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PLAYER FILE

v09-13-13

Written and designed by Will Hindmarch Influences include (with thanks):


Illustrated by Steven Sanders and Noah Bradley William Gibson, Ian Fleming, Quentin Tarantino,
John McTiernan, Robert Rodriguez, John Woo,
Based on characters by Anton Gleason, The Wachowskis, Paul Greengrass, Doug Liman,
Martin Gleason, Seth Stevenson, and Tony Wagner Kathryn Bigelow, Masamune Shirow, Mamoru Oshii,
Kenneth Hite, Robin D. Laws, Vincent Baker,
Developed from rules by John Harper, Jason Morningstar, Steve Segedy, Jeremy Keller,
Clinton R. Nixon, and Luke Crane Fred Hicks, Rob Donoghue, Leonard Balsera,
Ryan Macklin, Gregor Hutton, Cam Banks
Graphic design by Will Hindmarch and Craig S Grant and many more

Created with the generous support The text of this project is licensed under a Creative Commons
of cherished Kickstarter backers Attribution Non-Commercial Share Alike 3.0 license.
http://creativecommons.org/licenses/by-nc-sa/3.0/us
Playtested at Gen Con, Origins Game Fair, PAX,
PAX East, and in homes. Thanks, testers! This is a work of fiction. Any resemblance to real events or
persons, living or dead, is coincidental.
alwaysnevernow@gmail.com
always-never-now.tumblr.com © Will Hindmarch

Daniel Montenegro (Order #28831245)


What Is This? Where’d this come from?
Always/Never/Now (aka A/N/N) is an action- A/N/N is a descendant of an RPG campaign I ran
packed roleplaying game adventure with built-in back in the mid-to-late 1990s, inspired by every-
rules. thing from William Gibson to James Bond, with
If you’re utterly new to roleplaying games or story doses of Quentin Tarantino, Robert Rodriguez, John
games, A/N/N can be a tricky place to start—but Woo, Die Hard, Mission: Impossible, Strange Days,
You were the best. Underground, look around and decide for yourself. Look online for and whatever other action or espionage movie I had
cyberpunk street samurai, bur- other descriptions of what roleplaying games and seen that week. Things like The Matrix and Ghost in
glars and breakers, agents of a story games are about and how they work. the Shell and the Bourne films made me want to play
mysterious spymaster with half a Instead of using a game console, you play by talk- in this universe again… but a lot of us didn’t have
name, zero history, and a plan. He ing. Through conversation — in person or through time to play and I’d moved away a couple of times
made the missions and you carried video chat, maybe — you all discuss and agree on and reasons piled up.
them out. You were his go-to crew the action and dialogue that unfolds, using dice to Eventually, though, inspiration overwhelmed me
for high-stakes break-ins, danger- determine what actions are successful and which and I tapped 2011 — the eleventh anniversary of our
ous ops, and impossible escapes. ones cause exciting troubles to bleed into the story. last adventure with these characters — as an excuse
You fought the megacorps, the ty- It’s great fun. to play one more time. “And,” I said, “I’ve found
Just in case: simple rules that I adapted into a great fit for what
rants, the killers all for the sake of
PC = player character. The player’s character we want to do!” So I wrote up new interpretations
making a better future, of beating is his role and avatar in the fictional game world. of our characters, eleven years on from the last time
the Technocrats at their own game A/N/N involves up to six different player charac- we saw them, and devised a playable story for the
of shaping tomorrow. You always ters, detailed elsewhere in this document. adventure. (That story later grew more robust as a
won, never quit, lived in the now. GM = gamemaster. The gamemaster is the result of the Kickstarter campaign.)
player who plays all the other roles in the game A lot of the machinery on which A/N/N runs is
Until, eleven years ago, he disap- world (NPCs) and shares in the job of being the based on John Harper’s story-game adventure,
peared. game “console,” helping to render the environ- Lady Blackbird. It’s a lovely work, handsomely con-
ment, load game levels, reveal clues (called intel) at cise. Where Harper cunningly and helpfully put
Now he’s back — back in trouble apt times, that sort of thing. It can be great fun and his guidelines for running that game onto a single
— and it’s up to you to find him, to a terrific creative workout, being a GM. page, though, I’ve taken considerably more room
This document is meant for all players, including to talk things out in this project. A/N/N is a com-
save him, maybe, and along the
the GM. This is about setting up the adventure and plex collection of scenes and situations and the
way… change the world. how the rules work. Secrets and stuff are in the Sce- ways they interact give rise to options that warrant
nario File. more writing.
That said, you could boil A/N/N down to a single
situation and then just go from there if you wanted.
Take a minimalist approach, cut away all the guide-
lines, background, optional rules, and other extra
bits you don’t want and you could easily make a few

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Daniel Montenegro (Order #28831245)
Lady Blackbird-style one-and-done adventures out tor. The players, then, are sort of like actors, taking dow, someone else might throw an enemy out that
of A/N/N. Have at it, if you like. cues from the GM. They’re also like co-writers and now-open window or use a shard of glass to cut the
To pay for the art, some of the graphics, and for co-directors, too, with each player deciding a lot of zip-tie around their wrists. As you play, details accu-
my writing and development time, I made a Kick- what will happen, and how, and lobbing cues right mulate and change, defining and refining everyone’s
starter campaign for A/N/N, which succeeded be- back to the GM, to keep things in motion. image of the fictional space. The fiction builds up.
yond my expectations thanks to the many wonder- If you prefer, though, think of yourselves as sculp- Sometimes this sort of building up only lasts for
ful backers listed in the end credits. (Thank you all, tors. I’ve given you blocks of stone. I’ve given you a scene and then you’re gone from that broken
again!) Following that, I released A/N/N online for tools. These things contribute to the general pos- window by the pool table and off to describe some
anyone to play. sible dimensions and hue of the things you’re go- new antics in some new space. Sometimes you
And here you are. ing to make. They may influence or limit the textures bring back previous details and elements by allud-
and shapes you try for or achieve. But just what you ing to people, places, and things mentioned or es-
sculpt — what it looks like, how lifelike or stylized it tablished before in the fiction. You do this by men-
What do you do? is — that’s up to you. tioning it again, ideally in a way that’s sensible and
When a theater company gets a play, they work All these analogies for this kind of play aren’t satisfying, thereby reincorporating that thing back
from the same script that the playwright wrote, the quite right, of course, just as sculpture isn’t quite a into the fiction. (An instance of reincorporation, like
same script from which other companies of play- right analogy for dance. They’re different forms, so when a knife hidden in the first scene comes back
ers have taken their lines and cues. The theater they do things in different ways. into play in a later scene, is sometimes known as a
company doesn’t put on exactly the same perfor- The story game is a distinct medium. Take advan- callback.)
mance, though, as all those other companies. Ac- tage of its unique properties to play out and explore Remember, the aim is to collaborate to build
tors inhabit characters in different ways, bring them this story using this medium’s strengths: collabora- something cogent, something that interlocks. Rein-
to life in different ways, read their lines in different tion, invention, flexibility. corporate to keep the number of supporting char-
ways. Directors might choose to enhance or dimin- acters manageable. Build up to support and en-
ish one relationship, play up the fear, or downplay Building and Reincorporating courage your fellow players, not tear down. When
the comedy. The set designers change the mood of As you play, you say things that add details, char- in doubt, propose additions before you impose
the piece by changing the space where it’s played, acters, locations, ambitions, and other elements to them. If someone says something that establishes,
while the prop masters might add a dose of reality the fiction. You might do this by saying things from builds up, or reincorporates in a way that makes you
or fantasy with believable or hyper-stylized props. your character’s perspective (“I crash through the uncomfortable, talk it out. You all work together.
You’re an actor, a director, a set designer, a prop window!”) or from your perspective as a creator
master, a costume designer, and more. You’ll do (“Emily crashes through the window!”). What you Cinematic, Not Cinema
it all with words, through conversation, building say implies and inspires the other players to say This game adventure is written to be unabashedly
through descriptions drawn from your imagina- things. cinematic. What does that mean?
tion. Talk with your hands, sketch out maps and dia- You might ask, “Is there a pool table here?“ That means I encourage you to use cinematic lan-
grams, reference films and comics you love, what- “Sure, let’s say there is,” replies the GM. guage and style to keep up the pace and the en-
ever. I’ve given you some material to work with. “Great! Then I grab a pool cue and the eight ball ergy of the action. It means you can use cinematic
In a way, I’m a scriptwriter. I’m not there when you to fight with.” words and phrases as great shortcuts to complex
put on the play and I wrote (only generally) what Collaborate with the other players to add to the ideas and editorial tricks. Say “Smash cut to: Reykja-
might happen on stage, but not everything about fiction by building on the things they say with the vik!” or say “And the camera zooms in on Tank’s face
how it will happen. The GM is sort of like a direc- things you say. After Emily crashes through the win- as she realizes what’s happened!”

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This doesn’t mean you should limit yourself in any volved and that’s fine. Make no mistake, it’s not any-
way that cinema is limited. Your imagination’s not The Style of Action one’s job to force the players to show their charac-
bound by running time or the fleeting light during It’s important that everyone share a common sense ters’ weaknesses. Better to entice. I happen to like it
photography or a special-effects budget. Neither of the scale or style of the action in the adventure. best when action stars limp or strain or gasp or say
are you limited to just visual and audio elements to How risky is which maneuver? If a helicopter gun- “Oh, crap” because they realize they’re in trouble,
convey information. Use senses that cinema can’t, ship opens fire at a character, should that character but that’s me.
like smell and touch and taste, to get across the feel dive for cover amid beautifully flying debris or stand Instead, the GM might simply ask now and again
of a place or the sense of a character. Your tool kit is her ground and open fire in response as steaming how easy a PC makes it look to pull the cybernetic
more like a novelist’s, in that way. shell casings rain down all around? Is a fall from a arm off a half-ton hitman or what toll it takes on a
A movie has to actually hold a shot for a long time rooftop the kind of thing that leaves a character character to dive out of an exploding helicopter af-
to express the idea of a shot held for a long time. dusty, limping, or dead? Does crashing through ter ten years off the job. If you like to see some of the
In a game, you can do that by saying, “We stay on a skylight hurt? When a character takes out three wear and tear on an action star, ask players if a stunt
Alex’s face for a long time before fading to black.” thugs at once, is it with the brutal brevity of Jason leaves any McClane-style scuffs or scars on their
Or you can express the idea of a long-held shot by Bourne or the dance-like grace of Neo? face. (“I think the little bits of flying glass and searing
describing the subject in depth, giving the other When running A/N/N for people, I often asked fire probably scuff you up like John McClane, what
players more time to take it in, to linger on the bead about the style of action they wanted to portray. I do you think?”) A player may reply with something
of sweat that builds up and falls from an eyebrow, put it something like this: Bourne, Bond, or The Ma- like, “No, Emily just strides out of the smoke, look-
cleaning a track across a dusty face. trix? Get everyone on the same page and, when in ing fantastic,” which is still cool.
You can convey information directly to your com- doubt, go for a more grounded style with the op- If nothing else, ask players to describe how Con-
rades as co-creators and as audience members tion to gradually escalate as the adventure unfolds ditions change the way their character looks in the
without having to dramatize every damn thing if you and the risks get grander. short term — how they change a character’s ap-
don’t want to. You don’t have to speak in code or Call it a rule, if you want: Play the most grounded pearance or demeanor. Ask, “What does that look
serve any imaginary audience. You’re creatives talk- version of cybernetic action-spies that’s of interest like?” to get details that everyone can incorporate
ing shop behind the scenes, pausing and reactivat- to the group. This stands a good chance of combin- into their imaginary rendering of the scene.
ing the game whenever you want, to get the best ing good, dramatic peril with room for the action to
experience you can. grow more grandiose over time. Describing Action
You can ask, “Is Utseo mad about this?” Once I had an answer to the style question at At its heart, playing A/N/N is about brainstorming
“Sure he is!” Utseo’s player responds. any table, I filtered that answer through this under- great moments, great details, great action beats.
“Do I know that? Can I tell what he’s thinking?” standing: John McClane (and James Bond and Jason How do you describe your character’s escape from
asks Alex’s player. Bourne) is most exciting when things are tough. a burning ejector seat? What does it look like when
“I think so,” Utseo’s player says. “Utseo’s show- Whatever happens in A/N/N, no matter how your character intimidates a squad of armed crimi-
ing it, I think. His face is red, his hands are fists. You easy it is to roll the dice or how handily the hits out- nals? How do you combine a few descriptors and
can hear him inhale all sharp. He’s ready to take ac- number the Difficulty, portray the effort that charac- keywords into an action sequence capable of de-
tion—to do something foolish, maybe.” ters put into leaping from helicopters and breaking lighting your friends?
And, just like that, you have details and a bit of enemy bones. Some players may decide that Yoshi Action isn’t the same as violence. Describing ac-
dramatization to build on. can cut down thugs with his katana all day or that tion in a way that thrills is seldom about accurate
Utseo never gets tired when his metal legs are in- ballistics or counting how many punches land. Ex-

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Daniel Montenegro (Order #28831245)
hilarating action-adventure sequences are about Beats are a great way to pay some respect to the
jeopardy and danger manifested through details jeopardy threatening your character in the fiction.
Themes
that deliver the thrills home. “Emily glances down at the asphalt going by at This adventure is presented as a text, which means
Details are doses of vivid language that evoke the 60mph just inches from her face and makes an an- it probably has subtext and themes of its own. En-
action sequence in any of the five senses. Ideally, a noyed sound,” you say, “then she swings back up act and explore your own themes in play, in addi-
description involves two or three senses at once. into the car.” That beat with the asphalt is fleeting in tion to or instead of mine. Let your own current of
The smell of a high-grade fuel during a leap from the fiction but helps make everything tangible and ideas charge the story — it’s probably going to hap-
a burning chopper, the sizzle as a spent casing hits interconnected. pen anyway, so don’t fight it. Keep an eye out for
an icy floor, the sheen of sunlight on chrome, the It’s great to acknowledge and honor the dangers ideas that recur and images that seem to have spe-
electric spike of wired reflexes kicking in, the taste your PCs face this way. If your character is never cial meaning to you. Highlight those, if you like; it’s
of adrenaline — these things bring the action to life. in danger — of injury, of pain, of being found out, as simple as nodding and encouraging people by
A drop of hot blood on the goggles, the ping of of being too late to save the day — he’s not over- saying “I like that a lot” or even “That implies some-
a ricochet, the baseball crack of a breaking bone, coming much. Your description of action, whether thing interesting, doesn’t it?”
these are more moving than sheer gore or cold re- you’re the GM or not, can influence the possible Encourage and reward what’s good to you.
ports of gruesome violence. consequences for failure, implying just how furious, Here are some themes that are either baked into
Avoid overloading your descriptions. One, two, exhausted, or injured your PC might be if he fails. the adventure or emerged during play in the past.
or three details is probably enough. Spread out de- This can help guide the fiction toward outcomes These don’t always emerge in the “text” or “sub-
tails over a couple of turns or actions to keep things you’re excited about, no matter how the dice fall. text” of play. (Tricky words, those, since the actual
vibrant. It is totally legitimate to write down ideas Details and beats add up to moments and mo- gameplay isn’t a text.) When these kinds of ques-
for details that you want to use later. It is totally le- ments are a good reason to play. That moment tions come up during play, or in the times surround-
gitimate to brainstorm a detail or two on your turn, when Tank dangles from a crumbling bridge by her ing play, and then get reincorporated, that counts.
to pitch something to the table and see if it’s good. metal arms while her motorcycle plummets away? Themes don’t have to have single, explicit, or con-
One great delivery method for a set of details is That moment when Alex activates his cutting torch fident answers. Questions make great themes. The
a beat — a short instance of description that’s part and lobs it into the cab of an enemy truck? That mo- characters might each answer thematic questions in
of the larger action or even a break within it. Beats ment when Yoshi sighs before drawing his katana? different ways. I love that.
are like the filmic shots or musical notes that com- Those moments convey a lot in a small space, es-
bine to make up the sight and sound of an action. pecially when they’re your moments. Go and make What’s Human?
They’re just the seconds you take to describe some- moments of your own. They won’t all be easily sum- When half your body’s metal, are you still human?
thing, even if the description takes longer than the marized. Some of the best moments are nexuses at When half your mind’s an electronically coded
actual action does in the fiction. “When Utseo’s the center of complex scenes that only make maxi- pastiche, are you still human? Where’s the tipping
electric knife comes out, there’s a beat where ev- mum sense to those of you there when the memory point — and what happens after you tip?
eryone pauses and can hear it hum as he switches it was made. Don’t worry about it — you’ve made
on,” you might say on your turn. “Then it’s chaos as a moment for you and your fellow players. That’s Memory’s Imperfect
he lashes out.” what it’s about. The world isn’t the way we remember it being.
The past is a consensual agreement to believe that
things were a certain way. Truth and history aren’t
the same. Can we trust any memory that comes out
of a human brain compared to the reliability of tech-

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Daniel Montenegro (Order #28831245)
nology? With a thousand competing versions of The Structure what mission to play next. Choosing from pre-fab
history overlapping in the world, can we ever have scenes limits the players’ freedom a bit but guaran-
a peaceful consensus?
of the Adventure tees that wherever they go next is loaded with stuff
This adventure is built out of a collection of pre- to do and intel to discover. If this is too much struc-
Foresight’s Imperfect, Too fab situations (aka scenes) that prompt the players’ ture and not enough freedom for your group, you
Foresight’s just the same. We can’t really know characters into action. Each scene sets up a situa- can let the players choose from the whole, futuristic
what’s coming next and attempts to know it or con- tion, gives the characters objectives (so everyone’s planet and its satellites when they decide to move
trol it are doomed to fail. You can help shape the facing in roughly the same direction), and offers on from the current scene. Borrow challenges and
future or you can roll with what comes. What else is up some clues (aka intel) that lead to one or more clues from the packaged scenes, if you want, and
there, really? scenes further along in the adventure. place them elsewhere on the planet so the players
Play a scene by imagining and describing se- have something to do when they get where they’re
Having vs. Wanting quences of action, stealth, or intrigue. Roll dice going. Thus the gangsters that I put in one locale
What we have may be good, but it’s always fleet- sometimes to see how things turn out. Get the in- might turn up somewhere else when you play —
ing. If you want to keep what you have, you have formation that unlocks, reveals, or sets up the next where they’ve “always” been, in your version of the
to want it, too — want what you have. So can there “action scene.” (Though they’re made up of differ- adventure — to give the PCs something to fight.
ever be an end to wanting? Is it better to be com- ent combinations of action, stealth, and intrigue in-
fortable but lose your ambition or to have nothing gredients, we call the centerpiece components of Respect the Premise
and want real hard? the adventure “action scenes” for short.) When you’re playing a scene, respect the premise.
Between action scenes, you can play out scenes Each scene is designed to setup an adventure in
Settling vs. Reaching of quiet recovery, heartfelt conversation, tense ar- miniature, built to provoke action, surprise, and sus-
It’s good to overreach, to leap. We won’t all make guments, or other moments between the players’ pense. They’re meant to help everyone find things
it. We won’t all ever make it anyway. characters that help you understand, contextualize, to imagine, things to say, during play.
and appreciate what they’re doing and why. These This is important! The scenes in A/N/N are built
Action and Change scenes help characters heal, change, and recover on the idea that the PCs are taking an active role in
Action begets change. Be the change. Do you and are therefore called “recovery scenes.” the story, going places and getting into trouble-
want to wait for the future or do you want to make Each scene, then, is kind of like a game level or some scrapes. Some scenes begin at the begin-
it happen? a cutscene, all of them starring the players’ charac- ning, some in the middle, but they’re all designed
ters. If you’re using the scene-flow diagram in the to point at exciting developments.
Scenario File to move from scene to scene, the ad- So, if a scene begins with your character caught
venture becomes a collection of linked sandboxes: by the bad guys, embrace that. Intriguing things
the PCs can do whatever the players want within the can happen in such a scene. Instead of saying
missions they undertake, then they move on to the something like “My character would never be cap-
next mission to play around in that next sandbox. tured!” or “Before that happens, I escape out the
What this is meant to do is give the players a lot window,” respect the situation and then play to find
of freedom to play within each scene and clear out what happens next.
choices to make between scenes, when deciding

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Daniel Montenegro (Order #28831245)
How Scenes Work
A/N/N is a series of scenes,
one after the other. The scenes
that come with A/N/N are
presented in the Scenario File.
They’re meant for the GM’s
eyes only, to preserve some
surprises and secrets. Which
scenes get played, and in
what order, depend on how
you all choose to approach
your version of the adventure.
You’ll improvise and describe
some scenes, especially re-
covery scenes, as you go.
How the scenes unfold de- for the amount of playtime you have. It also lets play- off to make it during or after a recovery scene.
pends on your mode of play. ers select the scenes they want to play based solely (In the example above, the players finished an ac-
Linear Mode: In this mode, scenes are played on its pitch. I often use a compact hybrid mode of tion scene (A), played one recovery scene, and then
one after another in a predetermined order, like play when I run A/N/N at conventions. chose one (B) of three action scenes.)
video-game levels, broken up by occasional recov- Open Mode: In this mode, scenes are played Also, the GM can play optional interrupt scenes,
ery scenes. The order of scenes might be decided in the order the players select them, with intel which are scenes out of the players’ control that
by your GM or by some other player online whose attached to the scene directly. This is the most represent antagonists coming after the PCs. These
presentation you all wanted to try. This mode is for flexible structured mode, letting the players un- are meant as quick asides to help the GM under-
tight, direct play intended to minimize confusion or cover and puzzle out facts as they can, with the score or explain what the antagonists are doing
reduce the GM’s prep time. possible risk of playing a scene that contains in- while the PCs are between scenes.
Hybrid Mode: In this mode, scenes are played tel already known (or surmised) from a previous Finally, you have the optional flashback scenes,
in whatever order the players select them but the in- scene. Such is the risk of freedom. This mode still which aren’t so much scenes as brief glimpses into
tel given out in each scene sticks to a predetermined respects the three Acts of the adventure, though, the PCs’ pasts. Flashbacks are explained in detail in
dramatic schedule, so the players don’t get infor- as explained in the Scenario File. (Short version: the Scenario File, just to keep those guidelines near
mation “out of order.” Rather than doling out intel you can’t go back in time to select scenes from the actual flashbacks themselves. Short version:
based on the scene, the GM shares intel based on earlier in the adventure.) players in a flashback-enabled version of A/N/N
the scene’s placement in the overall adventure. E.g., Players choose what scenes to play at decision can play their Flashback card to play a quick turn,
the third scene’s intel is based on it being the third points, which exist between scenes (or sometimes set a decade or so earlier, that reveals and unlocks a
scene, not on its geography or other features. This during recovery scenes that are about the PCs’ own new Tag for the character.
mode ensures that players get vital intel at dramati- planning or decision-making). So, after completing
cally appropriate times and that later scenes get un- an action scene, the players can decide which of the
locked and offered to the players at a pace suitable available scenes they’ll play next or push that decision

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Daniel Montenegro (Order #28831245)
Intel
Intel covers the information that starts off secret and ning. Answers come when you ask the right ques- • Private aircraft booked in advance (be-
gets revealed over time, scene by scene, to contex- tions in the right scenes. Lots of questions lead to cause the PCs have done this before)
tualize the action, motivate the PCs, and open up the same core answers and some answers you get
new scenes to pick from at the next decision point. just for showing up. Your experienced and capable • Commercial suborbital red-eye flight
What the PCs learn in the third scene that leads PCs know better than we do how to chase down
them to the scenes they can pick to play fourth? leads in the future world they inhabit. Trust that. • Gray-market charter voyage in con-
That’s intel. And trust the GM not to withhold intel for no rea- tested waters
Intel takes the form of clues, exposition, and son. Sometimes the bad guys cover their tracks.
other data revealed during or after an action scene • Common taxi cab with an old friend at
based on activities and questions asked during Recovery Scenes the wheel
the action scene. Emily steals a drive containing vi- Between action scenes, a player can call for a re-
tal files, Yoshi questions a thug, Henri recognizes covery scene during which she can help characters • Flophouse motel where you once had
some make of cyberware — all of these things might recover from the pains and Conditions of action surgery performed
yield clues that we treat as intel. The intel provides a scenes. It’s on the player to describe where the
lead to another action scene and along the way the scene takes place and ask what each participating • Four-Star suite in the very city you
NPCs’ secrets continues to unfold. character does in the scene. See the rules section should be fleeing
Intel might come during a scene, when a PC of this document for how recovery scenes help your
looks at a clue and realizes what it means, or after character. What matters here is how they work in • Quiet rural cottage, miles from any
a scene, when the stolen drive can be read or an the fiction. mission
inspired PC makes a connection between clues Recovery scenes are a chance for the players and
encountered during the scene. Don’t panic if you the GM to collaborate on little bits of world-build- • Back-room operating theater, dirtier
haven’t made sense of everything when a scene ing by inventing locations and NPCs that support than it’s ever been
ends and don’t feel like you need to stop and ques- the recovery scene you want to play out. Do the
tion each foe to get clues. Revealing intel is the PCs meet up with a black-market medical supplier • A safe house you’re almost certain
GM’s job and she may do it between scenes with in some ramshackle, rain-soaked American village you’ve been in before
a bit of gentle retconning. (E.g., “It occurs to you to get Dr. Qamar equipment he needs and to help
later that the number on that cable you saw might Utseo repair a busted leg? Now that medical sup- • Underwater condo where you healed
be a manufacturing code. When you trace it you plier and that village exist in the fiction, ready to up after a job in Peru once
find...”) Intel exists primarily to help the story stay build on or reincorporate.
compelling and to open up new scenes to choose Travel between action scenes often makes for • A splintering townhouse right under
from, so as long as those things are happening, you good recovery scenes. Brainstorming ways to re- the enemy’s nose
have the intel you need. cover, based on the various Conditions your charac-
Intel doesn’t usually require a roll, though the ter can acquire, is part of the challenge of a recovery • The back of a disguised truck rattling
GM can deliver intel in response to rolls that sug- scene. Where to set the scene, and how to describe along some mountain road.
gest the right questions. Really, that’s what intel is: it, is another challenge. Here are a few locations to
answers. Not all the answers come at the begin- set recovery scenes, to help get you started.

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If you’re looking for a quick, single-session jaunt, I encourage you to share your findings with other
Pacing and Timing leave out the flashbacks and interrupts and stick with GMs — but beware of spoiling stuff for newcom-
A/N/N can be played as a quick, exciting one-time one, two, or three scenes of actual play. Consider ers! You might find it easier than you expect to
adventure that’s short on answers or as a sprawling linear mode and let the GM pick whatever scenes pace the adventure as you go, just by cutting a
multi-part series with flashbacks, interrupts, layered she’s most excited to play. (Maybe you’ll find that few scenes from your version and doling out
motifs, recurring themes, and an array of exciting you want to play more, though, so you should hold more intel in each.
situations. The Scenario File says more about this, off on the ending scenes until you know.) This kind of pacing is something the GM han-
but all the players should be a part of the big deci- Beyond that, it’s a question of how much time dles, for the most part, since it’s related closely to
sion at the beginning of play: you have to play (and how quickly you play). This intel. The Scenario File talks more about pacing,
How long do you want to play? proved difficult to measure, in my experience, so so look at that if you’re planning to be the GM.

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Daniel Montenegro (Order #28831245)
Background country you like at war with someone? Who’s Pres-
ident of the United States and how many states are
that only dues-paying members could use. Some
of the details were big as nations, others were as
Josine. It was his only name, back then — a holdover there, anyway? small as memorable hotel logos (e.g., HYAT&T), but
from some cover identity, maybe, from his days as a Don’t answer yet. they were fun because we made them together for
Technocrat. It was the name he gave out, the name Avoid pinning down big-picture stuff until it be- a dedicated audience made up wholly of our fellow
that held the juice, the name you called him to his comes part of an important feature of your story, a comrades-in-play.
face. Some of his closest agents called him their un- telling detail that you can use to bring the charac- Rather than submerge you in our future, make (or
cle. “Give the uncle my thanks,” said people who ters or the environment to life. Decide whether the borrow) your own.
knew, and, “Tell your uncle I owe him.” Josine had streets of Reykjavik are home to driverless autocars
his enemies but, for such a meddlesome guy, he based on the scenes you choose to play out — like The Technocracy
had lots of friends in the right places. when a player says, “I can put the car on autodrive, One of the key players in A/N/N’s future is a na-
Someone sprayed gunfire inside his lair under right?” the answer should probably be “Sure!” tionless government of subscription-based citi-
the New York sprawl. His ever-loyal bodyguard, Then, later, when a bullet goes through the car’s zenry called the Technocracy. Based in private
Hardeman, took two to the skull. Safe houses all brain — because it raises the tension in a chase and embassies, secure consulates, and posh space
over the world were overturned, ransacked. Jo- gives a player an important task to brainstorm and stations, the Technocracy protects, represents,
sine’s network had been broken. Freelance agents describe — somebody’s got to dramatically take and regulates those citizens who pay taxes into
got caught in the wind, went off to fend for them- the wheel. it, even if they are also citizens of other countries.
selves. No one seemed to know who was caught or Assume that most countries in the unspecified Technocrats carry passports for the Technocracy,
who was turned, who was dirty and who was dead. year of A/N/N bear some resemblance to what you call on Technocrat agents and lawyers to get them
That was the sunset of a good old day. Time kept know. Start with what’s familiar, because it’s a great out of jams, and rely on Technocracy authorities to
creeping on. Every lead dried up, every trail grew way to get people’s mental images to overlap, and extradite them from countries where they might
cold. At the same time, you all drifted — some far- expand or revise for futurism from there. Remember be unwanted or unwelcome.
ther than others — and built new lives in the wake that not everything’s different. Gibson said the fu- The Technocracy meddles in the affairs of
of the old. ture’s not evenly distributed. That’s as true tomor- megacorps, startups, and nations by applying
That was 11 years ago. row as it is today. Some things regress, some things its expertise as peacekeepers, investigators, and
This is the backdrop. There’s no telling, yet, who progress, and nothing ever turns out quite the way regulators to help powers with strained budgets,
drove Josine into hiding or caught him or killed him. it was meant to. inadequate infrastructure, or gridlocked congress-
Truth is, when we were playing out the original es. The Technocracy gets called in to solve prob-
adventures that A/N/N is based on, a whole lot lems countries can’t solve themselves or situation
about the future of it was improvised in the moment or concocted they want to blame on outside forces. Technocrats
The future of A/N/N is collaborative. Some de- the day before we played, just because this or that are fixers and scapegoats, diplomats and consul-
tails get laid out here, because they’re important detail would provoke a fun sequence of action or tants, politicos and spies.
to the backstory situation and to understanding espionage. In our fictional future, certain coun- Sometimes they meddle first and rewrite the files
the schemes and motives of various characters, tries were secretly controlled by criminal empires to make it look like they were invited. Some days
both protagonists and antagonists, but a lot of de- and some American states had seceded from the they’re everyone’s friends and some days they’re
tails are left to you all to decide in the moment. Is union, all to explain why Wyoming had its own mili- sending Bond-like assassins to cut Gordian knots
your favorite conglomerate still in business? Is that tary or how a privatized highway system was built in contested lands. They manipulate sovereign mili-

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taries as often as they deploy their own undercover gle boss to corner or defeat, no one target to thwart a person can wake, work, and sleep without having
operatives. or avoid. to confront some of the terrible things that Nano-
Officially, the Technocracy prides itself on “safe- In actual play, they’ve been implacable foes and in- tech has lobbied for, perpetrated, and inflicted on
guarding its citizenry” and in “regulating the fu- scrutable allies. In A/N/N, they may be either or both. the world.
ture.” They make sure that no one technological Some subsidiaries are more villainous than oth-
breakthrough sends the planet into chaos. They ers. Some are dummy fronts for masquerades and
help companies turn a tech leap into small, con- the megacorps lies that world governments politely pretend to
sumable steps for the public. And companies play As a near-future environment meant for action and believe. Nanotech has a better standing army than
along, when they play along, because selling six intrigue, of course we use the trope of multination- most countries and its executives, lawyers, and mer-
generations of gadgets over time eases people into al megacorps. A dozen or so gigantic companies cenaries must be kept happy or water, food, power,
the future and is more lucrative in the long run any- own or influence all the big telecomms, broadcast- and drugs might stop flowing.
way. ers, manufacturers, military-industrial contractors, People can be layered and confounding and
Are Technocrats out for social justice and the hospitals, and pharmaceutical companies. Start- complicated and while Nanotech is all of those
spreading of new technologies to the developing ups pursue new enterprises in the hopes of getting things, too, it is not conflicted about itself. It be-
world or are they just trying to keep the have-nots bought out and either retiring at 25 or doing it all lieves it is the outstanding organization in a global
from sabotaging the planet in a furious riot against over again. meritocracy, the winner of a game it has carefully
economic and technological disparity on Earth? This is an exaggeration, but a dramatic one. rigged. It doesn’t understand why other corpora-
Depends who you ask. Megacorporations fight. Sometimes they fight tions, governments, and individuals don’t just try as
It’s a complex legal and international head- through proxies, sometimes on the stock market, hard as Nanotech does to excel.
ache, dealing with the Technocracy, so (a) you sometimes with covert agents, sometimes using That, at least, is the company culture. Within
shouldn’t sweat the details and (b) you should desperate or vulnerable nation-states as battle- the company, executives squabble and scheme,
assume that many countries are happy to let Tech- fields. Different corporations want different things branches battle each other, and subsidiaries com-
nocrats take over cases rather than pay for investi- but they all want it bad and for themselves. pete like they did before Nanotech bought them.
gations, trials, and incarceration themselves. The Yet, despite all of the power struggles, the toxic ri-
Technocracy is part government, part company, Nanotech, Inc. valries, and the elegant backstabbing, Nanotech’s
and happy to help. Nanotech, Inc. is a bunch of bad guys. The corpo- corporate culture of cutthroat ambition endures.
Behind the scenes, the Technocracy is a big nar- rate name doesn’t really mean anything in particular Many officers have ejected from the company on
rative device meant to facilitate big action-movie anymore; they own all kinds of companies. They golden parachutes yet the company’s identity lives
and espionage stories by causing and solving prob- manufacture everything from toothpaste to teeth, on as if the whole operation was haunted by a ma-
lems on the international stage. Its meddling causes warplanes to wars. lignant, hungry ghost. (It’s feasible that the mega-
stories to happen and mopping up after villainous Not everyone who works for this multi-faced con- corp employs full-time staff to track the ideological
schemes resets the stage for the next adventure. glomerate is a terrible person but they probably all lineage of the company’s plans and profits for the
Keep them complicated. Technocrats can be know that they work for a company that does ter- sake of doling out bonus and blame.)
good or bad but the Technocracy should remain rible things. Maybe people within the company ra- So, yes, Nanotech is an exaggerated beast built
difficult to judge, always looming, and ever in mo- tionalize their participation. Maybe they’re trying to to be a recurring, heartless nemesis. When I need-
tion. As a faceless, distributed bureaucracy, it’s a change it from the inside. The further you get from ed a fictional megacorp to use as massive power-
tool for creating cyberpunk plots — there’s no sin- the parent company, the greater the likelihood that players and notorious villains, to the people in the

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know, I used Nanotech. Hostile takeovers, industri- and the Internet are still around, but they’re blunted they’re strictly regulated and controlled. Several
al espionage, clandestine assassinations disguised and fractured and vulnerable, so living couriers see megacorps, nations, and Technocracy offices have
as suicides, unethical experimentation — they do a lot of use. (This is meant to maximize the amount advanced AIs — some of them off the books — for
it all. On the payroll: goons, spies, fighter pilots, of actual physical travel and interpersonal action in private study and clandestine operations. Still, AIs
hitmen, executive bodyguards, cybernetic ninja, the game.) are considered rare and somewhat dangerous by
wired snipers, and many more. • Cybernetics technology is advanced but a the public ... even if that’s not entirely accurate.
Our adventures, back when, called for waves of combination of fashion and technical limitations • With the Internet diminished by regulatory
goons to fall to our heroic and imaginary martial make augmentations and limbs pretty obvious. chokeholds and a lack of international support,
arts. Nanotech supplies that. Cyberpunk fiction Robotics languishes in the Uncanny Valley. No biometrics and facial recognition technology
sometimes calls for hulking and faceless megacorps one’s gotten convincing androids working yet. The get similarly constrained. Local networks and op-
to represent the monolithic and dreadful societal world’s just been busy doing other things. (Thus erational theaters can use biometry to spot and
force that renders heroes and anti-heroes almost — characters can spot cybernetic enhancements eas- track assets and targets but there’s no central data-
almost — powerless in their shadow. Nanotech sup- ily as a means of reading or conveying a bit of char- base that’s good about talking to the myriad local
plies that, too. No matter how much of it the heroes acter quickly.) operations. It’s difficult and expensive (in favors and
chip away, the entity remains… and remembers. • Memories can be downloaded, copied, time) for jurisdictions to coordinate manhunts, so an
and stored — consciousness cannot. There’s a emphasis is often put on border security over inter-
market in experiential records among those who national cooperation. (This allows for tense border-
limits of technology can afford cortical drives and processors. Copies crossing sequences while still letting characters
Every fictional world has its rules and limits. In the of emotional experiences like fistfights and base roam and get into adventures without the whole
future of A/N/N, some things are possible already, jumps and sex go for good money, sold on nee- planet clamping down on them. Otherwise all the
some things aren’t (yet). Here are some guidelines dles of flash memory that plug into sockets behind characters are always in disguise.)
for the state of future tech in A/N/N so you all can the ear. Memories are just that, though: vague, fal-
get a sense of what’s normal from the perspective lible, full of weird associations and sometimes dif-
of the playable characters who live in this future. ficult to parse. A user might plug in the know-how
• The popular notion of cyberspace was thwart- for flying a helicopter, then unplug and be unable
ed by companies who decided it would mostly be to pilot even though she clearly remembers what
used against them. Instead of a mass consensual it’s like to know. Frustrating.
hallucination, there’s the Internet and a hundred • A digitized memory is not a mind, not a con-
little local networks. Realistic artificial construct en- sciousness. Memories don’t think. You might con-
vironments can be jacked into and explored by liv- verse with a recorded memory but it can’t invent
ing consciousness (these are projections of stimuli new ideas, has no real rapport, and never reaches
onto the brain rather than any actual roving of the new conclusions. It might seem to do some or all
consciousness), but the global matrix never mate- of those things, by drawing on and recombining
rialized. Near-field communication (NFC), radio- memories into a sophisticated pastiche resembling
frequency identification (RFID) tags, and closed human behavior, but such things are seldom con-
networks are popular. To hack into something, get vincing for long.
within striking distance of it — in touch with a termi- • AIs don’t think like humans do. Until the Tech-
nal or inside its wireless range — and cut in. Email nocracy can get a handle on how they do think,

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Daniel Montenegro (Order #28831245)
game rules How Action Works
taking flight in the background, showing us the
same kick to the face from three different angles.
The summary on the PC sheets explains the basics Yoshi wrenches the wheel on a stolen luxury car. Dr. You have that flexibility, so mix it up.
of the rules this adventure uses. This section ex- Qamar performs complex surgery in the back of a
plains further details, recurring mechanisms, and shuddering helicopter. Emily bobs, dodges, and Calling for Rolls
the language we use to talk about it all. strikes with perfect grace, taking out two, three, The PCs in A/N/N are experienced and capable
four gun-toting enemy soldiers. agents. Some things — maybe a lot of things — they
Each of these can be a single action, a single can do just by having the right Trait or Tags to de-
reading the characters statement by the player invoking the action and scribe it and then saying they do it. You won’t have
A/N/N is about some combination of the six charac- engaging our imaginations to render the fiction. to roll on every turn, all the time.
ters included in this file. Each character is a little dif- Depending on the circumstances and the poten- Calling for rolls is more art than science. And yet,
ferent but built in the same style out of similar parts: tial consequences, the GM might ask for any of here’s a guideline:
those actions to involve a roll of the dice. From the To take out an enemy or avoid a Condition,
• Four Traits, each with distinctive Tags, two-second turn of the wheel to the long emer- roll the dice.
some of which begin play unusable gency surgery to the multiple opponents brought Want to bring down an enemy helicopter using
and “locked” in brackets — spend 5 down at once, they could each be described with only your metal legs and electric knife? Describe
XP to underline a bracketed Tag and a single roll. how you try, how you leap from girder to girder,
unlock it Actions don’t map to rolls in a one-for-one man- grab the housing with articulate feet, and slice vital
ner, though. Rolls are a tool for suspense, adven- cables to kill the rotors, then ride the thing to the
• Six Conditions, with one unique Con- ture, surprise, and pacing. The scale of the action is ground, jumping free at the last minute. That could
dition per character and three vital mutable. Sometimes multiple goons get taken out be one roll to take out that enemy.
Conditions which all characters have with one roll, sometimes multiple rolls are neces- Success on a roll is usually clear: the enemy’s
in common: Injured, Dying, and Dead. sary to take out a single foe. How we parcel out ac- taken out or the bad thing being done to you is
tions into rolls is a question of pacing. It’s sort of like avoided, endured, overcome.
• Three or more Keys, describing some- asking, “How many shots does it take to convey the Failure on a roll means something else interest-
thing of the character’s style and meth- action in a filmed fight scene?” Some fights back a ing happens. When a player fails a roll, the GM may
ods, as well as how they earn XP stunning amount of action and choreography into have the player mark a Condition on her sheet to
a single photographic take, a single stretch of foot- describe what went wrong, what happens as a re-
• Two starting Edges that allow the play- age. Others require edits and multiple shots and sult, or some other consequence of the action. The
er to break or augment the rules under angles or even cuts to other fights before we come GM can also decide that the PC actually accom-
specific circumstances back and finish what we started. plished what he was after but took on a Condition
But even that’s an imperfect metaphor! Dice and at the same time — success with a cost.
An optional background dossier accompanies rolls and actions don’t correspond directly to filmic It’s one of the GM’s jobs to help define the scope
each character. Dossiers offer notes on history, sig- terms unless you describe them that way. I encour- of a roll and the consequences for a miss. In gen-
nature equipment, and play notes for each charac- age you to mix it up. Sometimes a single roll is a eral, the more rolls something takes, the riskier it is.
ter. Use the dossiers to flesh out the characters, if single take, a single performance captured, and A combat against a bunch of trained foes that need
you like, or ignore them in favor of your own inter- sometimes one roll requires a glorious multi-angle to be taken out one at a time is risky because a lot
pretation of the character’s statistics. slow-motion affair with cinders in mid-air and doves of Conditions might get marked. An escape se-

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quence that calls for a single roll to describe a char- ues (4–6 on a six-sider) as hits instead, if you prefer. stunt dice you rolled. The GM may escalate the
acter’s leap, a landing, a run, and a disappearance I recommend all players in one group adopt the situation to increase the Difficulty, impose a Condi-
into a teeming cityscape is a little less risky. same method for play, though. tion, or any combination thereof (including neither)
Different colors of dice can be helpful — one for before you try again.
Conditions Trait & Tag dice and one for stunt dice, say — or you
Conditions are great! A Condition helps inform and could use six-siders for everyone’s Trait & Tag dice Targeted and Untargeted Rolls
inspire players about what they can say about their and all other kinds for stunt dice. Whatever gets you Targeted Rolls and Hits: Sometimes a player
character during play. It’s a cue to tell the GM and play- playing. must declare the number of hits she’s going after
ers to pay attention to something and reincorporate it To overcome an obstacle in the fiction, roll dice. before she rolls. If she doesn’t net the right num-
into the fiction you’re all building. It might make things To do that, you’ll need to gather the right number ber of hits, the roll fails. E.g., if her PC is trying to
more difficult for a character but really it’s meant as a of dice. take out two mercenaries (2 hits each), she needs
creative challenge to the player: How do you depict Start with one die if you have a Trait that can help 4 hits. 2 or 3 hits won’t even take out one of them,
Yoshi fighting while he’s Angry or how do you show you. In other words, you get one die for the Trait’s because she missed the number she’d targeted.
Alex dodging a grenade while he’s Trapped? name, in bold. (Otherwise everyone would try to take out all the
The whole game is about inventing exciting Add another die for each Tag from that same Trait bad guys at once all the time.)
descriptions of action and adventure. These are that applies to the action you’re describing. You If the GM hasn’t revealed the Difficulty of a foe
friendly challenges for the players and perilous normally use a single Trait’s Tags at one time, so pick yet, the player should just say, “I’m trying to take out
stakes for the characters at the same time. They’re the Trait that best describes what your character’s their boss” or “I’m going for the guy with the sniper
not punishments, exactly, but they can feel like it if doing. List off the Tags as you gather dice for them, rifle” or whatever, thereby targeting that foe. After
you’re not careful. You don’t want to punish people to help everyone get a mental image of what you’re the roll, the player has a better idea of the Difficulty
for playing with you, right? up to. Add more description, if you want. after seeing how many hits did or did not take out
Sometimes a Condition becomes an obstacle in Finally, add any number of stunt dice you want the target.
its own right, calling for a roll to deal with it. Some- from the number you’ve got in your possession. Untargeted Rolls and Hits: Sometimes a play-
times a Condition only lasts until the fiction sug- Roll all the dice you’ve gathered. Each die that er doesn’t have to declare her targets. She can just
gests or demands it is resolved. Taking out a heli- shows an even number is a hit. You need hits equal roll, see how well she did, and assign hits to targets
copter that has you Trapped by its machine guns to the Difficulty number to pass the obstacle. Here’s however she likes. E.g., if her PC is fighting corpo-
pretty obviously removes the Trapped Condition, a basic rundown of the Difficulty scale: rate goons worth 3 untargeted hits each in a room
for example, since the helicopter’s not in the equa- with security cameras worth 2 untargeted hits each,
tion anymore. Being Dead is kind of a big deal, but • 2 = easy — take out a thug and she rolls 5 hits, she can take out one goon and
even that often just means “presumed dead.” • 3 = tough — take out a trained foe a camera (any remaining goons are left in the fight).
• 4 = challenging — take out an expert foe Ordinarily, the GM says something like, “There
• 5 = extreme — take out a masterful foe are enemies here that don’t need to be targeted”
Rolling the Dice to let players know that they can make an untar-
Even numbers are hits, so each die has a 50/50 If your hits equal or exceed the Difficulty, you geted roll.
chance of yielding a hit. You can use almost any succeed, overcome the obstacle, and discard to Combined Rolls: If a scene contains enemies
kind of polyhedral die to play, but I assume you’ll the pot all the stunt dice you rolled. of both types, you can target a foe and then, if you
be using six-sided dice, because they’re so com- If your hits don’t at least equal the Difficulty, succeed at taking out that foe, apply leftover hits to
mon. You can use the “higher half” of the die’s val- you miss what you were after but you keep any untargeted enemies provided it makes sense in the

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fiction. Be careful, though, not to steal the whole Each table will tweak and interpret its own guide-
scene from the other players, if you can help it. lines for stunt dice. Be supportive. Encourage what The Stunt-Dice Pot
you like to see and remember that not every player The number of stunt dice in the pot can vary, based
Taking Turns is going to have the same strengths as every other. on house rules. I increased the number of dice in
Every player should get a turn to act once before Dialogue, descriptions, details, helpful ideas, al- the pot for each Act of the adventure:
someone else acts a second time. Your action most anything positive is fair game for a stunt-die
might or might not require a roll. award. Act One = 4 per PC
Use the Take Action card in the Scenario File, or Remember that these are player awards, not PC Act Two = 5 per PC
any other marker (sometimes called “the button,” awards. I encourage players to award stunt dice as Act Three = 6 per PC
like in poker) to track whose turn it is. A whole cycle soon as possible for the things they like to see. If An-
through the players is called a round. At the end nie offers Douglas a great way to describe his PC’s This gives the characters more potential to excel
of a player’s turn, that player gives the Take Action action, offer Annie a stunt die on her next turn for as they get back in the groove of action (and their
marker to any other player who hasn’t gone yet this that description. Did you give one to Douglas, too, challenges ramp up) over time. Avoid putting in so
round. If you’re starting a new round (including the for embracing that description? No problem. That’s many stunt dice that everyone can have the maxi-
beginning of a new scene), any character is eligible fair game. mum at once. One reason to spend stunt dice is to
to go next. Always let the fiction guide the choice of Awarded dice can be used immediately or saved put them back in the pot so they can be moved to a
who gets the card. for future rolls, at the rolling player’s discretion. character who might need them in that scene.
Sometimes (like when serious combatants are on A player can never have more than 7 stunt dice in
the scene) the GM may take one or more turns as their possession at once. Table Rules for Stunt Dice
well. Remember, the GM doesn’t roll dice. Instead, Feel free to adjust your table’s rules for stunt dice to
other players roll to get PCs out of harm’s way. An Helping Stunts achieve the feeling you’re after.
NPC hurts a PC by inflicting a Condition when the If your character is in a position to help another char- More stunt dice make things go faster. When
PC misses a roll to avoid that Condition. acter on a roll, you can roll one of your stunt dice players have ample stunt dice, they can tackle a lot
and add its result to their total. Describe how your of obstacles on the first try and things feel easier.
Getting and Giving Stunt Dice character helps out and cite a Tag on your sheet Fewer stunt dice make things go a little slower,
Begin play with a number of stunt dice per player in that’s relevant. If your stunt die hits, it goes back in feel a little more tactical. Putting the stunt dice in
a central “pot.” Each player draws two stunt dice to the pot. If it misses, you keep it. the right hands for the right scene becomes some-
start off the game. Helping dice depend greatly on the fiction in thing the players can achieve by awarding them or
Players earn additional stunt dice when other play. The GM can veto any helping die by citing spending them back into the pot, to free them up
players award them. Any time you think another the fictional circumstances that make it unlikely. (“I for later awards.
player has come up with an awesome description, think Alex needs both hands to steer, don’t you?”) The more players, the faster any one player can
clever action, or other great move, you may award Characters who position themselves to be of help rack up stunt dice through simultaneous awards. In
that player one die from the pot. Each player can to multiple PCs can do that as long as their stunt a game with just a few players, be generous with
award only one die on a given player’s turn and dice hold out. your awards to keep the dice moving around. GMs,
only to the player whose turn it is. So, on Edgar’s Players can help if they don’t have stunt dice by when you have just two or three players, consider
turn, every other player could each award Edgar awarding stunt dice from the pot. It helps the other increasing the number of dice in the pot by 1 per PC
a stunt die from the pot if there are enough stunt player and his PC, at least. It’s also helpful to avoid per Act of the adventure (without ever going above
dice in there. hoarding stunt dice so that others can help out. 6 dice per PC).

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buy the same Key you just bought off (but you can
Rules for Conditions Rules for Recovery Scenes buy that Key again in the future with other XP). Your
When you fail a roll or when the fiction reasonably Between action scenes, a player can call for a recov- character can’t have more than four Keys at once
warrants it, the GM may impose a Condition on ery scene during which players can erase a Condi- and probably shouldn’t have fewer than two Keys
your character. When you take a Condition, mark it tion. Describe where the scene takes place and ask at once.
on your sheet and work with the GM to figure out what each character’s doing. Travel makes for good The GM is not the strict arbiter of XP, but she is the
just what it means in your case and for how long. recovery scenes. one to look to when you’re not sure if you should
Ordinarily, Injured, Dying, and Dead get marked Each player with a character in the recovery scene be earning XP or not. Some Keys grant XP based on
in that order — ordinarily. Potent dangers might skip can erase one Condition on any character’s sheet circumstances that the table should probably agree
ahead to Dying or Dead depending on the fiction. if they can explain how their character helps. Your on, for example. (What constitutes “danger,” for
A Condition can impact future rolls. The GM can crew can play multiple recovery scenes in a row but example?) When in doubt, the GM can approve or
invoke it to increase the Difficulty of an obstacle by each player can call for only one between each pair forestall the XP gain.
1 step. You can invoke one Condition per turn to of action scenes. Remember to describe how your Also, keep an eye on your fellow players. It’s pos-
add a die to your roll if the GM isn’t invoking it and character acts both under the Condition and as a sible to play such that you rocket through XP faster
if you can explain how the Condition actually helps result of having it handled. than everyone else… but it’s not real neighborly.
your character. Pace yourself.
If they don’t go away due to the changing fiction, Keys
Conditions can be removed with a successful roll When you hit a Key, you earn an experience point (1 Equipment Rules
made by you or an ally for that express purpose. The XP) or a stunt die from the pot. If you go into danger These characters are freelance special agents, ex-
Difficulty to remove a Condition is set by the GM to because of your Key, you get 2 XP (or 1 XP and 1 perienced operatives, and ready adventurers in a
reflect the fiction. A Difficulty of 3 is the baseline, stunt die from the pot). With 5 XP, you can do the futuristic world of plentiful gadgets and cheap tech-
modified up for tougher challenges and down for following: nology. While your character can’t be assumed to
trivial hindrances. have everything they want or need — many danger-
Conditions are shorthand descriptors standing • Unlock a Tag under an existing Trait (by ous weapons are carefully regulated and cutting-
in for a variety of specific circumstances. Read them underlining it) edge tech is often closely guarded or prohibitively
broadly. Marking the Exhausted spot might mean expensive — they are presumed to have the kind of
that your character is exhausted or that his resourc- • Add a new Key (you can never buy a gear necessary to use their Traits and Tags.
es are. (Down to the last two bullets, maybe?) A PC key you just bought off) The characters are also all wired on an encrypted
might get Angry with himself, with his comrades, channel so they can communicate even when they
with his enemies — it varies. • Add or swap in a new Edge (you can split up (unless a Condition, say, impairs that ability).
Each PC has one unique Condition on their never have more than three Edges at This is hands-off, subdermal tech requiring minimal
sheet. This describes their own vulnerability or once) vocalization. For the most part, the PCs can talk to
weakness and helps set them apart from their co- each other whenever they want.
horts. (Note that Angry, Furious, and Confused You can hold on to XP, if you want, to spend later, Equipment affords no special bonus to a roll, it
describe those PCs’ varying reactions but aren’t even in the middle of an action sequence. simply makes the roll possible. Smart phones, tab-
strictly unique Conditions.) Each Key also has a buyoff. If the buyoff condition lets, near-field communication, high-speed cables,
occurs, you have the option of removing the Key and multi-tools abound unless the circumstances
and earning 10 XP (but not stunt dice). You can’t of a scene make it important or compelling that re-

16
Daniel Montenegro (Order #28831245)
sources are slim. Conditions can indicate damage
to, or a lack of, gear. optional rules for tags always, never, and now
In A/N/N, what’s more important than the de- Here are some optional house rules for handling Use this optional mechanism to help under-
tailed tech specs are the tactile details. What does Traits and Tags during play. (Many thanks to the score how the characters have changed in the past
it look like when Emily hacks a smart phone? When players and GMs who suggested some of these.) ten years and how they might change during this
Tank breaks something open for parts, do pieces • A single Trait cannot be expanded with both story. After you’ve chosen your character, write an
go everywhere? When Alex cuts into a security sys- Flashback Tags. Assign your Flashback Tags to two always statement, a never statement, and maybe
tem, does he see elaborate glowing fiber optics or different Traits. a now statement for your character.
a sleek next-gen setup that only a specialist could • The first time you use a new Trait during a scene, The always statement describes something
understand? Focus on the visual cues and the de- take a stunt die from the pot (if available). the character always used to do, like “be honest,”
tails that make players want to pantomime their • Players, offer your fellows a friendly challenge “hold a grudge,” or “rescue a friend.”
character’s actions, tapping at imaginary UIs. to use a variety of Traits over the course of play. The never statement describes something the
Award stunt dice when another player uses a Trait character never used to do, like “abandon an ally,”
Environmental Tags they haven’t yet used this scene. “disobey,” or “forget a face.”
The environment can be a great tool (or weapon) • No Trait can have two Tags unlocked in it in a row. Draw on your character’s Keys and optional
in an action scene. Knock thugs through +Plate- You must unlock a Tag from another Trait before you dossiers when devising these statements. Each
glass Windows, whip that +Live Wire around like come back and unlock another Tag in a Trait where statement is probably hyperbolic. Each character
a weapon, rush in with +Windswept Snow at your you just spent XP. can certainly recall a time when he or she failed to
character’s back. always or never do something. People are compli-
Each major scene in A/N/N comes with a list of cated and inconsistent sometimes.
environmental Tags specific to that scene and us- Selecting characters The now statement is something you leave
able by any PC on any roll. Each Tag can be used Not every character in A/N/N handles quite the blank until your character goes against one of the
just once in a scene, so when anyone adds a die to same way. Plus, some characters handle differently previous statements. In a way, you address the
their roll to represent one of these Tags, cross it off in the hands of different players. Try trading charac- now with every choice you make and action you
the list. Using these Tags to inspire descriptions, ters or swapping in unselected characters to spread describe during play. When your character does
without adding dice to a roll, is always allowed. some of the spotlight time around the table. It’s not act out of sync with her always or never statements,
While players have no hard limit on the number essential that one player play the same character write a note about she behaves now.
of Tags a single PC can use on one roll, save some throughout the adventure. If a combination of char- Think about why. Think about what motivated
for your friends. It’s nice to share. acters isn’t working for you, make a change. that change in behavior or philosophy. Think about
how you can show that change in play, through
your character’s dialogue or actions.
When your character goes against an always or
never statement three times, cross out that state-
ment and write a new one to replace it.
I invite you to keep a list of now statements as you
play and look back at it after each session you play.
What does this list reveal about your character?

17
Daniel Montenegro (Order #28831245)
Getting and Giving Stunt Dice Helping Stunts
Begin play with the stunt dice in a central “pot.” Each player draws two stunt dice If your character is in a position to help another PC, you can roll one of your stunt
to start off the game. A player can never have more than 7 stunt dice in their pos- dice and add its hit to their roll. Describe how your character helps out, citing a Tag
session at one time. on your sheet. If your roll hits, the die goes back in the pot. If it misses, you keep it.
Players earn stunt dice when other players award them. Any time you think an-
other player has come up with an awesome description, clever action, great bit of Conditions
dialogue, or otherwise needs a stunt die, you may award that player one die from When you fail a roll, or other events reasonably warrant, the GM may impose a Con-
the pot. No player can award more than one stunt die per turn. Awarded dice can dition on your character. When you take a Condition, mark it on your sheet and talk
be used immediately or saved for future rolls, as the awarded player prefers. with the GM to figure out just what it means in your case and for how long.
Conditions can impact future rolls. The GM can invoke them to increase the Dif-
Rolling the Dice ficulty of an obstacle by 1 step. You can invoke one Condition to add a die to your
To overcome an obstacle in the fiction, roll dice. Start with one die if you have a roll if the GM isn’t invoking it and you can explain how the Condition actually helps
Trait that can help you. Add another die for each Tag from that Trait that applies to your PC. Conditions can sometimes be removed with a successful roll made by you
the action. Finally, add any number of stunt dice you like from the number you’ve or an ally for that express purpose — in that way they’re another source of obstacles.
got in your possession.
Roll the dice you’ve gathered. Each die that shows an even number is a hit. You Recovery Scenes
need hits equal to the Difficulty number to pass the obstacle: Between action scenes, you can call for a recovery scene during which you can
• 2 = easy—take out a thug erase a Condition. Describe where the scene takes place and ask what each char-
• 3 = tough—take out a trained foe acter’s doing. Travel makes for good recovery scenes. Each player with a character
• 4 = challenging—take out an expert foe in the recovery scene can erase one Condition from any one character if they can
• 5 = extreme—take out a masterful foe explain how it happens. Your crew can play multiple recovery scenes in a row but
If your hits meet or exceed the Difficulty, you succeed, overcome the obsta- each player can call for only one between action scenes.
cle, and discard to the pot any stunt dice you rolled.
If your hits don’t meet the Difficulty, you miss what you were after but you
Keys
When you hit a Key, you earn an experience point (1 XP) or a stunt die from the pot.
keep any stunt dice you rolled. The GM may escalate the situation, increase the
If you go into danger because of your Key, you get 2 XP (or 1 XP and 1 stunt die
Difficulty, impose a Condition, or any combination thereof before you try again.
from the pot). Hold on to XP and spend them later, even in the middle of an action
Targeted and Untargeted Rolls sequence. Spend 5 XP to do one of the following:
Usually you aim your rolls at specific goals and obstacles, like taking out a corpo-
rate ninja or flying a helicopter through enemy fire. Those goals have specific Dif- + Unlock a Tag for an existing Trait (by underlining it)
ficulties known to the GM at the time you roll and if your hits equal the difficulty you + Add a new Key (never have the same key twice; 4 Keys max)
overcome the obstacle or achieve your goal. These are called targeted rolls. + Add or swap in a new Edge (never have the same Edge twice; 3 Edges max)
Sometimes, especially during fights with simple minions, the GM says you can
roll first and then spend your hits on available targets. So, if you get 4 hits you Each Key also has a buyoff. If the buyoff condition occurs, you have the option
could take out two thugs, each rated at Difficulty 2, even if you didn’t declare that of removing the Key and earning 10 XP. You can’t purchase the same Key you just
at first. These are called untargeted rolls. bought off to get those 10 XP (but you can get that Key again in the future with more
XP). Your character can’t have more than four Keys at once and probably shouldn’t
have fewer than two Keys.

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

A
mong the earliest and most successful of Equipment
Josine’s operatives, Yoshitsune Mac- • Yoshi’s definitive items are his metal arms. The first ones were
Cennedi came to the fold after a installed after a job gone bad, but subsequent upgrades
sordid and painful microcareer as have replaced any regret or phantom-limb syndrome with
a bodyguard and combat driver sleek and functional steel. One arm sports a pop-up
for clients highly placed in various corps, govern- flechette gun fueled by blocks of plastic, shredded
ments, and the like. A few bad ops, a few months in by the gun’s firing mechanism into a spray of lethal
the bottle, and then Josine came calling. Yoshi’s life shards. The other arm features telecommunications
has never been the same since. devices and hidden compartments.
Yoshi may not have been Josine’s first operative, • Upgrade: The Climbing Hands upgrade Tag
but he was the most loyal, the most devoted to equips Yoshi with electrochemical adhesives
the spymaster’s for-the-future missions. Yoshi that enable him to grip any surface by sup-
found new purpose in their chance to change plying a modest electromagnetic charge
the world for the better. When Josine van- to his metal hands. With this upgrade, he
ished, Yoshi refused to give up hope. Even can climb metal, glass, wood—nearly
now, his hopes are merely idling. anything.
The modern Yoshi has fallen off the wagon
a few times but tries to stay ready for the
Playing Yoshi
• Yoshi is devoted, a little dam-
day—the inevitable day—when the missions
aged, but not delicate.
resume. He takes his commitment to Josine
• Play Yoshi if you want an ac-
and his fellow operatives seriously. He keeps
tion hero with easy, fun Keys
a few old phones and safe houses ready so he
to hit and a lot of combat
can contact old cohorts and get things rolling
power.
again.
• First, note that one of
In the meantime, Yoshi’s back to working the
Yoshi’s Keys cannot be
private sector. Except instead of high-profile
bought off. Another,
princes and presidents, he drives local politicos,
Key of the Cohort,
plutocrats, and criminal kingpins around in armored
makes it easy for Yoshi to
cars. It pays the bills.
earn XP just by being in posi-
What it doesn’t do is pay the soul. Yoshi used to
tion to help his cohorts. The Key
work for the fate of the world. He wants that back so
of Vice, meanwhile, is a shortcut to
bad he can taste it like whisky on his tongue.
free XP if you buy it off. Yoshi’s a great
character for new players.

Daniel Montenegro (Order #28831245)


• Key of the Cohort
Yoshi is a trusty cohort. Earn XP when you help an ally.
Buyoff: Let a cohort down.

• Key of the Loyal Operative


Yoshi is dedicated to Josine, who pulled him out of hell once and may
ANGRY do so again. Earn XP when you get closer to Josine or his master plan.

• Key of Vengeance
EXHAUSTED Yoshi never holds a grudge... for less than ten years. Earn XP when you
get revenge for wrongs done to you. Buyoff: Let go of a grudge.

• Key of Vice
IMPAIRED Yoshi has fallen into a few bottles since Josine went away. Earn XP
when alcohol leads to trouble for you in a scene. Buyoff: Give up
drinking and mean it.

HUNTED

• Former operative of disavowed Technocracy agent known as Josine


• Currently operating as a low-rent bodyguard and driver TRAPPED
• Last known whereabouts: Chicago, Inc., USA

Bodyguard + Hyper-aware, Metal Right Arm, ± Edge: Versatility


FORLORN Once per session you can gather dice by activating Tags from two
Metal Left Arm, Battle-hardened, Resolute, Crowd Fighting, Traits at once. Rearm this Edge when you buy off a Key.
[Quick], [Persist], [Gunplay or Swordplay], [Precise Shot]
± Edge: Set ‘Em Up
Once per session you can pass any number of hits from one roll
Mover + Combat Driving, Honed Senses, Quick, Bold, (even a failed roll) on to another player, giving them a base of hits
Wired Reflexes, Floor It, [Combat Flying], [Hotwire] to add to the hits they generate on their next roll. The hits you pass
on don’t count toward your roll but you can wait to see what hits you
INJURED roll before you decide to invoke this Edge. Describe how your hits aid
Searcher + Persistent, Intuitive, Perceptive, Interrogator,
your ally. Rearm this Edge when you buy off a Key.
Unshakable, Quick Eyes, [Connected], [Bullshit Detector]
DYING
Survivor + Tough, Strong, Take A Beating, Metal Arms,
Scars, Relentless, [Climbing-Hands], [Intrepid], [Agile]
DEAD
Flashbacks:
A. +Direct or +Evasive
B. +Protect or +Support

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

U
tseo Tao was Josine’s longest-lived and perhaps Playing Utseo
most notorious operative in the old days. He • Utseo is an action hero. Utseo is cunning and wry with kung fu to
was also a street samurai in the classic mold: spare. Utseo’s confidence may get him into trouble, but his skills usu-
razor sharp, ever ready, and infamous among ally get him back out of it sooner or later.
those few who knew the truth about him. • Play Utseo if you want to be an action star and parkour master, always
Josine, meanwhile, kept Utseo employed, entertained, and equipped... leaping and fighting and getting into trouble.
but seldom informed. When Josine went missing, it was a shock to Utseo • Utseo’s an Underground Leader, and that Trait can be tricky to use. Re-
as much as anyone. Utseo scoured the earth for his old spymaster until his member, with encrypted communications, Utseo can put his people
hope was exhausted. Then he set out to fill the void. to work on things from across the globe, having them tackle tasks that
Today’s Utseo is a gutter shogun, an underground daimyo with a min- he’s too busy fighting dudes to do himself. Rolls using these
iature network of his own, shuttling forbidden facts and damning data employees might be just a few dice, though, so look for
about megacorp monsters throughout the world. Utseo produces helping dice or stunts where you can get them.
(and sometimes stars in) online videos denouncing the megacorps
and their stranglehold on the world. Without Josine’s “For the fu-
ture!” ambitions, this is what Utseo has found as a cause.
Equipment
Utseo’s upgraded his tech over the years to stay ahead of the
curve and the mercs dispatched to find and kill him.
• Metal Legs: Custom built, fully articulated, worth
more than a house, these are Utseo’s defining features
and most versatile weapons. They stop bullets, they
break bones, they push off rooftops and roll with
impacts that would trash other modern cybernetics.
These are top-of-the-line, next-gen shit, right here.
• Electric Knife: Utseo’s gone through a few of
these over the years. This new one’s solid, sturdy
tech with a built-in filament for delivering modest or
major electric shocks along a flexible but formidable
blade. The whole thing plugs right into the wall to
recharge. Easy as can be.

Daniel Montenegro (Order #28831245)


• Key of the Criminal
Utseo is a professional criminal, long has been. Earn XP for any scene
where you escape justice or flaunt the law. Buyoff: Work for a govern-
ment or corporation.

FURIOUS • Key of the Ronin


Utseo is a masterless man. His fate is his own. Earn XP when the group
undertakes a plan of yours or you defy authorities. Buyoff: Follow
orders.
EXHAUSTED
• Key of the Bon Vivant
Utseo is a hedonist and debauchee—he loves to live. Earn XP when
you indulge (or overindulge) in life’s pleasures. Buyoff: Turn down a
IMPAIRED rare indulgence.

HUNTED

TRAPPED
± Edge: Versatility
• Former operative of disavowed Technocracy agent known as Josine Once per session you can gather dice by activating Tags from two
• Operating as illegal courier & underground anti-corp movement leader
Traits at once. Rearm this Edge when you buy off a Key.
• Last known whereabouts: Paris, France
MALFUNCTION
Street Samurai + Metal Legs, Martial Arts, Quick, ± Edge: Transformation
Once per session you can reroll all the dice that miss in a roll involv-
Rough, Tumble, Weaponry, [Blades], [Kicking], [Honor] ing your metal legs, transforming them in some surprising fashion
to give yourself an advantage. Describe what this looks like. Add in
Gutter Shogun + Charm, Leadership, Cunning, additional stunt dice, if you want, during the reroll. This Edge is not
Resourceful, Persuasive, Insight, [Insightful], [Nefarious], [Zen] considered “used” if you still fail after the reroll. Rearm this Edge when
INJURED you buy off a Key.

Free Runner + Transforming Cyberlegs, So Fast, Clever,


Unpredictable, Tumble, Resilient, [Leaping], [Falling]
DYING
Underground Leader* + Fixer, Net Hacker, Code
Hacker, Gadgeteer, Video Crew, [Memory Tech], [Corporate DEAD
Insider], [Technocrat] *(Each Tag represents an NPC who
works for Utseo remotely.)
Flashbacks:
A. +Clandestine or +Notorious
B. +Nimble or +Powerhouse

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

H
e once Equipment
broke into Alex knows how to use all
a famed manner of tech but he sel-
museum dom seems to hold on to
(you’ve anything for long before
heard of it) because he left his it’s used, misused, lost, or
scarf in the Natural History Wing stolen back.
when he visited earlier that day. • Alex’s reflexes were
He’s poked around inside forbid- wired a decade back.
den palaces and hung outside the They’re still quick, but not
windows of 90th-floor penthouses the kind of quick good
to see how the plutocrats live. Also, money buys today.
to steal their stuff. • Spider Harness: Alex loves this
Alex Hayes wasn’t a loyal operative series of strong filament harnesses built for
in the Josine heyday. It was case by urban exploration and warfare. Equipped
case for him. Josine’s other operatives with magnetic grappling spikes and
kept bringing him into the mix to nab clamps, these fine wires deploy and retract
precious tech, infiltrate impenetrable with ease and can hold more than 500lbs
sites, or smuggle out vital data. Alex aloft and stable. A cat-burglar’s best friend.
would show up, do the job, get in • Laser Cutter: Turn on the 3-inch laser
over his head, and find himself needing blade and lob this sucker at your enemies.
Josine’s people to save him. Became a
habit. Working for Josine was too much
Playing Alex
• How seriously Alex wants to go straight
like being pinned down, having a boss, but
is up to you. Is he conflicted or relieved
it beat doing jobs for the megacorps, the
to get his old life back?
big criminal outfits, or the Technocrats.
• Play Alex if you want to be a witty ex-
The Technocrats tried to turn him once. Alex
pert of subterfuge who’s always in over
stole the wallet of the agent sent to bring him
his head.
in and spent a day charging spa visits and hotel
• The challenge to playing Alex is tak-
rooms to the agent’s credit card.
ing out enemies with so few overtly menacing Traits and Tags. Alex re-
The modern Alex Hayes is trying to go straight. He just can’t get his
quires ingenuity and a bit of luck to play in action scenes but he’s well
street-food venture quite off the ground. What would it take to get him
suited to stealth and intrigue. When in doubt, put Alex in a position to
back inside places he’s not supposed to be? Probably not much.
offer or receive helping dice.

Daniel Montenegro (Order #28831245)


• Key of the Conman
Alex was a conman by trade for many years. ”You can quit the life but it
never quits you.” Earn XP when you make someone believe something
that isn’t true. Buyoff: Admit something you’ve done that’s illegal or
untrue.

CONFused • Key of the Comedian


Humor is a defense mechanism and a trap. Alex is a funny guy. Earn XP
when Alex makes people laugh. Buyoff: Be serious about something
serious.
EXHAUSTED
• Key of the Escapee
Alex is often caught but seldom kept. Earn XP when Alex makes an es-
cape. Buyoff: Get caught (or Trapped) somewhere you shouldn’t be.
IMPAIRED

HUNTED

TRAPPED ± Edge: Versatility


Once per session you can gather dice by activating Tags from two
• Former professional burglar/conman, wanted by various corps & states
Traits at once. Rearm this Edge when you buy off a Key.
• Currently running a seemingly legitimate street-food venture
• Last known whereabouts: Hong Kong Free Trade Zone REVEALED ± Edge: Better Lucky
Once per session you can reroll your dice for a roll and use the bet-
Burglar + Climbing, Tumbling, Stealthy, Hotwire, Quick, ter result. Add 2 extra dice to the reroll for your trouble. Rearm this
Perceptive, Cable Harness, [Wily], [Slippy], [Conceal] Edge when you buy off a Key.

Businessman + Connected, Informed, Clean Papers,


Cash, Local Custom, Trustworthy Face, [Lies], [Insinuation], INJURED
[Appraise]

Stand-Up Guy + Honest Face, Guile, Charm, Wit, DYING


Observant, That Smile, [Something Like Sincerity], [Earnest]

Escapist + Dodge, Improvised Weaponry, Misdirection, DEAD


Quick, Dirty Fighting, Vanish, [Hidden Tools], [Reckless] Flashbacks:
A. +Talking or +Fighting
B. +Rough or +Smooth

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

S
he was an infiltrator, a spy, a free- Equipment
lance trespasser and expert eaves- Emily’s as comfortable with a turntable as she is with a laser cutter. Turn-
dropper. She coaxed out codes tables, tablets, dataport, memory socket, lockpicks—she’s got all that
and sussed out secrets from and a silenced Austrian W99 pistol stashed in her every apartment.
petty tyrants and posh kings. • Digital Skin: Why have a tattoo when you can have any tattoo at
She transformed herself a thousand times, playing any time? Emily’s wired with numerous dermal optics and full-color
the damsel, the dame, the damnable foe un- e-ink subdermal cells that enable her to display tattoos, photos,
touchable by police and spy agencies alike. She and moving pictures on various parts of her body. Her palms
was everyone and no one... until Josine went can glow, her forearm can be a computer monitor, she can
away and the missions ended. depict a stylish tattoo one minute and dismiss it the
Her days as a freelance operative doing next, all with a moment and a thought.
deniable ops for an untraceable spymaster
Playing Emily
were like college—fun, educational—but
• Emily can be a social butterfly or an
she’s since remade herself again, maybe
alpha-female fixer. She’s made a life for
for keeps. Today’s Emily Syndrome is
herself since Josine went away; that
a remixed woman, part mogul, part
makes her powerful and danger-
artist, part pop persona. As an artist,
ous. Does she want to protect her
she changes minds. As a fashioni-
new gig or is this the moment
sta, she changes looks. As a DJ, she
she’s been waiting for?
controls the tempo and volume.
• Play Emily if you want to be a
Only a fraction of her work is publicly
confident, connected, and ca-
acknowledged—part of her is still the
pable agent of intrigue as well
secret trespasser, infiltrating cities and
as a stealthy ninja operative. Use
injecting doses of music, art, com-
the element of surprise to your
mentary into the local pop art. The
advantage in combat.
daylight Emily’s DJ gigs and magazine
• Emily blends social savvy and
covers fund the nighttime Emily’s graffiti
clandestine action but she’s built
art and culture jamming.
to model the Emily that is, not
She builds, she designs, she dazzles.
the Emily that was. Buy off a Key
She doesn’t love the spotlight but the
and pick up a new one if you want
spotlight loves her. She’s got it right
Emily to get XP for pursuing her old
where she wants it.
ways. Play it up: What does it mean that
Emily’s willing to sacrifice what she’s built?

Daniel Montenegro (Order #28831245)


• Key of the Broker
Emily’s rapport is impeccable. Earn XP when you make a new contact,
exchange a favor, or use your connections to further the mission.
Buyoff: Cut yourself off from your network.

• Key of the Traveler


ANGRY Emily seems to know someone everywhere. Earn XP in any scene
where you encounter someone you already know (or someone knows
you) or when your character relays exposition for the GM by talking
about local culture or trivia. Buyoff: Pass up the chance to see some-
EXHAUSTED thing new.

• Key of the Communicator


Emily is an artist experienced at changing minds and conveying
IMPAIRED ideas. Earn XP when you change someone’s mind, create art, or lead
someone to a tough realization. Buyoff: Give up on trying to change
someone’s mind.
HUNTED

TRAPPED

± Edge: Versatility
RECOGNIZED Once per session you can gather dice by activating Tags from two
• Former freelance infiltration-and-acquisition operative Traits at once. Rearm this Edge when you buy off a Key.
• Reinvented herself as a fixture in the world fine-art and maker spheres
• Last known whereabouts: Mexico Federal District
± Edge: Exquisite Dodge
Infiltrator + Stealthy, Perceptive, Quick, Subtle, Precise, Once per session you can ignore a Condition the GM gives you
for missing a roll and assign that Condition to another target in the
Agile, [Acrobatics], [Ambush], [Security Systems], [Dodge] scene. (This might take out the target, reduce their Difficulty by 1 or
INJURED 2 steps, or affect them in other ways.) Ask the GM what Condition
Culture Jammer + Clever, Artful, Subterfuge, you’re dodging before you commit to using this Edge. Rearm this
Persuasive, Plugged In, Hotwire, Sabotage, [Gunplay], Edge when you buy off a Key.
[Strong], [Social Network], [Au Courant] DYING
Scenester + Wealthy, Connected, Posh, Charismatic,
Educated, Creative, [Dancer], [Supercool], [Savoir Faire] DEAD
Flashbacks:
Hacker Maven + Hacker, Designer, Break, Repair,
Prepared, Tools, [Improvised Weapons], [Surprising] A. +Intimidating or +Seductive
B. +Disarming or +Turnabout

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

B
orn to a diplomatic attaché ex-pat from rural Viet- Equipment
nam and a construction worker from Warsaw, Tank Tank seldom carries gadgets; she carries tools. Her network of industrial
was trained for a life of labor as a telepresence pilot and construction contacts can get her access to a variety of instruments
and heavy-loader operator. She’s never settled for and devices, many of them in industrial models with super-hard chassis,
such ordinary work. Demolition and assembly fas- shatter-proof touchscreens, and hardened electronics.
cinate her to equal degrees and she’s often held jobs—sometimes odd, • Power Limbs: Tank’s definitive
illegal, clandestine jobs—requiring her expertise in both areas. “It’s easier tools. These repurposed indus-
to destroy than to create,” she’s said, “but creating something new from trial devices, driven by nerve-
something you took apart may be the most fun.” induction connectors and a
Tank’s career has taken her all over the world. Along the hardy dataport, have great lifting
way, she’s learned she doesn’t feel at home anywhere power, gripping power, and
for long. Every couple of years, the urge to move dynamism. They’re faster than they
bubbles up again—too much world out there to look, at least. With Tank’s ingenuity,
see, too many different ways of doing things. they make great climbing tools, steady
Why settle? manipulators, and sturdy weapons.
As an operative in the old days, Tank They also fold down into a not-at-all-small
worked for Josine doing research and case for a measure of portability.
development, meaning she reverse Playing Tank
engineered captured tech and helped • Play Tank if you want to be a tough bruiser
technicians and engineers defect from and clever technologist all in one. She has a
hostile and domineering megacorp potential knack for action and intrigue alike
labs. A lot of her work was done but may require some good gear or assis-
under a variety of cover stories tance for stealth missions.
and front companies; lots of • Tank is a straightforward character in
people she worked with never many ways, but let her grow over time.
knew she was a freelance She doesn’t fear pain (she gains XP
operative. Those old con- from it!) but she’s not foolhardy.
tacts may still be around, • Consider your bond carefully:
working in remote What’s the basis for your cama-
hangars and machine raderie? It might be love, old
shops, drinking lagers trust, admiration, or even envy.
in blue-collar bars It might change over time, too,
by the light of old without diminishing or changing
holograms. the Key of Camaraderie at all.

Daniel Montenegro (Order #28831245)


• Key of Camaraderie
Tank has a deep bond with a cohort. Select another player’s character.
Earn XP when you make a decision based on that bond or show how
deep it is. Buyoff: Defy your bond.

• Key of Resilience
Angry Tank is tough. What doesn’t kill her guides her. Earn XP when you
suffer remarkable pain or are afflicted with the Injured, Dying, or Dead
conditions. Buyoff: Call out for help or refuse to learn from pain.

EXHAUSTED • Key of Tech


Tank sees technological objects as toys and puzzles to be solved. Earn
XP when you modify, improve, repair, break, or dismantle some new
tech. Buyoff: Pass up the chance to tinker or examine new tech.
IMPAIRED

HUNTED

TRAPPED ± Edge: Versatility


Once per session you can gather dice by activating Tags from two
Traits at once. Rearm this Edge when you buy off a Key.

FRENZIED ± Edge: Wrecking Machine


Once per session, you can apply hits from one roll to an extra
• Freelance technical advisor and security consultant target, maybe taking out two targets with one attack, knocking a
• Person of interest in multiple info thefts and prototype-revelation cases
• Last known whereabouts: Incorporated Warsaw
bad guy into some piece of equipment and ruining it, or similar. See
what you roll first, then declare if you want to use this Edge. (Note that
Bruiser + Steady, Strong, Tough, Hurtle, Grip, Exoarms, this doesn’t guarantee your hits are sufficient to take out the second
[Smash], [Throw], [Threats] target.) Rearm this Edge when you buy off a Key.
INJURED
Saboteur + Exploit Weakness, Break, Fire From The Hip,
Weapons, Engineering, Risky, [Disarm], [Exoarms],
[Prepared]
DYING

Artificer + Dismantle, Repair, Rewire, Dataport, DEAD


Paramilitary Training, Tools, [Electronics], [Machinery],
[Weapons] Flashbacks:
A. +Ruthless or +Wary
Rover + Local Customs, Steer Anything, Connect, Aware, B. +Devoted or +Surprising
Evade, Navigate, [Quick Wits], [Clamber], [Mingle]

Daniel Montenegro (Order #28831245)


OPTIONAL DOSSIER

Q
amar. Arabic for moon. It is not his real name
Equipment
Henri is technically adept and ready to operate—as a surgeon or as a
but it’s what he’s known by in many parts of
secret agent—with a variety of equipment, some of it top-of-the-line and
the world—Dr. Moon, Doc Q, Dr. Luna. Not his
some of it haphazardly scrounged.
original names, either, but all his now. Henri’s
• Henri’s body is modified with reflex amps, wired sensory adapters for
an ever-changing, ever-roving man, moving
extremes of light and sound, organic detoxification nodes, and bio-
medicines from where they are to where they’re needed. A one-time
tech enhancements to counteract temporary oxygen deprivation (up
megacorp army doc, sure, and now a fugitive doctor, it’s true. But still a
to 20.5 minutes) and symptoms of shock. All these are keepsakes from
doctor, no matter what the megacorp medical-industry licensors say.
time spent in now-defunct corporate armies and charity vanguards.
He was raised in the multi-island nation of the Comoros, east of Tan-
• Scanner Tablet: This military-grade surgical device emits penetrating
zania, as a final coup transformed the islands into corporate holdings
rays capable of seeing through flesh, bone, and many polymers for the
for a conglomerate that would eventually be forced out by Nanotech.
easy examination of underlying systems and cybernetics; features a
He joined a now-dead corp’s army for medical training and a way out.
durable housing and EasyTouch™ tablet display.
Now he collects languages like French, Arabic, Shikomore (a
• MedGlove: Sporting next-gen gray-market upgrades by Henri
Swahili-Arabic blend), English, and more.
himself, this resistant multifiber polymer glove features delicate sen-
sors for tissue scanning and environmental analysis. Micropores
with nanosyringe™ technology store and deliver up to three
small doses of local anesthetic (or more potent medications)
with a simple touch.
Playing Henri
• Henri makes a fine conflicted, heroic figure trying to do
right in a rough world, even if that means causing some
hurt for the sake of the greater good. He’s meant to be
torn between his training as a doctor and his experi-
ence as a soldier—he’s good at both.
• Play Henri if you want to be good at a mix of
intriguing social interplay and physical action-adven-
ture antics while striving to maintain your Keys.
• Or break your vow early to buyoff that Key and earn
two immediate advances to use to customize Henri.
It’s possible that Henri falls quickly into his old sol-
diering habits once he’s back to his old routine as an
operative and adventurer.

Daniel Montenegro (Order #28831245)


• Key of the Vow
Doc has sworn off serious violence. Again. Earn XP when you avoid
causing irreparable harm to someone. Buyoff: Break your vow. Again.

• Key of the Outcast


Doc’s been forced underground. Earn XP when your outcast status causes
ANGRY trouble or is important in a scene. Buyoff: Regain former standing or join
a new outfit.

• Key of Conscience
EXHAUSTED Doc wants to make lives better, not worse. Earn XP when you help
someone in trouble or change someone’s life for the better.
Buyoff: Disregard a plea for help.
IMPAIRED

HUNTED

• Former Class E military surgeon in official and paramilitary units ± Edge: Versatility
• Medical license revoked 14 years ago; working as freelance cyberdoc
TRAPPED Once per session you can gather dice by activating Tags from two
• Last known whereabouts: Bogotá, Colombia Traits at once. Rearm this Edge when you buy off a Key.
Corpsman + Battle-Hardened, Medic, Anatomy, Dodge, ± Edge: Miracle Worker
Wired Reflexes, Medications, [Guns], [Martial Arts], DESPAIRING Once per session you can remove all the marked Exhausted, Im-
[Incapacitating] paired, Injured, Dying, or Dead conditions from any one character
you can reach and treat. Describe how you treat the character. Rearm
this Edge when you buy off a Key.
Cybersurgeon + Steady, Precise, Disassemble, Repair,
Educated, Equipped, Measured, [Operate Device],
[Improvised Tools], [Surgical]
INJURED
Negotiator + Haggle, Soothe, Convince, Respect,
Argot, Sincere, [Codes], [Threats], [Impress]
DYING
Neofugitive + Dash, Quick, Prepared, Improvised
Weaponry, Tumble, Misdirection, [Hideout], [Networking],
[Bone Breaking] DEAD
Flashbacks:
A. +Reasonable or +Forceful
B. +Rapid Fire or +Precise Strike

Daniel Montenegro (Order #28831245)


NEW EDGES : Spend 5 XP to add 1 Edge to your character (3 max).
In addition to the following Keys, have a look at the Keys on char- ± Edge: If I May...
acters not currently in play in your instance of A/N/N. Try one of Once per session, give another character some advice about a roll they just
them with a different character and see how it plays out. made, whether successful or not. They can then re-roll all the missed dice on
their roll. This Edge isn’t considered “used” unless their reroll leads to a suc-
NEW KEYS : Spend 5 XP to add 1 Key to your character (4 max).
• Key of the Collector cessful action. Rearm this edge when you buyoff a Key.
You love scoring new things. Earn XP when you acquire something rare or
valuable — including information — or score a big payoff. ± Edge: Split-Second Switch
Buyoff: Swear off collecting forever. You’re quick to adapt. Once per session you can re-target a roll after you
see the number of hits you’ve scored, thereby pitting an unusually good roll
• Key of Cover against a tougher foe than you expected to target, for example. Rearm this
You’re in disguise, hiding your celebrity or notoriety. Earn XP when you fool Edge when you buy off a Key.
someone with your disguise.
Buyoff: Reveal your true identity to someone you fooled. ± Edge: Momentum
Once per session, you can keep up to five stunt dice after a successful roll.
• Key of the Mission Instead of returning them to the pot, keep them yourself or spread them
You have made Josine’s mysterious mission your own. Earn XP when you take around to other players however you like. Rearm this Edge when you buy off
action that draws you closer to Josine or furthers his plan. (He must have a a Key.
plan, right?)
Buyoff: Give up your mission, even temporarily. ± Edge: Precise, At Least
Once per session, instead of rolling your dice, you can act as if you scored a
• Key of the Protector mid-range number of hits on your roll. Gather your dice as usual; you score
You are devoted to a character you want to protect. Select another player’s one hit for every two dice you gathered. If that total overcomes the Difficulty,
character as your protectee. Earn XP when you make a decision based on put any stunt dice you gathered back into the pot. Helping dice work as they
your devotion or show how deep it is. normally do.
Buyoff: Give up on your devotion or expose your protectee to harm.
± Edge: Epic Fail FTW
• The Key of the Vow Once per session, you can hit your Conditions like Keys, earning XP equal to
Swear a vow of personal behavior and do not break it. Avoid violence, alco- the number of Conditions currently marked on your sheet (up to a maximum
hol, plugging into machines, doing memories, whatever. Hit your key when of 5 XP earned). Give a good, vivid description of how all those Conditions
your vow significantly impacts your decisions or causes you trouble. affect your character’s action for better or worse. Rearm this Edge when you
Buyoff: Break your vow. buyoff a Key.

• Key of the Warrior ± Edge: Always Prepared


You crave the thrill of battle. Earn XP when you do battle with a superior or Even when completely searched or disarmed, you manage to retain one
worthy foe of a sort you’ve never faced before. small item or gadget on your person. Pick one hand-held object per action
Buyoff: Skip a chance to finish a good fight. scene — something small like a laser-scalpel or a carabiner — and introduce
it during play. It acts as a Tag on any Trait you like for the rest of the scene but
does not carry over to subsequent scenes. (You can pick the same item again
in later scenes, though; they just don’t accumulate.)

Daniel Montenegro (Order #28831245)


KICKSTARTER BACKER CREDITS
These names represent many of the wonderful backers whose enthusiasm and support
helped make this project what it is. Thank you, backers, for your trust and patience.

A. Herbert Dylan Spector Jim Dagg Mark Levad Ryan Macklin


Adam “It was an Inside Job” Drew Ed Reeve Jim Reader Matt Canale scott “dog xinu” boss
Adam Jury Edward Saxton Jim Zub Matt Forbeck Scott Amory
Adam Rajski Elizabeth Sampat Joe Blancato Matt Sears Scott Bennett
Adam Robichaud EndGame Joe Terranova Matt Troedson Sean M. Dunstan
Alex “Ansob” Norris Eric J Leslie John Adamus Matthew Broome Seth Johnson
Alexander “SquidLord” Williams Eric Lytle John Harper Matthew Coverdale Shane Mclean
Alisemon Yang Eugene Zaretskiy John Hoyland Matthew Dunn Shannon P. Drake
Amy M. Garcia Evil Hat Productions John Kovalic Matthew Gagan Shervyn
Andrew “Pheylorn” Medeiros Felix Girke John Mehrholz Matthew Sullivan-Barrett Simon Rogers
Andy Kitkowski feltk Jon Cole Michael D Blanchard Stan Yamane
Andy P Smith Filthy Monkey Jon Leitheusser Michael Hewner Stephan Szabo
Angelo de Stephano Frank Marcelli Jonathan “Buddha” Davis Michael May Stephen Blackmoore
Anne Petersen Franz Georg Rösel Jonathan Jordan Michael Ostrokol Steve Dempsey
Antoine BERTIER Fred Bednarski Jonathan Korman Mikael Dahl Steve Kenson
Antti Luukkonen G.M. Skarka Jonathan MacDonald Morgan Weeks Steven K. Watkins
Arthur Santos Gareth Ryder-Hanrahan Jonathan Walton Mori Bund Steven Martindale
Austin Stanley Glen E. Ivey Jonathon Dyer Mur Lafferty Steven Moy
Benjamin Nanamaker Greg Roy Joonas Iivonen Myles Corcoran T.S. Luikart
Bill Paulson Gregory G. Geiger Josh Rensch Nate Lawrence The Roach
Brett Easterbrook H Lynnea Johnson Josh Roby Neal Dalton Tim Rodriguez
Brian Babyok H. M. “Dain” Lybarger Julio “Morgan Blackhand” Escajedo Nick Novitski Timo Newton
Brian Cooksey Henry White Jürgen Mayer Oliver Vulliamy Todd Starbuck
Brian Engard Herman Duyker Jussi Myllyluoma Pablo Valcarcel Tom Cadorette
Brian Isikoff Hiroki Shimizu Kat L. Patrick Grogan Troy Lenze
Brian White Ignatius Montenegro Kate Slagoski Patrick Ley Untitled
Bryant Durrell Ilias Mastrogiorgos Kirt “Loki” Dankmyer Paul Motsuk Victor Wyatt
burningcrow Ingo | obskures.de Kristina VanHeeswijk Paul Tevis Vince “digiconda” Arebalo
Carl Rigney Irven “Myrkwell” Keppen Kyle “Fiddy” Pinches Pete Woodworth Vincent Baker
Carol Darnell Ivan Lee Kyle Jones Phillip Bailey Wayne West
Chad ‘Skrymir’ Hughes J Backer Lauren M. Roy R C Kim Xavier Aubuchon-Mendoza
Charlton Wilbur J.A. Dettman Lester Ward Rafael Rocha Yragaël Malbos
Christian A. Nord Jacob M. Moore Lillian Cohen-Moore Ralph Mazza Zachary Hall
Christopher Beverwyk James Dillane Lisa Padol Raphael Päbst Zachary North
Christopher Ruthenbeck Jason Pitre Luc Cousineau Ray Fawkes Zack Walters
Clay Karwan Jeb Boyt Lucas McCauslin Rich Rogers
Dave Chalker Jed Gremmler Lukas Myhan Rick Neal
Dave Turner Jeff Tidball M. Sean Molley Rob Donoghue
David Gallo Jeffery Tillotson Mao Invictus Robert Rees
David Lai Jennifer Brozek Marc Majcher Robert Saint John
David W Bapst, PhD Jeremy Kostiew Mark Barr Robin Morillo
Derek Guder Jeremy Morgan Mark Diaz Truman and Marissa Kelly Ross Ramsay
Don Corcoran Jeremy Tidwell Mark DiPasquale Rune Belsvik Reinås
drozdal Jesse Scoble Mark Garringer Russell Hoyle

Daniel Montenegro (Order #28831245)

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