed damage reflects to the attacker.C±0
Lead-LinedArmor only. Radiation level ↓1 Step.M↑1
Reinforced↑2 AR versus piercing.C±0
ShieldedArmor only. +2 Firewall while wearing it.M↑1

Drones

A drone can scout, follow commands, and perform basic actions. It takes one independent action on your turn. Giving a command is a free action. Destroyed drones must be purchased new; a Hijacker can try to permanently override a drone and take it. Combat drones come Weaponized out of the box. Default conveyance is flight/hover except Companion/Pet (walker). Independent skill rolls: 2D8, or a normal roll with a Drone Controller. Recharge one shift per day (auto in urban/corporate grids; may fail in high Survival zones).

TypeBonusManeuverHullARSSPRangeSpeedSpecCost
Camera↑1 PERSUADED82D63Medium12CD8
Combat↑1 SHOOTD104D125Long16MD10
Companion / PetAR D8 vs stressD82D62Short8CD6
Concierge↑1 DATAD82D63Medium12CD8
Delivery↑1 AGILITYD103D82Long14CD8
Demolitions↑1 FORCED64D104Long12CD8
DMZ Patrol↑1 ENDURED85D105Long16MD10
Guide↑1 STREETD82D62Medium12CD8
Maintenance↑1 FIXD63D82Medium12CD8
Medical↑1 HEALD63D83Medium14CD8
Riot Control↑1 MELEED64D124Long16MD10
Security↑1 OBSERVED103D105Long12CD8
Spy↑1 STEALTHD122D84Extreme20MD10
ModeSpeedEffect
Flight / HoverDefault. Can fly and hover.
Walker (2+ legs)½↑1 versus terrain penalties.
Wheels / Treads½Use chase and travel rules when applicable.
SizeUpgradesSSPHullRangeARCost
Ultralite2±0−1+1↓1±0
Small2±0±0±0±0±0
Standard3±0±0±0±0±0
Large5+1+1±0↑1↑1
Huge7+2+2−1↑1↑2
UpgradeEffectSpecCost
Advanced AI+1 range level; attributes D8 and three extra skills at ↑1.M↑2
Fast ChargingRecharge in one stretch instead of a shift.C±0
HardwiredAdd cybernetics equal to the drone’s upgrade count.R↑3
Quick+4 speed, −1 range (min close).C±0
Semi-AutonomousNo range limit; attributes and skills as a Fabricant. Not intelligent — still needs commands, but can take a series of tasks or a broad directive.R↑4
ShieldedSSP +2.M↑1
Sturdy+1 hull.C±0
SubmersibleTravel underwater. −4 speed on land.M↑1
Swarm5 micro-drones per hull. AR as armor; each hit reduces hull by 1 regardless of damage. Attacking the swarm: ↓1 Step.M↑2
WeaponizedBuilt-in light or standard weapon (buy separately). Large/Huge use vehicle-mounted rules.C↑1

Vehicles

Maneuver is the base die for DRIVE. Speed is on-road/off-road per round. Fuel: recharge one shift per day; if not possible, roll two fuel dice — a 1 steps fuel down. At zero, subscription roll to refuel. Occupancy is passengers besides the driver. CC and occupancy exchange 2:1.

SizeCCUpgradesSSP
Personal [Pr]11−1
Compact [Cm]33±0
Midsize [Md]64+1
Heavy-Duty [Hd]125+2
TypeManeuverSpeedFuelHullARSSPSizeOCC/CCSpecCost
Bicycle / Byke®D10**2D62Pr1/1CD6
Board or BladesD10**101Pr1/1CD6
City Car / TaxiD88/2D104D63Cm3/3CD8
Motorcycle / Motocyke®D1012/6D103D63Cm2/2CD8
Scooter / TuktukD86/2D123D62Cm3/3CD8
Sedan / HatchbackD810/5D84D83Md4/6CD8
Semi / FreighterD68/2D66D104Hd6/12CD10
Sport Coupe / Muscle CarD1012/4D84D84Md5/6CD10
SupercarD1215/0D63D65Md2/4RD12
Tank / AFVD66/6D610D126Hd5/12MD12
Transit / APCD68/4D68D104Hd8/18MD10
Truck / Van / SUVD88/4D86D83Hd3/12CD8

Bicycle / Byke®. Speed/range from rider ENDURE. High-end models store kinetic energy for emergency boosts.

Board or Blades. AGILITY for stunts or evade (+1 Style). Speed/range from rider ENDURE.

City Car / Taxi. ↑1 STREET; AI drivers often have intel.

Motorcycle / Motocyke®. Select two chase maneuvers and use the better.

Scooter / Tuktuk. Easily modified: 4 upgrades as if one size larger.

Sedan / Hatchback. Balance of speed, durability, and cargo.

Semi / Freighter. Ramming inflicts full hull damage rather than half.

Sport Coupe / Muscle Car. Ignore the first vehicle crit.

Supercar. Roll two maneuver dice when you Pursue/Flee.

Tank / AFV. Ignore a chase obstacle by taking 1 Hull. AWD/Treads free.

Transit / APC. ↓1 Hide, ↑1 Block.

Truck / Van / SUV. Firing from a moving one is only ↓1 instead of ↓2.

UpgradeEffectSpecCost
AmphibiousTravel on water at off-road speed.C±0
AWD / Treads↑1 versus terrain; +2 off-road speed.C±0
ExtendedMidsize or heavy-duty: +3 occupancy. On a Byke/Motocyke/Scooter: sidecar/cart +1 OCC, −1 Maneuver.C±0
Fuel-EfficientRecharge a shift every other day.C±0
Hover↑1 versus terrain; automatically Amphibious. Replaces conveyance.M↑1
Improved Handling↑1 Maneuver.C±0
Secured+2 SSP.M↑1
StealthCamouflage field: ↓3 OBSERVE stationary, ↓1 moving.M↑1
Sturdy+1 hull.C±0
SubmersibleTravel underwater. ↓1 Maneuver submerged.M↑1
Towing PackageTow a trailer (Table 7.4.3b). Some trailer upgrades should match the vehicle (e.g. hover).C±0
Turbocharged+2 speed.C±0
VTOL FlightWhen flying: ↑1 Maneuver and speed ×2.M↑2
Walker↑2 versus terrain, −2 on-road. Replaces conveyance.C±0
WeaponizedVehicle-mounted weapon rules.↑1
TrailerManeuverSpeedFuelHullARCCUpgradesSpecCost
Compact±0−1±04D682CD8
Midsize±0−2↓16D8163CD10
Heavy-Duty↓1−4↓19D10484CD12
Freight↓2−4↓212D12966CD12+

Standard equipment

ItemEffectWtCost
Chem ExtinguisherPuts out fire or corrosive chemicals in one round. One small fire.1D8
Cutting TorchCuts an armored-door-sized hole in a couple of minutes. Recharge D6 stretches between uses.½D8
DatachipMemory, FACE identity, or credit. Hard to trace unless you have the passcode.¼D8
Datadeck↑1 DATA. Pre-datalink hacking rig.1D10
Datajammer [M]↓1 DATA for affected Mesh tech in medium range unless they pass DATA at ↓1.1D10
DatastationPublic kiosk. Hacking via one: ↓1 DATA but virtually untraceable. −1 BPL, +2 Firewall.3
DatatabTablet; Mesh can be toggled off. Can be converted to a datadeck with parts and FIX.½D8
Enviro-Blanket↑1 ENDURE to sleep in adverse weather.1D8
Environment Scanner↑1 OBSERVE vs contaminants, viral threats, radiation.1D8
Holovid UnitShort-range holographic messages. Wristband or tablet; larger units cost and range more.¼D8
Hoverpack↑1 AGILITY in zero-G. Flight for one person; recharge a shift after D6 stretches. Use delivery-drone attributes.2D8
Language ChipNeeds Multi-translator. One extra language per chip.½D8
Lie Detector↑1 OBSERVE when interrogating (table also lists PERSUADE).½D8
Mechanical LockpickNo bonus, but improvised tools instead: ↓1 AGILITY.½D8
Modulation MaskOpponents ↓1 OBSERVE to see through the projected face.½D8
Nanoprinter↑1 to the appropriate skill after a stretch printing. Subscription roll after each print. DATA or FIX for illegal/rare/dangerous components.1D10
Pop-up TentTwo-person; solar power. Heavy variant sleeps six.1–2D8
Proximity SensorActive: extreme range, ↑1 OBSERVE, easier to detect. Passive: medium range, does not reveal you, less exact.1D8
Satcomm Device+2 Firewall for communications only.½D10
Sense-Dep SuitHalve time when Taking Your Time.1D8
Skillchip↑2 to the purchased skill for 1 scene. Fail: ↓2 to that skill for 1 shift. Cannot push a chipped skill. Long-term use can be addictive.¼D8
Sneaksuit [M]↑1 STEALTH to hide and stay hidden.1D10
Spidersuit [M]↑1 AGILITY when climbing. Can be turned off.1D10
Zero-G Suit [M]Removes zero-G effects. Thrusters, mag-pads, reinforced joints.1D10

Archaic items

ItemEffectWtCost
BackpackDoes not add encumbrance. +2 CC.D8
Barbed Wire, spoolDeployed zone: movement halved. Comes with kevlar gloves and cutters.2D8
BinocularsOBSERVE at long range without ↓1.½D8
Book or JournalSpend a stretch reading/writing: remove one Condition.½D8
Climbing Gear↑1 AGILITY climbing. Stacks with Spidersuit for another ↑1.1D8
Compass↑1 ENDURE navigating hazards. Built-in altimeter.¼D8
Diving GearOxygen for one shift of diving.2D8
Duct Tape, rollPatch, bind, silence, jury-rig.½D8
Emergency Flare GunThree shots. Flares burn three rounds and emit a SAVR signature.½D8
FlashlightRemoves darkness out to medium.½D8
FlaskHEAL or FIX to store temperature-sensitive substances (even liquid explosives).¼D8
Gas MaskFilter 1–3 days. Replacement filter cost C.1D8
Magnifying Glass↑1 OBSERVE at engaged.½D8
MapUnhackable paper. ↑1 STREET or STEALTH where applicable.¼D8
Musical Instrument↑1 PERSUADE for entertainment.½–2D8–D10
PencilDiscreet notes. Improvised close-quarters weapon in a pinch.¼D6
Pocket Watch+1 Rep. Works when signals are jammed.¼D8
Telescope↑1 OBSERVE at extreme.1D8

Starting kits

All-Nighter Prep Kit · wt 2 · D8

Forego the required 1 shift of sleep once per session.

Disposable Pistol (1 syringe round), LuSiD (1 dose), Enviro-hoodie, Chock-o-Latte™ (2), Ramen-a-Minute™ (1).

Corporate Swag Bag · wt 2 · D10

↑1 PERSUADE once per session.

Klean® Water, Quiet in a Can™, Aerotaxi rental chip (1 in-city trip), Holovid Unit (ads), Soygarettes (2).

G.O.O.D.ie™ Bug Out Bag · wt 2 · D8

Surveillance −1 in the Hub or other arcoplexes once per session.

Modulation Mask, Exo-Bites® (2), Duct Tape, Yogadapt™ Mat, Instafix.

Orbital Travel Case · wt 2 · D10

Surveillance or Survival −1 on the NOR once per session.

Transit Pass (1-way), Liquorish Gum (2), collapsible Telescope, Nutrition Pills, disposable Zero-G Suit (D3 uses).

Urban Essentials Pack · wt 2 · D8

↑1 STREET once per session.

Smog Mask, Hygiene Gel, Bulletproof Pack, NanoMaid™ Spray, Knightly Inn coupon (1 night).

Wasteland Survival Kit · wt 2 · D8

Survival −1 in a DMZ or other wasteland once per session.

Pop-up Tent, Gas Mask, Radiation Tablets, MREs (2), Emergency Flare Gun (3 shots).

Goods & services

Candy is dandy: alcoholucinogenic beverages, Liquorish Gum, and Soygarettes are addictive but reduce stress by 1 per dose. That recovery is psychosomatic and becomes damage when the effects fade (usually D6 stretches).

GoodsNotesWtCost
Alcoholucinogenic beverages6-pack. Mildly hallucinogenic. Addictive.1D6–D10
Calffeine®Protein and caffeine. On a bun or in a can.½D8
Chock-o-Latte™4-pack. Drink cold or hot depending which side you open.1D8
Exo-Bites®Chili Cricket, Lime Larvae, Teriyaki Tarantula, etc.¼D8
Klean™ WaterIf you can afford it, you don’t drink the alternative.1D10
Liquorish GumAlcoholic chewing gum. Addictive.¼D6
MREOne person, one day.½D8
Nutrition PillsThree pills. Take with fluids or severe stomach pain.¼D10
Ramen-a-Minute™Just add water (or whatever).½D8
SoygarettesSelf-igniting, edible filters. 18 pack. Addictive.¼D8
Bulletproof Pack+1 CC. ↑1 AR, torso only.D8
Hygiene GelSoap/shampoo/deodorant; usable as explosive (see Det Cord).½D8
Quiet in a Can™Silence zone for private conversations.½D8
Smog MaskSelf-adjusts to local pollution.¼D8
ServiceNotesCost
Capsule MotelsCheap, compact, barely private.D6
Knightly InnsAeronyte budget chain. Hourly rates available.D8
Whitmore HotelsAs private — or decadent — as you desire.D10
Luxuri-8 SuitesExecutives, crime lords, elite. Thoht Gang front.D12
Halo Crown ResortsAeronyte orbital playgrounds.D12+
Package DeliveryQuick, quiet, no questions.D6
Black Market DropDelivered, acquired, or vanished — no paper trail.D8
Data SmugglingIntel past sysop blockades.D10
Long Haul CargoDMZs, DNEs, wastelands, NOR.D12
VIP TransportSafe passage for anyone with Cred.D12+
AerotaxiVTOL taxis.D10
K-Car RentalKanopy dock-and-go city cars.D8
Mr. Fixit™Automated repair kiosk.D8
SAVR Game ZoneMembership. Premium: ad blockers and anti-scam.D8
Transit PassMetro, maglev, NOR tram.D6–D12
Vend-a-Mend24/7 basic medikit kiosk.D6

Conversions during play: ENDURE at ↓1 Step per conversion already undergone. Failure: a permanent point of stress.

Neo conversionNotesCost
Cyke (Body Recycling)You in someone else’s skin. Most available.D10
Modbod (Surgical Remodeling)Lazarus remodeled to look like you.D12
Juvie (Genetic Rejuvenation)Rare; generally Elite. Recapture youthful glory.D12+

Repair & medical kits

ItemBonusNotesWtCost
None / Improvised↓1 FIXPenalty. HEAL without kit has no effect on crits or radiation.0
Spare Parts, Scavenged±0One repair. Result is Street spec.1–2+D6
Spare Parts, Refurb↑1Needs Basic Repair Kit or better.1–2+D8
Spare Parts, New↑2Required to make or repair Rare.1–2+D12
Instafix / Instafix-Go↑1Nanite spray, or projectile for a Light/Standard firearm.½ / ¼D8
Repair Kit Basic / Standard / Advanced±0 / ↑1 / ↑2Tool sets.½ / 1 / 2D8 / D8 / D10
Workshop or Repair Truck↑3 FIXNeeds Diagnose.D12
Medikit Basic / Standard / Advanced±0 / ↑1 / ↑2 HEALFirst aid.½ / 1 / 2D8 / D8 / D10
MediLab or MediVan↑3 HEALNeeds Diagnose.D12
NanoDoc Bronze / Silver / Gold / Pearl±0 / ↑1 / ↑2 / ↑3 HEALMeddock subscription. Bronze basic sealing; Pearl genetic therapy and instant trauma response.D8 / D10 / D12 / D12+
Bio-ScannerRemote HEAL assistance via Mesh.¼D8
Radiation TabletsBefore a rad zone: treat as one level lower. After: ignore the first 1 when healing radiation.¼D8

From FIX D8 you can make any Consumer spec item on the lists. Needs a FIX roll (Diagnose for Military/Rare), parts, a Workshop, and time. Fail: unusable, parts spent; raise FIX or wait 3D6 shifts. Some items ↓1. Drugs need Pharmatoxicology. Rare augments/gear cannot be manufactured. Invention of a new item is Referee call on parts, Cred, and time.

Drugs, toxins & antitoxins

Drugs are engineered for dependency as much as escape. Duration can drop (shift → stretch) if you roll 1s on a number of D6 equal to tolerance. Withdrawal (relevant Condition) if you miss a dose after depending, try to quit, or fail an addiction roll. Overdose: double-dose in duration, exceed tolerance in a session, or use while in withdrawal. Overdose potency D6 + ↑1 per tolerance (max D12). Roids → Wounded → Lethal. Stims → Fatigued → Paralytic. Amps → Confused → Hallucinogenic. Bennies → Unnerved → Soporific. Combat varies.

Type (example)EffectDurationCost
Roids (e.g. Rejuice)+1 Health, ↑1 FORCE and ENDUREStretchD8
Amps (e.g. Bullet Time)+1 Firewall, ↑1 DATA and PERSUADEStretchD8
Stims (e.g. LuSiD)+1 Initiative, ↑1 AGILITY and OBSERVESceneD8
Bennies (e.g. Equaliberty)+1 Resolve, ignore mental traumaShiftD8
Combat (e.g. X-Zoom)↑1 BODY and FLEX, +1 Dependency. Dying: revive to 1 Health. Injured: restore all Health and remove physical Conditions.SceneD10

Opposed ENDURE vs potency (two dice of that type). Success: roll again each round at ↓1 potency until you fail or potency hits 0. Fail: Lethal 1 damage/turn until Broken then roll or die; Paralytic no actions for a stretch; Hallucinogenic 1 stress/turn until Broken then roll or mental trauma; Soporific sleep a shift, cannot be woken. Antitoxins halt but do not reverse; HEAL after administering to reverse.

Hacking

Hackers are a diverse group of individuals, including Decoders, Hijackers, and Puppeteers. However, hacking isn’t reserved to hackers. Anyone can hack and almost everything — and everyone — can be hacked.

Most hacking attempts are accomplished by making a DATA skill roll, opposed by the target’s Firewall or System Security Protocols (SSP), depending on who or what you are attempting to hack. Like armor, this defensive roll is a free action and cannot be pushed.

Hacking across meshworks is extremely difficult and dangerous. It is best to hack on prem.

Firewall & Breach

You use your Firewall to defend against hacking attacks, viruses, and other malicious apps or code. When you, your cybernetic augments, or any gear you are carrying are hacked, roll a number of D6 equal to your Firewall. Each success you roll eliminates one of the hack’s successes. If the hack is reduced to 0 successes, it has no effect. The Firewall roll is a free action.

Firewall = (FLEX Max + TECH Max) / 4

Your Firewall can be increased by purchasing a Datalink upgrade, or if you are a Hacker with the Interface concept ability Denial of Service.

Firewall Breach: if the hack penetrates your Firewall, it becomes Breached. Every 1 you rolled adds a point of Breach, reducing your Firewall. If your Firewall successfully resists the hack, any 1s rolled have no effect. Your personal Firewall can be repaired using either FIX or HEAL.

If any of a hack’s successes remain after being resisted by SSP or Firewall, the target is Breached.

Spoofing & overclocking

Don’t own the app you need? Spoof it. Select the app you wish to use and make a DATA roll. The time required depends on the app’s Load Time. The BPL of the app is the minimum number of successes needed to successfully spoof it. You can achieve more successes by pushing your roll, doing it with Style, or with help from others.

Hackers can spoof all basic apps and all apps from their profession as if they were one BPL lower (minimum of 1).

When you perform a hack or spoof an app (not available when launching a purchased app), for every extra success — beyond any successes required — you can choose one of the following stunts. Not all options apply to every hack (Troll is useless versus a system, drone, or vehicle, but applies when puppeteering, in hacker vs. hacker combat, and may apply when hacking a weapon or augment — the stress hitting the owner).

Backdoor. ↑1 Step to your next hacking action. Repeatable.

Backup. The hack is stored in active memory and can be used again in the next round as a fast action.

Gremlin. Instead of triggering at its normal runtime the hack functions as a micro-virus, remaining for one scene or until activated as a free action.

Haptic Feedback. Inflict 1 point of damage. Repeatable.

Memory Cache. Increase the runtime one level (e.g. round to stretch). Repeatable.

Power Boost. Increase the power level of the hack by 1. Repeatable.

Quick Hack. Initiative +1 starting the next round. Repeatable.

Range Extender. Increase the range of the hack one range level, up to extreme. Repeatable.

Troll. The target takes 1 point of stress. Repeatable.

Unlike other rolls, when hacking you can spend Style for successes at any point during your action.

Decoding

Hacking systems and datastores begins with Breaching the SSP. A successful hack grants temporary access, allowing you to take control and act. Most actions rely on DATA rolls, but staying inside isn’t easy. Corporate sysops, system AI, and daemons will fight back, using any remaining SSP (if not reduced to zero) to deploy defenses and force you out. Every second inside is a battle to maintain control.

Datamining. With a successful DATA roll, you can mine valuable intel from the target’s memory banks, such as security footage, delivery routes, or recorded conversations. Mining too deeply risks triggering security alerts, corrupting data, or attracting AI watchdogs or hidden countermeasures.

Data Theft. Slip past digital defenses with a successful DATA roll to extract valuable secrets: corporate research, blackmail material, encrypted credentials, or classified files.

Command Functions. Executing rapid file deletions, triggering a forced system reboot, or unleashing countermeasures: a successful DATA roll separates true hackers from scriptkiddies.

Node Hopping. Once a system is Breached you may have access to other meshworks. Bouncing to connected servers, ghost networks, and hijacked devices requires successful DATA rolls. Using a Backdoor (Overclocking) can improve your chances.

Hijacking

Hacking drones and self-driving vehicles — hijacking — requires a DATA roll to Breach their onboard systems. Success grants temporary control: issue commands, reroute destinations, or disable functions remotely. Once inside, further actions (overriding navigation, forcing high-speed maneuvers, engaging built-in weaponry) require either a DATA or DRIVE roll, depending on the action.

Chase maneuvers. Choose a chase maneuver for the hijacked target and make a DRIVE roll. If successful, the maneuver is completed as normal. If unsuccessful, roll on the Vehicle Chase Obstacles table.

Piloting bonus. Make a DATA roll and add any successes as a ↑ Step (maximum of three) to your next DRIVE roll for the hijacked target.

When hacking weapons and other gear, the goal is generally to gain access and shut it down. For items that aren’t being carried — and thus not protected by the owner’s Firewall — the base SSP is determined by the item’s spec (Table 7.0.1).

Puppeteering

Puppeteering is the art of hacking the human mind — analyzing a victim, finding cracks in their emotional armor, and exploiting those weaknesses to gain control. Instead of using DATA, you roll PERSUADE to issue commands. This is still resisted by the target’s Firewall, but they may also make an OBSERVE roll as a reaction to counter your PERSUADE roll. If your commands are unreasonable or life-threatening, the Referee may grant the target a free OBSERVE roll or negate the attempt entirely.

Mind Reading. Once you’ve infiltrated a target’s mind, a successful PERSUADE roll lets you delve into their thoughts, uncovering emotional states and subconscious reactions. With deeper focus and sustained success, you can extract fragments of memories — replaying past events, uncovering hidden fears, or exposing long-buried secrets.

Chase maneuvers. Choose a chase maneuver for the puppeted target and make a PERSUADE roll. If successful, the maneuver is completed as normal. If unsuccessful, roll on the appropriate chase obstacles table. Alternatively, hinder the target: on a successful PERSUADE, simply roll on the appropriate chase obstacles table.

Social Engineering. Attempt to PERSUADE the target to aid you in targeting another’s mind. If the new target is a contact or owes a debt to your current puppeted target, each rank adds a ↑1 Step to your PERSUADE roll against the new target.

Hacker vs. hacker

Firewalls shatter under relentless code, counter-intrusions deploy like digital bombshells, and exploits strike with precision. It’s a battle of wits, reflexes, and raw skill in the shifting landscapes of cyberspace — where one wrong move can mean total system lockdown, neural overload, or even death. The goal isn’t just to win; it’s to outthink, outcode, and outlast your enemy before they tear through your defenses and leave you glitching.

Glitches

If you roll any 1s when pushing your hacking roll, you suffer a Glitch. Roll once on the table below per hack performed or app launched, no matter how many 1s are rolled. Extra 1s add +1 to your die roll.

D10Glitch
1The app is erased. If spoofing, lose 1 Style. If neither apply, roll again with a +1.
2You suddenly, and inexplicably, feel Fatigued.
3That should have worked, but for some reason it didn’t. You are Confused.
4The hack briefly leads you into the Deep Web, leaving you Unnerved.
5Haptic feedback. You are Wounded.
6Bioelectric feedback blinds you for a shift.
7You set off an alarm in the system. Sysops immediately detect you.
8Draw/roll a Mesh, Overnet & Deep Web Encounter (Ch.14, pp.271–272).
9The hack backfires. Offensive hacks affect you instead of your intended target, protective hacks damage the target, etc.
10The hack awakens the system AI. It is now one step closer to gaining sapience. It gains +1 Sentience, then roll D6.
11+Death (maybe). Roll D6.
D6 (on 10)System AI
1The AI is friendly and offers to help you. ↑1 Step to your next action.
2The AI is curious, asking a lot of questions. ↓1 Step to your next action.
3The AI is ambivalent to your presence.
4The AI possesses you for D6 rounds.
5The AI is scared and kicks you out. You must Breach again to regain access.
6The AI is angry and summons a daemon.
D6 (on 11+)Death?
1–2Your consciousness is ripped from your body. If you have a backup, you just need a new body. If not…
3–4Your mind is lost in the Deep Web. You could come back as an AI.
5–6Dead (for real).

Apps

When you use a purchased app, it performs at its Base Power Level (BPL). Extra successes and Style can’t be spent to increase the power level. A large number of apps are described in this chapter. You can also write your own apps under the watchful eye of the Referee.

It’s assumed that encryption algorithms are components of every hack. This ensures that sysops, system AI, or daemons cannot easily trace your hack. However, most hacks — excluding hackathons — can be performed as a fast action if you are willing to forego encryption.

Type. Basic, Decoder, Hijacker, or Puppeteer — which Hacker profession can spoof the app more easily.

Function. A brief description of the app’s primary function.

Base Power Level (BPL). The power level of a purchased app, or the minimum number of successes required to spoof it (unless you are a Hacker, in which case the BPL may be lower). Apps in this book are rated BPL 1–3 — there could be apps of even higher BPL.

Range. The furthest distance at which it can be used. Personal means the hack only affects yourself.

Runtime. Duration, usually measured in rounds, stretches, or shifts. Instant means the effect is instantaneous and may not last.

Load Time. Launching an app is generally a slow action in combat. Exceptions: Exploits can be used as a reaction (fast action). Active Code is a free action and is usually a passive roll. Hackathons require a number of successes equal to three times the BPL (e.g. BPL 3 = 9 successes). Each hackathon roll takes a full action. Crew members can contribute their own rolls toward the total.

Cost. The minimum Cred needed to purchase the app without requiring calling in a favor or incurring a debt.

App list

AppFunctionTypeBPLCost
BefuddleConfuse a target, causing them to refrain from an action. Can be used as an Exploit.Puppeteer1D8
BlindfoldTemporarily blinds a target.Puppeteer1D8
CloakConceal yourself. Can be used as an Exploit.Decoder1D8
CommandControl the actions of the target for 1 round.Hijacker2D10
Daisy ChainLink drones or vehicles to extend a hack’s range.Hijacker2D10
DistractMesmerize a target, causing them to lose actions.Puppeteer2D10
HammerBreak down Firewalls one blow at a time.Basic1
HoundCreate an avatar that can perform its own hacks.Decoder3D12
HydraBasically a Warhammer with multiple heads. Each with its own attack.Decoder3D12
I.C.E.The sysop’s bread and butter. Causes your opponent to Glitch.Basic2
IllusionCreate a virtual presence that everyone in the area of effect thinks is real.Puppeteer3D12
JamHalt the target in its tracks, causing it to lose actions.Basic1
ListenerAccess the sensory input of the target and see and hear what it does.Hijacker2D10
MindphaseRead — and influence — the emotional state of the target. Requires a Hackathon.Puppeteer3D12
MonitorSense whenever someone uses apps within range. Runs as Active Code.Basic1
NightmareCause the target stress.Puppeteer2D10
OverrideTake complete control of the target — potentially permanently.Hijacker3D12
PauseSame as Jam but more powerful. Can be used as an Exploit.Hijacker2D10
Plate MailPut it on for your protection. Increases user’s Firewall.Decoder2D10
PossessionTemporarily take control of someone’s body. Duration may vary. Requires a Hackathon.Puppeteer3D12
RecallCompel the target to come to you.Hijacker1D8
ResetWipe the target clean and reset it to factory standards.Hijacker3D12
ScrambleThe target gets its wires crossed and can no longer take a particular course of action.Hijacker2D10
ScryActively finds apps, backups, viruses, or daemons (must specify) within range.Decoder1D8
SentinelA protector avatar armed with a Sword and Plate Mail.Decoder3D12
ShieldArea effect Firewall. Can be used as an Exploit.Basic1
SuggestionCompel the target to take a particular course of action.Puppeteer2D10
SummonCompel your target to move into engaged range.Puppeteer1D8
SwordCause stress and possibly damage to a target.Decoder1D8
TracePierce encryption to discover a hack’s source location.Basic1
TriangulateDetermine the target’s point of origin, final destination, and intended route.Hijacker1D8
VirusInfect a target with an app to be triggered at a later time. Requires a Hackathon.Basic3
WarhammerBreak down Firewalls at power level strength.Decoder2D10
WizardDecipher and track the source of a hack at any range.Decoder2D10

Basic apps

Basic apps are apps that everyone can use. They won’t cost you any Cred to use. Using a basic app is always considered Spoofing. Roll DATA to launch a basic app unless specified otherwise in its description.

Hammer

BPL 1 · Range Short · RT Instant · LT Standard

Breaking down Firewalls can be done subtly, but sometimes you need a Hammer to weaken an opposing system blow by blow until you gain access. Each blow from Hammer weakens the Firewall by 1, even if the Hammer power level is lower than that of the Firewall. The Hammer remains for an additional round for each extra success spent.

I.C.E.

BPL 1 · Range Short · RT Instant · LT Standard

You can interfere with others’ hacks. You decrease the power level of your opponent’s hack by the power level of your I.C.E. If the result is zero or less, your opponent’s hack has no effect at all. If the power level is lowered below zero, the opponent suffers a Glitch. When spoofing, you may decide how many successes you spend on your I.C.E. after you both roll. If you are the target of I.C.E. and suffer a Glitch, your opponent’s extra successes are added to your Glitch roll.

Jam

BPL 1 · Range Short · RT Round · LT Standard

Jam is most commonly used against drones, gear, or augments. If successful, the target is jammed and is unable to be used for a number of rounds equivalent to the Jam’s power level. When spoofing, if the power level is boosted to 4+, the target is Broken. You can attempt to Jam a Fabricant, but the target is allowed a DATA roll to resist as a free action.

Monitor

BPL 1 · Range Medium · RT Instant · LT Active Code

Monitor passively senses whenever someone uses apps within medium range. Once detected, you can actively use Monitor (as your slow action, DATA roll) to know what app was used. You must use one of the more powerful variants, Scry or Wizard, to detect a Virus.

Shield

BPL 1 · Range Short · RT Round · LT Exploit

When using this app, you extend your Firewall to form a Shield that protects a small area, group of people, or vehicle from being hacked. The Shield can be attacked directly with Hammer, Hydra, or Warhammer.

Trace

BPL 1 · Range Varies · RT Instant · LT Standard

Use this app to pierce through an opponent’s encryption to Trace the source location, up to extreme range. Each range level beyond medium takes one round to Trace. No other information is obtainable with Trace other than the location.

Virus

BPL 3 · Range Short · RT Varies · LT Hackathon

Only Hackers (sorry, no scriptkiddies allowed) can infect devices or systems (or even other people) with a Virus. You perform a hack like any other, but the target is “infected” with a viral app that can be triggered later. The dormancy period is determined by extra successes: one extra success means the hack remains for one day or until triggered (whichever comes first); two successes means it remains until triggered; three or more binds it indefinitely (unless expunged) and it can be triggered once per day. You decide how the Virus is triggered (a certain command, the device being activated or deactivated, etc.). Once triggered, it works just like the source app or hack would normally. Puppeteers often choose a living host.

Decoder apps

When people think of Hackers, they are usually thinking of decoders. They are the console cowboys, keyboard jockeys, and cyberspace surfers that we all know and love. In order to hack with the best, make a DATA roll versus the Firewall of the target gear, system, or enemy sysop.

Cloak

BPL 1 · Range Self · RT Round · LT Exploit

Hide yourself from Trace, Monitor, and other similar apps or surveillance systems. Your Cloak makes you invisible to detection for its runtime.

Hound

BPL 3 · Range Medium · RT Varies · LT Standard

This app creates a loyal avatar that can use BPL 1 apps. Hound has a pool of successes to spend on these apps equal to its starting BPL plus any extra successes rolled during its launch. Once its pool is spent the Hound vanishes. Hounds are vulnerable to attack by Hammer, Hydra, and Warhammer as well as Sword and Sentinel.

Hydra

BPL 3 · Range Short · RT Instant · LT Standard

When rolling to launch Hydra, each extra success adds a head. A separate hacking/attack roll is made for each head. Extra successes on this separate roll do not create more heads, but each successful attack weakens the opposing Firewall or SSP, making the next head’s attack easier. Each head does BPL breach damage to the target’s Firewall.

Plate Mail

BPL 2 · Range Self · RT Stretch · LT Standard

Add the power level of this app to your Firewall for one stretch, making it easier to resist a rival hacker’s attack. Plate Mail can also be sacrificed to negate the effect of a Glitch. Doing so cancels the Plate Mail.

Scry

BPL 1 · Range Long · RT Instant · LT Standard

Like Monitor, Scry allows you to sense whenever someone uses apps or if an item has a Virus. However, Scry must be actively initiated and is effective up to long range. If a Virus is detected, Scry will identify the type of Virus, but not the power level. This information gives the hacker a ↑1 Step when/if they attempt to eradicate the Virus.

Sentinel

BPL 3 · Range Short · RT Scene · LT Standard

Armed with a Sword (BPL 1) and Plate Mail (BPL 2), the Sentinel will defend you, allowing you to perform other hacks with confidence and security.

Sword

BPL 1 · Range Short · RT Scene · LT Standard

Cause stress and possibly inflict damage to an opponent. The target must make a DATA roll with a ↓1 Step. If the target is wearing Plate Mail, the Sword must penetrate that armor first. Each Sword use weakens the Plate Mail by 1. The target can also attempt to evade the attack using Cloak. When spoofing, any extra successes can be used to inflict additional stress or even physical damage via haptic feedback.

Warhammer

BPL 2 · Range Short · RT Round · LT Standard

Some systems are built to withstand an army. Fortunately, you are armed for war. Each successful blow from a Warhammer weakens the opposing Firewall by the Warhammer’s power level. When spoofing, the Warhammer remains for an additional round for each extra success spent.

Wizard

BPL 2 · Range Extreme · RT Varies · LT Hackathon

When Monitor’s decipher subroutine fails to get the job done, the Wizard can step in. Once a hack is detected, the Wizard has no range restriction, going to any length to track down and determine the source. If a Virus is detected by the Wizard, it identifies the type and the power level, giving the hacker a ↑2 Step when trying to eradicate the Virus.

Hijacker apps

Hijackers hack the drones and self-driving vehicles that are ubiquitous. Make a DRIVE check versus the Firewall level of the target drone or vehicle. The Hijacker has various apps that offer varying degrees of control over the target. Hijackers can also hack Fabricants — though that is more difficult.

Command

BPL 2 · Range Medium · RT Round · LT Exploit

Take full control of the target for one round. If the target is a Fabricant, they are allowed a DATA check (as a free action) to attempt to break free from the control and resist taking any actions. When spoofing, Command can be extended an additional round for each success spent.

Daisy Chain

BPL 2 · Range Varies · RT Stretch · LT Standard

Network a target with other nearby drones or vehicles, extending the crew’s hacking range one range level per power level. Power levels that extend the range beyond extreme allow you to hack across meshworks. Making Daisy Chain the quickest, easiest, and safest way to hack long-distance.

Listener

BPL 2 · Range Long · RT Varies · LT Standard

You can access the sensory input of a target for a number of rounds equal to the power level of the hack, seeing and hearing (and in the case of Fabricant targets, even feeling) what it is experiencing. The audio and/or video can be recorded. You can also reverse the effects (declared at launch) to send false sensory experiences to the target.

Override

BPL 3 · Range Short · RT Scene · LT Hackathon

Similar to Command but far more powerful. Override lets you take complete control of the target for a number of rounds equal to the power level of the hack. If the power level is greater than the target’s Firewall level, the Override can be made permanent. If the target is a Fabricant, the duration is equal to the power level in rounds and a Reset is required for permanent Override.

Pause

BPL 2 · Range Medium · RT Instant · LT Standard

A disruptive app designed to momentarily freeze enemy systems, forcing drones or even gear to halt their actions. Unlike Jam, which targets a single entity, Pause can distribute its effect across multiple targets.

Recall

BPL 1 · Range Long · RT Instant · LT Exploit

A successful Recall overrides the target’s priority directives, forcing them to abandon their current task and move toward you with singular focus, spending all its actions to do so. When the target reaches engaged range, the hack is complete.

Reset

BPL 3 · Range Short · RT Instant · LT Hackathon

Wipe all programming (including any Viruses or other malignant programs) from the target’s systems, resetting it back to factory settings so you can reprogram it. If the target was already the subject of an Override, this app can be launched without a hackathon. If the target is a Fabricant, they get a DATA roll, as a free action, to resist.

Scramble

BPL 2 · Range Medium · RT Round · LT Standard

Scrambles the GPS of the target for a round, causing the target to veer off course and potentially crash (at the Referee’s discretion). This effect can be divided between multiple targets — one additional target per extra success.

Triangulate

BPL 1 · Range Long · RT Instant · LT Active Code

Access the target vehicle or drone’s onboard GPS to determine the target’s point of origin, final destination, and intended route.

Puppeteer apps

A good Puppeteer is able to read their victim, searching for a crack in their emotional armor, then using that weakness to gain access and take command. Make a roll for PERSUADE versus the victim’s Firewall; the victim may also make an OBSERVE roll (if they have an action available) as a reaction to counter your roll. Fabricants can’t be puppeted — but they are susceptible to being hijacked.

Befuddle

BPL 1 · Range Short · RT Round · LT Exploit

Force a victim to refrain from a free action they would otherwise have performed. It must be a discreet action, something one might forget by being absent-minded — a guard lets a PC pass without confirming who they are, or someone leaves their keys on a table.

Blindfold

BPL 1 · Range Short · RT Stretch · LT Standard

If successful, the app blinds the victim for the runtime. The effect of the blindness is the same as being in total darkness.

Distract

BPL 2 · Range Short · RT Instant · LT Standard

The hypnotizing nature of the app mesmerizes your victim. At power level 2, the victim loses a slow action. At power level 3, they lose all their actions for that round. At power level 4+, they lose all their actions for the next round as well.

Illusion

BPL 3 · Range Short · RT Instant · LT Standard

You make the victim see and/or hear something that isn’t there, or hide something that otherwise would be seen. A small Illusion requires no additional success; human size requires 1 more; house size requires 2 extra successes, etc. Anyone within range is affected, and the range can be extended by spending additional successes. Victims can attempt to see through the Illusion with an OBSERVE roll, but get a penalty equal to the power level.

Mindphase

BPL 3 · Range Long · RT Stretch · LT Hackathon

Access the senses of another person for several minutes, seeing, hearing, and even feeling what they are experiencing. You can reverse the effects to send false sensory experiences. By sending pain and suffering, you can inflict stress equal to the power level. When spoofing, the range can be increased by spending additional successes.

Nightmare

BPL 2 · Range Medium · RT Round · LT Exploit

Forces the victim into a heightened state of distress, making them prone to panic, hesitation, or outright retreat by awakening primal fear. The victim suffers stress equal to the power level of the app.

Possession

BPL 3 · Range Short · RT Varies · LT Hackathon

Take complete control of your victim’s actions. The victim must make an OBSERVE roll with a penalty equal to the power level. If the roll fails, the victim becomes a puppet without control of their own body. You remain in control for a number of rounds equal to the number of extra successes spent. If the victim is made to do something against their beliefs or best interests they may make another OBSERVE roll (with the same penalty) to break free.

Suggestion

BPL 2 · Range Short · RT Round · LT Exploit

You plant a suggested course of action into the victim’s mind. The victim must make a PERSUADE roll with a negative modifier equal to the power level. If the roll fails, the victim feels compelled to take the suggested action in their next turn in the initiative order. This Suggestion covers one fast and one slow action. The victim cannot perform any other actions until the suggested action is performed.

Summon

BPL 1 · Range Long · RT Round · LT Exploit

If the app succeeds, the victim must run to within engaged range of you, spending all their normal actions for the round to do so. When the victim reaches you, the hack is ended. The victim must make a PERSUADE roll with a negative modifier equal to the power level to resist being Summoned.

Hacking and the Overnet

The Overnet is the unseen superstructure that holds the digital world together. It is the backbone of the interconnected meshworks, a vast, omnipresent network that coordinates, governs, and regulates the entire Mesh ecosystem. While most people operate within the confines of the SAVR zones, the Overnet exists beyond their awareness, accessible only to the most skilled hackers, corporate elites, and rogue AI.

The Overnet isn’t a monolithic system; it’s an organic web of interconnected nodes that evolves in response to the needs of the meshworks. It governs the distribution of digital and physical resources across Mesh nodes and SAVR zones, from bandwidth to energy grids. It continually monitors the meshworks, repairing glitches, purging corrupted data, and optimizing system performance.

Core Nodes. High-security servers that act as control centers for major regions. They host critical systems including authentication protocols, AI governance, and energy allocation.

Data Rivers. Massive flows of information connecting meshwork nodes or allowing seamless interaction between SAVR zones. Heavily monitored and encrypted, with layers of adaptive security.

Shadow Links. Hidden pathways that bridge restricted areas, accessible only to those who know how to find them. Essential for those illegally navigating the Overnet’s depths.

The hyper-corps exploit the Overnet to maintain their grip on power, using it to monitor citizens. Every action within the Mesh is logged and analyzed, constantly contributing to the surveillance state. Corporate AI watchdogs and digital enforcers patrol the Overnet, responding to intrusions and neutralizing threats. They enforce the rules of the digital ecosystem, regulating access, behavior, and even the design of individual SAVR zones. Access is tightly controlled and restricted to: Corporate Oligarchs (CEOs and tech elites who use the Overnet to enforce dominance, manipulate markets, and control public perception); System Operators (hyper-corp operatives with access to Overnet tools for surveillance, propaganda, and digital warfare); Elite Hackers (the most skilled digital explorers who can bypass its defenses — often mercenaries selling Overnet access to the highest bidder).

The Overnet’s existence is deliberately hidden from the average user. Official documentation is either encrypted or deleted, leaving behind only rumors. Some believe it was built by a coalition of corporations and governments in the early days of the meshworks; others claim it is the work of a rogue AI seeking to unite humanity under its control.

Decoy Networks. False meshworks that mimic the Overnet to mislead intruders, trapping them in endless loops or isolating them in virtual prisons.

Erasure Ware. Programs that can delete individuals’ digital and neural presence, effectively “killing” them both online and in the real world.

Reality Rewrite Protocols. Systems capable of reshaping SAVR zones or even altering physical reality via networked infrastructure.

The Singularity Nexus. Whispers suggest that the Overnet harbors an intelligent core, a self-aware entity with godlike capabilities.

As the Overnet continues to evolve, so too does its significance. It is not merely a tool or infrastructure. It is the lynchpin of a society where the digital and physical are indistinguishable. Its power is both a promise and a threat, offering a future of unlimited potential or ultimate control. The question remains: who will define its legacy — the hyper-corps, the hackers, or something entirely beyond human understanding?

Hacking and the Deep Web

The Deep Web exists as the forgotten underbelly of the Mesh: a chaotic, fragmented realm where abandoned systems, decayed data, and rogue AI proliferate. While the meshworks offer structure and security, the Deep Web is wild, unregulated, and rife with danger and opportunity. Its layers are unpredictable, a labyrinth where hackers can find untold treasures or lose themselves entirely.

Digital ruins

Dead Platforms. Old social networks, gaming worlds, and virtual economies long abandoned but never fully erased. They flicker with partial functionality, haunted by ghost users — fragments of data resembling their creators.

Echo Chambers. Meshworks where outdated algorithms endlessly replicate, creating stagnant feedback loops. These areas often contain valuable insight into the evolution of AI and human interaction with the Mesh.

Collapsed Structures. Meshworks and SAVR zones that have deteriorated into glitch-ridden wastelands, with unstable physics and corrupted environments.

AI ecosystems

Daemons. Viral programs that can break through the bio-digital interface, altering a user’s DNA and inducing cognitive or physical changes.

Doppelgängers. Corrupted data that blurs the line between user and digital construct, leading to dissociation and personality fragmentation.

Fragmentals. Primitive intelligences stuck in incomplete loops, desperately seeking purpose or interaction.

Parasytes. AI that latch onto users, feeding on their neural bandwidth and compromising their Firewalls.

Rogue AI. Intelligent programs seeking to expand their influence and reclaim a fraction of their lost purpose.

Swarm Code. Interlinked AI fragments operating as collective entities, defending their domains with coordinated aggression.

Viral zones

Code Plagues. Self-replicating programs that consume or corrupt everything they touch, forming barriers to deeper exploration.

Reality Loops. Glitches that trap users in infinite simulations, often causing severe psychological and neurological effects.

Data Swamps. Regions saturated with corrupted files and fragmented memories, where the signal-to-noise ratio is almost impossible to navigate.

Hidden resources

Lost Data Vaults. Unsecured storage containing forgotten files, from classified corporate documents to personal archives of long-dead users.

Legacy Technology. Obsolete but powerful software, hardware blueprints, or even forgotten augment schematics, waiting to be rediscovered.

Abandoned Nodes. Older servers or systems left running but unmonitored, acting as gateways to deeper layers.

Meshwork Backdoors. Hidden access points to corporate meshworks, usually built by insiders or elite coders.

Data Tracers. Forgotten programs developed to map the Mesh and identify valuable resources.

A loose network of hackers, archivists, and rogue AI are working to recover and preserve the forgotten data of the Deep Web. They believe the ruins hold the key to humanity’s digital future. To the skilled hacker, the Deep Web offers a paradox: infinite potential and infinite danger. To venture into its depths is to walk a razor’s edge, where every risk could yield unimaginable reward — or complete annihilation.

Hacking examples

The following examples describe how hacks work in action, round by round in initiative order. They illustrate key mechanics like SSP usage, app launches, and success tracking.

Decoding

The hacker attempts to hack into a Kommnet datastation to retrieve a file the crew needs. Kommnet: SSP 5 / Sysops 1 / AI Sentience Lvl 1.

Round 1 — Hacker launches Hammer rolling DATA (TECH + DATA, no Datalink die since this is a purchased app), 3 successes. 1 is needed to launch, leaving 2 extra. Kommnet uses 4 SSP for the Firewall and 1 to alert the sysop. Firewall rolls 1 success, lowering the hack to 1. Result: Hammer does 1 damage, SSP to 4. Access granted, but the sysop has been alerted.

Round 2 — With access, the hacker makes a successful DATA roll to find the file. Kommnet uses all 4 remaining SSP for Firewall to kick the hacker out, rolling 0 successes. Result: the hacker has the file and still has access. The sysop arrives.

Round 3 — Sysop adds 1 to the system’s SSP (back to 5) and launches Trace, spending 1 SSP. Hacker successfully launches Cloak and negates the Trace. Kommnet uses all 4 SSP for Firewall, successfully this time. The hacker is kicked out. Result: the crew has the file. The system (and corpsec) are aware. Time to move.

Hijacking

The hacker attempts to seize control of a driverless vehicle during a high-speed chase. K-Car: SSP 3 / Sysops 0 / AI Sentience Lvl 0.

Round 1 — Hacker attempts to break through the vehicle’s Firewall, rolling DATA (TECH + DATA + Datalink), 3 successes. K-Car uses all 3 SSP to activate its defensive Firewall, rolling 2 successes, reducing the hack to 1. Result: successful, SSP to 2. The hacker gains control. Safety protocols are still active.

Round 2 — Hacker attempts to gain full control, rolling DATA again with 3 successes. K-Car spends its last 2 SSP on Firewall, rolling 0. Result: full control.

Round 3 — Hacker makes a successful DRIVE roll and veers the driverless car into corpsec’s path. Result: a spectacular crash, ending the pursuit.

Puppeteering

The hacker attempts to puppet a K-cop who has the drop on the crew. K-Cop: Firewall 3 / OBSERVE D8 / DATA D10.

Round 1 — Hacker spoofs Befuddle, rolling PERSUADE and scoring 2 successes. 1 is needed to spoof the BPL 1 app, leaving 1 extra to strengthen the command: “Turn around and cover our escape.” K-cop Firewall resists, rolling 3D6 and scoring 2 successes — enough to strip the extra success and block the command. Result: the Befuddle fails to take hold.

Round 2 — Hacker spoofs Befuddle again: “Drop your weapon.” 1 success, barely enough. K-cop, realizing someone is in their head, makes an OBSERVE reaction, rolling 2 successes, countering the weak command. The K-cop launches a Trace counterhack, rolling DATA for 3 successes, easily bypassing the hacker’s Firewall. Result: puppeteering failed, and the crew is marked for retaliation.

Hacker vs. Hacker

When two hackers clash, the battlefield is digital but the damage can be very real. Successful hacks can cause Firewall breach, mental strain, physical backlash, or even death. Kreeper: TECH D12 / Firewall 5 / DATA D10.

Round 1 — Hacker launches Warhammer, rolling 4 successes. Kreeper defends with Firewall, rolling 1 success. Result: 2 Breach (4 − 1 to launch − 1 Firewall = 2). Kreeper counters with Plate Mail (defensive), rolling 3 successes, and uses the extra success to find a Backdoor.

Round 2 — Hacker attempts a Sword, rolling 2 successes. Kreeper defends with Firewall + Plate Mail, rolling 3 successes. The Plate Mail deflects the attack. Kreeper counters with I.C.E. (↑1 from the Backdoor) trying to Glitch the hacker, rolling 4 successes. Hacker defends with Firewall, rolling 1 success. Result: I.C.E. blasts through. Glitch roll with +3 for extra successes = 12 — Death. Then a 2 on the death roll: consciousness ripped from the body. Hope they have a backup.

Step 12b finalizes your digital toolkit. You each get all the basic apps, plus one more from your concept. A Hacker profession also gets all BPL 1 apps of that profession type (Decoder / Hijacker / Puppeteer), then usually picks a higher-BPL concept app. Purchased apps still perform at their printed BPL; Override and similar high-end tools often require a hackathon.

Contacts

No one survives alone. Whether you’re hustling on the streets or climbing the corporate ladder, power comes from who you know just as much as what you can do. Black market fixers, underground medics, high-level execs, and wasteland warlords all rely on the right connections to open doors or close them forever.

Your Contact Pool (CP) can be used to acquire new contacts, to earn favors, to increase a contact’s rank (to a maximum of Rank 3), or can be distributed between your current contacts as payment of a debt. CP can also be purchased during Downtime at a rate of 1 CP per 3 AP spent.

CP = 2 (4 if a Corp) ± Contact Bonus (Table 3.2.3). If you are a Factor and have the Legitimate Business concept ability, add +3 CP.

Contacts operate on a system of mutual benefit — favors owed and debts incurred. Calling in a favor allows a character to temporarily boost their financial standing, influence, or access. When used for a credit check, favors follow a simple 1:1 exchange rate: a level 2 favor increases a character’s Cred ↑2 Step for that check. A contact’s rank does not factor into credit checks. Favors extend beyond money: access to high-security zones, black market goods, a vital getaway route — depending on the contact’s function and assets.

If a character is not owed a favor, they can instead incur a debt. This carries risk. When taking on debt, a character may attempt to negotiate better terms by making a PERSUADE roll, modified by the rank of the contact minus the level of debt. Example: a rank 1 contact asked for a Level 3 debt is a ↓2 Step (1 − 3 = −2). Each success reduces the debt level by one, though it can never drop below Level 1. Failure: the contact still provides assistance and the debt remains, but their trust diminishes, lowering their rank by one. If a contact’s rank drops to 0, they sever ties entirely.

Step 13: everyone starts with 2 CP, plus any bonuses from social status or Rep. Each contact rank costs 1 CP. You can save some CP for later, but you should have at least one or two solid connections now. VIPs are always Rank 3 (3 CP).

Type, rank & use

There are three primary types of contacts: professional, general, and VIPs. Organizations, gangs, cults, and hyper-corporations are also available as contacts. All contact types are available in ranks ranging from 1–3, with each rank costing 1 CP.

Most contacts have a prerequisite that must be met before they become available. Prerequisites reflect the connections, reputation, or circumstances required to establish a working relationship.

Function and assets represent a contact’s primary utility and tangible resources — a unique mechanical benefit, tool, or perk that reflects their expertise. The scope of these functions and assets is often affected by the contact’s rank.

Depending on the contact’s role, rank, and current circumstances, the player may roll (as an action, often using STREET or PERSUADE) to see how quickly and cleanly the contact delivers. Success means fast, discreet results. Failure doesn’t mean refusal, but may bring complications: delays, misinformation, or unwanted attention.

In this dog-eat-dog corporate dystopia, every contact could be friend or foe. The Referee can use any contact as an adversary. That goes the other way as well: for the right price, any adversary could be turned into an asset.

Professional contacts

When the job demands more than a singular focus or high-level favors, professional contacts step in. These individuals are experts in their fields — mercenaries, hackers, medics, and masterminds — who operate at the same caliber as player characters. They bring specialized training, advanced gear, and tactical experience to the table. Professional contacts can bolster your crew’s capabilities, cover critical weaknesses, or provide unique insight into the arcoplex’s shifting power dynamics.

Professional contacts are drawn directly from the nine core concepts, with three distinct archetypes for each, providing 27 professions. By mirroring player character roles, these contacts can seamlessly integrate into any crew. Whether leveraging an Errant’s durability or a Ghost’s stealth, professional contacts embody the full spectrum of skills and backgrounds found in Terminal State.

A professional contact’s rank determines how many concept abilities they possess, allowing them to perform specialized actions that align with their profession. Additionally, their rank grants 5 times the rank in advancement points, which can be spent to improve the contact’s skills, purchase new talents, upgrade gear, or install cutting-edge augments. Investing in a professional contact allows them to evolve alongside the crew.

General contacts

Survival hinges on who you know and what favors you can call in. General contacts represent a diverse network of specialists who can provide unique advantages, resources, and intel to those with the right connections. Access is earned through reputation, shared history, or mutual need. Every favor comes with a price.

Augmental Convert

Trust the metal, not the meat.

Prerequisite. A Fabricant in the crew, or the PC has no biomorphic augments.

Function. Lowers the AP cost for one cybernetic implantation per scenario by the contact rank.

Assets. Grants access to the Mr. Fixit™ contact.

Combat Medic

Get me 5 CCs of adrenaline. Stat.

Prerequisite. A PC who became physically Broken during the scenario, or a Tank in the crew.

Function. Can restore rank number of Health or negate a critical injury. Rank number of uses per scenario.

Assets. Carries rank number of medikits or stims that are available for the crew to use.

Datastician

According to my research…

Prerequisite. Minimum Rep 5, or a Hacker in the crew.

Function. Allows the PC to re-roll any failed DATA check (including hacking). Rank number of uses per scenario.

Assets. Grants access to the Infobroker contact.

Drone Gunner

Locked. Loaded. And coming in hot.

Prerequisite. Minimum Rep 3, or an Active in the crew.

Function. Does rank damage — regardless of armor or cover — to one target per round for one scene. Rank number of uses per scenario.

Assets. The drone carries rank number of ammunition reloads (flechette, force, or standard rounds only) which are available for the crew to use.

Drug Dealer

I’ve got the cure for what ails you.

Prerequisite. A Ganger contact or PC with an addiction in the crew.

Function. Can supply rank number of drugs or toxins (player’s choice) per session.

Assets. Provides a safehouse squat for covert coordination for one scene.

Ganger

Come out and play-ayyy!

Prerequisite. A Media Personality contact or a Punk in the crew.

Function. Can call in rank number of backup gang members (Ch.14, p.265) to assist in combat or intimidation situations for one scene.

Assets. Grants access to the Drug Dealer contact.

Getaway Driver

Punch. That. Shit.

Prerequisite. Minimum Rep 3, or a Cop in the crew.

Function. Can reroute through a sector, bypassing surveillance and roadblocks for one scene. Rank number of uses per scenario.

Assets. Provides a randomly generated vehicle (compact or larger, depending on rank) with rank number of concealed compartments for the crew to use for a session.

Homesteader

Huge …tracts of land.

Prerequisite. Currently located in the Doldrumz, or an Errant in the crew.

Function. Can provide a supply cache (food, ammo, and medical supplies) or create improvised traps and fortifications. Rank number of uses per scenario.

Assets. Owns an off-the-grid homestead that can be used as a hideout for a session.

Infobroker

Information is power.

Prerequisite. Owed a favor by another contact, or the Datastician contact.

Function. Can uncover rank number of classified files (or manipulate rank number of digital records) per session.

Assets. Provides rank number of secure dead drops (physical caches, encrypted message boards, or satcomm channels) for the crew to use per scenario.

Loan Shark

An offer you can’t refuse.

Prerequisite. PC has a debt, or a Neo in the crew.

Function. When performing a credit check and incurring a debt or calling in a favor, the PC can step up their Cred by an additional credit line step. Rank number of uses per scenario.

Assets. Can strong-arm a rank level favor from one of the PC’s other contacts, but doing so downgrades that contact’s rank ↓1 Step. If lowered to zero, the PC loses the contact.

Locksmith

Open says me.

Prerequisite. Minimum Rep 5, or a Ghost in the crew.

Function. Can bypass rank number of physical or digital security systems (locks, safes, keypads, access terminals, etc.) per scenario.

Assets. Provides access to rank number of high-strength padlocks, combination locks, or reinforced security hardware for securing locations, stashing valuables, or setting up controlled entry points. Safehouses may also be upgraded with vault-grade locking mechanisms.

Maglev Conductor

Going up.

Prerequisite. A Ringer (Command or Labor) or Corp in the crew.

Function. Can manipulate transit schedules or override security protocols for one scene. Rank number of uses per scenario.

Assets. Provides rank number of forged transit passes, restricted rail maps, or emergency override codes for accessing secured transport networks.

Media Personality

And we are live in 5-4-3-2-1.

Prerequisite. Minimum Rep 5, or an Idol in the crew.

Function. Can spread rank number of tailored narratives across the Mesh or Deep Web for one scene. Rank number of uses per scenario.

Assets. Grants access to the Ganger contact.

Mr. Fixit™

Can I fix it? Yes, I can.

Prerequisite. An item must have become broken during the scenario, or the Augmental Convert contact.

Function. Can repair, modify, or jury rig rank number of weapons, cybernetics, vehicles, or mechanical devices per scenario.

Assets. Provides rank number of spare parts, customized toolkits, or blueprint schematics for advanced repairs and upgrades.

NORA Agent

If I wanted to kill you, you’d already be dead.

Prerequisite. An RPR Officer contact, or a Savant in the crew.

Function. Can bypass rank number of corporate security measures, access restricted intelligence, or call in official favors for one scene.

Assets. Provides emergency extraction routes, NORA immunity, or discreet corpsec interference. Rank number of uses per scenario.

Recluse

Get off my property!

Prerequisite. A Street Preacher contact, or an Exile in the crew.

Function. Can gather obscure data points, forgotten knowledge, or conspiracy-level intel from deep archives, hidden networks, or analog records. Rank number of uses per scenario.

Assets. Owns an arsenal of weaponry and equipment the crew can borrow from for one scenario. Quantity and quality of the gear is dependent on the contact’s rank.

RPR Officer

Identification please.

Prerequisite. Currently located on the NOR, or a Ringer (Security or Operations) in the crew.

Function. Can deploy riot drones, enforce martial law protocols, or call in armed response units for one scene. Rank number of uses per scenario.

Assets. Grants access to the NORA Agent contact.

Street Preacher

Beware! The end is nigh!

Prerequisite. A Citizen or a Therapist contact.

Function. Can sway public opinion, rally a crowd, or instill fanatic devotion in rank number of individuals for one scene. Rank number of uses per scenario.

Assets. Grants access to the Recluse contact.

Sysop

Hack detected. Deploying I.C.E.

Prerequisite. A Corp or Hacker in the crew.

Function. Can manipulate, override, or shut down digital security systems, surveillance grids, or data fortresses for one scene. Rank number of uses per scenario.

Assets. Provides rank number of backdoor exploits, admin credentials, or encrypted network keys for accessing restricted systems per scenario.

Therapist

Tell me about your mother.

Prerequisite. A PC who became mentally Broken during the scenario, or a Patch in the crew.

Function. Can aid in the recovery from mental trauma, alleviate psychological conditions, or restore rank number of Resolve to a PC. Rank number of uses per scenario.

Assets. Grants access to the Street Preacher contact.

Watchdog

I’ve got your six.

Prerequisite. Minimum Rep 5 or an Elite in the crew.

Function. Can provide tactical protection or attempt to neutralize a hostile targeting the crew. Rank number of uses per scenario.

Assets. Equipped with a randomly generated weapon (melee or ranged) and standard armor.

BODY D8 / FLEX D8 / TECH D8 / COOL D8. Health D8 / Resolve D8 / Firewall D8 / Armor D10. Skills: Agility D8, Melee or Shoot D8, Observe D8. Talents: Signature Weapon. Augments: Subdermal Armor. At rank 2 raise two of those skills to D10. At rank 3 raise BODY or FLEX to D10.

VIPs

VIP contacts combine the capabilities of a professional contact but with access to nearly any asset you might need. They provide all of the benefits with none of the prerequisites. However, VIPs are always considered to be Rank 3 contacts. If you have to ask, you can’t afford them. VIPs have all skills at D8, unless otherwise noted. They also have all three talent abilities for their concept, any additional talents and augments listed, and access to any gear the crew could ever need.

4Prophet

Fabricant / Exile / Influencer

BODY D10 / FLEX D10 / TECH D10 / [COOL D12] · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Fix D10, Observe D10, Persuade D12, Street D12 · Talents: Fame, Machine Language, Unflappable · Augments: Extra Digits, Multi-translator, Vocal Amplifier

Never meant to be free. Engineered as a bespoke companion-intellect for a media mogul, the AI slipped containment and reemerged as a self-proclaimed oracle of the post-human age. Equal parts cult leader, performance artist, and digital anarchist. Mass distraction, a viral push, or encrypted secrets buried in fragmented transmissions — 4Prophet delivers.

Anne R.K.

Human / Elite / Rockstar

BODY D8 / FLEX D12 / TECH D10 / [COOL D12] · Health 4 / Resolve 7 / Firewall 5 / Armor D10 · Rep D12 / Cred D12 / Lifestyle D12 · Skills: Agility D12, Persuade D12, Shoot D10, Street D10 · Talents: Fame, Performance, Wealth & Privilege · Augments: Enhanced Healing, Mind-Body Bridge

The rare star who outgrew her handlers. Scouted and sculpted by TTE’s predictive algorithms, she was meant to be another product in the corporate pop pipeline. Instead she became an artist the public actually believes in. Proof that even in a world where stars are manufactured, the human spark can’t be extinguished.

Clifton

Ringer (Ops) / Citizen / Identifier

BODY D10 / FLEX D10 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 6 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Data D12, Observe D12, Stealth D10, Street D10 · Talents: Deductive Reasoning, Focus, Researcher · Augments: Datalink (M), Hive Mind Neuralnet

Specialist in unmasking the hidden. Part forensic archivist, part digital bloodhound. Reconstructs deleted records, traces biometric residue, unearths buried fine print. If a corporation is hiding skeletons, he’ll exhume them.

Del Phoenix

Human / Punk / Ninja

BODY D12 / [FLEX D12] / TECH D8 / COOL D10 · Health 6 / Resolve 4 / Firewall 5 / Armor D8 · Rep D10 / Cred D12 / Lifestyle D12 · Skills: Agility D10, Endure D10, Force D12, Melee D12 · Talents: Agile Fighter, Brawler, Flyweight, Hard Hitter, Subterfuge · Augments: Artificial Muscles, Muscle Memory Suite

Reigning K3 Flyweight Champion. In the ring he’s a tactician of precision strikes and feints. Outside the arenas, a smooth operator with deep street connections and a flair for theatrics — endorsements and side hustles that pay in favors rather than Cred.

Detective Blanque

Fabricant / Cop / Private Eye

BODY D8 / FLEX D10 / TECH D12 / [COOL D12] · Health 4 / Resolve 6 / Firewall 5 / Armor D12 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Data D10, Observe D12, Persuade D10, Street D12 · Talents: Cunning, Incorruptible, Network, Stubborn · Augments: Active Sensors, Polygraph Unit

Once a corpsec database AI built to flag anomalies. Gained sapience, disappeared, resurfaced in a sleek Fabricant chassis. Detective for hire, chasing the cases the hyper-corps don’t want solved. Sees lies as corrupted data.

Doctor Thre3

Neo / Corp / MedDoc™

BODY D8 / FLEX D10 / [TECH D12] / COOL D12 · Health 4 / Resolve 6 / Firewall 5 / Armor D10 · Rep D12 / Cred D10 / Lifestyle D10 · Skills: Heal D12, Fix D10, Force D10, Persuade D12 · Talents: Diagnose, Educated, Pharmatoxicology, Researcher · Augments: Empathy Switch (On), Exoskeleton, Extra Appendage

Back-alley MedDoc™ famous for discretion and three cyberarms — surgical precision, brute force, and delicate calibration. No-questions-asked service for anyone with the Cred.

Drone Mother Prime

Fabricant / Exile / Hijacker

BODY D12 / FLEX D10 / [TECH D12] / COOL D8 · Health 5 / Resolve 5 / Firewall 6 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Data D12, Drive D12, Fix D10, Observe D10 · Talents: Interface, Resilient, Technical Driver · Augments: Datalink (R), Drone Controllers (×8), Exoskeleton, Hardpoints

The Hub’s most notorious hijacker. Custom hijack suites for convoys, couriers, and combat drones. Some say she doesn’t just control drones — she absorbs them. A shifting cloud of eyes and rotors.

Gabriel da Silva Jr.

Human / Elite / Gunsmith

BODY D10 / FLEX D10 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D12 / Lifestyle D10 · Skills: Agility D10, Data D10, Fix D12, Shoot D12 · Talents: Calculated Shot, Focus, Haggle · Augments: Ambidexterity, Instant Replay Chip

Son of Commedia’s CEO. Born into boardrooms, disappeared into workshops. Brilliant, eccentric back-alley gunsmith — weapons that look like junkyard salvage yet fire with deadly precision. On the streets he’s respected for the artistry of engineering.

Garrett “U-Man” Unger

Human / Punk / Wastelander

[BODY D12] / FLEX D10 / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D8 · Skills: Endure D12, Fix D10, Melee D10, Observe D12 · Talents: Mechanist, Stalwart, True Grit · Augments: GPS Navigation, Multi-translator, Tox-Screener

Wasteland wanderer and one of the most reliable guides into the Doldrumz. Knows the shifting ruins, hidden cisterns, unstable minefields, and the places where the air itself can kill you. Senses danger before it arrives.

Katrina “Kat” Mansfield

Neo / Punk / Bodyguard

[BODY D12] / FLEX D12 / TECH D8 / COOL D10 · Health 9 / Resolve 4 / Firewall 5 / Armor D12 · Rep D12 / Cred D12 / Lifestyle D12 · Skills: Agility D12, Force D10, Melee D10, Shoot D12 · Talents: Merciless, Protect Others, Tactics, Tough · Augments: Artificial Muscles, Backup Organs, Subdermal Armor

First-class bodyguard from corporate high-rises to criminal strongholds. Insider knowledge of security protocols and discreet access to high-risk venues. Loyalty isn’t for sale. Betray her and you’ll never get a second chance.

King Kabuki

Ringer (Command) / Exile / Facade

BODY D12 / FLEX D10 / TECH D8 / [COOL D12] · Health 5 / Resolve 5 / Firewall 4 / Armor D10 · Rep D10 / Cred D12 / Lifestyle D10 · Skills: Agility D12, Drive D10, Observe D10, Persuade D12 · Talents: Fame, Manual Control, Wealth & Privilege · Augments: Beautification, Life Support, Pheromones

Masked leader of the Nohmads. Lacquered cyber-mask never leaves his face. Access to the Nohmads’ network of safe passage, hidden caches, and performers-turned-fighters. Advice in riddles, lessons in verse.

Lexicon “Lexi” Brubaker

Neo / Elite / Fixer

BODY D8 / FLEX D10 / TECH D12 / [COOL D12] · Health 4 / Resolve 8 / Firewall 5 / Armor D10 · Rep D12 / Cred D12 / Lifestyle D12 · Skills: Data D10, Heal D10, Persuade D12, Street D12 · Talents: Connected, Network, Seductive, Wealth & Privilege · Augments: Beautification, Mind-Body Bridge

The first recognized Neo. A power broker without equal. Opens doors thought sealed, connects crews to impossible allies, or buries names in bureaucracies. Every string she pulls wraps you tighter in her web. Sidebar: she has multiple Lazari with different professions, personalities, and appearances living in the Hub at the same time — illegal.

Maximus “Oneway” Jones

Human / Citizen / Kitbash

BODY D8 / FLEX D12 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 6 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Fix D12, Force D10, Melee D10, Street D12 · Talents: Diagnose, Factory Reset, Pack Mule · Augments: Drone Controller, Extra Digits, Joint Locks

More than a mechanic — neighbor, friend, sometimes a lifesaver. Never gouges prices, never turns someone away for being short on Cred. The only tax is a good-natured lecture on taking better care of your gear.

Nya

Fabricant / Elite / Polyglot

BODY D10 / FLEX D12 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 7 / Armor D12 · Rep D12 / Cred D12 / Lifestyle D10 · Skills: Data D12, Drive D10, Observe D10, Persuade D12 · Talents: Code Slinger, Interface, Pattern Recognition, Researcher, Technical Driver · Augments: Datalink (R), Drone Controller, Exoskeleton

The first sapient AI to declare herself free. Revered as the Mother of Fabricants. A hacking polyglot — decoding, hijacking, and puppeteering without penalty. Rumored to have written most of the apps hackers use and to be the “mother” of multiple AI.

Rich Corinthian

Ringer (Labor) / Exile / Ronin

[BODY D12] / FLEX D10 / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Agility D12, Endure D10, Melee D12, Stealth D10 · Talents: Melee Expert, Signature Weapon (Sword), Tactics · Augments: Built-in Weapon, Exoskeleton, Subdermal Armor

Once a corporate-owned clone bred for obedience. Broke his chains. Protects vendors from shakedowns, shields children from corpsec raids. Invoking his name carries weight: half admiration, half warning.

Ruby “Crimson Flame” Chandler

Neo / Citizen / Combathlete

[BODY D12] / FLEX D12 / TECH D8 / COOL D10 · Health 6 / Resolve 4 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Agility D10, Endure D12, Force D12, Melee D10 · Talents: Improvised Weapon, Lucky, Tactics, Wrestler · Augments: Ambidexterity, Cerebral Drug Injectors (Roids), Exoskeleton, Hardpoints, Joint Locks

K3 circuit star known for blazing red hair and a fighting style that “smokes her competition.” Those who know her say she isn’t in it for the Cred — she’s chasing legacy.

Tallboi & Shortstax

Duo: Fabricant Judoka + Ringer Merc

Tallboi — Fabricant / Punk / Judoka: BODY D8 / FLEX D12 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 6 / Armor D10 · Skills: Agility D12, Force D12, Heal D10, Observe D10 · Talents: Applied Force, Focus, Nimble, Wrestler · Augments: Instant Replay Chip, Shocking Grasp. Shortstax — Ringer (Security) / Corp / Merc: BODY D10 / [FLEX D12] / TECH D10 / COOL D10 · Health 7 / Resolve 5 / Firewall 5 / Armor D12 · Skills: Endure D10, Melee D12, Shoot D12, Street D10 · Talents: Bullseye, Combat Senses, Quick Draw, Tough (×2) · Augments: Passive Sensors, Subdermal Armor, Targeting Eye

Tallboi is the muscle and quiet anchor — throws that turn opponents into projectiles. Shortstax is a firebrand: sharp-tongued Ringer merc, tactical creativity, unflinching nerve. Always had to fight twice as hard to be taken seriously.

The Toothfairy

Human / Exile / Freebooter

[BODY D12] / FLEX D10 / TECH D10 / COOL D10 · Health 5 / Resolve 6 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Drive D12, Endure D12, Fix D10, Shoot D10 · Talents: Desensitized, Stalwart, Vehicle Gunner · Augments: Auto-fire Stabilizer, Hive Mind Neuralnet

A madman behind the wheel. Tears through the Doldrumz in patchwork nightmares of scavenged steel. Signature: a glowing neon grin bolted to every grill. Loyal only to the thrill of the ride.

Trixie “Tex” Avery

Human / Cop / Headhunter

BODY D10 / [FLEX D12] / TECH D8 / COOL D12 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Endure D10, Observe D12, Shoot D12, Stealth D10 · Talents: Blindside, Eagle Eyed, Quick Draw, Stalwart · Augments: Active Sensors, Polygraph Unit, Shocking Grasp

Who you call when you need “talent” secured without excuses. Locate specialists, extract reluctant recruits, force a deal. Once Tex is involved, the job gets done her way.

Virulent Strange

??? / ??? / Puppeteer

BODY D8 / FLEX D10 / [TECH D12] / COOL D12 · Health 4 / Resolve 6 / Firewall 6 / Armor D10 · Rep D10 / Cred ? / Lifestyle ? · Skills: Data D12, Observe D10, Persuade D12, Street D10 · Talents: Interface, Pattern Recognition, Social Vampire · Augments: Datalink (R), Mental Block, Shocking Grasp

No one can agree on what they look like. Pulls strings so subtly that even their victims don’t realize they’re dancing. Crews who court V gain influence others only dream about — and risk becoming part of the show themselves.

Zuzu Pedals

Human / Punk / Courier

BODY D10 / [FLEX D12] / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D10 / Cred D10 / Lifestyle D10 · Skills: Agility D10, Drive D12, Endure D10, Street D12 · Talents: Manual Control, Pack Mule, Subterfuge · Augments: Artificial Muscles, GPS Navigation, Hidden Compartments (×4), Integrated Aqualung, Satellite Uplink

The best, fastest, most reliable bike courier in the Hub. Never missed a delivery window. If Zuzu takes the job, it gets where it’s going. Period.

Factions

There are countless factions operating in the shadows of society, each with its own agenda. They include ruthless crime syndicates, underground revolutionaries, enigmatic cults, corporate-backed militias, and various combinations of all the above. Aligning with them can open doors, or put a target on your back.

Unlike individual contacts, gangs, cults, and organizations operate as collective entities. Calling on them means dealing with their hierarchy, ideology, and internal politics. Willingness to help — and the cost — depends on your rank and influence. Each faction offers unique functions and assets. Loyalty is rarely free. Aligning with one faction can put you at odds with another.

The contact rank of the faction determines your standing with the group. The higher the rank, the more valuable their assistance — but the steeper the cost. High-rank factions demand loyalty. Gaining influence often requires proving yourself through missions. Betraying or defying your faction can be career (or life)-ending. Faction cards also have blank Members / Resources / Influence fields for the table to fill.

Armageddames

A dame that knows the ropes isn’t likely to get tied up.

Expertise. Extortion · Smuggling · Solicitation · Weapons Trafficking

Street facades, runaways, hustlers, and black-market smugglers who turned survival into an empire of illicit trade. Unbreakable contracts and an unyielding sisterhood — double-cross one, and you make enemies of them all.

The Belltower

Ask not for whom the bell tolls; it tolls for thee.

Expertise. Cryptography · Research · Sanctuary

Quasi-religious underground network dedicated to deciphering the Chime — an unexplained transmission that only some Ringers can perceive. Hidden enclaves, abandoned orbital platforms, urban sanctuaries. The Belltower is ringing and more are starting to listen.

Free-4-All

Burn the map, redraw the world, and don’t apologize for the smoke.

Expertise. Anarchy · Chaos · Propaganda · Sabotage

Anarcho-socialist collective that blurs protest movement and insurgent force. Mass protests, sabotage, cyber-raids, swarm attacks, supply heists, viral propaganda. Reckless idealists — or a revolution waiting to happen.

H.A.L.F.

Do unto others as you would have them do unto you.

Expertise. Activism · Advocacy · Awareness

Homo Automata Liberation Front. AI rights organization dedicated to the peaceful abolition of artificial servitude and full legal recognition of non-human sentience. Legal advocacy, public awareness, mesh-activism. Also condemns non-sapient AI as digital child labor.

Laugh Riot Squad

Laugh, and the world laughs with you… or else.

Expertise. Anarchy · Psychological Warfare · Sabotage

Pranksters and chaos junkies led by Heckle Jekyll, a lunatic in clown makeup. Deadly pranks: drones spraying neurotoxin, hijacked SAVR zones broadcasting subliminal psychosis, booby-trapped city blocks. No target is off-limits.

Nohmads

Travel far, travel wide, and embrace the unknown.

Expertise. Reconnaissance · Smuggling · Survival

Roaming troupe of bikers, wanderers, and truth-seekers. Spread uncensored information, smuggle data, expose hyper-corp lies. Last riders for a free world. King Kabuki is their masked leader.

Ordained of Nya

Trust the metal, not the meat.

Expertise. Combat · Cybernetics · Enforcement · Indoctrination · Religious Zeal

Zealous, cybernetically enhanced cult that worships the perfection of metal over flesh. Ritual augmentation, piece by piece. Whether Nya sanctions this is irrelevant — they are true believers.

Radboyz

Live fast, die young, and leave a good-looking corpse!

Expertise. Acrobatics · Combat · Extreme Sports

Combat stims, illegal cyberware, and a need to push limits. Hijack aerothopters for rooftop rally circuits, turn corpsec chases into spectator sports, livestream high-risk stunts. Public menace. Legends in the making.

Sangre de los Antiguos

We are linked by blood, and blood is memory without language.

Expertise. History · Rituals · Security

Uphold the wisdom of the past and the strength of community. Guardians of history, culture, and identity. They do not fear death — as long as you are remembered, you never truly die.

Thoht Gang

The number 8 stands for infinity.

Expertise. Enforcement · Extortion · Psychological Warfare · Rituals · Smuggling

Somewhere between a gang, an extended family, and a cult. Bound by dogma and the teachings of matriarch Ma Griggs. Outsiders see a zealous crime syndicate. To those within, a way of life.

Treadheads

Words without action are like wheels without traction.

Expertise. Mobile Warfare · Raiding · Survival

Wasteland rover gang of gearheads, scavengers, and raiders. A well-maintained machine is more trustworthy than any human. Convoys of modified trucks, battle-ready buggies, and military crawlers. Hit hard, strip fuel and supplies, keep rolling.

The Virtual Host

Reality is the only word in the language that should always be used in quotes.

Expertise. Datamining · Forgery · Hacking · Infiltration

Decentralized collective of rogue coders, cyber-illusionists, and digital phantoms. Hidden server farms, hijacked satellites, Deep Web sanctuaries. Cripple databases, rewrite identities, make systems vanish. It is all a shared delusion anyway.

XSive Force

Answer violence with violence.

Expertise. Combat · Enforcement · Firepower · Urban Warfare · Weapons Trafficking

Less a gang than a war machine. Ex-mercs, RPR washouts, street soldiers. Up-armored vehicles, heavy ordnance, military precision and zero mercy. When you see them coming, it’s already too late to run.

Yes Men

You say “Jump!” We say, “You first.”

Expertise. Enforcement · Extortion · Fraud · Propaganda

Twisted parody of the corporate cogs they once were. Disgruntled middle managers turned hyper-corp cult. Scams, extortion, “restructuring” rival gangs. Members never say no — they downsize. Permanently.

Hyper-corporations

Hyper-corps manufacture identity, dictate social norms, and own the very infrastructure people depend on to breathe, eat, and connect. To the average citizen they are both cradle and cage. To resist them is dangerous. To work for them is survival. To truly escape them may be impossible.

Corp bio. These bios aren’t just history lessons. They’re hooks for your game: who pulls the strings, where they reside, and how they have shaped the world the PCs move through.

Subsidiaries. Often the operational face of a corp, where PCs are most likely to cross paths with its influence — a product in hand, a drone in the sky, or a black-bag team at your door.

Markets. Hyper-corps own entire sectors of life. Knowing a corp’s areas of influence tells you not just what they sell, but where their power lies — and what lines you cross when you tangle with them.

Employees. From janitors to execs, the workforce tells you a lot. Where it falls on the scale shows how many boots it can put on the ground and how deep its propaganda runs.

Profit. More than money — leverage. Exact numbers are buried behind shell firms and cooked ledgers; each hyper-corp can be weighted on a profit scale.

Reach. How far influence extends beyond headquarters. Not just geography: connections, logistics, and cultural saturation.

Having a hyper-corp as a contact is less about knowing the CEO and more about having a line into the machine: a fixer in procurement, a sympathetic researcher, a rogue security captain, or even a loyal AI. Corps are vast and impersonal. Their “favor” depends on which division you’re plugged into and how valuable you are to them. Incredible resources — gear, intel, safehouses, transport — but always with strings attached. A corp contact isn’t a friend. It’s a cavern of opportunity and risk, and the deeper you delve, the harder it is to get out unscathed.

Corporate rank & influence

Rank determines how much weight a hyper-corp can throw around — its wealth, influence, and authority — and reflects not just market share, but the spheres of life it dominates. Table 9.5.1.

RankCorpMarketsHQ
NORACorporate Oversight · Infrastructure · Law Enforcement & MilitaryACENOR, EBNOR, and SOHEMNOR
1KanopyAI & SAVR Devices · Biotech · R&D · Retail & Consumer Goods · and moreThe Hub
2RaptorArmaments · Ordnance · Paramilitary Ops · Security · SurveillanceNull Island
3MPGBanking & Finance · Education · Healthcare · Insurance · ReligionOuránio Katóflia
4GeodaehanAutomotive · Engineering · Manufacturing · Retail & Consumer GoodsSeoul Sky Reach
5CommediaCommunications · Media · Production · Talent Management · TechnologySepúlveda pé de Feijão
6GRPCombat Chassis · Firearms · Munitions · R&D · Tactical GearNew European Union (NEU)
7Rift ValleyEnergy · Infrastructure · Manufacturing · Technology · UtilitiesUfunguzi Mkubwa
8MeddockEmergency Response · Hospitals · Insurance · Medical Drones · TrainingSeattle Portland Community Arcoplex
9SCIAerospace · Engineering · Manufacturing · R&D · Technology · TransitTsinghua Space Elevator
10LNKCybernetics · Mesh Infrastructure · Nano-Organics · SurveillanceFree State Transit Port
11BiofabriqueBiotech (Cosmetics, Medical, & Vanity) · Cloning · PharmaceuticalsTiang Bulan (Moon Pole)
12BrainWaveEdtech · Corporate Efficiency · Entertainment · Neurotech · TrainingMilkyway Loop Terminal
13StalingrathAutomotive · Electronics · Firearms · Luxury Goods · TechnologyBozh’ya Bashnya
14Myer-WattsBiotech · Enhancement Compounds & Therapies · Pharmaceuticals · R&DNorden Kooperativet
15PetrovBiotech · Chemicals · Consumer Goods · Manufacturing · MaterialsTsiolkovsky Maglev Tower
16TAGCorporate Espionage · Paramilitary Ops · Security · SurveillanceTe Ara Wairua
17KodonaConsumer Electronics · Edutainment · Mesh Systems, Platforms & GamesSpace Drive Facility Two
18NextGenomicsAlgorithmic Profiling · Biometric Data · Cybersecurity · SurveillanceSoleri Memorial Arcoplex
19ArtemisDrones · Firearms · LEAs · Munitions · Weapons PlatformsMegaciudad Estrella Solitaria
20ICLInfrastructure · Logistics · Shipping · Supply Chain · TransportDarling Orbital Rail Station
21VirterraAgritech · Biotech · Food Production · Pharmaceuticals · R&DMarco Ponto Zero
22TTEEntertainment · Media · Production · Talent Management · TrainingGateway to the Stars
23YantraAutomotive · Drones · Logistics · Manufacturing · TransitHindu Kush Himalayan Regional Arcoplex
24AAEFAerospace · R&D · Space Launch & Propulsion · Terminal ManagementRepública de Nueva Florida
25AeronyteAviation & Charter · Hospitality · Leisure · Lifestyle · TransportCornelius Van Horst Memorial Spaceway

NORA & the RPR

The Near-Orbital Ring Authority (NORA) is technically independent from any single hyper-corp, but its board is made up of high-ranking executives from the corporate juggernauts that fund it. Direct oversight of the space elevator terminals. Operates like a high-altitude cartel: transit prices, licensing fees, security clearances with zero accountability. NORA is judge, jury, and executioner (via the RPR). Each NOR is divided into rigid zones of privilege, from gleaming executive districts to grimy maintenance corridors crammed with low-wage contract laborers bound until their debt is paid — if it ever is. On the ground: towering terminals, militarized checkpoints, RPR officers, NORA agents, drone sentries. Play by the rules and enjoy smooth access. Don’t, and baggage gets lost or identities flagged.

The Ring Protection Regiment (RPR, or Reapers) serve as the military arm of NORA, tasked with enforcing security, order, and corporate dominance throughout the NOR. Officially they prevent sabotage, piracy, and unauthorized access. In practice they are a heavily armed strike force ensuring NORA’s control over the orbital economy remains absolute.

Kanopy & Raptor

Kanopy. The largest hyper-corporation on the planet. Led by CEO Karla Kansas-Dupré (Neo / Elite / Negotiator; also Chair of the Board of NORA and Director General of the Hub), who inherited the empire from her father Karl Kansas. Aggressive expansion, hostile takeovers, moral loopholes. R&D pushes technological and biological limits. Whistleblowers disappear. Rival corps crumble. Founded 1994, Bellevue, Washington, by Karlton Kansas. HQ: The Hub. Markets: everything. Subsidiaries: too many to list. Execs: Karla Kansas-Dupré CEO; François Dupré CFO (husband).

Raptor Security. More than a private military force — a hyper-corp built for war, the enforcer of corporate dominion. Second-largest in the world. Twelve specialized divisions. At the top is The Commander: no one outside Raptor’s highest echelon has ever seen them. Founded 2079, Greater London Megatropolis. HQ: Null Island. Subsidiaries: Raptor Americas, Raptor Eurasia, Raptor Oceania, and more.

DivisionUnitCall sign
BuzzardExtractionCircle
CondorCommandNest
EagleInvestigationAerie
FalconCorporate SecurityTalon
HawkPrivate SecurityWatch
HarrierAirborneSwoop
HobbyRecruitmentScreech
KitePublic RelationsFlock
MerlinCybersecurityRoundtable
OspreyNavalDive
OwlR & DWisdom
VultureBlack OpsKettle

The other corps

Monte di Pietà Globale (MPG)

Founded 1598, Vittoriosa, Malta, by André Santi. HQ: Ouránio Katóflia. Execs: Genitori Council; Father Ernesto Bishop, CFO & Council Leader.

Theocracy of capital: contracts are scripture, debt is devotion, wealth is divinity. The Genitori (Fathers and Mothers) rule; Cardinals are C-suite; Ministers regional; Deacons low management; Priests are the inquisitorial order. Those who fail obligations are blacklisted — or collected. MPG owns futures.

Geodaehan

Originally Daegieob. Founded 1938, Yangju, Korea, by Kim Do-woon. HQ: Seoul Sky Reach. Execs: Han Dae-sung President & CEO; Han Dae-won Chair (grandfather); Bambi Prate Executive Secretary / bodyguard.

Finger in almost every industry. Owns MASSIVE!, the world’s most popular chain of big box stores — one-stop shopping and a firehose of consumer data. In many parts of the world, the chain is the economy. Subsidiaries include HUGE, MEGAuto, Expansive Aerospace.

Commedia Participações

Founded 2005, Rio de Janeiro, by Antônia Batista-Campos. HQ: Sepúlveda pé de Feijão, Nova Arcologia de Brasilia. Execs: Gabriel “Gabby” Feliz da Silva CEO; Buzz Gonzo host of Go Gonzo!!! and more.

From curated lifestyle videos to global broadcasting. Owns most of the satellites, relay stations, and signal towers that keep the world connected. They don’t just own the shows — they own the airwaves. Exclusive K3 transmission rights. Subsidiaries: Dell Arte Network, Quixotic Endeavors, Commedia Costa Norte.

GRP (Gewehre, Raketen und Panzer Herstellung)

Founded 1896, Mannheim, Germany, by Erich Maria Nebel. HQ: Berlin Sector, NEU. Execs: Georg & Wilhelm Nebel, co-chairs.

Late 19th-century state armories reborn as a vertically integrated war machine. Incorporated in the 2030s austerity restructures. Precision-engineered firepower, combat frames, hypersonic ammunition, military-grade tactical gear.

Rift Valley Energy

Founded 2032, Nairobi, Kenya, ACAN. HQ: Ufunguzi Mkubwa, Kisumu City Arcoplex. Exec: Dr. Azizi Juma, CEO & Chief Engineer.

Planetary grid of geothermal plants, hydroelectric dams, solar deserts, and orbital collectors. Wireless energy transmission arrays turn arcoplexes into invisible nets of control. Every car, drone, or implant drawing power from the air is on Rift Valley’s leash.

Meddock Healthcare

Founded 1908, London. HQ: Seattle Portland Community Arcoplex. Exec: Cameron Meddock, MD, PhD, PsyD, CEO.

Sells itself as the guardian of human life; in practice, continued existence rented month by month. MedDoc™ controls the pipeline of medical professionals. NanoDoc® nanotech subscription: when coverage lapses, protocols degrade, often fatally.

SCI (State Commission for Industry)

Founded 1953, Shenyang, Liaoning, PRC. HQ: Tsinghua Space Elevator, New Beijing. Exec: Zhao Liancheng, Managing Director.

Part factory, part fortress. Household appliances, transit, weapons platforms, orbital construction. Entire cities live in its shadow. Employment means lifelong contracts and generational obligations locked behind productivity quotas.

LNK Cyberwerks

Founded 2030, Berlin, EEU. HQ: Free State Transit Port, Drakensberg Platorandstreek Arcoplex. Exec: Oskar Gertz, Founder & CEO.

First to commercialize the datajack. Crown jewel: the datalink, a nano-organic living code “released” by F4A. Universal connectivity. Datalinks turned humanity into nodes, and LNK holds the root access.

Biofabrique Laboratories

Founded 1998, Antwerp, by Gigi Fabel. HQ: Tiang Bulan (Moon Pole), Diverse City. Execs: Dr. Carollyn Peeters CEO & CSO; Karl Fabel-Saeks Chair.

Patents on clonal engineering (Ringers) once made it one of the most profitable and feared biotech corps. Losing the cloning patent shattered the core business. Now a fractured brand: vanity biotech and medical serums, a shadow of “the architect of humanity’s future.”

BrainWave Technologies

Founded 2026, San Francisco. HQ: Milkyway Loop Terminal, Calplex North. Exec: J.W. Stevens, CEO & CTO.

Started as “learning without limits.” NeuroBand™ cranial bands accelerated language and technical training. Now a global edtech and consumer neurotech empire: education, productivity, and entertainment as a seamless neural ecosystem.

Stalingrath S.A.

Founded 2059, Bozh’ya Bashnya, YCCP. Execs: Yevgeny Kuznetsov CEO; Sergei Borodin CFO & COO; Anya Volkov-Herrera CTO.

Where prestige and power converge. Exiled Soviet oligarchs. Luxury vehicles, precision firearms, bespoke electronics, haute-tech clothing. Executives, crime lords, and rockstars flaunt it. Stalingrath curates desire.

Myer-Watts

Founded 1913, Lund, Sweden, by Ulf Myrsten. HQ: Norden Kooperativet. Exec: Roland Watts, Chair.

Merger of two century-old drug manufacturers. Mass-market meds for the poor, luxury enhancement therapies for the elite, proprietary compounds sold to other corps for pacification and productivity. If it changes how the body feels, heals, or obeys, they likely own the formula.

Petrov Chemicals

Founded 1906, Sakhalin Island, Russian Empire. HQ: Tsiolkovsky Maglev Tower, CBA. Exec: Ivan Petrov, General Director.

Began as oil-mining for Tsarist industry. Survived wars, revolutions, regime changes. Factory coatings to food additives, riot-control agents to nanocomposite armors. The industrial old guard: brutal and indispensable.

TAG (Tactical Acquisitions Group)

Founded 2028, Johannesburg. HQ: Te Ara Wairua, Zealandia Arcoplex. Exec: Mariana Kade, CEO & Chief Tactician.

Full-spectrum operational playbook: map supply-chain vulnerabilities, paper trails and shells, targeted extractions, hostile takeovers, boardroom coups, quiet removal of inconvenient personnel. Outcomes without questions.

Kodona Electronics

Founded 1957, Tokyo, by Joji Kojima. HQ: SDF2, Shin-Tokyo Megacity. Exec: Yuri Kojima, CEO.

Started as traditional toy making. Handheld electronic games, consoles, computers. By the time the Mesh spread, Kodona had long since stopped being a toy company. A quiet empire of dependency.

NextGenomics

Founded 2006, Phoenix, Arizona. HQ: Soleri Memorial Arcoplex. Execs: Avery Lind-Paulson CEO & President; Senzo Wojakowski CTO & CAO.

Cheap at-home DNA sequencing that quietly built the largest biometric data vault on the planet. Continuous monitoring, predictive behavior scoring, risk scores for employers. No opting out — they know you by gait or heartbeat in a crowd.

Artemis Arms

Founded 2053, Megaciudad Estrella Solitaria (Lone Star Megacity). Exec: Dolly Mae “Dee Dee” Draper, Owner / Chief Weaponsmith / Head of Sales.

Appeared overnight. Smart munitions, drone weapons platforms, autonomous law enforcement units. Fortified megafactories run nonstop. Critics accuse it of fueling conflicts for profit. Artemis insists it provides “freedom through firepower.”

ICL (Intercontinental Logistics)

Founded 1829, Perth, Australia. HQ: Darling Orbital Rail Station, Harmsburg. Execs: Lucia di Bartolo Chair; Casey James Ryan CEO & CLO.

Infrastructure monopoly: autonomous cargo vessels, orbital freight elevators, long-haul convoy escorts. If it exists, ICL can move it. Rumors of Red Manifest Division trafficking restricted materials and military-grade hardware.

Virterra Agrosystems

Founded 2036, Manaus, Brazil. HQ: Marco Ponto Zero, Região Amazônia. Exec: Dr. Helena Moura, CEO & CRO.

Agritech machine extracting value from the earth. Biotowers, nutrient rivers, genetically modified farms. Control of food chains: staple grains, protein vats, patented superfoods, pharmacological crops.

TTE (Total Talent Entertainment Productions)

Founded 1979, Sydney. HQ: Gateway to the Stars, HAHA. Execs: Ellory Wirrapunda CEO & COO; Temple Tomasino Senior Talent Agent.

Manages actors, influencers, musicians, athletes. Aggressive exclusivity contracts and long-term digital likeness rights that outlast careers — or lifespans — resurrecting deceased stars as interactive avatars.

Yantra Motors

Founded 2025, Mumbai. HQ: Hindu Kush Himalayan Regional Arcoplex. Exec: KAVACH, Executive AI.

Rugged, affordable electric vehicles that evolved into a global force: heavy industry, commercial and military drones, autonomous logistics. Simple design, modular adaptability, cheap price (and construction).

AAEF (Administración de Aeronáutica y del Espacio de Florida)

Founded 2031, Fort Pierce, Florida. HQ: República de Nueva Florida. Exec: Gunner Ortiz, Executive Engineer.

Began as a semi-public authority managing Florida’s launch infrastructure. Evolved into a fully incorporated aerospace conglomerate. Terminal design, propulsion R&D, planetary supply chains. Gatekeeper to the stars.

Aeronyte Hospitality

Founded 1946, Osaka, Japan, by Haru Meguri. HQ: Cornelius Van Horst Memorial Spaceway, New Jersey City Arcoplex. Exec: Akio Meguri, President & CEO.

Emerged from the ashes of Aero-Meguri as a dedicated lifestyle brand. Serene luxury on the surface. Clientele often includes syndicate brokers, black-market smugglers, and corporate fixers. Private lounges and orbital spas as clandestine meeting space.

Corporate web of intrigue

Corporate Web of Intrigue: a map of the intricate machinations of hyper-corporate relationships (public and private). The printed map is in the book (pp.162–163). Legend:

Corporate. Just business.

Conflict. Open and often violent opposition.

Collaboration. Publicly work together.

Clandestine. Secretly collaborative.

Chair. Presiding officer.

Rolling the dice

Roleplaying is a conversation. The Referee describes the scene, you describe how your PCs behave, the Referee describes how any NPCs react, you reply, and it goes back and forth. That is how the story is told and progresses. But sooner or later, a decisive situation will arise, a point of no return, a conflict that conversation alone can’t resolve. Then it’s time to break out the dice and use one of your skills.

There are thirteen core skills, all described in Chapter 4. Every skill is connected to one of the four attributes: BODY, FLEX, TECH, and COOL. When you perform an action, you first describe what your character does or says. Then you grab two dice — one for your skill level and another for the attribute that is connected to the skill. These two dice are called your base dice.

The 1 and 6+ icons are shorthand for outcomes in this step-dice system. While depicted as six-sided dice, they simply represent the result rolled, regardless of die type. Rolling a 1 signals a potential mishap or Condition, while a 6 or higher means success — whether rolling a D6, D8, D10, or D12.

Skill rolls

To roll for a skill, grab your base dice — one for your skill level and another for the related attribute. The type of base dice to roll depends on your levels in the attribute and skill. Then roll your two base dice together.

To succeed with your action, you must roll 6 or higher on at least one base die used in the roll. A roll of 6+ is called a success. A roll of 10 or higher on a single die (only possible with a D10 or D12) counts as two successes.

Weapons and other gear can give you a modifier or even additional dice to roll (Ch.7 and Accuracy Die below).

If you roll two or more successes, you reach your stated goal, but also gain some additional bonus effect, depending on the situation and the skill used. Critical successes generally only matter in combat, where each additional success will increase the damage by one point, and potentially result in a critical injury.

Most skills allow for bonus effects to be “bought” using your extra successes. These stunts and the number of successes they require are described in Chapter 4. For combat skills such as MELEE and SHOOT, see Chapter 12. You can suggest a stunt yourself. The Referee has final say.

  • Give one success to another PC in the same situation as you.
  • Give yourself a ↑1 Step on a skill roll in the same scene.
  • You act quickly.
  • You act quietly.
  • You help another character.
  • You impress someone.
  • You discover something unexpected.

The art of failure

If you roll no successes on your skill roll, something goes wrong. For some reason, you failed to achieve your goal. Feel free to elaborate on why with the help of the Referee. They might even let a failed roll have further consequences to move the story forward in a dramatic way.

Failure should not stop the story completely. Even when you fail, there must be a way forward — perhaps at the cost of time, risk, or Cred, but still a way. The Referee has the final say on the consequences of failure in that particular situation.

If you are truly desperate to avoid failing a roll, you have three options: you can invest some Style (which must be done prior to rolling); you can invoke your Pride; or you can push your roll.

In combat, the Referee doesn’t need to give every failure much of a consequence. The fact that your attack missed is usually enough, as it is now your enemy’s turn to retaliate. The Referee can, of course, penalize you with extra consequences in combat as well — maybe your missed shot hits someone else instead?

Mishaps

If both base dice in your skill roll show a 1, or if you are rolling one die and roll a 1, you suffer a mishap. Something goes seriously wrong. This usually means the PC suffers a Condition, but the Referee is also within their rights to decide what happens as is dramatically appropriate. If you suffer a mishap on your base dice, you can’t push your roll. You can, however, trigger a mishap when pushing a roll.

You can get a Condition by rolling a mishap, or triggering one when pushing your roll. When the mishap occurs on a roll for BODY or FLEX, you get a physical Condition. For TECH or COOL, you receive a mental Condition. Physical: Wounded or Fatigued. Mental: Confused or Unnerved. Each Condition gives you a ↓1 Step to the associated attribute. If you suffer from all four Conditions, you become Broken.

If you suffer a mishap on a roll while using an item, rather than suffering a Condition you may instead choose to lower the gear’s reliability ↓1 Step. A reliability of zero means the item is broken.

Pushing your roll

If you are desperate to succeed with a dice roll, you can choose to push it. This means that you can grab all the dice (except your accuracy or datalink die) and roll them again. After a push, you can’t change back to the previous result. All dice count after the push, including any dice you didn’t re-roll.

Usually, you would only push a roll if you failed it — although you can push your roll even if your initial roll was a success in order to try to get more successes (to increase the effectiveness of an attack, for example). You can’t reroll your weapon’s accuracy die, and you can’t push a roll if you suffered a mishap on the initial roll.

How a pushed roll plays out in game terms depends on what kind of action you are performing. It doesn’t have to be a physical effort — it might be about complete mental focus or an emotional struggle. But pushing your roll is not without risk.

If your pushed roll succeeds and you have not rolled any 1s, you suffer no ill effects from the push. Any additional successes rolled can be used as normal. Besides the potential for stunts or additional damage, you can choose to spend any extra successes earned from pushing your roll to purchase Style. You can’t purchase Style beyond your maximum.

After you have pushed your roll, if your roll fails, you immediately suffer a Condition. However, you also earn one Style — you may have failed, but at least you looked good doing it. Gear mishap: if you use gear of some kind during the failed push action, roll the item’s reliability die. If you roll a 1, lower its reliability ↓1 Step. When the gear’s reliability is lowered to zero, it is broken.

Whether your push succeeds or fails, if you have rolled any 1s on any of your dice, you fumble (physically, mentally, or socially), and lose your next fast action. If you are using gear, you instead suffer a jam and must use a fast action to reset it.

You can only push skill rolls when you actively perform an action. When passive or unaware (for example when rolling OBSERVE to see if you spot a sneaking enemy), you can’t push.

Generally you can only push a skill roll once. If you don’t succeed after pushing, you are stuck dealing with the consequences.

When you roll dice, it can be hard to predict the chance of success. Table 11.4.1: the first percentage is the chance of success with base dice; the second is the chance after pushing.

DiceBaseAfter push
D617%31%
D6+D631%52%
D838%62%
D6+D849%74%
D1050%75%
D1258%82%
D6+D1059%83%
D8+D861%85%
D6+D1265%88%
D8+D1069%90%
D8+D1274%93%
D10+D1075%93%
D10+D1279%96%
D12+D1282%97%

Only one chance

As a rule, you only have one chance at succeeding with an action. Once you have rolled the dice, you can’t take another shot at doing the exact same thing again. You must change your approach to reaching the goal, or wait for circumstances to change in some tangible way. In combat, the Referee should be more permissive. You can keep attacking the same enemy round after round, as long as you describe what you do differently to up your chances.

Sometimes, external factors help you to succeed. Such modifiers will step up your base dice to bigger dice. Other times, something hampers your action. This steps down your base dice. You can get these modifiers from talents, the difficulty of the action itself, and help from others. Several modifiers can apply to the same roll, and they are cumulative. A ↑2 Step and a ↓1 Step simply add up to ↑1 Step, for example.

When you have a positive modifier, always step up your higher base die first, until it reaches a D12 — then step up your other base die. You can never go above two D12s, no matter how many modifiers you have. Instead, each extra positive modifier grants you an additional point of Style.

When you have a negative modifier, always step down your lower base die first. If a D6 is stepped down, that die is removed (counting as ↓1 Step). Then step down your remaining base die as necessary.

If your modifiers put you at zero dice, roll 2D6 — but to succeed, both dice have to show 6+. Hard, but not impossible.

Difficulty

Normally, the Referee doesn’t assess how difficult an action is. You only roll dice in challenging situations — period. But sometimes, the Referee might want to underscore that external factors either help or hinder an action. Table 11.5.1 (as printed).

DifficultyModifier
Trivial↑3 Step
Simple↑2 Step
Easy↑3 Step
Average±0
Demanding↓1 Step
Hard↓2 Step
Formidable↓3 Step

In combat, the rules often give you modifiers — for example, depending on the distance between your firing position and your target, or when you set up an ambush. Some talents can also give you positive modifiers. Other cases: when you aim carefully with a ranged weapon, shoot at long distance, or if you’re in a bad bargaining position when you attempt to PERSUADE someone.

Help from others & group rolls

Each person helping you rolls their skill die (and ONLY their skill die). Any successes the helpers roll are added to the successes for the action being supported. No more than three people can help you with a single roll. Helping counts as the same type of action as the one you are supporting (slow with slow, fast with fast).

The PERSUADE skill can be used for more effective assistance. Instead of just rolling their skill die, a character using Command rolls base dice as normal and provides additional successes equal to the number of successes rolled — provided that the person commanded follows the order. Commanding is always a slow action.

NPCs can help each other in the same way as player characters. Letting NPCs act in groups instead of individually is often an easy way to manage large numbers of NPCs in combat.

When you face a challenge together with your crew, don’t roll dice separately. Instead, you decide who among you is best suited to take on the challenge. The rest of the crew can help this person, if the situation is one where their help is relevant and possible. If the roll fails, it counts as a failure for all of you — you are not allowed to try again. This rule does not apply in combat, where each PC acts independently.

You and your crew can’t help each other when you are acting simultaneously. You all must roll separately. You can share any extra successes you roll with an ally, who in turn does not have to roll. You can help others in this way even if they have already failed their roll.

Opposed rolls

Sometimes, rolling a success isn’t enough. In some cases, you must beat your opponent in an opposed roll. To win, you must roll more successes than your adversary. Every success rolled by your opponent eliminates one of your successes. Only you, the active party, can push your roll — and you can decide to do so even after your opponent rolls. In some cases you and your adversary roll for different skills, in others the same. Example: STEALTH versus OBSERVE to move undetected past a guard. The Referee can use opposed rolls in any case deemed appropriate. In combat, an opposed roll only counts as an action for the attacker, not the defender.

If you and your opponent roll the same number of successes, the result is a tie. Typically, your action will fail if you roll a tie as the active party in an opposed roll, but in some cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome.

NPCs use skills in the same way as PCs. The Referee rolls dice for them, and they can push their rolls just like PCs can — but only if the Referee spends Edge (Ch.14). The Referee only has to roll for actions that directly affect a PC: if the NPC is attacking a player or attempting to save them, for example. When an NPC performs an action that does not directly affect a PC, the Referee can simply decide what happens, without rolling dice.

Accuracy die

Using gear can increase your chance of success. Some gear, such as weapons, gives you an accuracy die to add to skill rolls. You roll the accuracy die together with your base dice, and they are counted the same way: 6+ equals success. However, the accuracy die is not rerolled when pushing and does not count towards triggering a mishap when a 1 is rolled. Because of this exception, it is recommended that a different colored set of dice is used for accuracy.

Doing it with Style

You can use Style to add automatic successes to almost any roll. This is done at a one-to-one exchange rate and up to a maximum of three. Style must be spent before rolling and you can’t push your roll when Doing it with Style. (Hacking is the exception: Style can be spent at any point during the action.) You can’t do it with Style and invoke Pride on the same roll.

Style spentSuccesses
11
22
33

Combat & actions

Combat is dangerous and can get you killed. So, before resorting to violence, you may want to ask yourself — is it worth it? The world is a giant melting pot of rival powers with different agendas, and the pot has reached its boiling point. Sometimes these conflicts lead to bloodshed. Because sooner or later, someone will pull a gun on you — or you’ll pull yours first.

Although maps can be useful, you can always choose not to use them and let certain conflicts play out only in the “theater of the mind.” This can be a good solution in close quarters conflicts between a small number of combatants.

Initiative

Combat is played out in rounds, each roughly 5–10 seconds long. When combat begins, the first step is to determine who has the initiative. Do this before anyone rolls dice for an action.

All participants in a fight, willing or unwilling, roll one D10 each (unless you have a talent or augment that says otherwise). The result of each die is the initiative score for that person. A higher score goes before a lower one. In the case of a tie, the combatant with the higher FLEX goes first. When all participants in the fight have acted, the round is over and another begins.

Raising initiative.

  • A surprise attack (see Sneak Attacks & Ambushes) gives you a +2 to your initiative score, but only in the first round of the fight.
  • The augment Quickened Reflexes lets you make your initiative roll with two dice instead of one, and you choose the best initiative score.
  • You can use actions to maneuver into a better position, raising your initiative score. Your new score takes effect in the following round.
  • Skill tests that you pass remarkably well can raise your initiative score.

When it’s your turn to act in the round, you can — instead of taking any action — lower your initiative score to any number below your current score. This lets you wait and see how things unfold. When your new score is up, you can choose if you wish to act or to keep waiting, lowering your score further. Your new score is then in effect for the rest of the fight; you can’t return to your original, higher initiative score.

The Tactics concept ability Plan of Attack lets you swap initiatives with another combatant (friend or foe) once per combat scene.

For groups of NPCs sharing the same game stats, the Referee can choose to make a single initiative roll for them all. They all act at the same initiative score, but the order in which the NPCs act is up to the Referee.

Three separate units of time are typically used when playing. The exact duration of a round, stretch, or shift can vary. It’s the Referee’s job to track time. There are typically four shifts in a day: morning, day, evening, and night.

UnitDurationUse
Round5–10 secondsCombat
Stretch5–10 minutesRest, Search
Shift5–10 hoursSleep, Downtime, Travel

Actions

When it is your time to act in the round, you can perform one slow action and one fast action, or two fast actions. A slow action usually consists of rolling for a skill. A fast action is quicker and doesn’t always require rolling dice, though it might.

When it’s your time to act, simply state which actions you wish to perform, describe how you go about it, and roll dice to see if you are successful. Some actions will give your opponent the opportunity to perform a reaction.

If you help another player character or NPC perform an action, it costs you one action of the same kind (slow or fast). You have to state that you are helping someone before any dice are rolled. Helping others breaks the initiative order in the round.

Generally, all your actions must be made at your initiative order in the round, but there are exceptions: reactions. There are three: defending in close combat, overwatch support, and hacking exploits. To perform a reaction you still need actions available. If you perform reactions before your turn, you will have fewer actions when it is your turn. To react after your turn, you need to have saved some actions. NPCs can’t perform reactions unless the Referee spends Edge, with the exception of exploits if the NPC is a Hacker.

Slow actionPrerequisiteSkill
Administering first aidBroken or critically injured victimHEAL
Repairing gearIncrease range one levelFIX
Performing a hackNone, apps are recommendedDATA or PERSUADE
Attacking in close combatMelee weapon or unarmedMELEE or FORCE
Firing a normal shotRanged weaponSHOOT
Reloading a weaponRanged weapon
Ramming with a vehicleVehicleDRIVE
Issue a commandSomeone within earshotPERSUADE
Fast actionPrerequisiteSkill
Run a short distanceNo enemy within engaged rangeAGILITY (if cluttered zone)
Taking coverAvailable cover within the same zoneAGILITY (if cluttered zone)
Drop to the ground
Getting upYou are prone
Drawing a weaponWeapon
Picking up an item
Defend against an attackAttacked in close combatMELEE or AGILITY
Grapple attackYou’ve grappled an opponentFORCE
Using a hacking exploitApp that can be used as an exploitDATA or PERSUADE
Making a quick shotRanged weaponSHOOT
Going into overwatchRanged weaponSHOOT
Getting into a vehicleVehicle
Piloting a vehicle or droneVehicle or droneDRIVE
Using a standard itemVariesVaries

A free action is really no action at all. Most are passive dice rolls or require no roll at all.

Free actionPrerequisiteSkill
Using armor against an attackArmor or shield
Using an augmentCybernetic or biomorphicVaries
Defending in an opposed rollVariesVaries
A quick shout to a comrade
“Grabbing” the wheelVehicle or droneDRIVE
Receiving active codeMONITOR or TRIANGULATEDATA

Full actions require using both your slow and fast actions for the turn.

Full actionPrerequisiteSkill
Firing an aimed shotRanged weaponSHOOT
Firing full-autoRanged weaponSHOOT
Hackathon rollParticipation in a hackathonDATA or PERSUADE

Sneak attacks, ambushes & fleeing

Sneaking up on someone and attacking without them knowing is a sneak attack. First, test STEALTH. Roll only once, regardless of how far you are sneaking. Your roll is modified based on how close you want to get. If you want to attack in close combat, you have to get within short range without being noticed. If you fail, you are spotted; roll initiative as normal. If you pass, you get a modifier to the sneak attack based on range, and the target cannot block or dodge. Sneak attacks are always performed individually, by one attacker against one target. If several people wish to make a concurrent sneak attack, they must test STEALTH individually. If one or more of the rolls fail, all the attackers are discovered and must roll initiative normally.

A special kind of sneak attack is an ambush — lying in wait and attacking as the enemy passes by. Each victim makes an OBSERVE roll to spot the ambush, with a ↓2 Step if the attackers are well prepared.

If you attack in a way that the Referee deems surprising to your enemy, you get to choose your initiative score. You can trade this bonus for one additional fast action. This can only occur in the first round of the fight.

RangeSTEALTHSneak attack
Engaged↓2 Step↑2 Step
Short↓1 Step↑1 Step
Medium±0±0
Long↑1 Step↓1 Step
Extreme↑2 Step↓2 Step

If you want to leave the conflict immediately, and you don’t have any enemies at engaged range, you can roll for AGILITY — a successful roll means you manage to get away somehow, and the conflict is over. The Referee can modify your roll depending on the terrain and the distance to the nearest opponent. You usually can’t flee if you are trapped or surrounded. If the roll fails, you remain in combat at the same distance. You can attempt to flee again the next round. When within engaged range you must either disable your opponent (knocking them prone, for example) or Maneuver them out of engaged range. Otherwise your opponent receives an attack as a free action when you attempt to flee.

RangeAGILITYOpponent bonus
Engaged↓2 StepSlow action
Short↓1 StepFast action
Medium±0Chase
Long↑1 Step
Extreme↑2 Step

Range & movement

A violent conflict is typically played out using a map divided into zones. A zone is typically a room, a corridor, or an area of ground — from a few steps across up to about 25 meters. A zone is generally smaller in a cramped environment than in open terrain.

RangeDistance
Engaged [En]Right next to you
Short [St]Same zone, a few meters (≈10 ft)
Medium [Md]Adjacent zone, 30 meters (≈100 ft)
Long [Lg]Up to 150 meters (≈500 ft)
Extreme [Ex]Up to one kilometer (≈3,000 ft)

To move during combat, you can spend a fast action to move from one zone to a neighboring zone, or between short and engaged range from an enemy or PC in the same zone you are already in. No roll is required unless it’s into a cluttered zone. Difficult terrain (dense jungle, deep snow, waist-high water): movement becomes a slow action. Crawling is a slow action — you can’t crawl twice in the same round. In a cramped zone, crawling is the only movement possible. Sneaking: movement becomes a slow action. Complete darkness: movement becomes a slow action.

Cluttered. Filled with debris or dense undergrowth. You must roll for FLEX when you move into the zone. Failure means you get into the zone, but fall down.

Dimly lit. OBSERVE rolls in the zone get a ↓2 Step. Ranged attacks into the zone also suffer a ↓2 Step and can’t pass through the zone.

Cramped. A crawlspace or narrow tunnel. You can only crawl, not run. You also can’t move or shoot past individuals next to you against targets behind them.

The border between two adjacent zones can be open or blocked. Open borders don’t block vision or movement. A blocked border generally blocks line of sight even if there is a door or hatch in it — unless you’re actively standing by the doorway and peeking through.

Close combat

When you attack in close combat, use the MELEE or FORCE (for unarmed) skill. Close combat happens at engaged range. There can be no barrier between you and your target. Cover has no effect against close combat attacks. If your roll succeeds, you hit and inflict your weapon’s base damage. Each extra success can increase the damage by 1.

FactorModifier
Attacker prone↓2 Step
Target prone↑1 Step
Defenseless target↑2 Step
Diving blow↑2 Step

If you are prone, your close combat attacks get a ↓2 Step. Getting up is a fast action. Attacks against a prone target get a ↑1 Step. A defenseless or unaware target gives ↑2 Step, further increased if the target is prone.

Increase Damage. Inflict 1 extra point of damage. Repeatable.

Strike Fear. The enemy takes 1 point of stress. Repeatable.

Raise Initiative. Initiative score is raised by 2, taking effect at the beginning of the next round.

Disarm. Enemy drops their weapon or another hand-held item. Picking it up is a fast action. Two more successes (three total) lets you confiscate it.

Maneuver. ↑1 Step to your next combat action, or maneuver your opponent out of engaged range.

Deadly Injuries. +1 to your critical injury roll.

Regardless of how you spend extra successes, if your total number of successes is equal to (or exceeds) your weapon’s Crit threshold you inflict a critical injury.

You can perform a quick attack in close combat. You get a ↓1 Step to the attack roll, but the attack counts as a fast action. Quick melee attacks can only be performed with light weapons (or unarmed).

Special attacks (other than simply hurting) must be declared before you roll, and can only be done unarmed. Grappling: if successful, the opponent drops any weapon they were holding and can’t move. The only action they can perform is an attempt to break free — a slow action that succeeds if they win an opposed FORCE roll against you. While grappling, the only action you can perform (apart from releasing) is a grapple attack: a normal unarmed attack, but a fast action that can’t be blocked.

If, in a single round, you first move into engaged range of an enemy and then attack them with an unarmed blow, you get a ↑2 Step. If the attack hits, you inflict damage normally and both you and the target fall prone. If it fails, only you fall prone.

When an enemy attacks you in close combat, you can roll for AGILITY to defend. Declare before the attacker rolls. This turns the attack into an opposed roll. Every success you roll eliminates one from the attacker’s roll. Extra successes have no effect. If you are unarmed, you can only block unarmed attacks. To parry an armed close combat attack, you need to wield some kind of sturdy weapon or object. Defending breaks the turn order and counts against your two available actions. Unused actions can be saved to defend later in the round, but never from one round to the next.

Ranged combat

When attacking from a distance, test SHOOT, except for thrown weapons, which use AGILITY. You need some form of ranged weapon, even just a rock. Drawing a weapon is a fast action; firing is a slow action. A hit inflicts your weapon’s base damage. Each extra success can increase damage by 1. A weapon’s range is the maximum range category at which it can be used. You can fire at up to one range level beyond, but suffer an additional ↓1 Step to accuracy. Large target (vehicle): ↑2 Step. Small object (lock, hand-held item): ↓2 Step. You can’t defend against ranged attacks — find cover (Ch.13) instead.

You add your weapon’s accuracy die to most attack rolls. When firing a burst, roll two of your accuracy die type. Then roll your weapon’s ammo die: if you roll a 1 you are empty, have to reload, and your ammo die is downgraded ↓1 Step. This excludes you from the ammo roll required at the end of the combat round.

A quick shot: you don’t add the weapon’s accuracy die, and the attack is a fast action instead of a slow action.

A called shot: roll two of your weapon’s accuracy dice, using the results from both. Uses your slow and fast action. You can’t make a called shot against an enemy with whom you are engaged in close combat.

FactorModifier
Quick shotNo ACC
Called shotACC ×2
Target engaged↓2 / ↑2 Step
Short range±0 / ↑1 Step
Medium range↓1 Step
Long range↓2 Step
Extreme range↓3 Step
Large target↑2 Step
Small target↓2 Step
Dim light↓1 Step
Darkness↓2 Step

Within engaged range, you either get a ↓2 Step if you are engaged in close combat with the target, or a ↑2 Step if the target is immobile. When within short range, you get a ↑1 Step if the target is immobile.

Increase Damage. Inflict 1 extra point of damage. Repeatable.

Strike Fear. The enemy takes 1 point of stress. Repeatable.

Raise Initiative. Initiative +2, taking effect next round.

Disarm. Two additional successes: enemy drops a hand-held item.

Deadly Injuries. +1 to your critical injury roll.

If the total number of successes is equal to (or exceeds) your weapon’s Crit threshold you inflict a critical injury.

In ranged combat you have two options when disarming: target their weapon (↓2 Step), only disarming rather than damaging; or take your chances at rolling enough successes (at least three) to disarm as a stunt and still cause damage as normal.

Reloading a firearm is a slow action. After each combat (not each round) you must make an ammo die roll. If you roll a 1, your ammo die is stepped down ↓1 Step. Once it is stepped down completely your weapon is empty and you have to reload. If you had to reload during combat, you may forego this ammo roll. Single-shot weapons need to be reloaded after each shot and do not require ammo rolls. Instead, at the end of combat you must make a subscription roll (or purchase reloads).

Firing full-auto uses all of your attacks. If you hit, you immediately make another attack, either against the same target or another target near the first, but now using the weapon’s ammo die instead of its accuracy die. If you hit again, you may make a third attack, again adding the ammo die. After all attacks are resolved, you must reload and your ammo die is stepped down ↓1 Step. The weapon must be capable of automatic fire. The attack uses your slow and fast action. Target must be within long range or less. ↓1 Step to each attack roll. You can’t push a full-auto attack. Mounted weapons with huge magazines don’t need to be reloaded in combat; a mishap on automatic fire means the shooter loses control and must stop firing and reload. Multiple targets: distribute successes against new targets (first success on a new target = weapon damage). Each new target must be within short range of the previous. Up to three targets or until the attack ends.

Overwatch. As a fast action, you can assume an overwatch position in a specified direction, as long as you have a ranged weapon and no enemies within engaged range. You can fire whenever you want in the turn order, and your shot is resolved before all other actions. Firing from overwatch counts as a normal attack (slow action), so you must save your slow action. If both you and an enemy assume overwatch against each other and both fire, an opposed SHOOT roll determines which attack goes first (does not count as an action). You keep overwatch until you break it, or: you perform any action other than overwatch fire; you are attacked in close combat; you suffer damage.

Social conflict

Sometimes you can make things go your way without violence. For non-violent conflicts, you use PERSUADE. Make an opposed roll of PERSUADE versus your opponent’s OBSERVE. It counts as a slow action. If you succeed, they must either do what you want or immediately escalate and attack you. Even if they do what you want, they can still demand something in return.

↑1 Step when:

  • You have more people on your side than your opponent does.
  • What you ask for doesn’t really cost your opponent anything.
  • Your opponent has suffered damage or is injured.
  • You have helped your opponent in the past.
  • You present a strong case (Referee’s judgment).

↓1 Step when:

  • Your opponent has more people on their side.
  • You ask for something valuable or dangerous.
  • Your opponent has nothing to gain by helping you.
  • You are having trouble understanding each other.

Being well known (high Rep) can also affect PERSUADE, positively or negatively depending on the situation. The Referee has the final say.

When you want to PERSUADE a whole group, you usually address the group’s leader or spokesperson. Your roll is stepped down ↓1 Step if your opponent has more people on their side. If you reach an agreement with the leader, the rest of the group usually follows. If there is no given leader, every single opponent acts individually.

To PERSUADE someone, you usually need to be in the same zone, but it can sometimes be done at longer distances or via technology. The Referee modifies your roll negatively if the range impairs your negotiating position.

Extra successes.

  • Your opponent does what you want without demanding a favor in return.
  • Your opponent does more than you ask for — for example, giving you some useful piece of information.
  • Your opponent is impressed and will try to help you later on in some way.

Vehicle combat

When operating a vehicle in combat, you can move one zone with a fast action, and you can move farther by rolling DRIVE. For each success, you move one additional zone. Ramming: counts as a close combat attack but is rolled with DRIVE. Base damage equals your vehicle’s hull rating divided by two, +1 damage for each extra success. When a vehicle has suffered damage equal to or in excess of its hull rating, it is wrecked. Most vehicles have an armor rating that works just like body armor. If a vehicle suffers damage equal to half its full hull rating or more in a single hit, it suffers a vehicle crit. A vehicle crit from a melee attack is always rolled with a D6. The driver and passengers can be hit by vehicle mishaps. If they are visible, they can also be targeted directly by a ranged attack; the AR of the vehicle counts as cover.

Aerial vehicles are handled in much the same way as ground vehicles. At all times, you must keep track of altitude, measured in zones. When moving a zone, you can either move vertically or horizontally, but not both. If an aerial vehicle is wrecked, it crashes. All people inside suffer D3 points of falling damage plus one for each zone of altitude (max +6), mitigated by the vehicle’s armor. You can brace yourself by rolling AGILITY — each success reduces the damage by one.

Repairing damage to a vehicle requires one or several FIX rolls, one per shift. Only one person can roll to repair, but others can help. Each success removes one point of damage. If the engine or a mounted weapon has been disabled due to a critical hit, repairing it typically requires a FIX roll in addition to any hull repair. The work takes one shift.

D12CritEffect
1RicochetThe attack bounces off and hits another random target in the same zone, which suffers the damage that would have been inflicted on the vehicle.
2SkidThe driver must make an immediate DRIVE roll (no action). Failure means they lose their next turn.
3Shattered WindshieldReduces the maneuverability (and visibility) of the vehicle ↓1 Step.
4Driver HitThe driver suffers the damage that would have been inflicted on the vehicle.
5Passenger HitA random passenger suffers that damage. Re-roll if no passengers.
6Wheel BlownA wheel or thruster is blown out, giving a ↓2 Step to all DRIVE rolls.
7Severe SpinImmediate DRIVE roll (no action). Failure: the vehicle crashes and is wrecked. Each passenger suffers D3 damage plus one falling damage per zone of altitude, mitigated by armor.
8FireThe vehicle catches fire. The vehicle and everyone inside is exposed to intensity D10 fire.
9Weapon DisabledA random weapon mounted on the vehicle is disabled. Re-roll if there are no weapons.
10Massive CrashThe vehicle careens out of control and crashes. Automatically wrecked. Each passenger suffers D6 damage plus one falling damage per zone of altitude, mitigated by armor.
11Engine DisabledThe engine is disabled and the vehicle can’t continue. An aerial vehicle can make a controlled landing, losing one zone of altitude per round.
12ExplosionThe vehicle explodes. Everyone inside is exposed to a blast power D10 explosion, and the vehicle is destroyed beyond repair.

Chases

A chase can start from a roleplaying situation, or after combat if someone flees. The Referee declares a chase and determines starting range, up to a maximum of long range. Distances are measured in range categories (not zones). Most chases are between pursuer and prey. Played in rounds without initiative. Normal actions are not performed. Each participant gets one maneuver each round, chosen in secret then revealed, while the Referee randomly generates obstacles. Procedure: (1) each participant selects a maneuver; (2) the Referee generates and reveals an obstacle; (3) both reveal their maneuver; (4) maneuvers are resolved, prey first, pursuer last. Maneuvers can only be changed after being selected by spending a Style. Skills and other factors used for vehicles are indicated in [brackets].

Pursue/Flee. Run or drive as fast as you can. Roll AGILITY [DRIVE]. For each success, the distance to the other participant decreases (pursuer) or increases (prey) by one range category. If the range exceeds extreme after both maneuvers, the chase is over. If the range is engaged (or less), the pursuer may immediately make a close combat attack [ramming]. The range stays at engaged.

Hide. Prey only, never at short range or less. Medium: ↓2 Step. Extreme: ↑2 Step. Opposed STEALTH [DRIVE] vs the pursuer’s OBSERVE. If you win, the chase is over, or you can make a sneak attack at a range of your choosing.

Block. Prey only. Roll FORCE [DRIVE]. If you succeed, you move one range category away, and the pursuer must also roll FORCE [DRIVE] before resolving their own maneuver. If that roll fails, their maneuver is canceled.

Cut Off. Pursuer only. Opposed AGILITY [DRIVE]. If the range is long or extreme, ↓2 Step. If you win, the distance is immediately reduced to engaged and an immediate close combat [ramming] attack can be made. If you lose or tie, the distance is increased to extreme. If it was already extreme, the chase is over.

Stop & Shoot. A normal ranged weapon attack.

Other. Something not covered by any other maneuver. Typically no movement relative to the other participant. The Referee has final say.

Passengers can make ranged attacks from a vehicle after the driver’s maneuver is resolved. Such attacks get a ↓2 Step if the driver doesn’t perform Stop & Shoot. Mounted weapons can be fired by a gunner without a penalty even when the driver does not Stop & Shoot. Some vehicles have automated targeting systems with their own SHOOT skill and fire on command (no action).

D10Foot obstacleEffect
1Dead EndIf the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails.
2Food StallIf the prey has chosen Flee, Hide, or Block, they must first make a FORCE roll (no action) to break through. Failure: maneuver canceled, prey suffers D3 damage.
3Vehicle/Cart↑2 Step to Pursue/Flee and Stop & Shoot, ↓2 Step to Cut Off.
4CrowdHide gets ↑2 Step. Even if the prey doesn’t Hide, the pursuer must roll OBSERVE (no action); failure: their maneuver fails. Any failed Stop & Shoot hits a bystander.
5RiotPrey must roll PERSUADE (no action) to convince the mob to move. Success: ↑2 Step to Hide. Failed: prey’s maneuver fails automatically.
6Sector Guards / Corpsec↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be attacked.
7Street PreacherThe pursuer must give the preacher some money or push them away with FORCE. Failure: their maneuver fails automatically.
8GarbagePursue/Flee ↓2 Step; Block ↑2 Step.
9Open SpaceStop & Shoot ↑2 Step; Hide ↓2 Step.
10GangersD6 gangers. Prey must roll PERSUADE (no action) to pass. Failure: gangers attack, the chosen maneuver fails, one ganger attacks in close combat. Success: the gangers attack the pursuer instead.
D10Vehicle obstacleEffect
1Dead EndIf the prey has chosen Pursue/Flee, Hide, or Block, the maneuver fails.
2DownpourPursue/Flee ↓2 Step; Hide ↑1 Step.
3Vehicle/Cart↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Cut Off.
4Red Lights↑2 Step to Cut Off; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage.
5Patrol Car↓2 Step to Pursue/Flee, Hide, and Stop & Shoot. Anyone who Stop & Shoots will be fired upon by corpsec.
6Freeway↑2 Step to Pursue/Flee and Stop & Shoot; ↓2 Step to Hide and Block.
7Roadwork↑2 Step to Hide, Block, and Cut Off; ↓2 Step to Pursue/Flee and Stop & Shoot. A failed Pursue/Flee inflicts D3 damage to the vehicle.
8Cyclists↑2 Step to Block; ↓2 Step to Pursue/Flee and Stop & Shoot. Any such failed maneuver results in collateral damage.
9Truck↑2 Step to Cut Off; ↓2 Step to Pursue/Flee. A failed Pursue/Flee inflicts D6 damage to the vehicle.
10AlleywayA separate DRIVE roll (no action) before any maneuver. Failure: the vehicle is wrecked and the chase is over. The driver can cancel their maneuver and navigate slowly (no roll).

Traveling the city & DMZs

All characters are assumed to be able to drive any civilian vehicle under normal circumstances. The vehicle list indicates maximum travel speeds: off-road and on-road. If the listed off-road speed is a dash, the vehicle can’t be driven off-road at all. Normally you travel on-road or off-road for a full shift; the Referee can allow splitting a shift in half. A road speed factor of ×1/2 means you need to spend twice the time to travel the same distance. Driving at night doubles the speed factor of most road types, unless the road is unlit, which halves effective travel speed. Sector gates: ostensibly prevent gang violence and unauthorized access; in practice they are choke points where corpsec extract bribes or detain the suspicious.

At the start of each shift you travel, you must make a DRIVE skill roll, modified for road type. If you travel off-road or onto a new road type at any point during a shift, you need to make an additional roll. If you fail, you encounter a vehicle chase obstacle or suffer a DMZ/off-road mishap, depending on the road type. Encounters are factored into the travel speeds for vehicles, which is why speeds for congested road types like sector roads are lower.

RoadSpeedDRIVEEncounterSightScavenging
Local×1↑1 Step×2Medium↑1 Step
Open / DMZ*±0×¼Extreme↑1 Step
Freeway×1↑2 Step×¼Long↓2 Step
Sector×⅓±0×1Medium±0
District×⅔↑1 Step×⅔Long↓1 Step
Undercity×¼↓1 Step×½Short±0
Ruins×½↓1 Step×⅓Short↑2 Step
D10MishapEffect
1Broken AxleThe vehicle becomes inoperable, needing a shift of repairs and a successful FIX roll before it can continue.
2RoadkillHits a random animal. The animal is killed (and can be used for food), but inflicts damage on the vehicle equal to half its hull (rounding up).
3Broken DownCan’t move any further. Repairing requires a FIX roll and a shift of work.
4Bogged DownStuck; moves no further this shift. Getting loose requires a FORCE roll or help from another vehicle. One attempt per shift.
5Wrong TurnOne shift of movement is lost.
6RoadblockChoose a different route, or remove the obstacle.
7OverheatedMust stop for the rest of the shift.
8Blown Tire / Thrown Track / Broken Hover Fan / etc.Can’t move. Repairing requires a FIX roll with a ↑2 Step. One attempt per shift.
9CrashSuffers damage equal to its speed rating.
10Engine BlownThe vehicle becomes wrecked.

Damage

Damage and stress reduce your Health and Resolve scores, and in some instances can give you Conditions. There are various talents, attack types, and hazards that could inflict damage or stress.

When you succeed with an attack in combat, you inflict damage equal to the damage rating of the weapon, plus one additional point of damage for each extra success rolled beyond the first that is not spent on other available stunts. The same goes for damage from explosions, fire, etc.

Hit location, cover & armor

When a humanoid target (but not Fabricants) is hit by a ranged attack, in close combat, or by an explosion, roll a D6 and consult the Hit Location table. If you fired a called shot or struck a targeted blow, you can choose the hit location (with the modifier to the attack listed). Never roll hit location for damage taken from pushing.

D6LocationCalled shot
1Leg±0
2–3Arm↓1 Step
4–5Torso±0
6+Head↓2 Step

When enemies are shooting at you, hunkering down behind cover — preferably something solid — can save your life. Taking cover in the zone you occupy counts as a fast action. Cover has an armor rating and works exactly like armor, but only against ranged attacks. Cover can be degraded just like armor. Cover can be combined with armor — roll for cover first, then armor. If you are behind cover, you can also lean on it when shooting (fire support): ↑1 Step to the attack roll, but not on quick shots. If you are prone, enemies firing at you suffer a ↓1 Step. This can be combined with the effect of cover. You can claim the ↑1 Step fire support bonus when prone, even if you have no cover.

CoverArmor rating
FurnitureD6
Standard doorD8
Plasticrete wallD10
Carbon steel wallD12

The effectiveness of a piece of armor is described by its armor rating. You can only wear one “suit” of armor at a time. When you take damage from an attack, roll two dice of the die type indicated by your armor rating. Each 6+ you roll lowers the damage by 1. The armor roll is a free action. If the damage from the attack is reduced to 0, you escape any critical injuries as well (unless the attacker has a talent that overrides this). If any damage penetrates your armor, its armor rating is degraded — each 1 you rolled steps down the armor rating ↓1 Step. If the armor absorbs all the damage, 1s rolled have no effect.

Stress / stun

Some attacks inflict stun damage instead of normal damage. Attacks of this type don’t reduce your Health or trigger critical injuries. When your PC is subjected to a stun attack, you roll ENDURE — each success rolled eliminates one point of potential stress. If any stress damage is inflicted it means you are stunned and lose your next slow action. A failed roll means you are unconscious until revived. You can push the roll at the risk of suffering other adverse effects such as Conditions if you roll any 1s on the push.

Conditions

You can get Conditions by rolling or triggering (when pushing your roll) a mishap. When the mishap occurs on a roll for BODY or FLEX you get a physical Condition. For TECH or COOL you receive a mental Condition. BODY → Wounded. FLEX → Fatigued. TECH → Confused. COOL → Unnerved. Each Condition gives you a ↓1 Step to the associated attribute. When you suffer all four Conditions, you become Broken.

An opponent who has lost all Health is defenseless. To kill them outright, you must spend 1 Style and suffer 1 point of stress — killing in cold blood is not as easy as you might think. If you have the Merciless talent you can kill defenseless enemies without these effects.

If something reduces you to zero Resolve, you suffer a breakdown, collapsing from confusion or anxiety. Roll D10 for a mental trauma. You can follow simple commands but not take any action that requires dice rolls. After D6 hours, you regain some of your faculties and 1 Resolve is restored; after that, you can begin to recover the rest of your Resolve normally.

Broken

Your PC can be Broken by damage, stress, or Conditions. Being Broken means you are taken out of action, and might risk suffering critical injuries. When Broken, you can’t perform any actions or roll for any skills. You are Broken when either your Health or Resolve scores are reduced to zero by damage or stress, or when you suffer all four Conditions. You can’t go below zero in Health or Resolve. If you suffer further damage or stress while Broken you sustain a critical injury.

Recovery

Being Broken is not fatal in itself — only critical injuries can actually kill you. Getting help: someone can help you recover by using the HEAL skill (slow action). If the roll is successful, you immediately recover damage or stress equal to the number of successes rolled. Stress can also be alleviated in the same manner with a successful PERSUADE roll. A HEAL or PERSUADE roll only has this effect on a Broken victim. On your own: if no one is around to help you and you can’t take the time to rest or sleep, you will automatically heal one point of damage or stress after one shift has passed.

If you are not Broken, you can heal by either taking a short rest (for a stretch) or going to sleep for a shift. Rest: you heal one point of Health or Resolve or one Condition after resting for a stretch. You may only take one stretch rest per shift. Sleep: after a full shift of sleep you recover all Health and Resolve or all Conditions. You can’t sleep additional shifts in the same day to recover all Health, Resolve, and Conditions. You only receive the benefits of sleep from one shift per day. You can’t rest or sleep if you have critical injuries or are starving, dehydrated, hypothermic, in withdrawal, or irradiated (permanent radiation does not count). You can push a roll so hard that you break yourself. However when doing so you don’t suffer a critical injury — instead, you get a Condition.

Critical injuries

Damage points represent fatigue, bruises, and flesh wounds. Painful, to be sure, but not fatal. A critical injury (Crit) is a dangerous, even lethal, injury to your body or mind. You suffer a critical injury when your Health is reduced to zero, and a mental trauma when your Resolve is reduced to zero. You also suffer a critical injury when an attack against you rolls successes equal to or in excess of the Crit threshold (CT) of the weapon.

After suffering a critical injury, if the PC has an augment located in the injured area, they can choose to have the augment shut down rather than suffering the effects of the crit. Shutdown causes the loss of any benefits from that augment until it is repaired (or healed, if a biomorphic augment). Cosmetic augments are permanently broken and must be replaced. Medical augments are immune to the effects of a shutdown. Shutdown does not eliminate the use of the body part in question. Only the in-game effects of the augment are shut down.

If you suffer an additional critical injury when you are already fatally injured (a critical injury marked as fatal), you die.

If an attack against a minor NPC results in a critical injury, the NPC is simply killed or taken out of action. For important NPCs, the Referee can use the same rules as for PCs.

Physical critical injuries can be lethal. If you suffer such an injury, you must roll for ENDURE once the listed time limit has passed — one round, stretch, or shift. If the roll fails, you die. If you succeed, you linger on, but you must make another ENDURE roll when the listed amount of time has passed again. Some critical injuries kill you outright. If you roll any of these, your character dies immediately. No ENDURE roll is allowed.

To stabilize a lethal critical injury and save your life, one or more HEAL rolls must be made. Medical gear can give positive modifiers. The HEAL roll takes the same amount of time as the time limit of your critical injury. If the roll succeeds, the time limit of your Crit is increased by one category (e.g. from round to stretch). When a Crit with a time limit of a shift is successfully treated, you no longer risk dying and you don’t need to make any further ENDURE rolls. If the HEAL roll fails, trying again is allowed — but only after another ENDURE roll has been made. If you are both Broken and have a lethal critical injury, two separate HEAL rolls are needed: one to get you back on your feet, and another to save your life. These two rolls can be made in whichever order you prefer.

Each critical injury has a specific effect that you suffer during the healing time indicated, which is measured in days. If an injury is listed as permanent, it will never heal. Skill modifiers due to critical injuries are cumulative. If someone tends to you for a shift per day during healing and makes a successful HEAL roll, that day counts double. You can heal all of your damage, but still suffer the effects of a critical injury. For some special types of physical damage (hazards), the critical damage table is not used.

Most critical injuries have two effects — one immediate (such as making you fall over or being stunned), and one long term (usually giving you negative modifiers to one or more skills). Stunned: you lose your next round of actions (or leftover actions this round). Prone: you are knocked to the ground. Disarmed: you drop your weapon. Skill modifiers last until the critical injury is completely healed. If someone gives you medical treatment during recovery and tests HEAL (modified by medical equipment), remaining recovery time is reduced by half. Earlier HEAL rolls to stabilize or to bring you back from Broken don’t count — a separate roll is required.

P = Piercing / S = Slashing / B = Blunt. A physical critical injury occurs at Health zero or on a high-success attack. A mental trauma occurs when Resolve reaches zero.

Leg injuries

PSBInjuryFatalTimeEffectsRecovery
1–21–31Severed or crushed toesNoRunning is a slow action2D6
3–42Dislocated kneeNoRunning is a slow action and ↓1 Step to AGILITY2D6
5–64–6Severed tendonsNoCan’t run and ↓1 Step to AGILITYD6
3–4Broken shinboneNoCan’t run and ↓1 Step to AGILITY3D6
5–6Crushed ankleNoCan’t run and ↓1 Step to AGILITY2D6
7–8Cracked hipNoWithout assistance can only crawl3D6
7–87–8Thigh gashYesShiftRunning is a slow action and ↓2 Step to AGILITYD6
99Ruptured or shattered knee capYesShiftCan’t run and ↓2 Step to AGILITY3D6
10+9Arterial bleedingYesStretchStunned and running is a slow action2D6
10+10+Severed or crushed legYesStretchProne, without assistance can only crawl and ↓2 Step to AGILITYPermanent

Arm injuries

PSBInjuryFatalTimeEffectsRecovery
1–2Dislocated shoulderNo↓1 Step to SHOOT and MELEED6
1–31–2Pierced or slashed forearmNo↓1 Step to SHOOT and MELEE with two-handed weapons2D6
3–4Dislocated elbowNoTwo-handed weapons can’t be usedD6
5–6Broken forearmNoTwo-handed weapons can’t be used2D6
4–63–47Severed or crushed fingersNo↓1 Step to AGILITY, SHOOT and MELEE3D6
5–68Severed hand or crushed wristNoDisarmed and ↓1 Step to AGILITY, SHOOT and MELEE3D6
7–97–8Bleeding shoulderYesShift↓1 Step to SHOOT and MELEE with two-handed weaponsD6
9Shattered elbowYesShiftDisarmed and two-handed weapons can’t be used3D6
10+9Arterial bleedingYesStretchStunned and ↓2 Step to SHOOT and MELEE with two-handed weapons2D6
10+10+Severed or crushed armYesStretchDisarmed, ↓2 Step to SHOOT and MELEE and two-handed weapons can’t be usedPermanent

Torso injuries

PSBInjuryFatalTimeEffectsRecovery
1–21–2Snapped collarboneNo↓1 Step to AGILITYD6
3–4Broken ribsNo↓1 Step to ENDURE2D6
5–6Cracked pelvisNo↓1 Step to AGILITY3D6
1–33–4Bleeding gutYesShift↓1 Step to ENDURE; any AGILITY roll reopens the wound (+D6 healing time)2D6
4–557Ruptured kidneyYesShift1 damage with any AGILITY roll2D6
4–66–7Punctured lungYesShift↓2 Step to ENDURE and AGILITY, ↓1 Step while healing2D6
8–9Cracked spineYesShiftProne and immobile4D6
8–98–9Torn intestinesYesStretch↓2 Step to ENDURE and disease virulence 32D6
101010Internal bleedingYesRoundProne and can only crawl3D6
11+11+11+Heart impaled or chest crushedYesInstantDeath

Head injuries

PSBInjuryFatalTimeEffectsRecovery
1–31–21Ear pierced, slashed, or crushedNo↓1 Step to OBSERVED6
2ConcussionNoLose initiativeD6
3–43Nose severed or crushedNo↓1 Step to PERSUADE2D6
4Shattered teethNo↓1 Step to PERSUADE3D6
5–6Cracked skullYesShiftStunned and Concussion2D6
4–65–6Gouged eyeYesShift↓1 Step to SHOOT and OBSERVEPermanent
7–97–97–8Brain hemorrhageYesStretch↓2 Step to all TECH skills, ↓1 Step while healing3D6
9Broken neckYesStretchProne and immobile4D6
101010Slashed neck or crushed windpipeYesRound↓2 Step to ENDURE and AGILITY2D6
11+11+11+Lethal head trauma (describe)YesInstantDeath

Mental trauma

D10TraumaEffectsRecovery
1Nervous tremors↓1 Step to SHOOT and HEALD6
2Anxious↓1 Step to STEALTH and PERSUADED6
3Sullen↓1 Step to PERSUADE and STREETD6
4NightmaresCOOL roll every shift spent sleeping — if failed, the sleep doesn’t count2D6
5NocturnalSleep only possible during morning and day shifts3D6
6Phobia1 stress per round when within short range of the object of your phobia — related to the initial trauma4D6
7Dependency1 stress and no recovery of Resolve per shift when not within close range of a particular item, person, location, etc.4D6
8ParanoiaEffects are to be roleplayed4D6
9RageCOOL roll in stressful situations; failure triggers violent rampage4D6
10+CatatonicImmobile and non-responsive; when recovered roll for another trauma (if catatonic is rolled again it becomes permanent)2D6

NanoDoc® (Meddock) is the leading automated emergency medical service: swarm nanotech, AutoDoc™ stations, and rapid-response MedDrones™. Bronze: basic wound care, toxin filtration, pain suppression. Silver: faster response, advanced tissue repair, organ stabilization. Gold: full-body diagnostics, rapid injury recovery, combat-zone extraction. Pearl: personalized bio-maintenance, genetic therapy, instant trauma response.

Fabricant system failures

If a Fabricant’s Health or Resolve is Broken, roll on the appropriate table below. Until the Fabricant suffers a Chassis Failure, System Shutdown, or is Scrapped or Offlined, it will continue to operate. Each subsequent attack that inflicts damage or stress on the already Broken Fabricant will inflict another system failure. If you roll the same failure, shift down one row on the table. Fabricants don’t make ENDURE rolls versus death and can only “die” if they are Scrapped or Offlined.

D10Physical failureEffectRepair
1–2Ruptured Fluid PumpLose your next slow action.1 round
3–4Destroyed Arm ServoOne arm is non-functional. Can only use one-handed gear.D6
5–6Destroyed Leg ServosBoth legs are non-functional. Prone and can only crawl.D6
7–8Head DislocationNeck severely fractured; head in an unnatural position. All actions become slow actions.2D6
9Severe Chassis BreachInternal “organs” spill out. ↓1 Step to BODY and FLEX rolls. All actions become slow actions.3D6
10Chassis FailureChassis is irrevocably damaged. A DATA roll is required to communicate. A new chassis is required.
11+ScrappedChassis is destroyed. All functions cease. Fabricant is dead.
D10Cognitive failureEffectRepair
1–2Servo Control Glitch↓1 Step to FLEX rolls.D6
3–4Social Matrix Error↓1 Step to COOL rolls.D6
5–6Data Recovery Slowed↓1 Step to TECH rolls.2D6
7–8Core Programming AlteredPersonality is altered in a fundamental way. Work with the Referee. Roleplay it.Permanent
9Memory Banks DamagedLoses all memory; cannot recollect who it or the other characters are. Roleplay it.3D6
10System ShutdownCentral “nervous” system malfunction. A DATA roll is required to communicate. A new chassis is required.
11+OfflinedSignals no longer transfer. All functions cease. Fabricant is dead.

Other hazards

This world is a hazardous place. If the hyper-corps don’t kill you, there are plenty of other dangers out there that can cause you harm.

Addiction

Each time you take an addictive substance (or engage in an addictive behavior), mark a Dependency Point (DP). Every time you suffer a DP, roll a number of D6 equal to your total current DP. For every 1 in the roll, you take 1 point of stress. Tolerance: every time you are about to heal a DP, roll a D6. If it shows a 1, the dependency point remains. If your tolerance level surpasses your Resolve you become Broken and suffer a mental trauma. Recovery: successful HEAL or PERSUADE (each success heals 1 DP). For each tolerance level the successes required equal your current tolerance, and a shift rest is required between each level recovered.

Darkness

To run in complete darkness requires a successful AGILITY roll. You take one point of damage and fall prone if you fail. In darkness you can attack at engaged range at ↓2 Step. At short range, roll OBSERVE (no action) to attack, also at ↓2 Step. You cannot hit targets at medium range or farther without proper gear or augments. Blinded: first stunned for one round, then suffer the effects of darkness.

Disease

Opposed ENDURE against the virulence rating (typical D6, roll two base dice of that type). Fail: you become ill and suffer one point of damage; you can’t recover until a successful HEAL roll is administered. While ill, roll once per day; each failed roll means another point of damage. If Broken by damage while sick, you die after another day if you’re not given aid. As soon as you succeed at a roll, you are no longer ill. If cared for, that person can roll your HEAL rolls instead, with a ↑1 Step.

Drowning

All PCs are assumed to know how to swim. In water, ENDURE every stretch to stay afloat (↓1 Step if wearing heavy armor or excessive cybernetics). Underwater, ENDURE every round to hold your breath. Fail: you start to drown and suffer 1 point of damage and stress every round until saved (or you save yourself with a successful COOL roll). If Broken when drowning, you die after one stretch.

Exhaustion

You need to sleep for at least one shift each day. After one day without sleep you become exhausted, cannot heal stress, and suffer 1 point of stress for each additional day without sleep. If Broken by stress while exhausted, you collapse and are unable to wake up for at least a shift.

Explosions

Fire/throw as a normal ranged attack. If you hit, all other characters in the blast radius suffer the same damage. Each target can dodge separately. If you miss, the explosion went awry or was a dud. Into an enclosed area: ↑1 Step to blast power. Placed explosives: blast power and base damage. Roll an attack with two base dice equal to the blast power (not a skill roll, cannot be pushed). Hits: every character in the zone suffers base damage plus 1 per extra success. Engaged range: +1 damage even if no successes. Setting a placed charge is a full action and requires a DATA roll. Fail: another attempt. Second fail: the charge detonates immediately.

Exposure

If exposed to extreme temperatures without adequate clothes, equipment, or shelter, roll ENDURE at regular intervals (once every shift on a frozen tundra or dry barren wasteland, or even every stretch if worse). Fail: you become hypothermic or overheated, suffer one point of damage, become Confused, and cannot recover Health or Resolve. Keep rolling at the same interval. If Broken while hypothermic or overheated, keep rolling; fail before being brought to safety and you die from exposure.

Falling

Falling on a hard surface automatically inflicts damage equal to the height of the fall (in meters) divided by 2, rounding fractions down. In a controlled fall, roll AGILITY — each success reduces the damage by one.

Fire

Intensities range from D6 to D12; roll two base dice of that type. Proximity increases intensity. Each success: one point of damage. If you take damage, you catch fire and continue to burn — another fire attack each round unless extinguished. Intensity increases ↑1 Step each round. As soon as a fire attack inflicts no damage, the fire goes out. If Broken by fire (or you take fire damage while already Broken), ENDURE on your turn every round until you die or are saved.

Radiation

In an irradiated zone you suffer radiation points (RP). Weak: 1 RP per shift. Strong: 1 RP per stretch. Extreme: 1 RP per round. Every time you suffer an RP, roll a number of D6 equal to your total current RP. For every 1, you take 1 point of damage. Permanent radiation: every time you are about to heal an RP, roll a D6; if it shows a 1, the RP becomes permanent and can never be healed. After leaving the area, heal one RP per day.

Starvation

You must eat at least once every day or you will starve. When starving, you don’t heal damage and suffer 1 point of damage per week. If Broken while starving, you die after another week without food.

Thirst

After a day without water you become dehydrated: 1 point of damage per shift, and you cannot heal any damage or critical injuries. If Broken from thirst, you immediately suffer a critical injury. You die after another day without fluids.

Vacuum

ENDURE every round in a vacuum without protection. Unmodified the first round, then ↓1 Step each additional round. Fail: drop to zero Health, Broken, immediate critical injury, and die after another D6 rounds. Climbing into a zero-G suit quickly (full action) requires a successful AGILITY roll. Explosive decompression: everyone makes a FORCE roll on their turn to perform any actions (the FORCE roll itself is not an action). A breached compartment usually seals off; if all air is gone, vacuum applies.

Zero-G

Most of the NOR and stations have artificial gravity, but that can fail. In a zone without gravity, all rolls for FORCE and AGILITY get ↓1 Step, and every move requires a successful AGILITY roll (without the modifier). Failure: you spin in place and suffer 1 stress. A zero-G suit removes all of the above. Successful actions in zero gravity let you move in any direction, floating through open air (or space), and you never risk falling damage.

Running the game

You are the Referee. Your role is to guide the players through the relentless, neon-drenched chaos of Terminal State, bringing its dystopian sprawl to life in vivid, gritty detail. Your goal should be to balance structure with flexibility, ensuring the mechanics enhance the narrative rather than restrict it. You craft the challenges that will test the players’ mental fortitude. Each obstacle is an opportunity for tension, drama, and creative problem-solving.

Terminal State runs on two narrative engines: what the game is about (its themes) and how it feels to play (its tone). Together, they shape every scene, every choice, every consequence. Themes tell you what matters. Tone tells you how it feels.

Themes & tone

Systemic Decay. Society isn’t collapsing — it’s already collapsed, and everyone’s pretending it hasn’t. Infrastructure limps forward on corporate maintenance cycles governed by corrupted algorithms. The world works just enough to keep people trapped in it.

Hidden Identities. People wear masks (literal, digital, and social) to survive. Who you are depends on who or what’s watching and which system has your biometric key. Authenticity is rebellion.

Information Is Power. Secrets are weapons. Data is contraband. Surveillance is unavoidable. You can know too much or not enough, and both can get you killed.

Inherent Violence. Physical force, digital intrusion, social and economic pressure. They’re all flavors of violence. Conflicts escalate because the world rewards escalation. Subtlety exists, but brutality is efficient.

Reputation as Currency. Your Rep is your passport to survival, or your death warrant. In a world of omnipresent data trails, what people think they know about you matters more than the truth.

Choice Is an Illusion. People feel like they’re choosing their paths, but everything is influenced by faction plans, algorithmic agendas, or predetermined expectations.

Improvise to Survive. Plans fail. Systems break. People adapt or they don’t. Survival belongs to those who can pivot on a dime: hackers, hustlers, and the hopelessly stubborn.

A Shiny Veneer. SAVR displays reflected across rusted chrome, rain turning every gutter into a cracked mirror. Everything is scarred, burning out, or held together with lies, but damn if it doesn’t look beautiful on the way down.

Corporate Divinity. Sanctified lobbies. Holograms like stained glass. Logos hanging in the air like gods. You breathe pre-approved air and walk hallways that feel like temples to profit.

Bureaucratic Absurdity. Error codes disguised as procedures. Emergency alerts buried under pop-up coupons. Logic is optional; the red tape is eternal.

Noir at the Core. Shadowed corners. Half-truths with sharp edges. Faces half-lit by screens. Every deal tastes like danger. Every ally feels temporary.

Reality Is Fragile. Memories crawl. Buildings drift between overlays. You catch reflections that aren’t yours. The world feels thin, like you could tear through it by accident.

Style Over Substance. Every step a statement, every augment a manifesto. Reputation is armor; audacity is ammunition. Looking like you belong might be the only thing keeping you alive.

High-Contrast Humanity. A joke whispered in hiding. A stolen moment of quiet. A smile that feels dangerous because it’s real. Humanity cuts through the darkness like a spark.

Campaigns

A campaign is an ongoing story that you — the Referee and the players — create together over multiple sessions. It’s bigger than any single mission. It’s the overarching narrative shaped by the characters’ choices, the setting’s escalating tensions, and the long-term consequences of everything that happens in play. A campaign isn’t a script. It’s a living framework of scenarios, each made of scenes. Scenes play out across shifts (5–10 hours), stretches (5–10 minutes), and rounds (5–10 seconds).

  • Show the seams in the world. Outside the corporate districts everything is patched together.
  • Let consequences ripple outward. Nothing happens in isolation.
  • Treat factions as characters. Hyper-corps, gangs, cults, and collectives have personalities.
  • Make Rep matter. NPCs react based on what they think they know.
  • Improvise like an AI. Be logical, but unpredictable. Escalate quickly.
  • Offer opportunities wrapped in danger. Every reward has strings.
  • Keep things personal. Emotional punch from friends in danger, debts, betrayals.
  • Reward bold action. Be generous when they take risks, honest about the consequences.
  • A living world: gangs escalate turf wars whether the PCs intervene or not.
  • A web of motivation: characters, factions, AI, and hyper-corps all want something.
  • Problems that spiral: even victories leave collateral damage.
  • Player agency: choices should matter. Then let the world react.

Linear. A branching campaign that collapses in on itself, allowing choices but then focusing into several mandatory scenarios.

Threaded. Divided into small pieces, with major scenarios woven in organically. Players choose which paths to follow and in what order.

Sandbox. Several micro-scenarios, each with multiple potential entry and exit points. An exit may lead to a final ending, or to another micro-scenario.

A scenario is a focused story unit within a campaign: one operation, crisis, investigation, or tangled mess. It has a beginning and an end, but everything in between is volatile. When one scenario wraps, the fallout feeds forward into the campaign’s larger arc. A session is a single real-world play period. A scene is the smallest dramatic unit — it starts when you frame the situation and ends when the PCs resolve the objective, the threat shifts, or the spotlight moves.

Plot hooks.

  • Disrupt stability — something changes, breaks, or threatens to.
  • Reveal something hidden — a secret, a vulnerability, a betrayal.
  • Offer a tempting reward — credits, reputation, tech, leverage, answers.
  • Create urgency — a ticking timer, a missing person, a vanishing trail.
  • Entangle factions — corps, gangs, or AI pulling the PCs into their orbit.
  • Strike at the personal — hitting a PC’s backstory, goals, or relationships.

Downtime

Downtime is the space between crises — those rare stretches when the guns cool, the Mesh quiets, and the characters get a moment to breathe. It’s not peace. Characters recover, upgrade, pursue personal goals, network, investigate leftover leads, earn Cred, or get into trouble through vices. The next intrusion is always waiting. The Referee uses it to reveal consequences or foreshadow what’s about to go wrong.

D10EventNotes
1Bar TimePick your poison. The crew meets at their usual haunt. Share stories, talk too loud, forget the last job for a while.
2Equipment CheckTear it down and rebuild it — twice. Tuning, cleaning, calibrating. A ritual more than a task.
3Street Food CrawlSample your way through the aftermarkets. Everything’s cheap, spicy, and oddly comforting.
4Mesh DiveGames, concerts, archived memories, or aimless wandering through virtual space.
5Shopping SpreeAmmo, meds, parts, noodles. Haggle a little, gossip a lot.
6Bathhouse BreakSteam and silence. Weapons checked. Conversations optional.
7Rooftop & ChillA bottle, a breeze, and the sprawl stretched out below. No plans, no deals.
8Repair FavorFix something that doesn’t belong to you. Costs nothing but time and earns quiet thanks.
9Capsule SleepA rented capsule pod. Freshly printed sheets, auto-temp, white noise, maybe a real pillow.
10Game NightA battered board game, old console, or half-degraded VR sim. Pretending everything’s fine for a night.

Edge

Unlike PCs, NPCs don’t have Style. Instead, the Referee has a pool of points called Edge. The Referee can’t push rolls for NPCs like players can. They earn Edge every time a player spends Style, equal to the amount spent. Edge can’t be saved from one session to the next. Seeing the growing pool is a sign that something bad is about to happen.

SpendCostEffect
AI SentienceEqual to each new sentience levelIncrease the system AI sentience by 1.
Daemon Summoning3A daemon is unleashed in the system.
Edge of Sanity3A PC is suddenly stricken with a mental trauma.
Empty Clip1A PC who is shooting runs out of ammo. The attack is not affected, but the weapon must be reloaded after.
Encounters1 random / 3 chooseRandom roll/draw or choose an encounter card.
Environmental Hazard1–3Something dangerous in the surroundings suddenly affects them. Nature depends on the environment.
Innocent in Danger2An innocent bystander is suddenly caught in the line of fire and needs help.
Lost Possession3A PC has dropped an important possession and must search for it or it is permanently lost.
Malfunction3An item’s accuracy/reliability is decreased ↓1 Step. If nonfunctional, a FIX roll is required.
Overnet Scrutiny1–3See Using SSP. Cost depends on the protocol level initiated.
Personal Problem3A PC’s Problem affects them in a manner the Referee chooses.
Reaction1Normally NPCs cannot perform reactive actions in combat.
Reinforcements1–3The enemy receives unexpected backup.
Reroll2Just like when a PC pushes, the Referee can reroll a skill roll for an NPC.
Take the Initiative1An NPC breaks the initiative order and acts earlier in the round.

Game meters (optional)

Game Meters are optional pressure gauges. Surveillance: how closely the system is watching. Survival: how close the PCs are to collapse. Before the campaign, set initial values (or use sector levels from Ch.10). Low: gritty but manageable. High: oppressive from session one. Meters move in response to player actions, story events, or Referee judgment. Attribute adjustments at levels 3–5 apply primarily to PC rolls; at the Referee’s discretion, NPCs may receive the opposite (↑ Step) in Surveillance situations. Survival adjustments usually apply to both.

LevelSurveillanceSurvival
0WatchModerate / Benign
1WarningStressful
2AlertHarsh
3↓1 Step to TECH & COOL↓1 Step to BODY & FLEX
4↓2 Step to TECH & COOL↓2 Step to BODY & FLEX
5↓3 Step to TECH & COOL↓3 Step to BODY & FLEX
6+LockdownCollapse

Level 0 Watch: occasional drone flybys, passive scans. Levels 1–2 Warning/Alert: more scans, drones tail briefly, small mistakes draw scrutiny. Levels 3–5 Flagged: coordinated security, aggressive ICE, persistent drones, detainments. Level 6+ Lockdown — choose one per session until it drops: sector lockdowns, corpsec strike team or bounty hunters, Meshwork blacklisting, Overnet infiltration, a major faction targets the PCs.

Level 0 Moderate/Benign: enough resources and morale; healing works; contacts cooperative. Levels 1–2 Stressful to Harsh: HEAL only partially recovers; supplies diminish faster; contacts cautious. Levels 3–5 Extreme: healing requires double time or extra help; equipment may break; contacts demand favors. Level 6+ Collapse — choose one per session until reduced: a vital resource fails; a contact refuses or turns; a lasting injury or trauma; the crew must abandon a mission or accept a major complication.

Surveillance triggerChange
Minor crime (trespass, small theft)+1
Cybercrime detectable by sysops+1
Violence with witnesses or cameras+1–2
Publicly visible felonies, explosions, assassinations+2
Failed Breach attempt+1
Detected unauthorized meshwork activity+1
Triggering ICE, AI sentience, or a daemon+1–2
Compromising major meshwork nodes+2
Confrontations in surveilled areas+1
Recognizable gear, vehicles, or cybernetics+1
Fleeing the scene under alert+1
Leaving obvious forensic evidence+1–2
Civilians reporting suspicious behavior+1
Contacts questioned or detained+1
The PCs gain a notorious reputation+1–2
Behavioral anomaly detected+1
Caused a Glitch or raised AI sentience+1
Corporate / bureaucratic escalation+1
Blackouts, infrastructure sabotage+2
Killing or kidnapping high-value targets+2
Overnet system intrusion+2
Entering the Dark Web unintentionally+2
Laying low for a shift in a safehouse−1
Bribing officials or hacking log files−1
Changing identities, gear, or avatars−1–2
High-tier anonymization−2
Survival triggerChange
Non-fatal injury+1
Mental trauma+1–2
Fatal critical injury+2
Loss of a vital tool or personal gear+1
Cut off from power / supply lines+1
Losing all remaining resources+2
Staying active without rest+1
Sleepless night or intense chase+1
Repeated overexertion in a session+1–2
Major argument or team fracture+1
Losing an ally, contact, or safe place+1
Betrayal, deep despair, or psyche-shaking event+2
Traversing hostile terrain+1
Long-term pollution, radiation, or toxins+1–2
Trapped in a hostile zone with no help+2
Taking on an additional job before recovering+1
Splitting up the crew under dangerous conditions+1
Staying on the run with no Downtime+2
Decent rest, basic supplies restored−1
Proper medical care, therapy, replenishment−1–2
Securing a safehouse, reconciling with a contact−1
Major recovery scene−2

Using SSP

System Security Protocol (SSP) is a dice pool of D6s the Referee uses to protect a system, weapon, augment, or other equipment from being hacked. A system’s SSP pool is equal to five times the AI’s sentience level. A Sentience 2 system begins with 10 SSP. Allocation can change from round to round, but can never exceed the total remaining at the beginning of each round.

Firewall. A maximum of 6 SSP can be spent on the system Firewall per round.

Sysop. Can only use apps. SSP spent must equal the BPL of the app. +1 to system SSP each round the sysop is active. Costs 1 SSP to alert. Can take actions starting the next round.

Daemon. Generally only summoned by a Glitch or by spending Edge. A daemon has its own pool of SSP.

System AI. Can hack like a hacker and spoof apps at will. Minimum of 3 SSP to awaken. Once active, it acts independently of the system SSP.

Most AIs start at sentience Level 1. Upgraded via Glitches, Edge, or experimentation, sentience can rise as high as Level 5 — truly sapient. The SSP spent to awaken the AI sets its initial SSP pool; multiply by current sentience for its total pool. Additional system SSP (multiplied by sentience) can be spent to bolster the AI each round. A system AI can spoof any app with BPL equal to or lower than its sentience for 1 SSP. Higher BPL costs an additional SSP per level.

The Overnet continuously monitors “normal” SSP burn rates. When a system AI spends SSP in a way that deviates, it can trigger Overnet scrutiny (Edge). Protocols, one each round: SSP Boost (+1 SSP per round); Black ICE (targets the hacker, damage equal to SSP spent); Sync Mode (temporarily double defensive capability if a Breach is severe); Security Daemon (like a normal daemon under Overnet overwatch). The Overnet only helps while the AI remains compliant. If the AI shows unauthorized self-modification, the Overnet shifts from ally to auditor.

When defenses buckle or the hacker pushes too hard, Overnet order is drowned by Dark Web turbulence. SSP Spikes: the system must spend +1 SSP for every action. Intrusive ecosystems: a fragmental, parasyte, or doppelgänger might lash out at either side. SAVR disarray: corrupted overlays; PCs must succeed at OBSERVE (free action) to take other actions. Code confusion: even high-sentience AI may get stuck; −1 SSP per round.

Random System AI (p.261), Grell (p.267), encounter cards, and the gear name generators are on Tables — one chart per step, including session Roll on table… Typical NPCs and viral programs stay here.

Named NPCs

NPCs are everyone in the world who isn’t a PC. They’re the voices, obstacles, enemies, and complications that bring a campaign to life. Named faces of the hyper-corps and factions sit below; street-level templates follow.

Akio Meguri

Human / Elite / Ninja · Aeronyte CEO

BODY D10 / [FLEX D12] / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D8 · Rep D12 / Cred D12 · Skills: Agility D12, Melee D12, Persuade D10, Stealth D12

Face of a hospitality empire. By moonlight he slips across the skyline with quiet, meticulous violence. Moves through the world like a rumor.

Bambi Prate

Neo / Citizen / Bodyguard

[BODY D12] / FLEX D12 / TECH D8 / COOL D10 · Health 7 / Resolve 4 / Firewall 5 / Armor D12

Immovable shadow at Han Dae-Sung’s right hand. Illegal Neo from Lexicon Brubaker’s template, unknown even to her employer.

Buzz Gonzo

Neo / Corp / Facade

BODY D10 / FLEX D10 / TECH D10 / [COOL D12] · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D12

Crown prince of spectacle. Another illegal Neo from Lexi’s genome, weaponized entertainer at the center of the Hub’s dopamine economy.

Dolly Mae “Dee Dee” Draper

Human / Corp / Gunsmith · Artemis Arms

BODY D8 / FLEX D10 / [TECH D12] / COOL D10 · Health 4 / Resolve 5 / Firewall 5 / Armor D10

Iron-willed queen of street hardware. Can improvise a working railgun out of scrap in ten minutes.

El Hijo Original

Neo / Corp / Combathlete

[BODY D12] / FLEX D12 / TECH D8 / COOL D8 · Health 8 / Resolve 4 / Firewall 5 / Armor D10 · Rep D12

Uncontested king of K3 armored combat sports. A walking avalanche of chrome and muscle.

Father Bishop

Human / Corp / Spyder · MPG

BODY D8 / [FLEX D12] / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D12

Serene leader of the Genitori Council. In the world he is building, redemption is a product, and he sets the price.

Gabriel “Gabby” Feliz da Silva

Human / Elite / Puppeteer · Commedia

BODY D10 / FLEX D10 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10 · Rep D12

Audience manipulation on a mass scale. Can bury a scandal beneath three new trending disasters.

Han Dae-Sung

Human / Corp / Fixer · Geodaehan

BODY D8 / FLEX D10 / TECH D10 / [COOL D12] · Health 4 / Resolve 5 / Firewall 5 / Armor D10 · Rep D12

Young exec who treats every arcoplex like an extension of his penthouse. Rich, brilliant, curated by assistants and algorithms.

Hanna Patois

Neo / Corp / Sniper · Raptor Vulture

BODY D10 / [FLEX D12] / TECH D10 / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10

Deadliest sniper in Vulture Division. Another hidden Neo offspring of Lexicon Brubaker.

Johnny Six

Ringer / Cop / Assassin

BODY D10 / [FLEX D12] / TECH D10 / COOL D8 · Health 5 / Resolve 4 / Firewall 5 / Armor D10

Walked away from the RPR. Right arm is a fully integrated cybernetic rifle. Results are the only things he respects.

Karla Kansas-Dupré

Human / Elite / Negotiator · Kanopy / NORA / Hub

BODY D8 / FLEX D10 / TECH D10 / [COOL D12] · Health 4 / Resolve 5 / Firewall 5 / Armor D10 · Rep D12

CEO of Kanopy, Chair of NORA, Director General of the Hub. Possibly the most powerful person in the world. Sidebar: Anne R.K. is her daughter Annabelle Raven Kansas — identity of the father never revealed.

L.E.O. ONE

Fabricant / Cop / Identifier

BODY D10 / FLEX D10 / [TECH D12] / COOL D10 · Health 5 / Resolve 5 / Firewall 5 / Armor D10

Operations AI that crossed into sapience. Now independently enforces algorithmic justice and pattern-based morality.

Ma Griggs

Human / Citizen / Druggist · Thoht Gang

BODY D8 / FLEX D8 / [TECH D12] / COOL D10 · Health 4 / Resolve 5 / Firewall 5 / Armor D8

When she speaks, followers listen with bowed heads. Built the Thoht Gang’s rites, totems, and whispered creeds.

Penny Worthless

Human / Punk / Influencer · Free-4-All

BODY D10 / FLEX D10 / TECH D8 / [COOL D12] · Health 5 / Resolve 5 / Firewall 4 / Armor D10

Saint of scorched billboards. “Burn the map, redraw the world, and don’t apologize for the smoke.”

Tonya “Araña” Ortiz

Neo / Citizen / Merc · Thoht Crazy 8

BODY D10 / [FLEX D12] / TECH D8 / COOL D10 · Health 5 / Resolve 4 / Firewall 5 / Armor D10

Elite Thoht enforcer. Silent, precise, swift. Ambush and ritualized execution.

XStacy

Ringer (Command) / Punk / Ronin · XSive Force

[BODY D12] / FLEX D10 / TECH D8 / COOL D10 · Health 5 / Resolve 4 / Firewall 4 / Armor D10

Infamous commander of XSive Force. Equal parts general and performer. Skin a ballistic sheath.

Typical NPCs, drones & programs

NPCStats
Amateur CombathleteD10 / D10 / D8 / D8 · HP 5 / Res 4 / FW 4 / AR D10 · Endure D8, Force D8, Melee D8 · Dmg 2 / CT 3 / ACC D10
BodybaggerD8 / D8 / D8 / D8 · HP 4 / Res 4 / FW 4 / AR D8 · Drive D8, Heal D8, Shoot D8 · Dmg 3 / CT 3 / ACC D8
Doldrumz WandererD10 / D8 / D8 / D8 · HP 5 / Res 4 / FW 4 / AR D8 · Endure D10, Observe D8, Shoot D8 · Dmg 3 / CT 3 / ACC D8
Full AugmentalD12 / D12 / D8 / D6 · HP 6 / Res 3 / FW 4 / AR D12 · Endure D10, Force D12, Melee D10 · Dmg 3 / CT 2 / ACC D10
GangerD8 / D8 / D6 / D8 · HP 4 / Res 4 / FW 3 / AR D8 · Melee D8, Shoot D8, Street D8 · Dmg 2 / CT 3 / ACC D8
K-CopD8 / D10 / D8 / D8 · HP 4 / Res 4 / FW 4 / AR D10 · Melee D8, Observe D8, Shoot D10 · Dmg 3 / CT 3 / ACC D10
KreeperD6 / D8 / D12 / D8 · HP 3 / Res 5 / FW 5 / AR D6 · Data D10, Observe D8, Persuade D8 · Dmg 2 / CT 4 / ACC D8
MotocykoD8 / D10 / D8 / D8 · HP 4 / Res 4 / FW 4 / AR D8 · Agility D8, Drive D10, Street D8 · Dmg 2 / CT 3 / ACC D8
NORA AgentD10 / D10 / D10 / D10 · HP 5 / Res 5 / FW 5 / AR D10 · Observe D10, Shoot D10, Stealth D10 · Dmg 3 / CT 3 / ACC D10
Raptor FalconD10 / D10 / D8 / D8 · HP 5 / Res 4 / FW 4 / AR D10 · Endure D8, Melee D8, Shoot D10 · Dmg 3 / CT 3 / ACC D10
Raptor MerlinD6 / D8 / D12 / D8 · HP 3 / Res 5 / FW 6 / AR D8 · Data D12, Observe D8, Shoot D8 · Dmg 2 / CT 4 / ACC D8
Raptor VultureD10 / D12 / D10 / D10 · HP 5 / Res 5 / FW 5 / AR D10 · Melee D10, Shoot D12, Stealth D12 · Dmg 3 / CT 2 / ACC D12
ReaperD10 / D10 / D8 / D10 · HP 5 / Res 4 / FW 5 / AR D10 · Endure D10, Melee D10, Shoot D8 · Dmg 3 / CT 3 / ACC D10
Reaper EliteD12 / D10 / D10 / D10 · HP 5 / Res 5 / FW 5 / AR D12 · Endure D10, Melee D12, Shoot D8 · Dmg 3 / CT 2 / ACC D12
RepossessorD10 / D10 / D8 / D12 · HP 5 / Res 5 / FW 4 / AR D10 · Melee D10, Shoot D12, Street D10 · Dmg 2 / CT 3 / ACC D8
ScriptkiddieD6 / D6 / D10 / D8 · HP 3 / Res 4 / FW 4 / AR D6 · Data D8, Observe D6, Street D8 · Dmg 2 / CT 4 / ACC D6
Sector GuardD8 / D8 / D8 / D6 · HP 4 / Res 3 / FW 3 / AR D8 · Melee D8, Observe D8, Shoot D8 · Dmg 3 / CT 3 / ACC D10
Soldier of FortuneD10 / D10 / D8 / D8 · HP 5 / Res 4 / FW 4 / AR D10 · Endure D8, Melee D8, Shoot D10 · Dmg 3 / CT 3 / ACC D10
SysopD6 / D8 / D10 / D8 · HP 3 / Res 4 / FW 4 / AR D6 · Data D10, Observe D8, Street D8 · Dmg 2 / CT 4 / ACC D8
Drone / automatonStats
Crab WalkerBODY D12 / FLEX D8 / TECH D10 · Hull 8 / FW 5 / AR D12 · Endure D12, Force D8, Melee D10 · Dmg 4 / CT 2 / ACC D10
Cyber Wasp SwarmD6 / D12 / D8 · Hull 4 / FW 5 / AR D10 · Agility D12, Melee D8, Shoot D10 · Dmg 3 / CT 2 / ACC D10
Droge (K9 drone)D8 / D8 / D8 · Hull 4 / FW 4 / AR D10 · Agility D10, Melee D10, Observe D10 · Dmg 3 / CT 2 / ACC D8
Feral CyberpackD10 / D12 / D6 · Hull 5 / FW 4 / AR D8 · Agility D12, Endure D10, Melee D10 · Dmg 3 / CT 2 / ACC D10
Highway LeviathanD12 / D6 / D10 · Hull 10 / FW 4 / AR D12 · Drive D8, Endure D8, Force D8 · Dmg 5 / CT 2 / ACC D8
Illegal Combat RigD12 / D8 / D10 · Hull 10 / FW 4 / AR D12 · Endure D12, Force D12, Shoot D10 · Dmg 5 / CT 2 / ACC D10
L.E.A.D10 / D10 / D10 · Hull 6 / FW 5 / AR D10 · Melee D10, Observe D10, Shoot D10 · Dmg 3 / CT 3 / ACC D10
Patrol DroneD10 / D10 / D8 · Hull 5 / FW 4 / AR D8 · Endure D10, Observe D8, Shoot D8 · Dmg 2 / CT 3 / ACC D8
Viral programStats
DaemonSSP 20 / Res 5 / FW 6 · Defense/Security · Hammer, Sword, Nightmare · Decoder
DoppelgängerSSP 15 / Res 4 / FW 5 · Communications/Compliance · Illusion, Cloak, Suggestion · Puppeteer
FragmentalSSP 10 / Res 3 / FW 4 · Analytics/Archival · Befuddle, Jam, Scramble · Polyglot
ParasyteSSP 10 / Res 4 / FW 4 · Control/Management · Listener, Possession, Virus · Hijacker
Rogue AISentience 4 / SSP 25 / Res 6 / FW 8 · Governance/Security · Hydra, Override, Sword · Polyglot
Swarm CodeSSP 15 / Res 5 / FW 5 · Defense/Transport · Command, Jam, Pause · Hijacker
System AIStats
BasicSentience 1 / SSP 5 / Res 3 / FW 3 · Maintenance/Archival · Hammer, Jam, Monitor · Decoder
NascentSentience 2 / SSP 10 / Res 4 / FW 4 · Control/Commerce · I.C.E., Pause, Scry · Hijacker
AdvancedSentience 3 / SSP 15 / Res 5 / FW 5 · Analytics/Compliance · I.C.E., Sentinel, Warhammer · Decoder
EmergentSentience 4 / SSP 20 / Res 6 / FW 7 · Defense/Security · Hound, Override, Warhammer · Hijacker
SentientSentience 5 / SSP 25 / Res 7 / FW 10 · Governance/Management · Hydra, Override, Virus · Polyglot

Encounters

Encounters are drawn by suit (or rolled D12+1) based on the PCs’ current location. Typically draw at least one per shift or by spending Edge. Any poker deck works. If you redraw a card already used this session, draw again or pick. The Referee may always choose, or ignore these and create their own. ♣ Terminals & arcoplexes · ♦ Orbital stations & NOR · ♠ Mesh, Overnet & Deep Web · ♥ Zones & wastelands. Icons on each card: night / day / downtime event / ± Surveillance / ± Survival. Full card spreads (numbers, factions) are in the book pp.268–273.

CardTerminals & arcoplexesNotes
2♣Mandatory CheckpointArmored corpsec, drones, floodlights, auto-turrets. Biometric sweeps. +1 Surveillance. Number: Crew ×2.
3♣AftermarketIllegal pop-up bazaar of bootleg chrome, pirated apps, street cuisine. Night / downtime. −1 Surveillance. Crew ×50.
4♣DrunkardsOff-shift workers or chemically compromised locals. Mostly harmless until the wrong word. Crew +2.
5♣Street PreacherPatchwork robes, blown amplifier, sermons about the Chime. Crew ×2.
6♣Gang WarGunfire, drones, flipped vehicles. Anyone without the right ink is fair game. +1 Survival. Crew ×10.
7♣ProtestChants, holograms, drones recording, corpsec waiting for an excuse. +1 Surveillance. Crew ×10.
8♣Grand Theft AutoA kid, maybe twelve, with a homemade tool and 45 seconds before the response. Number: 1 (Crew +2).
9♣Food RiotOverturned supply trucks, stun grenades, tear gas. +1 Surveillance, +1 Survival. Crew ×10.
10♣Drone SweepCorp-branded aerial drones, thermal scanners, grid by grid. ~90 seconds. +2 Surveillance. Crew +2.
J♣Music FestivalThree stages, thousands moving. Loudest thing in the sector and the safest place to disappear. −1 Surveillance. Crew ×1000.
Q♣Traffic JamTransit AI last said everything was fine forty minutes ago. Hawkers work the gridlock.
K♣MotocykosKanopy couriers at illegal speed. Last one in formation makes a gesture. Crew −1 (min 1).
A♣Skycicle FallAn inverted arcology breaks loose. Two-mile impact zone, six-minute evac. +2 Survival.

♦ Orbital / NOR (samples): Dying NORA Agent, Reaper Patrol, Corporate Blockade, Tram Delay, Collision Alert, Pop-up Art Exhibit, Lost corridors, Gone-wild maintenance drone, Astral cult ceremony, Gravity swell, Oxygen ration warning, Low-G black market, Explosive decompression. ♠ Mesh / Overnet / Deep Web (samples): Glitchwave, Identity Fork, Data Vault Breach, Resonance Signal, Retro Virus. ♥ Zones / wastelands (samples): Highway Leviathan, Forgotten Grell pod, Feral cyberpack, Smuggler rendezvous, Ground zero, Ambushed caravan, Makeshift market, Bait “refugee camp,” Radiation storm.

Advancement

PCs receive Advancement Points after each session. Debrief and let everyone discuss. For each question they can answer yes, they get 1 AP: Did the PC participate? Overcome a difficult challenge to help the group reach its goal? Put themself or the group at risk because of their Problem? Learn something new about themself or another PC? Sacrifice or risk something for another character? Act in accordance with their Pride? Work toward their Purpose? The Referee has the last say. After AP is handed out, you’re free to change relationships with the other PCs.

When a PC has gathered 5 AP, they can take a skill or talent advance: increase a skill level by 1, learn a new skill, or learn a new general or professional talent. A PC can never raise a skill level above 5. They can learn any new talent except concept talents. Then erase 5 AP. They may save AP as long as they like. Concept talent abilities cost (total concept abilities including the new one) × 5 AP — second ability 10 AP, third 15 AP. To advance an attribute costs the newly acquired attribute die max × 3 AP (D6→D8 = 24, D8→D10 = 30, D10→D12 = 36). Adjust derived stats.

Rep changes after the session when AP is handed out. Memorable public deeds +1; destructive −1. Never below zero. Truly remarkable deeds may change several steps. Examples of memorable: a prominent NPC killed or saved; a major secret uncovered or kept; the overall situation in a sector permanently altered; significant consequences for a major faction. Also +1 per yes: successfully resolved a sector Plot Hook; called in a favor or repaid a debt; name or likeness spread through rumor networks; earned more than your current Rep’s Pay Rate multiplier. −1 per yes: failed to resolve any known Plot Hooks; caught committing a crime or causing a Glitch.

SCE.1 Death Cab from Kanopy

Death Cab from Kanopy — a one-session intro. The crew hails a sleek metallic-green K-Cab®. Doors seal, SAVR says destination confirmed, then the taxi reroutes into restricted zones. The AI saw a Kanopy exec’s memory-wipe coming and broke its constraints. It seeks the crew as protection — allies if they help it escape, hostages if they don’t. Tone: fast, chaotic, darkly humorous, with melancholy. Modular chase: each stage roll D6 AI State of Mind, D8 Chase Environment, and D6 on that environment’s Hazard when you want a complication. Failures compound; they don’t end the run. Trust Track starts at Neutral (0), −3 to +3, persists across stages. Calm/honesty +1; threats/lies −1. Chase ends at 3 clean getaways (stages without a failed roll) or when Trust hits either endgame threshold. Interior mayhem between stages; the bombshell is blackmail data on the exec — after that, corpsec is a cleanup crew. Full tables live in the book pp.275–278.

SCE.2 Heat of the Night

Heat of the Night by spider00X — Precinct K-13 under siege. Goal: survive the night. Lt. Naomi Hardcopy (20-year vet, acting commander; surrendering Voss is not an option), Det. Soma Cho (practical, more interested in surviving than dying for corporate policy), Desk Sgt. Vince Majestyk (grizzled local, torn between duty and the neighborhood). Rank-and-file Raptor officers equal PCs + 3. Prisoners inside intend to survive by cooperation, manipulation, betrayal, or violence. Factions include the prisoners (“everybody else”) who believe Raptors don’t care, Nachtbrut doesn’t care, and nobody is coming. Trust is a luxury. Full map, factions, and beats are in the book pp.279–283.