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Credits

Created By: Dean Hall.

Art Contributors:
Angelina Avgustova - https://assetstore.unity.com/publishers/21824
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Rasuli Iman Fajri
Rexard - https://assetstore.unity.com/publishers/13229
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Online Resources & Communities: The RPG Design & RPG Creation subreddits over at
https://www.reddit.com/r/RPGdesign/ & https://www.reddit.com/r/RPGcreation/.

Feedback Provided By: David Evans, Hayden Clapham, Jimmie Fong, Levon Ouzounian, Linda Karlsson, Mark
Frain, Mike O’Regan, Quinn Martens, Shane Preece, William Skeels, Wouter van Dam.

Inspiration & Influences: Akira, Altered Carbon, Blade Runner, Cosmograve - Run, Cyberpunk 2020,
Cyberpunk 2077, Deus Ex, Dredd, FM Attack - Loved to Death, Ghost in the Shell, Jeremiah Kane - All or
Nothing, Mass Effect, Mr Robot, Perturbator - I Am The Night, RoboCop, Shadowrun, Shadowrun: Hong Kong,
Turbo Knight - The Citadel & Rise of the Machines.

Copyright © 2023 by Dean Hall - Please do not reproduce without written consent. Permission is granted to
photocopy or otherwise reproduce for personal use.

Find me @ https://twitter.com/Primeius & https://mastodonapp.uk/@primeius


Contents
Credits i

1 Introduction 1
1.1 About This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 How to Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

2 Character Creation 3
2.1 Genetics Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.2 Choosing Your Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.3 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.4 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.5 Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.6 Psionic Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
2.7 Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
2.8 Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
2.9 Funds & Lifestyles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
2.10 Equipment & Cybernetic Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

3 Items & Equipment 55


3.1 Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
3.2 Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
3.3 Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
3.4 Automatics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
3.5 Long Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
3.6 Heavy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
3.7 Bows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
3.8 Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
3.9 Weapon Add-ons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
3.10 Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
3.11 Thrown Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
3.12 Exotic Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
3.13 Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
3.14 Armour & Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
3.15 Field Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
3.16 Electronic Gadgets & Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
3.17 Personal Computing Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
3.18 Cyber Command Decks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
3.19 Electronic Countermeasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
3.20 Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
3.21 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
3.22 Automation Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
3.23 Cybernetic Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
3.24 Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
3.25 Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
3.26 Chemicals, Sedatives, & Toxins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
3.27 Licences & Identification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212

4 General Gameplay 215


4.1 Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
4.2 Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
4.3 Out On The Streets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
4.4 Skill Based Activities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231

ii Contents
4.5 Status Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
4.6 Rewards & Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236

5 Combat 239
5.1 Turns, Rounds & the Structure of Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
5.2 Resource Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
5.3 Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
5.4 Making an Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
5.5 Combat Events & Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257

6 Psionics & The Ether 265


6.1 The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
6.2 Using Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268

7 Computers & the Omninet 304


7.1 Computing in Everyday Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
7.2 Hacking & Advanced Computing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
7.3 Computing Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312

8 Vehicles & Drones 318


8.1 Automation Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
8.2 Controlling Automations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
8.3 Automations in Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
8.4 Automation Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325

9 The World Of 2107 329


9.1 Industrial Deregulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
9.2 Corporate Militarisation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
9.3 Geneva Fusion Incident . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
9.4 The Dregs Of Society . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
9.5 The Cyterian Uprising . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
9.6 Where We Are Today . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332

10 Running Dystopia 337


10.1 Schedulling a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
10.2 Preparing a Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
10.3 Running the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
10.4 Homebrew Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344

A Handouts 347
A.1 Status Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
A.2 Common Combat Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
A.3 Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
A.4 Computing & Tech Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
A.5 Automation Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353
A.6 Psionic Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354

B NPCs 358

C Timeline Of Events 377

Last updated: April 8, 2023

iii Contents
Chapter 1

Introduction
Dystopia: 2107 is a science fiction-based tabletop From here, the topic then changes to introducing
role-playing game. Set in the year 2107, society has the gameplay rules themselves. General subject
been cast into a downward spiral of inequality and matters are covered first before moving on to the
oppression. Various corporate entities and world more specialised components, including; psionics,
governments move through hidden channels, computers & hacking, and combat. Not every game
competing against one another to gain both will require intimate knowledge about each of the
influence and control. Peace and order have also covered subjects, but it’s generally a good practice
started to break down, with armed gangs now to have a competent level of understanding
walking the streets in a brazen display of defiance beforehand.
and power.
Next up, the book covers the lore of the world and
Like with other games of its type, Dystopia Dystopia’s setting. While these subjects will have
is heavily driven by narrative and its players’ little to no bearing on the game’s actual rules, they
imagination. One individual is designated to be will help give some insight and flavour into what
the Game Master (GM), who depicts the game’s society is like within the fictional world. Topics
current situation and how it unfolds as a result detailing notable events for the past 90 years will
of the other players’ actions. Everyone else at the help explain how things came to be and what life is
table takes on the persona of a talented citizen or like in the Dystopia universe.
mercenary who lives within this world. Perhaps
they are merely looking to try and survive, or Finally, we dedicate the last chapter to the topic of
maybe their goal is to pursue a personal agenda of actually running a game of Dystopia, and how best
their own. Regardless of what it may be, anything GMs might prepare for it. This content, labelled
is possible here; it’s simply a matter of rolling some Running The Game, talks about creating an exciting
dice and seeing how it all plays out. story for a group of players and how best to fill it
with enticing content.
There is no winning or losing here in Dystopia.
Everyone at the table, regardless of their role,
should work together to create an unforgettable 1.2 How to Play
experience for one another. The GM is tasked
with setting the stage for an enticing adventure, Dystopia is a very narrative-driven game. During
while the players help bring it to life through a session, the GM will describe the current scene
both exploration and the actions they decide to to everyone at the table, helping them better
undertake. understand the type of environment they are
presently in, along with the potential options
that might be available to them. This information
1.1 About This Book can include things like what they can see and
hear, who else is currently present, and how their
The core rule book for Dystopia 2107 has been surroundings are laid out and structured.
arranged into several chapters, each of which
focuses on a single topic or purpose. We start Players can then decide what actions they would
with character creation, which aims to get new like to undertake using this information. For
players up to speed on the numerous aspects example, they may wish to talk to someone else
that help make up their character. After this, we nearby, or they may want to interact with an
move on to items and equipment, as these will help object that they have seen. Each activity can be
complement players, both new and old, as they performed by a single character, or as part of a
progress through their story. group, in an attempt to influence and change the
current narrative.

1 Chapter 1, Introduction
The GM should take all of this information and your character’s skills and the difficulty of the task
outline how these events play out. Talking at hand will be of influence here. These factors
with another individual could lead to a heated will determine not just the size of this dice pool but
discussion between them and the players, or also the overall number of dice that must pass the
maybe investigating that object grants them threshold for a positive outcome to be achieved.
essential information towards a particular task or
goal. Other sized dice, including d4s, 6s, 8s, and 12s,
will also be required from time to time. Different
Regardless of what occurs here, the results should weapon systems and psionic powers often use
usually lead back to the start of the process. More these to determine suitable amounts of damage.
exposition from the GM sets the scene once again, As a result, some players may find themselves only
and a whole host of new choices are available for requiring a couple of these, while others might use
the players to make. the vast majority of them.

Dice Pools & Dice Rounding of Numbers


When it comes to division and the rounding of
There will be many different occasions during a
numbers, you should always, as a rule of thumb,
game whereby you are required to make a dice roll
round down the result. Of course, there are odd
or some sort. These dice rolls are Dystopia’s way of
occasions whereby the text might explicitly state
determining the outcome of a character’s attempt
otherwise; however, these situations are few and
at performing a particular task or function. Do you
far between.
want to go over to a guy and punch him in the face?
That’s going to need you to make a dice roll. Want
to abseil down the side of a tall building? That’s Regardless of whichever rounding mechanism
also going to need one. is used, however, the result should always be a
minimum of at least one.
Ten-sided dice (d10s) are by far the most frequent
type you will be using throughout the game. Contradictions & Unclear Rules
Multiple of these will be rolled simultaneously
to form a collection known as a dice pool. Each While we have tried our best to explain the rules
dice within this pool is aiming to land on a seven of the game within this book, we realise that we
or higher. The more that achieve this result, the are not perfect. It is recommended that should
higher the chances your task will succeed. you ever encounter rules that either contradict
one another or are not explained in enough detail,
While we are not going to delve too far into the to take 5 minutes out of the game and talk it over
specifics of these just yet, (that will be covered in between yourselves.
the gameplay chapter), it is safe to say that both
Chapter 2

Character Creation
The character creation process is your first step as Below, a table has been provided to give a brief
a player in entering the world of Dystopia. Over overview of how expensive each part of the
the course of several steps, this procedure will character creation process will likely be. This will
highlight each of the different aspects that help break down each of the different steps one by one,
define a well-rounded and unique character. and give you a rough idea of where you might want
to focus a more significant portion of your available
Do you imagine this person to be brave or cautious? resources.
A fighter or a negotiator? Compassionate or cruel?
Questions like these (and many others) will help Step Typical Cost
influence what you want your character to be. As a
result, before continuing onwards and starting the Race 0
creation process itself, it is strongly recommended Attributes 10 per addition
that you take some time out and think about the Skills 3 per addition
kind of individual you want to play.
Traits 10 - 30 per item
Psionic Powers 3 per power
2.1 Genetics Pool Languages 2 - 6 per extra language
Background 0
A character’s genetics helps define who they are
and what they are capable of. It can highlight what Funds & Lifestyle 0 - 80
skills they will be proficient at while also indicating Items & Equipment 0
what else they might struggle with. The entire
character creation process revolves around the
idea of a genetics pool, a 325 point system that can Additional resources will be added to your genetics
be spent and allocated into various statistics and pool over time through a character’s natural
features along the way. progression (known as their renown). These can
then be used to further your skills and talents to
improve your existing qualities and help you obtain
To help guide you through this process, we new ones. As a result, there is little to no point in
shall carefully examine each of these steps one not spending the vast majority of your allowance
by one. Most will focus on a single gameplay upfront.
mechanic or system, which can be slowly digested
and understood before moving on to the next.
Depending on the type of character you are looking
to build, some of these steps may require you to
2.2 Choosing Your Race
sacrifice a considerable amount more from your
genetics pool than others. All characters belong to one of five separate races.
Each has its own unique quirks, both positive
and negative, along with lore and history on
For example, you might want to create a
how they came to be. Some may consider this
gunslinger, someone who is deadly with a firearm
little more than fluff, while others may see it
from great distances away. By allocating a sizable
as useful information for potential role-playing
portion of your genetics pool to attributes like
opportunities. Regardless of which side you may
Finesse and skills like Guns: Pistols, your character
fall under, you need to pick out one of the races
will become one of the best shooters around. Of
that you wish for your character to belong to.
course, given that the pool is finite in resources,
you as a player will have to ask yourself, what is
worth sacrificing to specialise just that little bit Below, an overview table can be found that
better? summarises the distribution of statistics for each

3 Chapter 2, Character Creation


of the various racial choices. The blocks on the The blocks to the right, however, are reserved
left containing two numbers represent the base for the character’s other base figures. This group
amount and biological maximums for each of the contains an individual’s hit points, mental stamina,
different attribute types in the game. All characters movement speed, and melee reach. Each item
start with the base amount and cannot exceed forms a starting amount for all characters of that
the biological maximum without using cybernetic race. Some items, like hit points, mental stamina,
enhancements (a topic that will be covered later). and movement speed, will be further increased
The attributes from left to right are as followed; through the gains made to specific attribute scores.
Endurance, Will, Strength, Finesse, Reflex, Intellect, Melee reach, however, remains the same for
Foresight, and Charisma. everyone and does not change.

Race End Wil Str Fin Ref Int For Cha HP MS Move Rea
Human 2/6 2/6 2/6 2/6 2/6 2/6 2/6 2/6 10 10 8m 1m
Kram 3/7 1/5 3/7 2/6 2/6 2/6 2/6 1/5 12 8 8m 1m
Cyterian 2/6 2/6 2/6 2/6 2/6 2/6 2/6 2/6 10 10 8m 1m
Vorn 1/5 2/6 2/6 2/6 2/6 2/6 3/7 2/6 8 10 8m 1m
Tikar 2/6 2/6 2/6 3/7 2/6 2/6 1/5 2/6 10 10 10 m 1m

Above: The statistical overview table for Dystopia’s various racial choices.

Humans
Out of all the civilised races on Earth, humans are
the oldest and most plentiful. Roughly 80% of
today’s society is made up of them, and they tend
to (though not always) take up the vast majority of
the high-ranking positions of power. That’s not to
say that all humans live a life of luxury; no, very far
from it.

The world is continuing on its downhill slope.


Corporations are still expanding their territory and
political influence, and an ever-increasing number
of low-paid and highly overworked staff members
are required to help fuel this machine. Humans,
being the largest group in society, tend to fill most
of this void.

Those that decide to go their own way are often


presented with numerous possibilities and
potential. Since mutants are still a fairly new
phenomenon, humanity mainly drives and dictates
society. Many humans trust their own kind far
more than compared with the other races and, as
a result, have an easier time integrating wherever
they decide to go.
Base Stats It is not uncommon for a Kram to reach over seven
feet in height, and even the smallest of them will
Hit Points: 10. generally be above six.
Mental Stamina: 10.
Natural Resistances: None.
Movement Speed: 8 meters. While initially met with much fear and caution due
Melee Reach: 1 meter. to their immense size, these mutants have been
able to integrate into society with a fair degree of
success over time. The Cyterian uprising certainly
Positive Quirks had a way of helping paint them into a far better
Common People: shade of light than what had previously been
Whenever you are in a crowded place, all attempts thought about them.
made by yourself to either hide or blend in, gain a
+2 dice pool modifier. Nevertheless, their habit of breaking out into an
unstoppable rage whenever they become even
Human Privilege: slightly annoyed has certainly earned them a
Any Charisma-based skill check that you make rather unsavoury reputation to some. Kram often
gains a +1 dice pool modifier when used against finds themselves barred from a great many social
other humans. establishments due to these anger issues, and
those that haven’t been quite just yet are usually
kept a close eye on by security at all times.
Negative Quirks
None. In negotiations, Kram tend to be very blunt and
straight to the point. They are not one for mind
games and usually just resort to intimidation,
Kram which works more often than not. However,
the real power of these mutants lies in their
Often described as lumbering oafs with a tendency
unprecedented strength and endurance. A Kram
for anger management issues, Kram are the
not only has a lot of muscle mass behind them, but
oldest of the currently known human-based
they also tend to run faster, lift more, and strike
mutations. Characterized by many in society as
harder with a weapon in hand-to-hand combat.
”Grey Skins” due to their deep greyish skin tone,
These qualities help make them effective security
these mutants tend to carry over a lot of human
guards, bouncers, and front-line shock troops.
characteristics but are taller and more muscular.
Base Stats themselves, or otherwise evade security forces
once they have been made aware of their presence.
Hit Points: 12.
Mental Stamina: 8.
Natural Resistances: Physical: +3. Custom Made:
Movement Speed: 8 meters. Due to their large stature and mass, most items
Melee Reach: 1 meter. that are to be worn or actively used by a Kram must
first be adapted to their body size and structure.
This should include all types of armour & clothing,
Positive Quirks weapons & their associated add-ons, cybernetic
Rampage: enhancements, and of course, vehicles.
Whenever a Kram is either hit by an opponent’s
attack or finds itself in a state of frustration or Most establishments can perform this task for
distress, they should make a generic Foresight themselves, though they will ask for a further 20%
+ Will attribute check. The check has a success increase in the base purchasing cost, to cover for
target of three, and on a failure, the individual is this process.
said to immediately enter a state of primal fury. If
the Kram so wishes, they can also choose to fail
this check automatically. Cyterian
Originally constructed as a source of cheap,
While in this state, they gain a +2 dice pool modifier automated labour for some of the world’s largest
on all Endurance and Strength-based checks that corporations, the Cyterian have come a long
they are required to make, as well as dealing an way in the space of about 50 years. From their
additional 1d6 physical damage on each of their humble origins as privately owned property to
melee-based attacks. This effect lasts for up to 10 their rebellion and rapid militarisation in 2092, their
minutes, or until a round of combat ends and they history has been short but divisive.
have neither attacked nor been attacked by another
individual.
Cyterian come in many flavours and varieties.
The older units built before the uprising were all
When the effects of this rampage finally end, the created to fulfil a particular function or purpose. As
Kram is said to return to their normal self. This a result, their physical characteristics are usually
temporary loss of control does however, take its reflective of whatever this role was. A unit that
toll, causing them to become impaired for the next was built to lift and move around heavy objects, for
minute (see Status Effects, page 233). Until this example, will often have a large solid frame, along
impairment ends, the Kram is unable to reuse the with a set of heavy-duty leg supports for them to
Rampage quirk. move around on. Those built after this event tend
to be a little more uniform in their aesthetics and
Intimidating Presence: qualities, perhaps as a method of fitting in better
Due to their immense size and stature, a Kram with the other members of society. Regardless
gains a +2 dice pool modifier on all of their of this, however, all Cyterian tend to follow a
Intimidation checks. humanoid-based design.

Negative Quirks Given that these individuals are sentient AI, most
Cyterian are very logical thinkers. They are not
Fast Metabolism: prone to making rash decisions and will usually
A Kram requires a 50% increase in their daily food require an analysis of all situational variables
and water intake. If the mutant has not consumed before coming to a final decision or course of
either food or water within the past 12 hours, they action. However, as they learn and experience
automatically suffer one level of exhaustion. different things, this process can sometimes
be morphed by their surroundings and those
Troublemaker: around them. Data corruption and damage to their
Whenever they are currently in a business or social sub-systems can also have weird effects on their
establishment, a Kram will always be watched minds, and it has often been expressed that the
closely by its security team. In such locations, older a unit becomes, the more its personality
these mutants suffer from a –3 dice pool penalty begins to change.
to all skill checks that attempt to hide, obfuscate

6 Chapter 2, Character Creation


While the bulk of society has been perfectly Software Backup:
accepting of the Cyterian, there are still a few Since a Cyterian’s mind is entirely software and
sporadic groups and extremists who hold them data-driven, it is entirely feasible for copies to
accountable for the consequences of their be made and transferred to external storage.
rebellion. This can often manifest in the form of This serves as an important backup, which can
grudges and vocal slander or, on occasion, will then be transferred back into a blank shell in the
lead to outright hostility against them. Entire unfortunate event that the original unit ends up
groups, such as the Human Revolutionary Front, being destroyed. The size of this data is, however,
seek to undermine the Cyterian and their liberties, immense, and as a result, can end up being an
resulting in many of these robotic individuals living expensive endeavour to undertake.
together in closely-knit communities.
Specialist organisations and companies do exist
Base Stats out there to provide such a service, though most
will charge around 25,000 credits for each backup
Hit Points: 10. made.
Mental Stamina: 10.
Natural Resistances: Acid: +1, Cold: +1, Heat:
+1, Mental: +1, Physical: +1, Radiation: +1. Negative Quirks
Movement Speed: 8 meters. Inorganic:
Melee Reach: 1 meter. Due to their metallic bodies and electronic
sub-systems, a Cyterian is not a biological life
Positive Quirks form. As a result, Cyterian cannot benefit from
the effects of drugs, medicines, or psionic powers
Mechanical Construct: which require a biological target, and they do
A Cyterian does not require food, water, oxygen, not regain lost hit points through the process of
or sleep to function. They are unaffected by resting.
both poison and disease based effects and have
immunity against the toxic damage type. In
To be healed, they must instead, spend some
addition, they are immune to allergies and cannot
amount of downtime conducting mechanical
be subjected to the Anaphylaxis status effect.
repairs and maintenance on themselves. While
this process does not require a skill check, it does
At the dawn of each new day, they automatically involve their full concentration to be performed
regain any of their spent resources (except for hit correctly. Alternatively, another individual may
points,) as if they had completed an extended rest. perform this task on their behalf; however, doing
so requires them to make a generic Mechanical:

7 Chapter 2, Character Creation


Engineering skill check with a success target of Vorn
three.
Being the youngest of the various races, one
Regardless of who is carrying out the repairs, might suspect the Vorn to be the least adapted
suitable tools are required for this task to to everyday society. In reality, however, nothing
be completed. Each hour that passes while could be further from the truth. Between their
performing this maintenance repairs the Cyterian usually calm and collective manner, and the
for a total of three hit points. transgressions of the Kram and Cyterian, Vorn have
been able to integrate into society with little to no
trouble.
Vulnerability to Water:
Despite most Cyterian units being resistant to the
effects of liquids, very few were required to be Like with the Kram, these individuals originated
watertight. As a result, whenever a Cyterian enters from a mutation of the traditional human, forming
into, or is submerged in a body of liquid, their shell their own separate subspecies. Whereas the Grey
begins to rapidly break down and malfunction. Skins are large lumbering creatures, Vorn tend
to be smaller and more slender in shape. Most
of these individuals range somewhere between
For each round that the unit spends in this type of four and a half to just over five and a half feet tall,
environment, they will continue to lose a further and they usually have a deep reddish hue to their
1d6 hit points. This effect cannot be mitigated skin tone. Their hair is darker (more often than not
through the use of shielding. being black,) and their elongated ears are featured
prominently beside a pair of tendrils.

Within the first few years of their birth, a Vorn


typically develops a highly acute set of senses.
Compared with most others, a Vorn’s sight, hearing
and sense of smell all tend to be far superior at
perceiving their local surroundings. Additionally,
while their body is often a little less durable than
when compared with the other races, their cells
have become highly evolved to include rapid
regeneration over a short period. Wounds that
might take a human out of action for weeks or even
months at a time, for example, can often heal in a
matter of days.

Many Vorn tend to be found in countries with


warmer climates. This stems from a combination
of a higher-than-average tolerance towards
heat while, at the same time, having greater
susceptibility to the cold.

Base Stats
Hit Points: 8.
Mental Stamina: 10.
Natural Resistances: Heat: +6.
Movement Speed: 8 meters.
Melee Reach: 1 meter.

Positive Quirks
Enhanced Senses:
All Perception skill checks made by a Vorn
automatically gain a +2 dice pool modifier applied
to them.
Regeneration: Many Tikar are said to lead a nocturnal lifestyle or
The body’s of these mutants can passively heal simply wear full-body clothing and headwear to
themselves over time. As a result, a Vorn can counteract this annoying genetic trait.
passively regain three hit points for each hour that
passes.
Base Stats
Negative Quirks Hit Points: 10.
Mental Stamina: 10.
Low Endurance: Natural Resistances: None.
These mutants only receive three additional hit Movement Speed: 10 meters.
points for each point of Endurance gained, rather Melee Reach: 1 meter.
than the usual four.

Positive Quirks
Vulnerability to Cold:
After applying damage resistances and Low-light Vision:
penetration, a Vorn should lose double the amount A Tikar automatically gains 30 meters of low-light
of hit points whenever struck by a source of vision.
cold-based damage.
Wall Crawling:
Tikar All Tikar can fasten onto and climb most types
of solid surfaces, so long as it can support
With a slight hunch to their stature and a set of their current weight. While their wall-crawling
claws attached to their hands and feet, the Tikar capabilities do not allow for them to defy the laws
are often described as humans who have started to of gravity, they can be used to suspend the mutant
undergo bestial-like changes to their mannerisms on sheer vertical climbs, or even when they are
and appearance. While some will happily embrace upside down.
this change, with their claws out on full display
and often styling their accelerated hair growth in Climbing in this way does not require a check
the shape of a mane, others will try their best to to be made by the Tikar, nor does it incur the
blend in more, staunchly keeping these changes to usual movement speed penalty. As a result, it
themselves. is considered by them to be a normal form of
movement.
Most Tikar are generally at or around the average
height of a human, though their bone structure is Claws:
far more adapted for running in short sharp bursts. Tikar have a set of sharp claws that they can use
When moving at high speed, a Tikar will often use while in close combat. Unarmed attacks made
all four of their limbs to push themselves forward by them deal an amount of damage equal to their
rather than continue to remain upright. Their claws total Strength attribute score, rather than the usual
function exceptionally well as both a weapon for half. In addition, such attacks should also gain +2
self-defence and a means for latching onto and physical damage penetration.
climbing solid surfaces.

Negative Quirks
While the Tikar have had no issues integrating
themselves with the rest of society, many have Sunlight Sensitivity:
observed that they seem to prefer cold and dark All Tikar do not like being exposed to the presence
environments, especially those that are away of sunlight. When they are in such environments,
from the brightness of the sun. Further studies they begin to suffer a dice pool penalty to any of
indicate that these mutants have started to their skill checks that require the use of sight. The
develop an unwelcome sensitivity to it, often severity of this penalty should range between -1
finding that sunlight is both uncomfortable and for a mild amount of exposure, to -3 while they are
highly nauseating for them. While being in daylight in direct sunlight.
does not cause them physical pain per se, it does
hamper their ability to see correctly.

9 Chapter 2, Character Creation


2.3 Attributes Each character starts with the base attribute
scores granted by their choice of race. Using the
points from your genetics pool, you can further
After choosing your race, you should now move
increase these scores up to the specified biological
on to decide the make-up of your attribute scores.
maximums. Each point added to your attributes
These indicate how good (or bad) a character might
costs ten from your genetics pool, and given
be at different types of simple tasks. For example,
that this is still early on in the character creation
those with a high Strength score would naturally
process, it might not be the wisest of choices to
be able to lift larger quantities of weight and punch
spend it all at once.
that much harder. In contrast, an individual with
excellent Charisma could better influence others
and become the centre of attention in a typical Below, an overview table has been provided that
social encounter. should grant players, both new and old, a better
understanding of what benefits are gained when
increasing each of their character’s relevant
attribute scores.

Attribute Benefits Provided


Endurance +4 kg carrying capacity, +4 hit points, +1 die to all Endurance-based attribute checks.
+4 mental stamina, +1 to the success target for others to detect you via the Ether, +1 die to all
Will
Will-based attribute checks.
+4 kg carrying capacity, +1 meter of movement speed, +1 die to all Strength-based skill and
Strength
attribute checks.
Finesse +1 die to all Finesse-based skill and attribute checks.
Reflex +1 to combat initiative, +1 die to all Reflex skill and attribute checks.
Increases your language limit (Intellect / 2, rounded up), +1 die to all Intellect-based skill and
Intellect
attribute checks.
Foresight +1 to combat initiative, +1 die to all Foresight-based skill and attribute checks.
Charisma +1 die to all Charisma-based skill and attribute checks.

Endurance Will
Endurance is a measurement While Endurance might help
of just how tough an individual deal with mitigating physical
is or how resilient they are attacks and environmental
to physical punishment and conditions, Will is a metric of an
trauma. This can take many individual’s resilience towards
forms, including something mental trauma and stress.
as simple as withstanding Characters with a high amount
the attacks from an opponent or attempting to of Will can better keep their emotions in check and
press on through treacherous terrain and weather defend themselves against those who attempt to
conditions. manipulate them.

While Endurance might not be directly associated Will has no skills directly associated with it but is
with any skills, it is often used for various types still often used for defensive attribute checks to
of defensive checks. Additionally, each point of avoid psionic powers and their effects. In addition,
Endurance will increase the size of an individual’s each point of Will increases a character’s mental
hit points pool by a total of four. stamina pool by an additional four, allowing them
to stay conscious for longer when being subjected
to the mental based attacks of others.

11 Chapter 2, Character Creation


Strength Intellect
Strength is a metric to describe Intellect is an indication
a character’s raw power. Those of both a character’s raw
with a high amount of Strength brainpower and their overall
are generally able to lift heavier capability to learn new things.
objects, run at a faster pace, and Understanding languages and
of course, hit harder with melee complex patterns, for example,
weapons that are designed to are both abilities that are
bludgeon. heavily reliant on an individual’s Intellect.

Strength has several skills that are directly Most academic, psionic, and tech-related skill
associated with it. These all tend to be either sets are based on this attribute. In addition, the
athletic activities (such as Climbing, Jumping, and maximum number of languages an individual
Swimming), or the use of many different types of can learn is also determined by their Intellect. A
blunt melee weapons. In addition, each point of character’s maximum capacity to speak, read, and
Strength a character possesses increases their write the world’s various languages equals half
total movement speed by a further meter. their current Intellect attribute score (rounded up).

Finesse Foresight
Finesse relates to a character’s A character’s Foresight suggests
flexibility and how well they how well they can use their
can balance themselves senses to interpret and
in precarious situations. understand their surroundings.
Additionally, the attribute also This could be spotting a specific
dictates the level of talent that hazard or object from some
they have over their hand-eye distance away or reading
coordination and fine motor abilities. another individual’s body language to work out
their current emotional state.
A great many skills are tied to the Finesse attribute.
This can range from Acrobatics, Sleight of Hand, Foresight covers several different skills,
and certain types of melee-based weapons, as each based on this core principle of reading
well as the vast majority of the various gun skills. and understanding the character’s current
Most of these will require an individual to have environment.
a competent amount of balance or hand-eye
coordination to be carried out reliably.
Charisma
Reflex Charisma demonstrates how
well the character can influence,
While Finesse indicates attract, and manipulate those
someone’s flexibility, around them. In a nutshell, it is a
subtlety and grace, Reflex measurement of just how much
is a measurement of their of an aura they project while in a
reactionary speeds and particular environment or social
initiative. Those with high setting.
reflexes will generally be able to
act first in combat situations or react more quickly Skills that are based on Charisma tend to be used
to the actions of those around them. outside of combat. They can help an individual
interact with, convince, or even manipulate the
The only skills tied to Reflex are those associated opinions of those around them to act in a manner
with piloting drones and vehicles, as all of these that benefits the character.
require exceptional reactionary speeds to be
performed well.

12 Chapter 2, Character Creation


2.4 Skills Acting [Charisma]
Whether attempting to make
Next up, it’s time for you to decide on your skills. a memorable performance
While attributes are a good indicator of how in front of a crowd or taking
well your character might be at performing your chances in impersonating
mundane and straightforward tasks, skills are the someone else, the Acting skill
main driving force behind their more specialised has many potential uses that
capabilities. could come in very handy for the
right situation.
Each skill is related to at least one of the attributes
listed in the previous section. This attribute’s score As a character becomes more and more talented
is combined with the skill itself to give us a single in this skill, so too does their ability to improvise,
number representing how well a given person alter their emotions and vocal tones, or perhaps
might be at performing said tasks. For example, simply create some drama on a whim. They know
individuals with a high enough Strength attribute precisely how to push a crowd’s buttons to put on
score will automatically have a competent level a good show and can become a man or woman of
of natural talent in swinging a hammer at another many identities, one after the other.
person’s face.

A character starts with zero in all skills but can use Animal Handling [Charisma]
points from their genetics pool to increase them
Like humans and their more
as desired. Each point added to a skill costs three
recent mutant offspring, many
from your genetics pool and cannot be stacked
animals can form radically
higher than a total of five plus the character’s
different opinions from
current level of renown. New players will likely be
one individual to the next.
starting with a renown of one, so their skill limit
While society certainly has
should be considered six.
the advantage of common
languages that allow us to communicate
Acrobatics [Finesse] effectively with one another, our relationship with
animals is, more often than not, far more basic.
While many would conjure up
imagery of gymnastics or a The Animal Handling skill reflects what sort of
circus upon first hearing the aura an individual gives off towards animals,
word acrobatics, there are both domesticated and wild. Those who develop
potentially many real-world their talent for this skill can generally get a more
examples that can make receptive response from these types of creatures
effective use of this skill. while also having a better chance at influencing
Whether trying to keep your balance in a perilous them and their behaviour. This could include
situation or squeeze on through a tight and calming down a frightened animal or pacifying an
cramped space, the ability to utilise your body’s aggressive creature into a more friendly stance.
motor coordination and agility can often prove key
in difficult-to-pass environments.
Archery [Finesse]
Those gifted with a higher Acrobatics skill are more
While it is undoubtedly true that
flexible and dexterous. They have better control
many would consider a bow and
over their body when making finer movements
arrow to be a little obsolete in
and can do so effectively in a smooth, efficient, and
this day and age, these weapons
well-timed manner.
can still provide all the same
lethality of a firearm without
generating any of their noise.
Many individuals who prefer a more stealthy
approach have made a good name for themselves
utilising such a weapon, and as such, they have
seen a resurgence back onto the market as of late.

13 Chapter 2, Character Creation


The Archery skill denotes how adept of a chemicals and their potential real-world uses.
marksman you will likely be when wielding This could include elements in their natural form
bow-based weaponry. This will, of course, or even complex compounds produced as a result
include the traditional bow and arrow, as well as of manufacturing.
crossbows too. Those with a higher amount of
talent in this skill will be able to land their hits on
a more reliable basis and have a better knowledge Climbing [Strength]
and understanding of their subject matter.
As one would likely suspect
based on the name, the Climbing
Bluffing [Charisma] skill indicates just how well an
individual can clamber up the
Although many of us want to side of tall obstacles. In urban
believe that we live a life of environments, this could mean
transparency and honesty, a person’s ability to climb up or
few can afford to do so in this repel down the side of a building. Simultaneously, a
turbulent day and age. The more natural landscape could require an individual
world has become a dangerous to scale up a tall cliff or reach the top of a nearby
place, and many simply look tree to gain a better vantage point.
out only for themselves. Sometimes telling a little
lie or two can help you achieve the best possible As a character becomes more talented at this skill,
outcome for a given situation. so does their reliability for scaling these objects
and structures. They can more easily identify the
The Bluffing skill indicates how well you can lie to safest routes to take and determine how difficult of
others. This includes your ability to improvise and a task a particular climb would be.
make things up on the spot and how convincing
your words seem to be to those around you. Those
with a higher amount of talent in this skill find Disguise [Foresight]
themselves more reliable at manipulating others
Although acting can certainly
into believing what they’re saying and how far they
allow an individual to imitate
can stretch the truth without drawing suspicion.
the mannerisms and vocal tones
of another, it is only through
Chemistry [Intellect] the use of the Disguise skill
that one can hope to transform
Chemistry is the science of and alter their general sense of
studying and understanding appearance.
the different elements and
compounds that make up Whether through intelligent use of make-up or a
our world and the various keen eye to identify and replicate another person’s
types of substances that their outfit, the Disguise skill allows you to notice the
interactions can produce. Many finer points and features that help make up a
individuals use chemistry to help them identify person’s image and character.
these substances and better understand their
properties.
Those blessed with a higher amount of talent here
have an easier time modifying their looks to suit
Those with a competent level of understanding in the situation at hand. They can generally achieve
this field are more knowledgeable on the subject more with fewer tools at their disposal and can do
matter and have a far easier time identifying so more reliably.

14 Chapter 2, Character Creation


Ethereal Knowledge [Intellect] • Bayonets [Strength].
• Dart & harpoon guns [Finesse].
The Ether is a mystical power
source that is still very much • Nunchaku and other such chainsticks
shrouded in mystery and [Finesse].
intrigue. The ability of psionic
• Stun Batons [Strength].
individuals to interact with and
produce all manner of powerful
effects has undoubtedly drawn Explosives [Intellect]
the broader scientific community’s attention. Many
often attempt to study this practice to better Occasionally you may come
understand both how and why these effects occur. across a job which simply
requires the need for something
The Ethereal Knowledge skill represents how to be blown up into lots of
educated you might be about this very subject. little bits. What better way to
Whether it be powerful ethereal storms, accomplish this glorious feat
ominous magnetic auroras, or perhaps strange than using various types of
environmental effects, those with talent here high-powered explosives?
can identify what these phenomena are and
make a scientific analysis to determine valuable The Explosives skill is intended to illustrate how
information about them. knowledgeable you might be on the subject matter
of explosives. Those with a competent level of
talent here will naturally find themselves better
Exotic Weapons [Strength / able to identify such equipment and mixtures and
Finesse] calculate their rough strength and the energy
released on detonation.
Despite the majority of
individuals simply making use Additionally, the skill also controls how well you
of clubs, blades, firearms and can disarm such devices or modify them to be more
the like, there are a plethora of effective against a particular type of target.
different weapons out there
that can prove to be just as
effective in a combat situation. First Aid [Intellect]
Specialist equipment like tasers and chainsticks
require a very different sort of training than your While mercenary work can
standard everyday choice of weapon. This skill certainly be a profitable venture
looks to be a reflection of that. for some, all too often, it can
end up being a dangerous
one instead. Whether getting
Since each item represented here is so entirely
caught in a firefight, battered
different from one another, you may only choose
and bruised from a brawl, or
to specialise in one of them upon taking the Exotic
perhaps thrown across a room as a result of an
Weapons skill. If you would like to specialise in a
explosion, many events can transpire that leave
further exotic weapon, you can choose to do so, but
you in a terrible state.
with a second and independent skill score.

The First Aid skill relates to your ability to assist


Those with a competent amount of talent with this
those currently suffering from an injury or illness.
skill can better utilise the chosen equipment for
As your skill continues to improve here, so will
their specialisation. This means they can more
your ability to provide emergency care. Your
reliably land their hits and better identify said
attempts to patch up the injured will be more
equipment when out in the field.
reliable and effective, and you will generally be
more knowledgeable on the subject matter.
Weapons that fall into this category can usually be
summarised as the following:

15 Chapter 2, Character Creation


Forgery [Intellect] sought after by anyone with enough credits at their
disposal.
Despite many attempts having
been made over the years to Weapons that are considered part of this heavy
produce a system that could weapons category can usually be summarised with
guarantee the authenticity of the following:
identification, skilled forgers
still manage to find new
and creative ways in which • Flamethrowers [Strength].
they can prevail. With so many institutions and • Grenade launchers [Finesse].
organisations now requiring ID for any trade or
interaction, the black market for forgeries has • Machine guns [Finesse].
never been in such high demand. • Miniguns [Strength].
• Rocket & missile launchers [Finesse].
The Forgery skill reflects how talented you might
be when attempting to produce a counterfeit
document or object. This could mean changing The Heavy Weapons skill allows us to determine
a legitimate hard copy to state something how competent you will likely be when using such
different or creating an entirely new item from weapons. Those with a higher amount of skill here
scratch. Those who spend time refining their will often find that they can hit their intended
skills have a knack for the finer details, producing target on a more reliable basis and identify these
authentic-looking objects and physical documents weapons better when seen.
more reliably.
Guns: Long Guns [Finesse]
Guns: Automatics [Finesse] The Long Gun category is the
With their ability to fire vast name given to any firearm with
quantities of rounds in a mere both a long barrel and fired
instant, automatic weapons braced against its wielder’s
are often seen as the crown shoulder. Typical examples of
jewel of firearms on the streets these often include:
of today. Coming in with a
hefty price tag and a number of • Scattershots.
restrictions in place to limit their availability, many
organisations are keen to recruit those with the • Semi automatic & bolt
skills and equipment necessary to get a job done. action sniper rifles.
• Railguns.
This skill indicates how well you can handle
automatic weapons, including machine pistols, With their superior range, hefty firepower, or
submachine guns, and automatic rifles. Those with ability to more easily penetrate through tough
the highest amount of talent here can more reliably armour, long guns are often seen as highly
land their hits onto a target opponent and better specialised weapons that cater to specific
identify these weapons when out on the field. situations. If a room needs clearing quickly, for
example, you’d be best to take a scattershot, while
if you are looking to take someone out from a
Guns: Heavy Weapons [Strength distance, it’d be better to use a sniper rifle instead.
/ Finesse]
Despite being intended for use Those fortunate enough to have a high level of
in the military, heavy weapons talent with this skill will naturally find that they
sometimes manage to find their can better utilise these types of weapons. This
way onto the streets. With includes being able to hit their intended targets
the power to decimate entire more reliably and identify said weapons and their
opposing forces by themselves, potential capabilities when in the hands of others.
this equipment is often highly

16 Chapter 2, Character Creation


Guns: Pistols [Finesse] Those who have been gifted with more academic
talent here will naturally have an easier time
With their potent combination recalling these subject matters. Their pool of
of being small, accurate, and knowledge is said to be more diverse than others,
easy to use, pistols are by and when relevant, they can more easily link these
far the most common type of facts to the events that transpire before them.
firearm found on today’s streets.
Despite being more challenging
to get hold of than a club or Intimidation [Charisma]
hammer, their ability to take down a nearby target
Negotiating and bartering deals
quickly and efficiently is worth the hassle of trying
can often be a delicate process.
to purchase one.
To successfully entice another
party to see your point of view,
This skill reflects how well you might be fair when you often need to be able to say
attempting to use such a weapon. Those with more the right things, in the right
skill here will generally be more accurate with their way, and at the right time.
shots and better identify the make and model of a Sometimes, however, no matter how hard you
particular pistol when seen out in the field. try, the carrot method doesn’t yield the required
results, and that’s when you may need to resort to
the stick.
Guns: Turrets [Finesse]
With technology advancing all Intimidation is the practice of disheartening
the time, it is quite common and bullying someone into backing down from
nowadays to see firearms being their current position or point of view. It doesn’t
mounted and controlled by a necessarily mean that you will resort to violence,
computerised system. With an but there is usually an ominous sense or tone that
on-screen GUI giving real-time it would be unwise for the other party to continue
feedback to its operator, many with their current disposition.
weapons can be wielded electronically as a turret
rather than done so physically. Those with a high amount of natural talent with
this skill are said to be better able to impose
The Guns: Turrets skill illustrates how effective themselves onto others. Their natural aura or
you might be when utilising these sorts of systems. presence within a room or social environment is
Those with a high amount of talent here can more easier to feel and more intense.
accurately aim their shots for a greater effect
and identify these systems and their potential
capabilities. Intuition [Foresight]
Intuition is said to be an
History [Intellect] individual’s ability to determine
the true nature of their current
Many experts say that only by situation. This could mean
looking back and understanding studying someone’s body
the past can we have any language to get a sense of
hope of not repeating the whether or not they are actually
same mistakes come the telling the truth or getting that gut feeling that
future. Whether this is a something isn’t quite right.
case of studying important
global events, news, politics, or the noteworthy Those with a more developed Intuition skill will
experiences that we have in life, the History skill generally find that their senses are more astute
can determine our general level of knowledge and able to pick up on even the most subtle social
when remembering and recalling these past cues. They will have an easier time determining an
events. individual’s true intentions and establishing what is
happening in a given situation.

17 Chapter 2, Character Creation


Jumping [Strength] components, these devices continue to operate
through the worst of EMP blasts and are
The Jumping skill, like its name impervious to the attempts of hackers.
would suggest, indicates how
well an individual can propel The Lock Picking skill denotes how effective
themselves through the air. you might be when attempting to bypass a
Whether this is a case of mechanical-based locking mechanism. This task
vaulting over a wall or leaping requires the use of specialist tools to be done
between two different buildings, effectively, and those with the highest skill here
the Jumping skill can allow easier access in certain will prove more reliable in their attempts.
locations and environments.

As an individual’s Jumping skill continues to Mechanical: Aircraft [Intellect]


increase, so too should their reliability at being able
With today’s aircraft being
to jump over a distance. Their body should have the
the complex machines they
capability of propelling themselves further than
are, it is only logical that a
when compared with others, and they should have
suitable set of skilled hands
an easier time determining whether such a jump is
is required to help maintain
indeed possible.
them. Whether it be large
military gunships or a small and
Leadership [Charisma] portable quadcopter drone, this skill looks to see
how well you understand these vehicles and can
Every cause needs a good potentially help repair and modify them.
leader, someone who can use
their words to inspire those Your knowledge on this subject should continue to
around them. Whether it be increase in line with this skill. This means learning
motivating someone to keep about how different aircraft types operate and how
going when the situation turns best you can tinker with them. Additionally, your
south or encouraging others to attempts to carry out said work should continue to
give it their all, the Leadership skill will determine become more reliable and refined.
how well you can incite others with a sense of
purpose and self-determination.
Mechanical: Engineering [Intellect]
As an individual’s Leadership skill continues to
While the other mechanical
increase, so too should their ability to inspire.
skills look to cater to different
Those with a competent amount of talent here
types of vehicles, Mechanical:
will find that their words and actions motivate and
Engineering prefers to cover
influence others far easier and can continue to do
a wide range of commercial,
so in even the direst of situations.
industrial, and everyday
equipment and devices. From
Lock Picking [Finesse] highly sophisticated factory robotics to structural
supports and systems for a particular building, this
While it is true that many of skill shows just how much of an understanding you
the locks created today are might have about them.
computerised and connected
through the Omninet, there Those talented enough with such a skill can better
are still plenty of individuals understand this type of equipment, what purpose it
who prefer the tried and tested helps fulfil, and how it can work and operate. They
old-fashioned devices. With are also better able to diagnose any mechanical
the use of heavy bolts and levers rather than issues that they might be having and help repair or
relying on software and a bunch of computerised modify them.

18 Chapter 2, Character Creation


Mechanical: Ground Vehicles prove more reliable at identifying said products and
compounds.
[Intellect]
From small portable bikes Melee Weapons [Strength /
to armoured transports and
hulking mechs, there are plenty Finesse]
of vehicles out there that you
With the streets of 2107 being
might encounter on the streets
as dangerous as they are,
of today. With their inner
many individuals now resort to
workings powered by a complex
keeping a weapon by their sides
set of machinery, there is a high demand for those
at all times. Since firearms often
individuals with the talent to repair and modify
come at a premium these days,
them.
most seem contented enough
to resort back to the basics. Hammers, clubs, and
This skill denotes how well you understand these other weapons of the like certainly make for an
vehicles and their inner workings. Those with effective way of deterring would-be thugs and
a suitable amount of skill here will prove more criminals.
reliable at both; diagnosing any mechanical issues
they might be having, as well as for any attempts
This skill indicates how capable you might be at
to repair them.
using simplistic weapons when in a close-quarters
combat situation. Those with a high level of
Mechanical: Seacraft [Intellect] natural talent here will not only be able to hit their
opponents on a more reliable basis but might also
While they are not the most fair better when improvising a weapon from their
common everyday item to current surroundings.
own, seacraft still serves an
important and useful purpose
Weapons that fall into this category can usually be
in today’s world. Ranging
summarised as the following:
from small submersible
remote-controlled drones to
large patrol boats and cargo vessels, there are • Basic blades [Finesse].
plenty of vehicles out there that you may come • Clubs [Strength].
across from time to time.
• Brass knuckles and other such worn items
This skill illustrates your level of knowledge about [Strength].
these vehicles and how they work. Those with a
suitable amount of natural talent here will find that
Metallurgy [Intellect]
they can better diagnose any mechanical issues
and attempt to make repairs or modify these types Despite being best known for its
of vessels. uses in the old medieval times,
metallurgy is still alive and
well in the year 2107. Whether
Medicine [Intellect] you are looking to create new
Medicine covers many different metallic tools and instruments
drugs you can find on today’s from scratch or repair an
market. Whether they be existing item instead, those with exceptional talent
opiates or paracetamol, this at metallurgy will often find that their skills are
skill will allow you to better highly lucrative and regularly sought after.
understand what these items
are and how best they can be As characters develop their talent in Metallurgy,
used, given their properties and potential side they will find that they can better repair and modify
effects. said equipment to a higher standard and make
these improvements with fewer materials at their
As a character’s skill continues to increase, so too disposal. Their knowledge of metalworking is said
should their knowledge of the subject matter at to be more expansive, and they can better identify
hand. They will have a wider range of expertise and metals for their properties and potential uses.

19 Chapter 2, Character Creation


Navigation [Foresight] As an individual’s Perception skill continues to
improve, they should often find that their senses
Navigation is the ability of an are more attuned and better able to notice things
individual to manoeuvre their they otherwise would have missed before. Weird
way through their current smells, the sounds of footsteps, or spotting a
environment and surroundings target at great distances away all become easier
successfully. This may help to achieve on a more reliable basis.
locate their current position and
whereabouts or find a quick and
efficient way of reaching an intended destination or Piloting: Aircraft [Reflex]
objective.
With their high speed and
nimbleness, aircraft take an
Those with a competent level of natural talent here exceptional amount of talent
are generally more adept and reliable at reading to be flown well. They require
maps and have a more acute sense of direction. their pilot to have an innate
They will fair better at finding their way around and understanding of what the
are far less likely to become lost when trying to do aircraft is capable of and a
so. suitably dexterous set of reflexes to match.

Negotiation [Charisma] As one would suspect, the Piloting: Aircraft skill


denotes how well you can fly these vehicles.
Turning a bad deal into a good Whether it be an aeroplane, helicopter, or airborne
one can often be a delicate and drone, those with a high amount of talent here will
intricate process. Whether it naturally prove more competent when attempting
be happening on the streets to pilot them.
or perhaps in a board room of
a corporate office, being able
to offer the right things in the Piloting: Driving [Reflex]
right way often gives you a significant amount of
influence over others. While many vehicles can
operate autonomously, plenty
of people out there prefer to
Characters who are talented negotiators are far take direct control of them for
more capable of forging deals and agreements. themselves. Whether it be a
They have an easier time manoeuvring themselves need to get somewhere quickly
into a position of leverage over others and can, without following the rules of
more often than not, persuade them to see things the road or their skills simply outmatching the
from their point of view. inbuilt piloting software, driving a ground vehicle
will require a competent amount of knowledge and
an acute set of reflexes to match.
Perception [Foresight]
The ability to notice danger Those talented in the Piloting: Driving skill will
before it is too late can often naturally feel more accustomed to controlling said
mean the difference between vehicles. They will better understand them and
life and death. Regardless their potential capabilities and have more talent for
of it being guards on patrol, controlling them during difficult circumstances.
sentry gun turrets, or merely
a well-placed trap in your
midst, recognising these dangers and planning
accordingly is always a welcome talent for any
team.

20 Chapter 2, Character Creation


Piloting: Seacraft [Reflex] With their ability to indiscriminately deal damage
to all those unfortunate enough to be nearby,
Ships come in many shapes careful control and a high degree of talent will
and sizes, and while there are always be necessary here to avoid accidental
many systems out there that collateral damage. Those who are especially gifted
can automatically steer and with this skill will usually find that not only are
manoeuvre them, sometimes these powers more reliable to use but so too will
they’re simply not good enough they have greater potency to their effects.
for a particular task at hand.
Effectively controlling a sea vessel is more
complicated than one might think, requiring both Psionics: Flux [Intellect]
suitable knowledge of the vehicle and the reflexes
With technology advancing to
to make quick decisions at a whim.
the stage where forcefields
and energy barriers are making
This skill directly indicates the level of talent their way out onto the streets,
that you might have when attempting to pilot a group of psionic individuals
said vehicles. As it increases, so too should your decided to channel their
ability to manoeuvre them on a reliable basis knowledge in an attempt to
and perform difficult stunts and other types of replicate their effects. The Flux specialisation was
movements. Your knowledge of said vessels should soon born, teaching how to manipulate energy and
also improve, becoming ever more experienced and gravitational forces to create durable defensive
diverse in the process. barriers and potent blasts of outward force.

Psionics: Deception [Intellect] Characters who are particularly talented with this
skill will have a far easier time when choosing
With its ability to manipulate to use such powers. Their abilities will be more
others into a false pretence, reliable to cast and have a greater potency to their
the Deception specialisation effects. Barriers that you produce will be able
for psionics is a potent choice to take more hits before they disperse, while the
for those who wish to confuse force behind your offensive attacks will prove more
and disrupt their opponents. significant in strength.
Perhaps there is a sudden
need to conceal yourself and nearby allies from
view, or maybe you want to influence the minds of Psionics: Materialisation [Intellect]
your opponents so that you can appear in a more
Manipulating the powers
favourable sort of light.
of the Ether offers a person
much more than merely being
Regardless of what you might be planning, this able to destroy things in
skill indicates how talented you might be when unique and creative ways. The
deciding to use these powers. Those characters Materialisation specialisation is
with a competent level of talent here will not only an excellent example of this.
prove more reliable at influencing their targets but
can produce larger and more convincing illusionary
You may require a sharp blade to help ward off
effects.
nearby passing foes, or you could do with the aid
of a sentient spectral entity that obeys your every
Psionics: Energetics [Intellect] command. Regardless of what you might need
here, this specialisation can help you conjure up
Whether you are looking to all manner of useful items and objects out of thin
create explosive blasts of air.
intense heat, lethal bolts of
arcing electricity, or large Those with a high amount of skill here will often
zones of debilitating cold, the prove more capable when using such powers. The
Energetics specialisation allows items and objects they attempt to create will be
an individual to manipulate more potent in their effects and last for a longer
heat and energy to conjure a variety of area-based duration.
effects.

21 Chapter 2, Character Creation


Psionics: Metamorphosis Psionics: Seer [Foresight]
[Intellect] Despite many harnessing
the powers of the Ether in an
The Metamorphosis
attempt to become ever more
specialisation focuses on an
powerful, some folk out there
individual’s ability to manipulate
prefer to better understand the
and change the properties
people surrounding us and the
of biological matter. While
world we live in.
many of these effects are only
temporary, their sheer potency
can often drastically improve or degrade one’s The Seer specialisation teaches us how best to
ability to perform certain tasks. extract useful information from our surroundings.
Those who are proficient gain a supernatural-like
sixth sense which they can use to their advantage.
Need to be able to see in the dark? Your eyesight
They may want to get a feel for where an individual
now includes night vision. Taken a hit from an
is currently located or get a read on their current
opponent’s firearm? Let’s repress those pain
thoughts and motives. They can sense when
receptors of yours and accelerate your healing.
danger is nearby and even detect the presence of
Need to get the drop on a patrolling security
strong ethereal signatures.
guard? Well, they are now blind. Many options are
available to you here, some of which can buff you
and your allies, while others are more focused on As a character becomes better trained at this skill,
hampering your targets. they will generally find that their powers become
far more reliable to use. This usually means that
their senses are more finely tuned, allowing them
Those with a competent level of skill here will not
to work in more difficult circumstances, at longer
only find that their powers are more reliable to use,
distances, and potentially for a longer duration.
but so too will they have greater potency and last
for a longer duration.
Psionics: Telekinesis [Intellect]
Psionics: Purge [Intellect] Probably one of the most
As the practice of psionics well-known psionic
started to become more specialisations, Telekinesis
prominent worldwide, many needs little of an introduction.
concluded that it would be in The ability to manipulate and
their best interest to develop control objects from afar often
the ability to counter one proves useful in all manner of
another and their powers. The situations. From something as simple as pulling
Purge specialisation was soon born, providing the an object towards you to perhaps utilising a
necessary skills and teachings to neutralise the firearm some distance away resting on a table, this
psionic capabilities of others. specialisation can instantly make any person feel
like an army of dozen.

This skill indicates how well you may fare when


using such powers. Those gifted with a higher Many telekinetic powers scale in potency based on
amount of talent here will naturally have a far the skill of the individual using them. Those with a
easier time countering other individuals’ psionic higher amount of talent here will generally be able
abilities and neutralising their effects. Your powers to control larger objects with greater precision,
will prove more reliable when used, and in some potentially for a longer duration.
cases, they might even affect a larger area and to a
more significant degree.

22 Chapter 2, Character Creation


Psionics: Transmutation [Intellect] Characters with a high amount of skill at Stealth
are generally more capable of blending into their
The Transmutation current surroundings. They can more reliably move
specialisation focuses about without generating loud and unwanted noise
on changing the physical and have a better idea of which routes will provide
properties of an object in them with the highest chance of not being seen.
your environment. You can
attempt to morph and turn
it in such a way as to modify Streetwise [Foresight]
its effectiveness at fulfilling a particular type of
With the streets bustling and
task. Examples include; making an opponent’s
full of people and energy, it can
equipment and armour weigh considerably more,
often feel difficult to work out
melting walls and surfaces to reshape them, or
where you should look next.
perhaps hardening an ally’s armour to improve
While plenty of organisations
their overall protection.
operate across the various
parts of a town, only a select
Characters who continue to improve at this skill few of them may be able to provide you with the
generally find that their use of these powers will information, equipment, or contacts you need.
also become more effective. They will have a
higher potency to their effects and last for a longer
duration too. The Streetwise skill denotes how capable you
might be at understanding the dynamics of a
particular town or city. Those with a high amount
Sleight of Hand [Finesse] of natural talent for this skill should prove very
capable of gathering information from the local
Sleight of Hand refers to how urban environment. They will know who best to
well individuals can use quick talk to and better understand the regional politics
or subtle movements of their and confrontations between different groups and
hands to achieve a specific organisations.
task. These are usually done
discreetly and can often include
such activities as; pickpocketing, Survival [Foresight]
swapping out one item for another, or a type of
card trick. Sometimes you may find
yourself in the middle of the
wilderness, many miles away
Those with a high Sleight of Hand skill can often
from the usual comforts and
become excellent card sharks or thieves. They can
technology that modern life
regularly utilise their hands for rapid movements
brings. Moments like these are
and, more often than not, do so without being
where your instincts may need
caught by others around them.
to take over, ensuring you have ample provisions to
last you for the duration of your task or journey.
Stealth [Finesse]
A character’s Survival skill usually determines their
An individual’s ability to conceal ability to stay alive and well in the wilderness.
themselves and stay hidden can Those who are competent here will naturally
often prove invaluable in many find that they have superior knowledge about
different types of situations. these environments and how best they can use
Whether it be evading guards their resources to sustain themselves. This
and patrols to infiltrate a secure includes tasks such as foraging for food and water
facility or the need to quickly or assembling a fire and some shelter to keep
shrug off a troublesome pursuer, the Stealth themselves out of the elements.
skill will allow you to move about better without
generating unwanted attention.

23 Chapter 2, Character Creation


Swimming [Strength] and understand what could be done to help remedy
them. They have an easier time spotting potential
As its name suggests, the intruders on a device and tracking what they are
Swimming skill is an individual’s currently doing.
ability to swim and stay buoyant
while in a body of water. This
could indicate how well they Tech: Encryption [Intellect]
can move through a river while
Encryption is a method of
wearing heavy equipment or
encoding a message or piece
an indication of how they might fair when fighting
of data so that only authorised
against a raging current in turbulent seas.
individuals can access it.
With the continuous rise
Those with a higher Swimming skill are generally of mega-corporations and
able to control themselves better when in authoritarian governments,
an aquatic environment. Their ability to keep many parties have turned to this process to protect
themselves afloat will naturally persist for longer, their privacy better.
and they will have an easier time moving about as
they please.
The Tech: Encryption skill denotes how well a
character understands these technologies and
Tech: Computing [Intellect] algorithms, as well as their ability to utilise them
to encode or decode data.
The world of 2107 is very
digital-centric. Continuing the
trends of the early 21st century, Tech: Hacking [Intellect]
where electronics were starting
Hacking has been an issue for as
to be integrated into all manner
long as people can remember,
of everyday life, everything
and in today’s world, this is
today has a computer that can
no different. Institutions and
control and manipulate it.
corporations alike want to
protect their data and will
The Tech: Computing skill indicates how effective implement strong defences to
and efficient a character is at utilising said do so. Of course, more than this will be needed to
computers, their operating systems, and the discourage those who are equally determined to
applications that come with them. This can include break into said systems.
a range of activities including modifying files,
quickly searching for things, or user management
Whether it is to fulfil a sense of achievement or
on the device.
to find and sell personal data to the right third
party, the Tech: Hacking skill denotes how well a
Tech: Diagnostics [Foresight] character can exploit vulnerabilities in a computer
system to gain access to it. The higher this skill, the
With computers becoming more capable the individual is said to be at working
ever more prominent in our out the system’s defences and finding suitable
everyday lives, it is vital that exploits.
they continue to perform their
functions well. While there is
always the risk of the software Tech: Knowledge [Intellect]
glitching out on us, or a virus
The world of technology is
infecting the system, proper diagnostics can soon
forever advancing and growing.
help diagnose these problems and determine what
For many individuals, it can
can be done to help fix them.
often feel like a struggle to
keep up with the latest trends
The Tech: Diagnostics skill determines how well and what new emerging
an individual can analyse a device and their local technologies will help change
networking environment. Those with a high our lives next.
amount of skill here can better determine whether
flaws or vulnerabilities are present in the system

24 Chapter 2, Character Creation


The Tech: Knowledge skill indicates how well Thrown Weapons [Finesse]
an individual understands this world and how
informed they are by its products and the latest Close-quarter encounters are
advances. Those with a high amount of skill here certainly not limited to only the
will naturally be able to identify certain equipment use of melee weapons. It can
and their capabilities far easier and determine how often become apparent that
a given device, automation, or weapon system a combat situation is about to
might work. break out while still having a
little breathing room between
the different parties. Situations like this can often
Tech: Maintenance [Intellect] be perfect for using various throwing weapons,
often including knives and other sorts of bladed
Regardless of how well you
instruments.
may treat your equipment,
it is inevitable that it will
begin to malfunction and The Thrown Weapons skill provides us with an
break down over time. This indication of just how effective you might be when
often proves especially true wielding such weapons. Those with more expertise
with computerised devices, here will be able to hit their targets on a more
which always seem to break or fail out of pure regular basis and be far better at identifying these
randomness or spite. weapons when seen out on the streets.

The Tech: Maintenance skill indicates how well Weapons that are a part of this category can often
a character can usually identify these hardware include:
faults and their capability to go on and fix them.
Those with a high amount of talent here can more • Throwing knives and other such bladed
reliably identify these issues before they cause instruments (i.e. shurikens).
major problems and how best they can modify or
repair different types of computerised equipment. • Grenades.
• Deployable nets.

Tech: Networking [Intellect]


Given the rise of the Omninet,
Tracking [Foresight]
there is a significant As characters shift and move
reliance on networking and about in the real world, they will
communications equipment to likely leave behind certain clues
keep everyone interconnected. that indicate they were once
Whether it be social media posts present here. Perhaps these
or military intelligence, data take the form of prominent
needs to get somewhere, both quickly and securely. footprints in an otherwise
clear trail, or maybe something more subtle, like
The Tech: Networking skill denotes how well an a window or door being slightly ajar. Regardless
individual understands the subject and concepts of of these signs, the ability to understand their
network communications and their ability to utilise significance and follow them should be determined
equipment like network switches and transmitters. by a character’s Tracking skill.
The higher their skill here, the better they will be at
attempting to use this equipment to achieve their Those talented at Tracking will generally find that
tasks. they can more reliably locate others based solely
on the physical markers they leave behind. They
will better understand which routes the individual
had taken and can more accurately estimate when
they moved through a particular location or area.

25 Chapter 2, Character Creation


Unarmed Combat [Strength] It is important to note that some of the options
listed below have specific conditions or restrictions
While it is undoubtedly true tied to them. This means that for a character
that there are many different to take this trait, they must first fulfil all of its
types of weapons out there, requirements as written.
sometimes a situation may
arise whereby you only have
your own body to try and defend Positive Traits
yourself. Perhaps an ambush
takes you off guard while unarmed, or an opponent
disarms you of your favourite weapon. Agile
Requires: Reflex of four or more.
This skill shows how effective you might be when
fighting an opponent without a weapon. Those
more competent at this skill will generally find that Quick and nimble, you have an exceptional knack
both their attacks are more reliable to hit and have for adapting to the current situation around you at
a far easier time carrying out special manoeuvres a moment’s notice. No matter what happens, you
like a disarm or grapple. are always ready and able to mitigate the actions
of others to better keep yourself alive.

2.5 Traits Whenever you are targeted by either an opposing


skill or attribute check due to a reactive action, you
While both attributes and skills help define what gain a +2 dice pool modifier to your defences for
your character will potentially be good at, it is with that roll.
traits that we begin to see their mannerisms and
characteristics brought to life. These features add Genetics pool cost: 20
some additional flavour to an individual to help
separate them from everyone else.
Architect
Traits come in two distinct types; either they
It is often said that you have an exceptional talent
can be positive, in which case they reward you
for visualising and understanding the layout of
with an improvement, or they can be negative,
various types of buildings and structures. Even
which serves as a hindrance. Positive traits take
with only a small amount of information, you can
resources away from your genetics pool, while
formulate where key features, or perhaps areas of
negative ones add them back to it. This allows
interest, would most likely be found.
players to mix and match as they see fit, with
more negative traits being able to compensate for
other expensive additions made elsewhere in the When stepping into a building, or when you have
character-creation process. been given an accurate description of it, you can
quickly determine where certain features like;
emergency exits, lifts, power lines, ventilation
The number of traits that any given character
shafts etc., could potentially be found.
can take is based solely on their current level of
renown. As a result, players are encouraged to
study the table below to determine what this limit Certain unusual building designs and compositions
currently is. might prove difficult for you to understand at first;
however, this complication should quickly dissipate
after navigating through them.
Renown Trait Limit
1 5 Genetics pool cost: 15
2 6
3 7
4 8
5 9

26 Chapter 2, Character Creation


Assassinate stand your ground, grit your teeth, and smile
straight back at them.
Requires: Finesse of five or more.
Whenever you are subjected to an effect that
Silent but ever so deadly, you have learned how to attempts to cause fear, you gain a +4 dice pool
effectively use the element of surprise over your modifier to your roll. Additionally, attempts made
potential targets. by yourself to defend against the Intimidation
based skill checks of others, gain a +2 dice pool
Your attacks become more potent whenever modifier.
they hit a target who is surprised. Any dice you
would typically roll to determine their damage are Genetics pool cost: 15
instead taken forward using their highest possible
outcome.
Brawler
Genetics pool cost: 20 Accustomed to many up-close fights over the
years, you have learnt a trick or two to help give
you that little bit of an edge.
Awakened Mind
Requires: A biological racial choice. You can immediately make a grapple attempt
against a target after hitting them with a
You are one of the very few lucky ones born with melee-based attack. This activity is considered
natural talents in manipulating the energies of a type of free action, and once used, it cannot be
the Ether. You can tap into the cosmic powers of performed again until the start of your next turn.
psionics and use its associated skills.
Additionally, whenever someone attempts to
Genetics pool cost: 20 escape from one of your grapples, they suffer a
-1 dice pool penalty to their roll.

Bloodthirsty Genetics pool cost: 15


You have developed an unsavoury taste for battle
over the years and enjoy nothing more than the
feeling of warm blood covering your hands. Others
Cybernetic Adaptability
have described you as a rabid animal, hacking and Requires: A biological racial choice.
slashing wildly at all those who decide to cross
your path.
Despite a biological system’s rejection of
cybernetic enhancements being all but inevitable,
When using a melee-based attack action against certain individuals are lucky enough to be much
an enemy target and you successfully reduce more compatible than others. Thanks to a rare
them down to zero hit points or lower, you can mutation to your D.N.A., you can suppress the
immediately make a single melee weapon attack effects of cybernetics sickness for longer without
against an individual currently within your reach. resorting to immunosuppressants.

Performing such an attack is considered a type of When dealing with cybernetic enhancements and
free action, and once executed, it cannot be done their limits, your body only requires one weekly
again until the start of your next turn. dose of an immunosuppressive drug for every
fifteen complete points of rejection rating (rather
Genetics pool cost: 20 than the usual ten).

Genetics pool cost: 20


Brave
Your courage knows no bounds, and it is often
said that you laugh in the face of danger. When
opponents attempt to strike fear into you, you

27 Chapter 2, Character Creation


Escape Artist Providing you have at least one point assigned
to the weapon’s associated skill type, you may
Requires: Finesse of four or more. perform either of the two action combinations as
a standard action or reactive action:
Over the years, you have gained a remarkable skill
for pushing through tight spaces and escaping • Eject Magazine/Ordinance and Insert
challenging environments. Few shackles can Magazine/Ordinance.
keep you held down for very long, and you make
escaping from them seem like easy work. • Remove Item Add-on and Attach Item Add-on.

Whenever you make an attribute or skill check to Genetics pool cost: 10


avoid or end a type of restraining effect, you can
gain a +3 dice pool modifier to that roll.
Focused
Genetics pool cost: 15 Requires: Will of four or more.

A combination of intensive mental training and


Ethereal Dampening first-hand experience has prepared your mind for
You were born with an unusual connection to the all manner of difficult combat situations. You can
Ether. Some would describe it as dim, others as keep focused on the task at hand, regardless of
obfuscated. Regardless of what it might be, many what is in your way.
have difficulty locating you through the Ether.
All checks made to maintain your concentration
Whenever others attempt to locate you via your gain a +2 dice pool modifier added to them.
ethereal signature, your Will attribute score is Additionally, unless you are in exceptional
considered to be two points higher than its actual circumstances, you should not begin to suffer dice
current amount. pool penalties when attempting to perform a task
with nearby distractions.
Genetics pool cost: 15
Genetics pool cost: 15

Exceptional Abilities
High Pain Tolerance
You were born with a rare form of mutation,
allowing you to push yourself further than Requires: Endurance of four or more.
everyone else.
You have an unusually high tolerance to pain and
Choose one attribute. The biological maximum for can keep going when many others would begin to
it is now increased by one. falter.

Genetics pool cost: 20 When it comes to damage accumulation penalties,


you do not begin to suffer their adverse effects
until you reach the 50% hit point threshold.
Note: This trait can be purchased multiple times;
In addition, whenever you start to take these
however, each instance must focus on a different
penalties, their potency is reduced by one die.
attribute.

Genetics pool cost: 20


Firearms Expert
Requires: Finesse of four or more. Lip-reading
Requires: Foresight of four or more.
Over the years, you have gotten relatively well
acquainted with a variety of different firearms.
You know your way around these types of weapon You have mastered the art of lip-reading, allowing
systems and can quickly and effortlessly swap out you to understand what others are saying from
their configuration at a moment’s notice. afar.

28 Chapter 2, Character Creation


Providing that you can both; see an individual’s Choose any one of the following; acid, cold,
lips move and understand the language used, you electrical, heat, mental, physical, radiation, or toxic.
can fully comprehend the words being spoken in You gain a +3 bonus to your natural resistances
conversation. towards that particular damage type.

Since Cyterians do not have lips in which to move, Genetics pool cost: 15
this trait cannot be used against them.
Note: This trait can be purchased multiple times;
Genetics pool cost: 10 however, each instance must focus on a different
resistance type.
Lucky
Luck always seems to be on your side, and you can
Omninet Ghost
perform magnificent feats even when the odds are Requires: Tech: Computing skill of four or more.
stacked against you.
Years of experience have made you cautious about
You receive three points of luck. After performing the dangers of the Omninet. You know how to
a skill or attribute check, you may spend one point maintain your privacy from third parties and excel
of luck to re-roll it. The decision to make this re-roll at masking your digital footprint. You have also
can be made after the check’s outcome has been learned how to modify your devices’ behaviour,
decided; however, you must take the second result making them far more difficult for others to detect.
regardless of which is better.
Whenever an individual attempts to locate or track
After completing an extended rest with food and you digitally, you gain a +2 dice pool modifier on
water, you regain all of your spent luck points to be all checks made to try and remain hidden from
used once again. them. Additionally, all devices in which you have
been designated as the Root user for at least a
Genetics pool cost: 15 day automatically have their network noise rating
increased by two. This benefit remains in place so
long as you retain Root level access on the device.
Natural Born Actor
Requires: Charisma of four or more. Genetics pool cost: 15

You were born with a natural talent for acting and Note: This cannot be taken in combination with the
taking on the roles of others. Your mannerisms ”Poorly Maintained Devices” trait.
and how you present yourself can all change at a
moment’s notice, and you seem particularly quick
at picking up the key aspects of what makes an Opportunist
individual themselves.
While some individuals see a wounded foe as
defeated and no longer a real threat to them,
All Acting and Disguise skill checks you make others see a perfect opportunity to strike and
receive a +2 dice pool modifier added to them. finish them off. You very much fall into this latter
Additionally, you only need to have heard someone category, happy to go on the offensive to eliminate
speak for a few minutes to make a reasonable helpless victims.
attempt to mimic their voice.
Whenever you attack a target at or below half of
Genetics pool cost: 15 their maximum hit points, they should also suffer
a -2 dice pool penalty to any opposing attribute or
Naturally Resilient skill checks that they will be required to make.

Whether you were born with it or the condition Genetics pool cost: 15
simply developed over a prolonged period, you
have an abnormal level of resistance towards a
particular type of damage.

29 Chapter 2, Character Creation


Pack Mule spend your time modifying and retrofitting the
drones and vehicles you own, pushing them far
Requires: Endurance or Strength of four or more. beyond the limits they were originally designed for.

Whether due to a life of hard labour or perhaps When an automation that you have been
an ever-present drive to continuously improve designated as the Root user for at least a day
yourself, you have developed an unnatural ability attempts to make a skill or attribute check,
to carry impressive amounts of weight over great you can, as a free action, grant it a +2 dice pool
distances. modifier towards its roll. Once the check has been
concluded, it must make a generic Endurance +
Your total carrying capacity is increased by 50%. Strength attribute check with a success target of
two.
Genetics pool cost: 10
On a failure, the automation begins to malfunction
due to being pushed beyond its normal limits. Roll
Paranoid a d10 and consult the table below to determine
what adverse effects occur as a result.
Regardless of where you are or what you might be
doing, you always have this unsettling feeling in
the back of your mind. Whether it be a corporation d10 Adverse Effect
following your every move or perhaps a sense that
The automation shuts down from
some gang is about to kick down the front door and overheating. A visible plume of smoke arises
light you up with a spray of bullets, you always feel 1
from within, and it remains unusable for the
like someone or something is out to get you. next 1d10 minutes while it attempts to cool.
The automation’s Endurance, Strength,
You gain a +3 dice pool modifier on all surprise 2 Finesse, Reflex, and Foresight attributes are
checks that you make. all reduced by one (minimum of one).
A mounted weapon, chosen at random, stops
Genetics pool cost: 15 3
working.
The automation begins emitting a noticeable
Parkour Artist 4-5 buzzing, clicking, or otherwise similar type of
noise.
Requires: Finesse of five or more. The automation’s physical damage
6-7
resistance is reduced by 1d6.
You have a talent for parkour and can quickly and The automation’s current hit points are
efficiently find your way through complex urban 8 - 10
reduced by 1d6.
spaces. Obstacles prove ineffective at slowing you
down, and you seem to handle the landings from
Regardless of whether the automation succeeded
small jumps with ease.
on this check, you should also mark down that it
has received one point of stress. Each time you
Unless you are in hazardous or exceptional choose to repeat this trait, the automation in
circumstances, you can avoid the movement question receives a -1 dice pool penalty for each
penalty from areas of difficult terrain while in an point of stress it currently has whenever you
urban-type environment. Additionally, whenever attempt to determine whether or not it begins to
you enter a fall six meters in distance or less, you malfunction.
automatically land on your feet, taking no physical
damage from it.
Both stress and any negative effects created by
this trait can be removed from an automation
Genetics pool cost: 20 by spending an hour of your time performing a
suitable type of maintenance skill check on it.
The GM should determine the success target for
Pedal To The Metal this check based on the amount of damage it has
When it comes to your automations, there are sustained.
simply no half-measures. After all, as the saying
goes, you either go big or go home. You regularly Genetics pool cost: 15

30 Chapter 2, Character Creation


Photographic Memory The amount that a given power is reduced by
depends on its level. Powers of levels one and two
Your memory is a feat of amazement to others, have their mental fatigue reduced by one. Powers
able to recall events with perfect precision long of levels three and four have their mental fatigue
after they have occurred. reduced by two. Finally, powers of level five have
their mental fatigue reduced by three.
Without having to perform a check, you can recall,
to a reasonable degree of detail, everything that Genetics pool cost: 20
has occurred in your presence over the past month.
Note: This trait can be purchased multiple times,
Genetics pool cost: 10 however, each instance must focus on a different
specialisation.

Psionic Artillery
Scavenger
Requires: Awakened Mind trait.
Described by many as a resourceful individual, you
You show considerable talent with your psionic have little in the way of problems searching your
powers. You can keep control and sustain them environment for useful supplies.
over much greater distances than compared with
other casters. You gain a +3 bonus to your dice pool whenever you
make a Perception or Survival skill check to search
Whenever you use a psionic power, you may cast it your surroundings for general items or resources.
as if its range has been increased by half. Abilities
listed as having a range of either ”self” or ”touch” Genetics pool cost: 12
are unaffected by this trait.

Genetics pool cost: 20


Sharpshooter
You know your way around a variety of
long-ranged weapons and, over the years, have
Psionic Resistance amassed exceptional skill at shooting over long
For unknown reasons, your body displays a distances.
remarkable resilience to psionic-based powers and
their effects. What might leave someone severely You no longer suffer a penalty when firing a ranged
beaten or wounded could instead appear as mere weapon at medium range, and the penalty when
bruises and scrapes across your flesh. firing them at long range is reduced by two dice.

You gain a +1 bonus to your dice pool whenever you Genetics pool cost: 20
make a skill or attribute check to defend against
such conditions and effects.
Shell Waterproofing
Genetics pool cost: 20 Requires: Cyterian only.

Psionic Specialisation You were one of the few Cyterian manufactured


to be completely watertight. Perhaps you were
Requires: Awakened Mind trait. used for repairing ships and submarines before
the uprising or operated in a particularly wet
You have honed your skills through extensive environment.
practice in one of the various psionic
specialisations. You no longer suffer the effects of the Vulnerability
to Water quirk.
Choose any one specialisation. All powers that
belong to it now produce reduced mental fatigue Genetics pool cost: 20
whenever you attempt to cast them.

31 Chapter 2, Character Creation


Steadfast Tinkerer
Requires: Strength of four or more. You often enjoy taking apart computerised devices
and other such equipment. Whether it be just
Your body seems surprisingly sturdy despite what for fun or as an attempt to identify potential
others keep throwing at you. You have a far easier performance increases, you have amassed a good
time staying on your feet, and it takes a lot of force amount of knowledge on how to get the most out
to push you aside. of them.

Whenever you are subjected to an effect which is Targeting a device to which you have both; physical
either; attempting to knock you prone or forcing access and have been authorised to use, you can
you to move, you may choose to roll a d6. On a roll spend an hour of your time attempting to make
of four or higher, you may ignore that component tweaks and modifications to it. Make a generic
of the effect. Tech: Maintenance skill check with a success
target of three. On a success, the device gains a
permanent and non-stacking +2 bonus to its RAM
Genetics pool cost: 15
pool.

Strong Immune System Additionally, any future Tech: Diagnostics skill


checks you make on the same device or a similar
Requires: Endurance of four or more, and a type of model automatically gain a +2 dice pool
biological racial choice. bonus added to them.

Your body can stave off some of the most Genetics pool cost: 15
contagious diseases and infections. You are rarely
ill, and even when you are, the effects don’t last as
long as everyone else. Tough To Kill
Requires: Endurance of four or more.
You gain a +2 dice pool modifier whenever you
attempt an attribute or skill check to either resist
or end the effects of a poison or disease. Regardless of what others keep throwing at you,
you seem remarkably difficult to finally kill off.
Genetics pool cost: 10
Whenever you enter a dying state, you must be
brought down to negative your maximum number
Thick Skinned of hit points to be killed, rather than the usual half.

Requires: Endurance of four or more.


Genetics pool cost: 15

Your skin is unusually tough, giving you improved


defences against all bleed-type effects. Trusted Contact
You have had regular dealings with a particular
Whenever you are targetted by an effect that individual in the past, someone you have forged a
causes bleeding, you can make a generic check credible relationship with. This may have been due
with a dice pool equal to the number of stacks to previous jobs you excelled at or a lifelong friend
attempting to be applied. For each pass achieved who shares much of your history.
here, you may reduce the total number of stacks
inflicted by one.
Create a name and a background for your contact.
You have a special bond with them and can
Genetics pool cost: 10 regularly visit without issue. Additionally, you
should choose one of the following contact types
or work with your GM to create your own.

Genetics pool cost: 15

32 Chapter 2, Character Creation


Contact Type Services Offered
Auto dealer Sells new and used automations.
Cyber doc Sells new and used cybernetic enhancements.
Drug dealer Sells various types of drugs.
Fence Purchases stolen goods.
Fixer Finds you new work and arranges for any meets.
Forger Creates forged documents, and helps to identify the legitimacy of others.
General goods merchant Sells every day goods and commodities.
Informant Information exchange and potential mole.
Mechanic Repairs and modifies damaged equipment.
Medical doc Performs first aid and can patch up certain injuries.
Pharmacist Sells medical supplies.
Weapons dealer Sells weapons, along with their ammunition.

Above: The Trusted Contact connections table.

Unrelenting Grip gatherings. You have a good idea of who can


provide useful information and who it might be
Requires: Strength of seven or more. best to stay clear of altogether.

With years of meticulous training at your back and While in a city or another type of urban landscape,
an unprecedented amount of strength, you have you gain a +2 dice pool modifier towards all
mastered the ability to wield two-handed weapons Navigation, Streetwise and Intuition skill checks.
using just a single hand. While choosing to do so,
you suffer the following penalties: Genetics pool cost: 20

• Attacks made using a melee-based weapon


have their damage reduced by three. Vengeful
• Actions made using a ranged weapon suffer You have never really been someone who can let go
from a -3 dice pool penalty. of a grudge easily. In combat, when you are singled
out and targeted by another individual, you double
• All actions produce double their usual amount down on your efforts and go out of your way to
of recoil. ensure they will regret it.

Regardless of taking this trait, all traditional


Whenever you are hit by an offensive attack or
archery-type bows still require the use of two
action that originated from another individual
hands to utilise effectively.
you can currently see, you automatically gain a
non-stacking +2 dice pool modifier on all offensive
Genetics pool cost: 25 skill checks that you decide to make back towards
them.
Urban Expert
This effect lasts until the end of your next turn in
Over the years, you have travelled through combat.
numerous cities far and wide. You have an innate
talent for finding your way around them and Genetics pool cost: 15
always wind up at the best events and social

33 Chapter 2, Character Creation


Negative Traits a trait this will end up being. Rarer or more
expensive substances will generally net you a more
substantial amount of resources for your genetics
Acrophobia pool but will prove harder for you to fulfil your
obsession.
Whether you were born with it or merely developed
it due to previous experience, you have an irrational
Choose any one of the substances, along with an
fear or phobia of heights. You dislike high places
addiction level, from the tables below. These will
and actively try your best to avoid those sorts of
determine both; the drug your character is hooked
situations.
on and the initial severity of their addiction.

Whenever you are in an environment that you


can sense is high above the ground, you begin to Substance Genetics Pool Gain
suffer a panic attack. You become agitated, and Alcohol 2
your immediate thoughts change to attempting to
find the quickest way to leave. All checks that do Blitz 7
not directly advance this goal suffer a -4 dice pool Blue Spice 10
penalty (GM’s discretion as to what falls under this
Night Shift 2
category).
Opiates 11
Genetics pool gain: 20 Rage 5
Solace 5
Addict Wish 5

Requires: A biological racial choice.


Addiction Level Genetics Pool Gain
You are hooked on a certain kind of substance and 1 3
regularly require it to function properly.
2 6

There are many addictive substances out in 3 9


the world of today. Depending on which you 4 12
choose and how severe an addiction you currently
5 15
have will often determine just how punishing

34 Chapter 2, Character Creation


Unlike other addiction levels you might contract Allergy Rarity Genetics Pool Gain
throughout your character’s lifespan, the choices
Rare 3
you make here for this trait should be considered
permanent. As a result, they cannot simply be Uncommon 6
removed through the process of addiction recovery, Common 9
though you might be able to work with your GM
to find some compromise should you end up
regretting your choice later on. Attached
You have a strong emotional attachment to another
Allergies individual or item. Perhaps it is a family member or
an heirloom you have had with you for as long as
Requires: A biological racial choice. you can remember.

Like many others, you were born with an allergy to


Whenever your attachment is threatened, in
a certain substance or environmental condition.
danger, or in possession by someone else, you
take a -4 dice pool penalty to all Will, Foresight,
Allergies can come in all sorts of forms and and Charisma-based skill and attribute checks.
varieties. Some might react from an everyday
commodity, while others may require exceptional
Should this attachment ever become lost or
and often difficult-to-achieve circumstances. This
destroyed, you immediately feel overwhelmed
reaction in of itself could prove to be only a mild
with a sense of hopelessness and left adrift. This
annoyance for you, or perhaps it could result in a
trait is swapped out in exchange for ”Self Doubt”,
full-blown anaphylactic shock.
though you do not acquire any additional genetics
pool resources as a result. Instead, you keep hold
The ball is in your court to decide how disruptive of any of the gains you have already received when
and punishing this trait is. Work with your GM to choosing to initially take this trait.
determine the severity of your allergies and the
substance or specific condition required to trigger
them. Once defined, you can use the tables below Genetics pool gain: 10
to determine the total gains to your genetics pool
due to taking this trait.
Bad Reputation
Whether it be due to your past actions or perhaps
Allergy Genetics as a result of a simple misunderstanding, your
Exposure Effects character has a poor standing with a certain group
Severity Pool Gain
of individuals (communicate with the GM on this).
A mild annoyance. Contact Your name has been dragged through the dirt and
with the allergen causes
currently has a less-than-ideal reputation.
Minor all of your checks to suffer 2
from a –2 dice pool penalty
for the next minute. Individuals may recognize you as you come and
go, and many groups are not enthusiastic about
A major annoyance.
Contact with the allergen doing business with you. When negotiating, they
causes all of your checks will either require a higher success target on any
Moderate 9 social challenges you and your allies attempt to
to suffer from a –4 dice
pool penalty for the next 10 make, or they may ask for a hefty insurance fee to
minutes. be paid upfront.
Anaphylactic shock.
Contact with the allergen Genetics pool gain: 15
causes you to enter into
a state of Anaphylaxis
Deadly 16
(see Status Effects, page
233). Suitable medical
attention is required to end
this effect.

35 Chapter 2, Character Creation


Claustrophobia You cannot voluntarily take any standard actions
during your initial turn for the first round of
You have developed a phobia of small and enclosed combat. Instead, you are far more interested in
type spaces. You strongly dislike being in such finding a suitable place to lay low for a while. You
environments and actively try to avoid them must perform the Move standard action, taking
wherever possible. cover behind whatever piece of terrain will provide
you with the most protection. In addition, you
Whenever you are in an environment that is suffer a -2 dice pool penalty whenever you attempt
cramped and difficult to manoeuvre, you begin to to either resist or end a type of fear effect or an
suffer a panic attack. You become agitated, and Intimidation check from others.
your immediate thoughts change to attempting to
find the quickest way to leave. All checks that do Genetics pool gain: 20
not directly advance this goal suffer a -4 dice pool
penalty (GM’s discretion as to what falls under this
category). Dishonest
You are naturally deceitful and, more often than
Genetics pool gain: 15 not, are insincere to those around you. While you
have no problems telling the truth per se, you
would much rather state a lie instead. Over the
Clumsy years, this has led you to develop a strong set of
While some are blessed with incredible grace and bluffing skills while also taking its toll on your
finesse in their movements and actions, you are ability to inspire and negotiate with those around
instead more akin to a great lumbering beast. You you.
are heavy-footed and handed, with a tendency to
either knock things over or break them entirely. You gain a +2 dice pool bonus for all Bluffing skill
checks you make while suffering a -2 dice pool
You suffer a -2 dice pool penalty on all Acrobatics, penalty for any of your Leadership and Negotiation
Sleight of Hand, and Stealth-based skill checks. skill checks.

Genetics pool gain: 10 Genetics pool gain: 5

Computer Challenged Distinctive Features


Despite living in a day and age where technology is Whether by accident or on purpose, there is
everywhere, you often lack the necessary skills to something unmistakable about you. Maybe an
cope. Whether it be a lack of interest or willingness elaborate tattoo which is not easy to hide, or
to learn, or perhaps just consistently bad luck that perhaps a particular mannerism that sets you
seems to hang over your every action, computers apart from everyone else. Either way, you are easy
and yourself don’t get along. to remember and even easier to spot in a crowd.

Whenever you make a technology-related skill All checks made by others to recall yourself and
check, each die that lands on a one should remove your actions have a +2 dice pool modifier added to
a pass from your final result. them. Additionally, attempts made by yourself to
either blend into a crowd or impersonate someone
else suffer from a -2 dice pool penalty.
Genetics pool gain: 10

Genetics pool gain: 10


Cowardly
You have never really been a courageous sort of Ethereal Beacon
person, and you are never the first to head into
a fight. When others stand their ground holding You were born with an unusually strong connection
back the enemy, you are still trying to work up the to the Ether. Your signature comes across as a
courage to get involved and help. beacon, easily standing out from the rest of the
crowd.

36 Chapter 2, Character Creation


Whenever others attempt to locate you via your Former Junkie
ethereal signature, your Will attribute score is
considered two points lower than its current Requires: A biological racial choice.
amount.
Despite having had a run-in with drugs and other
Genetics pool gain: 10 addictive substances in the past, you have come a
long way on your road to recovery. You try to live
Note: this cannot be taken in combination with the a normal life, to get away from whatever mistakes
”Ethereal Dampening” trait. you have made in the past. Still, even now, there is
that lingering temptation. Just one more hit won’t
hurt, right?
Fear of Death
You suffer a -2 dice pool penalty on all addiction
The world of 2107 is undoubtedly a dangerous
checks you make.
place. Whether it be opportunistic organ
harvesters looking for their next victim or perhaps
a shootout between a couple of local street gangs Genetics pool gain: 10
without a care in the world for collateral damage,
death can always lurk around every corner.
Frail
Knowing the fragility of life all too well, you always Your body has begun to show the initial signs of
seek to keep yourself out of these situations old age. You are less sturdy on your feet than you
wherever possible. When the chips are down, once were, making you an easy target for those
and the situation starts going south, you will who attempt to knock you prone or move you aside.
do anything to keep yourself alive, even to the
detriment of others. You suffer a -2 dice pool penalty on all of your
checks that either; attempt to keep you on your
Genetics pool gain: 15 feet or prevent yourself from being forcibly moved
by another individual.

Feedback Genetics pool gain: 10


Requires: Awakened Mind trait.
Note: this cannot be taken in combination with the
Despite being one of the lucky few who can control ”Steadfast” trait.
and manipulate the powers of the Ether, you
regularly find that your body suffers from intense
pain spikes whenever you attempt to do so.
Greedy
Whether it be fame, wealth, or potentially power,
Each time you cast a psionic power, you you have an ever-growing hunger for the finer
immediately lose a number of hit points equal to things in life.
its level. The effects of shielding cannot mitigate
this loss of health. Whenever you are presented with a choice, you
have difficulty not choosing the option that could
For the sake of channelling powers, this loss of hit net you the highest gains, even when it puts
points is considered to occur before the power yourself and others at greater risk. In addition,
is conjured and used. As a result, provided you whenever you attempt to make a Charisma-based
were not already maintaining your concentration skill check against others who have promised the
beforehand, you do not need to make a check to see things above, you suffer a -3 dice pool penalty to
whether or not its effects can continue. that roll.

Genetics pool gain: 15 Genetics pool gain: 15

37 Chapter 2, Character Creation


Illiterate At the start of an extended rest, you should make
a Foresight + Will attribute check with the success
Requires: Intellect of four or lower. target equal to three. If you succeed on this check,
you can wrestle against your insomnia and achieve
Despite the global trend for a consistently 8 hours of rest, including all of its usual benefits. If,
improving rate of literacy year upon year, you however, you fail at this check, you are kept awake
still fall into a small minority of individuals who, for large portions of the night and, as a result, only
unfortunately, have been left far behind. gain the following limited benefits from the rest:

You are considered illiterate, preventing you • You roll only half the usual restoration dice to
from reading or writing your spoken languages. restore your hit points and mental stamina.
While your computing skills are minimal, you can
• Any checks you make to determine whether
complete very simple tasks by memorising various
an ongoing detrimental effect ends suffer a
patterns, familiar iconography, and the use of voice
-3 dice pool penalty.
commands.

Genetics pool gain: 15 Genetics pool gain: 20

Impaired Senses Motion Sickness


Despite your best efforts, your body’s senses are You regularly suffer from the effects of a potent
not quite as acute as they once were. Whether it form of motion sickness. Whether riding in a
be due to old age or a past injury, you often have moving car or bearing the rough open seas onboard
difficulty identifying the finer details. a ship, many situations cause you to feel fatigued
and nauseous.
You suffer a -2 dice pool penalty on all Disguise,
Intuition, and Perception skill checks you attempt You are automatically considered disorientated
to make. whenever you are in a situation or environment
that produces a strong feeling of motion (see
Status Effects, page 233). Once you have left the
Genetics pool gain: 10
triggering situation, this effect slowly fades over
the next 10 minutes.
Indebted
Genetics pool gain: 5
Financial responsibility has never particularly been
one of your strong points. For whatever reason,
you decided to bet big and took out a loan with Oblivious
someone you do not want to disappoint.
While some have a keen eye for identifying when
something is amiss, others are not quite so gifted.
You gain an additional 50% of your starting credits
You very much fall into this latter category. When a
from your lifestyle choice. However, you are now in
sudden attack breaks out, you are usually blissfully
debt to a powerful individual or organisation by the
unaware and slow to respond to the situation at
same amount your funds were increased by. Each
hand.
week you will be expected to repay a 10% interest
payment on the amount you owe.
You incur a -3 dice pool penalty on all surprise
checks you attempt to make.
Genetics pool gain: 15

Genetics pool gain: 10


Insomnia
Requires: A biological racial choice. Note: this cannot be taken in combination with the
”Paranoid” trait.
You often suffer the effects of insomnia and have
great difficulty getting enough sleep each night.

38 Chapter 2, Character Creation


Out of Shape Whenever you fail a skill check, you suffer from
a non-stacking –2 dice pool penalty to all further
It is often said that you should treat your body like skill checks of that type for the next hour.
a temple. Clearly, for you, this has not quite been
the case. Years of unsavoury habits have taken Genetics pool gain: 20
their toll, and your body is untrained and ill-suited
for the job at hand.
Social Anxiety
Your movement speed is reduced by two meters,
Due to an anxiety disorder, you have never found it
and you suffer a -1 dice pool penalty on all
easy to engage in social conversation in unfamiliar
Endurance based attribute checks.
environments or with individuals whom you do not
already know.
Genetics pool gain: 15
Whenever you are in an unfamiliar environment or
Poor Immune System conversing with such a person, all Charisma-based
skill and attribute checks you make suffer a -2
Requires: A biological racial choice. dice pool penalty. It is up to the GM to decide what
constitutes an unfamiliar environment/individual.
Your body has a hard time fighting against foreign
infections and diseases. You always seem to be Genetics pool gain: 15
catching colds and other forms of illness from
those around you, regardless of the precautions
you try to take. Thin Blood
You were born with a genetic disorder that impairs
Whenever you attempt a skill or attribute check
the body’s ability to make blood clots. As a result, it
to either resist or end the effects of a poison or
seems to take your body far longer to stop bleeding
disease, you take a -2 penalty to your dice pool.
due to suffering an injury.

Genetics pool gain: 10


Attribute or skills checks made to end a bleeding
effect on yourself suffer from a -4 dice pool
Note: this cannot be taken in combination with the penalty.
”Strong Immune System” trait.
Genetics pool gain: 10
Poorly Maintained Devices
Whether it be through a lack of knowledge or you Unlucky
simply don’t care, all your devices are left poorly
Despite some individuals having all of the luck in
configured and maintained. Security updates are
the world, you rarely seem to be able to find any of
constantly ignored, and you don’t spend any time
it. No matter the plan, or the precautions you take,
running diagnostics on them.
events have a habit of frequently trying to screw
you over.
All devices in which you have been designated
as the Root user for at least a day automatically
suffer -1 to their firewall and -2 to their network You continuously seem to be the one chosen
noise ratings. randomly for a stop and search, the door you
decide to take is always the most well-defended,
and when a firefight breaks out, the bullets seem to
Genetics pool gain: 10 have this annoying habit of flying towards you first.

Note: this cannot be taken in combination with the Genetics pool gain: 15
”Omninet Ghost” trait.

Note: this cannot be taken in combination with the


Self Doubt ”Lucky” trait.

Due to a series of previous events, you have begun


to lose faith in yourself and your capabilities.

39 Chapter 2, Character Creation


Unwavering Creed situation becomes, you will not falter on this.

Despite the world being full of individuals willing to Work with your GM to develop an appropriate type
do anything for the right price, you have decided of code to which your character will always follow.
to live your life by following a strict set of rules A small number of examples have been provided in
or code. No matter what happens or how dark the the table below.

Genetics
Creed Description
Pool Gain
Your word is your bond. When you enter into an agreement with someone,
A Deal’s a Deal 10
there’s simply no going back.
Protector of the You will not stand idly by while civilians are being threatened and endangered,
10
Innocent even if this means walking into an unfavourable fight.
You do not believe in attacking those that do not have a chance to defend
Honourable
themselves. You will not fight someone who doesn’t hold a weapon, and will 15
Fighter
never launch a surprise attack.
Regardless of the crimes that someone has committed, you do not believe that
killing them is the answer. Whenever possible, you will always prefer to deal
Merciful Soul 20
non-lethal damage rather than the killing blow, and anyone who is under your
custody shall be treated with common dignity and respect.
No Man Left
You will never leave behind a friend or ally, regardless of the circumstances. 20
Behind

Above: The Unwavering Creed examples table.

GMs are strongly encouraged to punish players Vain


who do not follow their chosen creed. This could
be a loss of karma or a penalty to all checks that At all times, you are excessively concerned with
attempt to go against their character’s beliefs. how others perceive you. Perhaps this stems from
abandonment issues during your upbringing, or
Genetics pool gain: 5 - 25 (varies) maybe you are so egotistical that you are shocked
whenever someone isn’t genuinely impressed by
your efforts.

Note: don’t forget that this is meant


Whenever you fail a Charisma-based skill check,
to be a team game. By all means,
you suffer a -3 dice pool penalty for all further
choose a creed which might offer
Charisma-based skill checks for the next 24 hours.
some unique flavour or potential role-
play opportunities for both yourself
and the other members of your Genetics pool gain: 15
team. However, try not to spoil the
fun by choosing something that will
severely hamper the other characters’ Wanted
capabilities. Despite your best efforts, you are currently a
wanted fugitive on the run from the law. Perhaps
you are indeed guilty, or maybe you were simply
in the wrong place at the wrong time. Regardless,
you are cautious of facial recognition when out and
about, and you never use an authentic UPIN stick.

When your presence is detected by law


enforcement, they will dispatch a suitably sized

40 Chapter 2, Character Creation


task force to bring you to justice. Your current level
of renown determines how large this should end
2.6 Psionic Powers
up being. New characters will find themselves
For those looking to be able to utilise psionics,
facing off against a local patrol car or two, while
now would be a good time for you to choose your
end-game veterans will quickly become the target
character’s starting powers. Each power can be
of a special operations fire team.
considered a singular ability or talent, allowing
its caster to influence and change their nearby
Genetics pool gain: 20 surroundings in a particular way. While some
powers might aid the caster and their allies, others
may unleash a potent force of destruction upon
Xenophobia their enemies instead.
Whether it be due to your upbringing or maybe just
down to the echo chamber in which you choose While any biological character can pick up and
to live your life, you have an unhealthy fear and learn psionics, certain restrictions must be
hatred for a particular group of people or culture. followed. Most importantly, an individual must
have taken the ”Awakened Mind” trait from the
Choose a group of individuals. This could be as previous section. This allows them to tap into the
broad and diverse as an entire race (Cyterian, hidden energies of the Ether and conjure up the
all non-humans etc.) or something a little more different effects that help make up a given power.
narrowed down like a specific culture (i.e. psionic
individuals, Omninet hackers, corporate workers). Additionally, characters are limited on which
powers they can potentially take and how many
You are biased against all who fall into this of them they can learn at any given time. These
category regarding your decision-making and may requirements can be summarised below:
even be outspoken against them. In certain social
situations, you might suffer a -3 dice pool penalty • Each power costs three from the player’s
when attempting to interact with them. genetics pool to learn.
• A character can only learn powers that have
The GM should determine the number of resources
a level equal to, or lower than their current
that you can gain here for your genetics pool.
renown.
Groups or cultures that are more common in the
world should net you larger gains than those more • Each specialisation has a hard limit for the
challenging to come across. Below a table can number of powers that an individual can
be found containing a small number of suitable learn. This is equal to how many points are
examples. currently assigned to its associated skill.
• Each new power an individual attempts to
Genetics Pool learn after character creation requires them
Targeted Group to spend some downtime to master their
Gain
effects. The duration of this study is equal
A Country 10
to double the power’s stated level in days.
A Culture 10
A Region (Middle East, Asia etc) 15 Once a character has reached their limit on the
A Race 20 maximum number of powers they can potentially
learn, the only available option is to replace their
All Other Races 25 previously learnt ones with the new abilities
they wish to gain. Performing such a task should
Genetics pool gain: 5 - 25 (varies) be considered identical to the normal process
mentioned above; however, certain restrictions
must be highlighted.

Each time a character reaches a new level of


renown, they can swap out up to two of their
existing psionic powers for free. They are still
expected to conduct the appropriate amount of
downtime to experiment with and master these

41 Chapter 2, Character Creation


new powers; however, they are not required to of these languages to get by in their day-to-day
spend the same resources from their genetics pool, life. Below is a list of all of the major ones
only the difference. in 2107, but you may choose others instead.

Once these two powers have been replaced, any • English • German
further changes the character would like to make • Spanish • Hindi
will require the full genetics cost to be paid to learn
• Russian • Arabic
it. Therefore, players should take some time to
choose their abilities wisely, as this may otherwise • Mandarin • Portuguese
cost them dearly in the long run. • Japanese • French

For more in-depth coverage of psionics, including During the character creation process, each
both its mechanics and a full list of the various individual receives one language for free in which
powers you can choose from, please refer to they are a fluent speaker. If you want to add more,
chapter six of this book. you can do so at the expense of resources from
your genetics pool. How expensive each of these
choices ends up being is determined solely by your
2.7 Languages desired skill level when using them.

As has been the case for most of humanity’s Each language an individual speaks can be one of
history, there are many different cultures and three different potential skill levels. As this skill
languages within the world of 2107. While some level continues to improve, so will their capabilities
of these are often used by millions of individuals to when deciding to use the language in a social
go about their daily lives, others are kept to smaller setting. These can be summarised in the table
or more isolated communities and social groups. below, along with their associated genetics pool
costs.
With your character’s attributes assigned,
now would be a good time to think about As mentioned in the attributes section, Intellect
which languages they might know. Are they a is the main factor for determining the maximum
well-travelled individual who enjoys taking in number of languages any given character can
everything that the world has to offer, or do they learn. This amount equals half their current
prefer to stay with their local communities and Intellect attribute score, rounded up.
mother tongue instead?
Those who want to increase their current skill level
Regardless of where your character is currently in a particular language only require an amount
located within the world or their prior upbringing from their genetics pool equal to the difference
and history, they would have required at least one between the two respective costs.

Skill Level Description Cost


You have a grasp of the language’s fundamentals. You can get by asking for simple directions
Beginner on the streets, but holding a more complex conversation is often challenging. You might be 2
able to pick out the odd word or two overhearing someone speak.
You have a reasonably decent and broad understanding of the language. You can hold
conversations relatively well, though using localised slang or more intense encounters
Intermediate (making a negotiation, attempting to inspire those around you etc.) can often expose holes in 4
your knowledge. Your GM may consider you impaired when making certain skill checks during
these situations.
You have deep and intimate knowledge of this language. You have no issues using it in a social
Fluent 6
setting.

Above: The language genetics pool cost overview table.

42 Chapter 2, Character Creation


2.8 Backgrounds their age, ethnicity, family and friends, notable
personality traits, and past historical events that
might have already happened to them.
Characters are a lot more than just a bunch of
numbers and statistics. They should have goals,
passions, and perhaps even some strong bonds You are free to either; roll for each of these items,
with others. pick and choose as you see fit, or work with your
GM to create your own customised choices.
To represent these within the game world, we
create what is known as a background for these Age
individuals. This is a chance for you as a player
to express the main points of your character’s First, we need to determine the age of
history, to flesh out and give meaning to who your character. Are they a fresh-faced
they are and what they have accomplished so far. eighteen-year-old ready to explore the seedy
What are their ideals? What helps motivate them? underbelly of the streets for themselves? Or, are
How did they come to find themselves in their they a weathered and experienced forty-something
current location and predicament? These questions who has long since witnessed and become
can help shape a character into something truly desensitised to its frequent chaos and bloodshed?
memorable and unique.
Roll a d6 to choose from one of the six different
Below you will find several tables that will help you age groups on the next page before rolling again to
in your efforts to flesh out your character. These determine your character’s current age.
cover many parts of an individual’s story, including;
Table One Table Two
Character Character
d6 d6
Age Age
1 18 1 24
2 19 2 25
3 20 3 26
4 21 4 27
5 22 5 28
6 23 6 29

Table Six Table Three


Character d6 Age Group Character
d6 d6
Age 1 Go to table one. Age
1 48 2 Go to table two. 1 30
2 49 3 Go to table three. 2 31
3 50 4 Go to table four. 3 32
4 51 5 Go to table five. 4 33
5 52 6 Go to table six. 5 34
6 53 6 35

Table Five Table Four


Character Character
d6 d6
Age Age
1 42 1 36
2 43 2 37
3 44 3 38
4 45 4 39
5 46 5 40
6 47 6 41

Above: The character age selection tables.

44 Chapter 2, Character Creation


Ethnic Origin
Next up is your character’s ethnic origin. The world
is undoubtedly a diverse and vibrant place, filled d10 Character Origin
with individuals who come and go from all corners 1 Africa
of the globe. Did your character originate from
south-east Asia? The Middle East? Or are they 2 Central/South America
from somewhere in Europe? 3 East Asia
4 Eastern Europe
Whatever it might be, your ethnicity and origin can
indicate where your character might have initially 5 Europe
been brought up geographically. Of course, this
6 Middle East
does not necessarily mean the location of their
present whereabouts, but it could perhaps give 7 North America
us some insight into where they might still have
8 Oceania
several friends and close family ties.
9 South Asia
Regardless, roll a d10 and consult the character 10 South-east Asia
origin table to the right.
Family determining your family’s upbringing and continue
through each choice as directed.
It is no secret that family and one’s upbringing can
significantly influence an individual’s life. Here we If your character is a Cyterian, then you can go
will look to see the structure of your character’s ahead and ignore this step. Given your synthetic
family and how well they might be doing for biology and lack of family upbringing, a more
themselves. appropriate origin story can be determined over
on the next page.
This step involves multiple different tables, each
requiring one or more rolls on a d10. Start by

Roll a d10 for each sibling.


d10 Family Upbringing
d10 Siblings d10 Sibling Age
Much of your youth was
You’re an only child. 1-5 Younger
spent out on the streets, 1-3
1 Go to Family Status.
with little to no adult 6-9 Older
supervision. You have 1d4 siblings.
4 - 10 10 Twin
Go to Sibling Age.
You were brought up as
2 part of a street gang or Go to Sibling Relationship.
crime syndicate.
Both you and your family
lived a nomadic lifestyle,
3
frequently moving from Roll a d10 for each sibling.
place to place.
d10 Family Status d10 Sibling Relationship
You had a common
1 Both your parents are dead. 1-2 They loathe you.
4-6 upbringing in a pretty rough
area of downtown. One or both of your parents 3-4 They dislike you.
have abandoned you.
You had a rural upbringing, They are indifferent
2 Perhaps out of neglect, or 5-6
7 far and away from the about you.
maybe for the sake of your
bright lights of the city.
safety. 7-8 They like you.
You were fortunate enough
Your family has fallen on They have a strong
to have had a middle-class 9 - 10
8 3 hard times, losing much of bond towards you.
upbringing in a reasonably
its wealth and vigour.
safe neighbourhood. Go to Family Status.
You and your family were
Your childhood was spent
4 driven away from their
9 sheltered in one of the
home of origin.
many corporate safe zones.
Your family is heavily
You lived a life of luxury, 5
indebted.
10 often with ample means
and resources. Your family has become
6
scattered and fragmented.
Go to Siblings.
Your family are holding
7-8
steady and getting by.
Your family has a good
standing with the local
9 community. Some would
be willing to help you out in
a time of need.
Your family has found good
10 fortune, gaining notable
wealth.

Above: The character family & upbringing selection tables.

46 Chapter 2, Character Creation


Purpose However, with the rise of their rapid militarization
and the eventual uprising itself, the Cyterian
While most meta-humans had a family to support quickly found themselves free to pursue the type
themselves, members of the Cyterian race were of life that they wanted. Here we will see how your
less fortunate. character spent these early years before they could
fight for and obtain their freedom.
Having been mass-produced and sold off to anyone
and everyone who had the available funds, many If your character is a member of one of the
Cyterian spent their early years working away in biological races, then you can ignore this step. Your
a variety of different industries. They were the upbringing and the structure of your family were
backbone of the global economy’s workforce and detailed over in the previous step above.
were numbered well into the millions.

d10 Character Purpose


A small family run business initially purchased you. Most either dispersed or were
1
simply killed during the course of the uprising.
You were created for use by a military organisation. However, once the uprising began,
2
you were swiftly discharged and left to your own devices.
Many of your early years were spent performing menial tasks in the manufacturing
3
industry. Perhaps you still do?
Your earliest remaining memories are from a time when you were pieced backed
4
together, and restored by a person or gang.
5 You were purchased by a bounty hunter to help serve as their accomplice.
You were apart of a local law enforcement organisation, taking names and helping to
6
maintain order on the streets.
Purchased by a wealthy family, you spent many of your early years serving their wants
7
and needs as a personal servant.
You were hired to work in a hazardous environment that might otherwise prove to be
8
too toxic for your typical meta-human.
You worked for many years as part of the logistics industry, sorting and moving large
9
quantities of cargo as it came and went.
You and several others managed to escape from your previous owners, spending many
10
of your early years on the run from both them and the law.
Personality individuality. Then, work through each table as
directed, rolling the appropriate die and noting
Now it’s time to examine your character’s down your results.
personality. This will help influence how they go
about their daily life, their goals and ambitions, and In brief, ideals will help drive an individual’s
who they hold most dearest in their hearts. principles and ethics, bonds indicate whom they
hold a prominent affiliation with, and finally,
Start by deciding upon a personality type, which flaws will reveal a character’s vulnerabilities and
gives us a good indication of their persona and weaknesses.

d20 Ideals
Family - You are who you are because of your kin. You
1
owe them a debt that you may never be able to repay.
2 Power - In life as in war, the stronger force always wins.
d20 Personality Type
Logic - Emotions and feelings all too often
3
1 Shy and recluse. overcomplicate the world. You seek to avoid this.
2 Arrogant and egocentric. Knowledge - Understanding and experience are the best
4
tools to help achieve success.
3 Upbeat and optimistic.
5 Entertainment - You’re just here to have a good time.
Frivolous and light-
4
hearted. Friendship - Material goods come and go, but the bonds
6
of friendship last forever.
5 Stern and resolute.
Charity - We should always try our best to help those
6 Jittery and nervous. 7
who are less fortunate than ourselves.
7 Sneaky and cunning.
Aspiration - You are determined to make something of
8
Reckless and often yourself.
8
impulsive.
9 Greed - You’re just in it for the money.
9 Outspoken and direct.
Community - It’s important for each of us to look out for
10
10 Sociable and lively. one another.
11 Curious and inquisitive. Truth - In a world filled with lies and slander, you care
11
only to shine a light on the truth.
12 Calm and compassionate.
People - You are loyal to your friends, not to any one
13 Smooth and flirtatious. 12
ideal.
14 Sceptical and dismissive.
13 Respect - In life, this is the only currency that matters.
15 Cunning and opportunistic.
Tradition - The world may have gone to hell, but the
14
Self centred and traditions of old will always be there to guide you.
16
narcissistic.
Fairness - We all do the work, so we should all get a
15
Boisterous and share of the reward.
17
extravagant.
16 Fame - One day, everyone will know your name.
18 High-strung and skittish.
Duty - When you are on a job, your only thought or
17
Diplomatic and level- concern is seeing it through to the end.
19
headed.
Revolution - You wish to see the world remade and
18
20 Disconnected and callous. changed.
Go to Ideals. Freedom - Tyrants and bullies must not be allowed to
19
oppress the people.
Law - No one should get preferential treatment before
20
the law, and no one is above it.
Go to Bonds.

48 Chapter 2, Character Creation


d20 Bonds
Everything that you do is for the benefit of your
d20 Flaws 1
community.
1 You are inflexible in your thinking. You are trying to pay off an old debt to a
2
You would sell your first born if it helped generous benefactor.
2
to achieve your goals. Something important was once taken from you,
3
You are all too often suspicious of and you aim to get it back.
3 strangers and have a hard time trusting You are guilty of a terrible crime. In time, you
them. 4
hope that you can find redemption.
4 You can’t resist a pretty face. You fight for those who cannot fight for
5
You can’t help but ridicule those who themselves.
5
oppose your own views. 6 You got into this life because you fell in love.
You are obsessed with your goals, even to Those who choose to fight beside you are worth
6 7
the detriment of everything else. dying for.
When the going gets tough you will You once made a mistake that left others paying
7 always lookout for yourself first and 8
a horrible price. That will never happen again.
foremost.
You will do anything to prove your superiority
You often break the same rules that you 9
8 over your hated rival.
preach to others.
Someday you will get revenge on a person or
You are never satisfied with what you 10 organisation that once wronged you, almost to
9
have, and you always want more. the ruin of your life.
You are ruthless, often to an unnecessary Somewhere out there, you have a child who
10
degree. 11 doesn’t know you. You are making the world a
You have a sharp tongue that often lands better place for him or her.
11
you in trouble. Someone once took you in and provided shelter
You will happily stab others in the back to 12 in a time of need. You hope to be able to repay
12 them one day.
help put yourself ahead.
You have a weakness for the vices of the You compare everything that you do to the
13 13
city, especially hard drink. actions of your greatest idol.

You are always having monetary You are saving up to get a family member the
14
14 problems, spending your gains as soon medical attention that they need.
as you get a hold of them. You carry an object that symbolises your past
You are burdened by a terrible secret, and 15 life. You take it everywhere you go so that you
15 will do everything in your power to keep may never forget where you came from.
it hidden. An unresolved mystery still haunts you to this
16
There’s no room for caution in a life lived day.
16
to the fullest. Someone cheated you out of the profits during a
17
You have little respect for those who past job. You aim to finally get your cut.
17
cannot look after themselves. A gang of friends from either your youth or
18
18 You have little remorse or guilt. previous jobs are like a family to you.

You tend to judge others harshly, and Someone you once loved was taken from you.
19 19
yourself even more so. You seek to bring those responsible to justice.

You often shoot first and ask questions You once wronged an individual or organisation
20 20 of great power. They must never learn of your
later.
identity or those that you care about.
Go to Flaws.

Above: The character personality selection tables.

49 Chapter 2, Character Creation


Life Events your character’s age by ten (rounding up any years
left over) to form the number of potential events
Finally, to finish off your character’s background, you should be rolling for using the tables below.
we need to determine whether they have
encountered any notable life events up until now. Feel free to go back to any of the previous steps
These are situations or encounters that have left in the character creation process to readjust your
a lasting effect or impression on the individual for distribution of points from your genetics pool.
many months or years still to come. This could be to better cater for any negative
repercussions from your assigned life events or
Some of these events are negative, while others to avoid point caps and limits as a result of their
may turn out to be in your favour. Regardless of boons.
what they might be, however, you should divide

d10 Event Type


1-4 None. Roll for the next occasion.
5-7 Go to Negative Events.
8 - 10 Go to Positive Events.

d10 Negative Events d8 Positive Events


1 You made yourself a new enemy. 1 You made yourself a new friend.
You had a mild run-in with the law putting your 2 You found yourself in a significant relationship.
2
name onto their database.
You accumulated some extra wealth. Starting
3
You found yourself in debt. Starting funds are funds are increased by 10%.
3
reduced by 10%.
You helped out a group, organisation, or
4
You received aid from a group, organisation, or someone else. They now owe you a favour.
4
someone else. You now owe them a favour.
You learned a new language. Roll a d6 to
You found yourself on the run, either from law determine its skill level. 1 - 2 means you are
5 5
enforcement officials, or a corporate entity. just a beginner, 3 - 4 for intermediate, and 5 - 6
for fluent.
You were imprisoned for 1d6 years. Remove 1d4
6
skill points. You found yourself a teacher or tutor who was
willing to share their wisdom. Add 1d4 skill
You suffered a debilitating injury or illness. 6
7 points. (Cannot exceed your usual starting
Remove 1d2 attribute points.
limits.)
You gained an unsavoury addiction. Gain 1d2
8 You made an effort to work on and improve
addiction levels for a random substance.
7 yourself. Add 1d2 attribute points. (Cannot
9 You lost someone dear to you. exceed your biological maximums.)
You screwed up, weakening your reputation You made a name for yourself, gaining
10 8
amongst local circles. reputation amongst local circles.
Roll for the next occasion. Roll for the next occasion.

Above: The life events selection tables.

50 Chapter 2, Character Creation


2.9 Funds & Lifestyles Regardless of which lifestyle choice you choose,
it should provide you with an adequate amount of
credits to outfit your character. Certain lifestyle
With your character’s statistics, skills, and choices will provide you with more resources
backgrounds sorted, we will soon need to than others; however, these will also require you
determine what material possessions they to sacrifice a more substantial portion of your
currently own. Things like equipment, cybernetic genetics pool.
enhancements, and vehicles will all require credits
to be acquired. As a result, we first need to ask,
what sort of lifestyle is your character currently However, it is important to note that regardless of
living? your choice, each lifestyle option also has a weekly
upkeep cost. This helps to cover for things like your
living costs, maintenance, and a mortgage or rent.
A lifestyle will indicate how your character
generally lives on a day-to-day basis. This can
include things like; the type of housing they live If you fail to provide this upkeep at the end of
in, where in town they are located, the number of each week, the GM may decide that your lifestyle
luxuries at their disposal, and how many credits will begin to regress downwards, falling to the
they currently have in the bank. Are they fortunate level below it. This change should not occur
enough to have a penthouse suite, or are they immediately, however, but more so as a result of
currently living in a hostel? Do they own several successive upkeep targets having been missed.
different sports cars, or are they forced to take the
bus? Looking over the information presented below, you
should go ahead and choose one of the following
lifestyle choices:

Lifestyle Starting Credits Weekly Upkeep Genetics Pool Cost


Poverty 5,000 50 0
Lower Class 10,000 150 10
Middle Class 20,000 300 20
Upper Class 50,000 750 45
Elite 100,000 2,000 80
Poverty Many from the early 21st century would call this to
be an average life, never going hungry and having
The lowest of the low. You have no luxuries, the freedom to afford luxuries here and there.
and getting by each day can often prove to be a Given the rise of inequality over the past 100 years,
challenge for you. A sizeable chunk of citizens however, the middle class is now at its smallest
(roughly 20% or so,) fall into this bracket, and size than it ever has been.
generally, includes those who struggle to find a
reliable source of income.
• You own a modest home, more often than not
towards the central urban districts.
• You share a tiny neglected apartment in one
of the roughest areas of the region. • The area generally feels safe to walk through
and is vibrant enough with many commercial
• Local crime is very high, and it generally feels and social establishments nearby.
unsafe to be out by yourself.
• You own a garage, and can safely store one or
• The area is widely known as gang territory, two vehicles off from the streets.
and as a result, police rarely enter. Most
storefronts have been boarded up, and there • Medical centres are within easy reach, and
are no medical centres nearby. they are reasonably well equipped to deal
with most health issues you may have.
• Most of the local Omninet infrastructure has
aged and been neglected. Connections to • The local Omninet infrastructure is relatively
and from the area have considerable latency reliable, and you rarely encounter latency
issues and are often unstable. issues.

Lower Class Upper Class


Not exactly the pinnacle of living standards, You are now starting to reach the upper echelons
but you are at least able to support and sustain of society. Disposable income is not an issue for
yourself. Luxuries are generally few and far you, and the luxuries you choose to frequently
between and are rather basic at best. This is by far enjoy are far beyond the reach of most others.
the largest group in society, with roughly 40% of
all citizens being apart of it. • Your home is decently sized and can be found
in one of the nicer areas of the region.
• You occupy a small and simplistic home • You feel safe, and there is rarely an issue with
or apartment in an unpleasant area of the crime due to a strong police presence.
region.
• Your community is likely to be tightly knit,
• Crime is an issue, though it can often be with many people knowing one another.
mitigated by taking suitable precautions. Local clubs and businesses will often give you
• The area is run down, but there are enough preferential treatment over others, as they
local businesses to find what you need. are well aware of your business potential.
• Medical centres can be found nearby though • Medical centres are purpose-built to serve
they are often overburdened and ill-equipped. the wealthy and offer treatment that is
second to none.
• The local Omninet infrastructure is slow and
basic but provides you with the necessary • The local Omninet infrastructure is some of
services. the best around and offers several private
connections for individuals such as yourself.
Middle Class
Elite
The bridge between the haves and the have nots.
Those who inhabit the middle class often fall into As an individual with power, you have gained
one of two separate categories; members of a high everything you could have ever dreamed of. Fame,
ranking corporate family who fell out of grace, or wealth, and good fortune come to you like second
general citizens who rose through the ranks to nature, and you enjoy a life of luxury that truly sets
some level of middle management. you apart from everyone else.

52 Chapter 2, Character Creation


• Your home can only be described as a Equipment Recommendations
penthouse or mansion, and you might even
have a couple of private security guards to Several lists have been provided below to give
help keep it safe. you a helping hand. These highlight a set of
recommended items that all characters should
• Police give you preferential treatment when it
probably consider purchasing, as well as those
comes to their response, and you might even
that are a little more tailored towards certain play
be able to influence them to some degree.
styles and character archetypes.
• You are recognised almost everywhere you go
regionally, and many consider you to be a big Feel free to use this information as a basic starting
fish in the local ecosystem. point for your character or perhaps to gather some
• Medical treatment comes to you, with some ideas and inspiration instead.
of the latest equipment available to date.
• The local Omninet infrastructure has private Commonly Used Items
connections for each home here, and they All of the items mentioned below are intended for
are well protected against the prying eyes use by most individuals. It is highly recommended
of external hackers. The connections are that you purchase all of them for your character
reliable and only ever falter in extreme unless you have something else in mind and know
circumstances. what you are doing.

2.10 Equipment & Cybernetic • One ranged, and one melee based weapon.
• Suitable ammunition for your chosen
Enhancements weapons.

With your character primed and ready, our last • Either a licence to carry, or an appropriate bag
step in this creation process is determining what in which to store said weapons, so that you
equipment and items they will have in their don’t immediately get arrested.
possession. Whether it be a suitable firearm to • Clothing, and some amount of armour.
defend themselves or perhaps a vehicle or two to
help get them from A to B, all characters will need • A Personal Computing Device (PCD).
to equip themselves with an arsenal of gear if they • A means of transportation.
ever hope to be able to carry out a job successfully.
Equipment For Drone Pilots
Utilising the funds that were determined during
the last section as your overall budget, you If you are looking to include some drones in your
should start thinking long and hard about what arsenal, you will likely need a few extra pieces
sort of purchases you would like to make. How of equipment to ensure that they can correctly
many weapons would you like to have? How perform their role. This should likely include:
much and what type of ammunition are you
going to carry? Are you planning on utilising
• A PCD with a host count that can support
drones and vehicles? Do you need to stock up
a number of different automations
on electronic countermeasures to help defend
simultaneously.
your computerised devices? There are many
possibilities here, and for some individuals • Both a Pilotsoft and Sensor Array for each
(new players especially,) this may be quite an automation that you choose to purchase.
intimidating experience. • One or two Skillsofts to improve the relevant
skills for each of your chosen automations.
In chapter three, you will find the entire items and
equipment list for Dystopia. Each item is broken • Firearms, an appropriate amount of
down into its respective category, along with all ammunition, and a suitable number of
the information you will need on what it does, how weapon mounts for any automation you are
much it costs, and whether it is accessible to a looking to use in combat.
character of your current level of renown. Feel free
to take your time here. Digest what you are reading
and get a feel for how well your funds can stretch
to cater to your needs.

53 Chapter 2, Character Creation


Gear For Hacking • Lockpicks and/or a Code Breaker for getting
through locks.
Individuals looking to make a name for themselves
hacking over the Omninet will likely require • Micro Cameras.
specialist equipment and gear to do so. It is • A Micro Communicator.
highly recommended that you purchase all of the
following: • Tracking Bugs.
• Licences to help with a cover story, or to gain
• A Cyber Command Deck (CCD). entry into a restricted area.

• A handful of electronic countermeasures for


your CCD. Items For Brawling
• Ensure that your CCD has a host count that For those who will be fighting on the front lines,
can support the majority of your team’s most potentially taking a lot of punishment, you will
important computerised devices. Chances are most likely need a variety of items to help mitigate
you are going to be serving as their network against incoming damage. You should look to
host. purchase one or more of the following:
• Data Chips for storing any mission-critical
files that you may come across. • Cybernetic enhancements or drugs that can
help reduce the chance of you being hit by
incoming attacks.
Tools For Infiltration
• A Medical Kit for use by a trained first aider on
Characters who would prefer instead to stay in your team.
the shadows will often require specialist items
to help them infiltrate secure areas. It is highly • Medicine to either heal yourself or to
recommended that you purchase one or more of suppress any damage accumulation
the following: penalties.
Chapter 3

Items & Equipment


With technology producing new and exciting question falls under the laws of the land, and how
gadgets all the time, being on the streets of 2107 open to the act of buying, selling, and carrying it
can often feel like stepping into the unknown. should be. This class will usually fall within one of
Gangs, private security forces, and corporate the following three categories:
agents all have a reputation for getting rough when
others decide to stand in the way. If you do not
have the latest tools and equipment to help you Restriction
Description
survive and get by, it can often feel like you are Class
simply bringing a knife to a gunfight. This item is perfectly legal to have on
Legal (L)
you at all times.
In this chapter, we will first go over the rules This item requires a license to be
regarding restrictions when making an equipment carried or worn. Police and security
purchase and then jump straight into listing out Restricted (R) forces will likely ask to see the
the entire armoury itself. Items will be categorised appropriate paperwork on first
based on how they function and the skills that spotting the item.
will be tested when deciding to use them. Each This item is illegal and outright
category will first list out a quick comparison Outlawed (O) banned. It is a criminal offence to sell
overview table, after which it will then go into more or carry this item at any time.
detail on a per-item basis.
Whether you are looking to deck out your character
for the first time, or need resupply, there are
3.1 Restrictions always individuals out there who are willing to sell
goods of any type to the right kind of people. The
While today’s markets are inundated with all question, however, is not only whether or not you
sorts of items and equipment, there are still strict have the capability of finding them, but also are
laws governing what can and can’t be sold and you worth the risk of making an additional trade at
to whom. Traders that decide to ignore these the expense of potentially drawing in the attention
rules often bring about the attention of law of law enforcement officials.
enforcement officials, who are well known to
quickly dispense justice onto all those who are
involved. Additionally, sometimes a specific item 3.2 Properties
just can’t be easily acquired. Perhaps they are
limited in stock, or maybe there’s a high demand In addition to a restriction class and level, it
for them on the marketplace right now. is common to find that many of the items on
sale today also possess what is known as item
As a result of these factors, each item has two properties. These wide-ranging characteristics
pieces of important information that helps to and features help highlight different aspects of a
determine how accessible they are to the players given object and how they may have unintentional
and others. The first of these is a restriction effects during gameplay.
level, which comes in the form of a single number.
This indicates the minimum level of renown that For example, many items will likely list the
an individual must possess to be able to find a ”Metallic” property due to the materials in which
merchant who is willing to sell them the goods in they were constructed. This means that any
question. nearby metal detectors and scanners will pick
up on them as they are moved close by. Some
The second restraint comes in the form of a properties, however, may focus on how easy it
restriction class. This indicates where the item in is for the item in question to be concealed, while

55 Chapter 3, Items & Equipment


others will instead indicate whether or not its Below you can find a list of all item properties
performance and usability are affected by an that are currently within the game. Some will be
aquatic environment. a regular occurrence on many of the equipment
pieces you encounter and utilise, while others will
likely only come up now and then.

Property Description
Computerised This equipment is a type of computerised device. It is susceptible to the effects of EMP-type
Device weaponry and can be targeted by the hacking attempts of others.
This equipment is unwieldy and burdensome. An individual wearing it suffers a stacking -3 dice
Cumbersome
pool penalty to any Stealth-based skill check they make.
Inconspicuous This item can be worn while hidden away underneath an individual’s clothing.
This equipment is at least partially made from a type of metallic substance. As a result, it will
Metallic
set off any metal detectors it passes through.
This equipment is considered to be quick and easy to reload. While each ranged attack requires
Quick Draw & Fire a separate piece of ammunition, its wielder can freely carry out any needed reloading activities
as a free action.
This melee weapon provides its wielder with an improved reach. Its actions can be carried out
Reach
as if the character using it has an additional meter of melee reach.
Recoverable This ammunition/weapon system is intended to be recoverable after use.
This weapon system can be affected by scatter. When fired, a check must be made to determine
Scatter
its exact landing location.
This equipment is very effective against objects and structures. Attacks against such targets
Siege Weapon inflict double their normal amount of damage output before calculating resistances and hit
point loss.
This equipment has a simple reloading mechanism which does not require the Eject
Simple Reloading
Magazine/Ordinance combat action to be carried out.
Stealthy When used, this item does not automatically reveal the location of its wielder to others.
Water This equipment does not fare well when exposed to water. It cannot be used in aquatic-type
Susceptibility environments.

Above: The equipment properties overview table.


3.3 Pistols Light Pistols
Despite being the smaller of the
With a relatively low cost, and being small enough two subcategories, light pistols
to conceal easily, the pistol is one of the most are still excellent firearms
common types of firearms found on the streets that provide their users with
of today. While they might not pack quite the same incredible flexibility. Coming
amount of a punch as certain other weapons, they in at a lower price point and
have proven to be reliable in most short to medium with better overall accuracy,
range scenarios time after time again. light pistols can often be used to excellent effect
regardless of whether it be a close-quarters shoot
All pistols can generally be broken down into one out or a precise engagement over some distance
of two separate subcategories, usually based on away.
its size and the calibre of ammunition that it fires.
These can be summarised as: It will come as little of a surprise that the Guns:
Pistols skill governs the use of these weapons
• Light Pistols - Smaller sized firearms that and reflects on just how competent any particular
have a minimal amount of recoil. individual will be when deciding to wield them in
a combat situation. Like with all types of pistols,
• Heavy Pistols - Larger sized weapons these weapons only require one free hand to be
that deal more damage at the expense of used, and fire magazines of bullets for their attacks
accuracy. (in this case light pistol calibre).

Below is an overview table detailing each of


these items, along with their associated statistics
and effects. The columns from left to right are
as follows; name, range (short/medium/long),
damage, penetration, properties, weight,
concealment rating, add-on slots, combined
restriction class & level, and finally, its cost.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Computerised
Barrel, grip, sight,
Rapture MK-1 16/32/48 m 2d8 P 2P Device, 0.5 kg E 1R 650
under barrel
Metallic

Computerised
Barrel, grip, sight,
Apex Prowler 18/36/54 m 2d8 P 3P Device, 0.5 kg E 1R 900
under barrel
Metallic

Computerised
Barrel, grip, sight,
Colt Falcon 20/40/60 m 3d6 P 3P Device, 0.75 kg E 1R 1,050
under barrel
Metallic

Computerised
Barrel, grip, sight,
Challenger R6 20/40/60 m 2d10 P 4P Device, 0.5 kg E 2R 1,350
under barrel
Metallic

Computerised
Barrel, grip, sight,
Ruger SR400 22/44/66 m 3d6+1 P 5P Device, 0.75 kg E 2R 1,650
under barrel
Metallic

Computerised
Matsudan Barrel, grip, sight,
24/48/72 m 4d6 P 5P Device, 0.75 kg E 3R 2,050
Stalker under barrel
Metallic

Computerised
Xiao-Sen Barrel, grip, sight,
25/50/75 m 3d8+1 P 5P Device, 0.75 kg E 3R 2,500
Streetmaster under barrel
Metallic

57 Chapter 3, Items & Equipment


Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
Rapture MK-1 2 20 m 2 2 2
Apex Prowler 2 20 m 2 2 2
Colt Falcon 2 20 m 2 2 2
Challenger R6 2 20 m 3 3 2
Ruger SR400 2 20 m 3 3 2
Matsudan Stalker 2 20 m 4 3 2
Xiao-Sen Streetmaster 2 20 m 4 3 2

Above: The light pistols equipment overview tables.

Rapture MK-1 Standard Actions:


Although short in stature, this simplistic firearm
has proven to be reliable to use and capable of Fire Shot
bringing an adequate amount of stopping power Ranged weapon attack: single target within range.
to a firefight. The Rapture’s low asking price
makes it especially appealing to small groups and Reload: 2
criminal gangs, who might not otherwise have the
resources to outfit their entire organisation. Burst Fire
Three ranged weapon attacks: single target within
Standard Actions: range for each.

Recoil: 2
Fire Shot
Reload: 4
Ranged weapon attack: single target within range.

Reload: 2
Colt Falcon
Burst Fire As iconic as it is deadly, the Falcon is one of
Three ranged weapon attacks: single target within the newer products from the North American
range for each. manufacturer Colt. More substantial than your
typical light pistol but not quite reaching the heavy
Recoil: 2 classification, the Falcon combines excellent
Reload: 4 stopping power at a more reasonable asking price.

Despite experiencing recoil issues when choosing


Apex Prowler to fire in quick successive bursts, the firearm has
become popular for many, including low-level
Brought to you by the firearms division of Apex
security organisations and criminal cartels.
Technologies, this compact pistol has recently
stormed its way onto the streets to become one
of the market’s top sellers. Coming in at a very Standard Actions:
affordable price point and small enough to be
easily stowed away, the Prowler has become a Fire Shot
popular choice for many of those looking for a Ranged weapon attack: single target within range.
go-to weapon for self-defence.
Reload: 2
While the weapon lacks the stopping power of the
Colt Falcon or R8 Reaver, the Prowler’s high quality
and reduced recoil often ensure that its wielder can
land their hits when they matter most.

58 Chapter 3, Items & Equipment


Burst Fire Standard Actions:
Three ranged weapon attacks: single target within
range for each. Fire Shot
Ranged weapon attack: single target within range.
Recoil: 3
Reload: 4 Reload: 2

Burst Fire
Challenger R6 Three ranged weapon attacks: single target within
range for each.
Having been previously designed and used in
various military organisations across the globe, the
Recoil: 2
Challenger R6 has slowly begun to make its way
Reload: 4
into more accessible hands as the next generation
of weapon systems replaces it. Still, that doesn’t
mean to say that the Challenger is bad, far from it.
Matsudan Stalker
Combining a potent amount of damage output with This military-grade firearm continues Matsudan
an acceptable effective firing range, this firearm Heavy Industries’ long-running tradition of
can easily hold its own when out and about in the delivering exceptionally well-made products.
field. Versatile in function, the Stalker promises to bring
its potent combination of sheer stopping power
Standard Actions: and overall accuracy to any firefight, regardless of
the situation.
Fire Shot
Ranged weapon attack: single target within range. Having been sold to a variety of well-known
organisations across the globe, the Stalker is most
Reload: 2 regularly associated with high-end corporate
security and military infantry regiments.
Burst Fire
Three ranged weapon attacks: single target within Standard Actions:
range for each.
Fire Shot
Recoil: 2 Ranged weapon attack: single target within range.
Reload: 4
Reload: 2

Ruger SR400 Burst Fire


Three ranged weapon attacks: single target within
Although relatively new to the marketplace, the
range for each.
Ruger SR400 has already made a good name
for itself. Widely regarded as a quality pistol
Recoil: 2
firearm, the SR400 supports several improved
Reload: 4
features over its competitors. This includes an
overall greater effective firing range and increased
weapon penetration.
Xiao-Sen Streetmaster
Regularly appearing in the hands of police and Impressive in design and function, the Xiao-Sen
security forces, this pistol can get the job done Streetmaster is genuinely an exceptional
quickly and efficiently. piece of gear. A high damage output and a
formidable effective firing range create a powerful
combination regardless of the situation or combat
scenario.

Despite receiving near-unanimous praise and an


insatiable demand from the broader market, the
Streetmaster is primarily aimed towards both

59 Chapter 3, Items & Equipment


military groups and corporate security. This stems Heavy Pistols
from the weapon’s higher-than-normal asking
price and a sophisticated manufacturing process As the bigger and badder
that has resulted in low availability. version of their lighter
brethren, heavy pistols are
Standard Actions: designed for those who want
to deal maximum damage to
their intended target. While
Fire Shot
often suffering from hefty
Ranged weapon attack: single target within range.
amounts of recoil when firing in quick succession,
their stopping power alone makes them a
Reload: 2
formidable weapon in most short to medium-range
engagements.
Burst Fire
Three ranged weapon attacks: single target within
Like with the previous subcategory, the Guns:
range for each.
Pistols skill governs the use of these weapons and
determines how capable any particular character
Recoil: 2
will be when deciding to use them. Heavy pistols
Reload: 4
only require one hand to be fired and expend
magazines of heavy pistol calibre bullets for their
attacks.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Computerised
Barrel, grip, sight,
R8 Reaver 22/44/66 m 2d10+1 P 4P Device, 1 kg E 1R 1,500
under barrel
Metallic

Computerised
Legionnaire Barrel, grip, sight,
25/50/75 m 3d8 P 4P Device, 1 kg E 1R 1,750
82 under barrel
Metallic

Computerised
Barrel, grip, sight,
Dega Avenger 24/48/72 m 4d6 P 5P Device, 1 kg E 2R 2,050
under barrel
Metallic

Computerised
ArmsCorp Barrel, grip, sight,
26/52/78 m 4d6+1 P 5P Device, 1 kg E 2R 2,400
Bulldog under barrel
Metallic

Computerised
Yamasaki Barrel, grip, sight,
28/56/84 m 3d10 P 6P Device, 1.25 kg E 3R 2,850
Chimera under barrel
Metallic

Computerised
Barrel, grip, sight,
Colt Firehawk 30/60/90 m 4d8 P 6P Device, 1.25 kg E 3R 3,250
under barrel
Metallic

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
R8 Reaver 2 20 m 2 2 2
Legionnaire 82 2 20 m 2 2 2
Dega Avenger 2 20 m 3 3 2
ArmsCorp Bulldog 2 20 m 3 3 2
Yamasaki Chimera 2 20 m 4 3 2
Colt Firehawk 2 20 m 4 3 2

Above: The heavy pistols equipment overview tables.

60 Chapter 3, Items & Equipment


R8 Reaver Dega Avenger
Coming in as an entry-level heavy pistol, the R8 Having had a long and fruitful life on the global
Reaver is a competent weapon system that can marketplace, the Dega Avenger is a well-respected
pack quite the punch. Popular amongst various weapon system that, in all likelihood, will soon be
street gangs, thanks to its relatively low price approaching retirement age. Designed and built in
tag and ready availability, this firearm has widely the mid-2070s, this firearm has seen great success
become a staple of underground city life. over the many years of its production. For this
reason, so many still refuse to let go and switch
Standard Actions: to one of its more recent competitors.

Fire Shot Still, while the weapon might be considered


Ranged weapon attack: single target within range. outdated to some, its capabilities can not be
denied. Created for use in the private security
Reload: 2 sector, the Avenger is still competent enough to
let loose a barrage of fire that will make even the
most hardened of enemies want to get out of its
Burst Fire
way.
Three ranged weapon attacks: single target within
range for each.
Standard Actions:
Recoil: 3
Reload: 4 Fire Shot
Ranged weapon attack: single target within range.

Legionnaire 82 Reload: 2

Often referred to as ”Old Faithful”, the Legionnaire


Burst Fire
82 is a classic style heavy pistol that cares not
Three ranged weapon attacks: single target within
for subtlety. Appearing more akin to a hand
range for each.
cannon than anything else, the Legionnaire is as
intimidating as it is deadly.
Recoil: 3
Reload: 4
While some are certainly of the opinion that the
weapon is outdated and too difficult to handle,
others say that it is an effective deterrent for those
ArmsCorp Bulldog
looking to cause some trouble. Either way, for the
time being at least, this firearm very much looks The Bulldog is yet another recent addition to
here to stay. the ArmsCorp lineup, one of which attempts
to combine technologies both new and old.
Standard Actions: Using ArmsCorp’s tried and tested core weapon
design principles but with a series of newly made
advances, the Bulldog seems like it will be a highly
Fire Shot
capable firearm.
Ranged weapon attack: single target within range.

Reload: 2 Currently available to security organisations and


corporate connections, this firearm is mostly
utilised by both contractors and mercenary groups.
Burst Fire
However, having said this, many second-hand
Three ranged weapon attacks: single target within
Bulldogs have made their way onto the black
range for each.
market.
Recoil: 4
Reload: 4 Standard Actions:

Fire Shot
Ranged weapon attack: single target within range.

Reload: 2

61 Chapter 3, Items & Equipment


Burst Fire quick succession, you have the necessary recoil
Three ranged weapon attacks: single target within compensation to land your shots onto the intended
range for each. target.

Recoil: 3 Standard Actions:


Reload: 4
Fire Shot
Ranged weapon attack: single target within range.
Yamasaki Chimera
The Chimaera is a well-respected and incredibly Reload: 2
potent advanced heavy pistol, continuing in the
long line of high quality, excellently made Yamasaki Burst Fire
Industrial products. Designed for Japanese Three ranged weapon attacks: single target within
domestic law enforcement, this firearm soon found range for each.
widespread global appeal and is now featured
in several of the world’s most powerful military
forces. Recoil: 4
Reload: 4
While larger heavy pistols do exist on the
marketplace, none combine the Chimera’s excellent
balance of raw damage output with superior
handling and accuracy. 3.4 Automatics
Standard Actions: Heavily regulated due to their formidable
firepower, these weapons can unleash a torrent
Fire Shot of bullets in seconds.
Ranged weapon attack: single target within range.
Although their high prices keep them out of most
Reload: 2 everyday citizens’ reach, many private security
forces, mercenary groups, and even the police
Burst Fire swear by automatic weapons to do a job properly.
Three ranged weapon attacks: single target within Their unparalleled combination of fire rate,
range for each. effective firing range, and overall accuracy make
them a truly frightening set of firearms to face off
Recoil: 3 against.
Reload: 4
Automatic weapons can generally be broken down
into three separate groups, each with their benefits
Colt Firehawk and hindrances. These are:

In a truly unsurprising fashion, the largest of the


currently top-selling heavy pistols is produced and • Assault Rifles - Longer firing range and
made by none other than the iconic North American potential damage output, at the expense of
giant, Colt. The Firehawk is undoubtedly one of a higher asking price and overall weight.
the most intimidating pistols currently available, • Automatic Pistols - Small and easy enough
capable of taking down targets and removing limbs to conceal, but often with a reduced amount
in a mere instant. of accuracy.
• Submachine Guns - A reasonably balanced
Despite the weapon’s strong kickback, the
split between weapon size, firing distance,
Firehawk has seen broad appeal from many
and overall price point.
corporate and military organisations worldwide.
Just be sure that if you choose to fire the thing in

62 Chapter 3, Items & Equipment


Assault Rifles Governed by the Guns: Automatics skill, this will
determine how effective any particular individual
Coming in as the largest of will be when deciding to make use of them. All
the three automatic weapon assault rifles require two hands to operate and
types, assault rifles are often expend magazines of assault rifle calibre bullets
seen as a useful tool for reliably for their attacks.
landing multiple shots, even at a
reasonably long distance. The table below should give you an overview
of each of these items, along with their
While they are naturally the associated statistics and effects. The columns
most expensive of the three types, many consider from left to right are as follows; name, range
them worth every credit. Combining a formidable (short/medium/long), damage, penetration,
rate of fire and stopping power with a decent properties, weight, concealment rating, add-on
amount of accuracy to suit, these weapons slots, combined restriction class & level, and
are regularly sought after by various types of finally, its cost.
militarised groups.

Add-ons (Small &


Name Range Dmg Pen Props Wt Con Rest Cost
Medium Only)
Computerised Barrel, general, grip,
AK-62 32/64/96 m 4d6+1 P 5P 4 kg D 1R 3,000
Device, Metallic sight, under barrel.

Beretta AR- Computerised Barrel, general, grip,


36/72/108 m 3d10 P 5P 4.25 kg D 1R 3,250
30 Device, Metallic sight, under barrel.

Computerised Barrel, general, grip,


SIG 950 36/72/108 m 5d6 P 6P 4.25 kg D 2R 3,850
Device, Metallic sight, under barrel.

Computerised Barrel, general, grip,


Dega Stormer 38/76/114 m 4d8 P 6P 4.25 kg D 2R 4,050
Device, Metallic sight, under barrel.

Apex Computerised Barrel, general, grip,


40/80/120 m 4d8+1 P 7P 4.5 kg D 2R 4,450
Predator Device, Metallic sight, under barrel.

Computerised Barrel, general, grip,


HK M32 42/84/126 m 6d6 P 7P 4.25 kg D 3R 4,750
Device, Metallic sight, under barrel.

Yamasaki Computerised Barrel, general, grip,


44/88/132 m 4d10 P 7P 4.25 kg D 3R 4,950
Spectre Device, Metallic sight, under barrel.

Computerised Barrel, general, grip,


Armnic IAR-1 50/100/150 m 5d8 P 8P 4.25 kg D 4R 5,750
Device, Metallic sight, under barrel.
Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
AK-62 2 20 m 2 2 2
Beretta AR-30 2 20 m 2 2 2
SIG 950 2 20 m 3 3 2
Dega Stormer 2 20 m 3 3 2
Apex Predator 2 20 m 3 3 2
HK M32 2 20 m 4 3 2
Yamasaki Spectre 2 20 m 4 3 2
Armnic IAR-1 2 20 m 5 4 2

Above: The assault rifles equipment overview tables.

AK-62 Recoil: 5
Reload: A
Often labelled as the spiritual successor to the
once widely popular AK-47, the AK-62 arrives onto
the marketplace as a cheap, no-frills assault rifle.
Produced and made by the Russian Kalashnikov Beretta AR-30
Group, this firearm has seen wide success, both Known by many for its hefty amount of firepower,
domestically and abroad. the AR-30 is a sizable assault rifle produced and
made by the Padanian company Beretta. While
With a relatively low price point compared to it might not have the same number of bells and
many of its competitors, the AK-62 is often seen whistles as some of its competitors, the firearm
as easily accessible for most small groups and is still just as capable of eliminating and destroying
organisations. its targets.

Standard Actions: Well-regarded by many and popular with various


militant groups, the AR-30 enjoys modest
Fire Shot year-round sales.
Ranged weapon attack: single target within range.
Standard Actions:
Reload: 2
Fire Shot
Burst Fire Ranged weapon attack: single target within range.
Three ranged weapon attacks: single target within
range for each. Reload: 2

Recoil: 2 Burst Fire


Reload: 2 Three ranged weapon attacks: single target within
range for each.
Rapid Fire
You open fire on a cone-shaped area with a range Recoil: 2
equal to the weapon and a spread of 2/4/6 m. Reload: 2

Targets within the designated area must make an Rapid Fire


opposing Endurance + Reflex attribute check with a You open fire on a cone-shaped area with a range
-3 dice pool penalty, contested against the dice equal to the weapon and a spread of 2/4/6 m.
pool of your Guns: Automatics skill. Each target is
hit by a number of ranged weapon attacks, equal to Targets within the designated area must make an
how many additional passes you achieved over opposing Endurance + Reflex attribute check with a
them (maximum of four). -3 dice pool penalty, contested against the dice

64 Chapter 3, Items & Equipment


pool of your Guns: Automatics skill. Each target is rifle is truly a weapon to be feared in the field of
hit by a number of ranged weapon attacks, equal to battle.
how many additional passes you achieved over
them (maximum of four). Standard Actions:
Recoil: 4
Fire Shot
Reload: A
Ranged weapon attack: single target within range.

Reload: 2
SIG 950
The SIG 950 is the latest in a long line of products Burst Fire
to arrive out of SIG SAUER AG. Targeted towards Three ranged weapon attacks: single target within
law enforcement and corporate security groups, range for each.
this assault rifle has become a staple addition for
many armouries worldwide. Recoil: 2
Reload: 2
Well respected and often considered highly
reliable, the SIG 950 is an excellent product for Rapid Fire
those with the connections to buy one. You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Standard Actions:
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a
Fire Shot -3 dice pool penalty, contested against the dice
Ranged weapon attack: single target within range. pool of your Guns: Automatics skill. Each target is
hit by a number of ranged weapon attacks, equal to
Reload: 2 how many additional passes you achieved over
them (maximum of four).
Burst Fire
Three ranged weapon attacks: single target within Recoil: 4
range for each. Reload: A

Recoil: 2
Reload: 2
Apex Predator
Rapid Fire While its reputation for producing an unwieldy
You open fire on a cone-shaped area with a range amount of recoil is undoubtedly true, there is no
equal to the weapon and a spread of 2/4/6 m. denying that the Apex Predator is an absolute
beast of a weapon system. This heavy assault rifle
Targets within the designated area must make an can blast through almost anything that stands
opposing Endurance + Reflex attribute check with a in its way, providing that its wielder can control
-3 dice pool penalty, contested against the dice the weapon’s strong kickback when firing in quick
pool of your Guns: Automatics skill. Each target is succession.
hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over Regularly seen in the hands of skilled corporate
them (maximum of four). security and their fire teams, the Predator is an
exceptional piece of equipment that can quickly
Recoil: 4 help turn the tide of an engagement.
Reload: A
Standard Actions:

Dega Stormer Fire Shot


As a staple member of the Dega product catalogue, Ranged weapon attack: single target within range.
the Stormer needs little of an introduction.
Combining both a remarkable firing range and an Reload: 2
impressive amount of damage output, this assault

65 Chapter 3, Items & Equipment


Burst Fire -3 dice pool penalty, contested against the dice
Three ranged weapon attacks: single target within pool of your Guns: Automatics skill. Each target is
range for each. hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over
Recoil: 3 them (maximum of four).
Reload: 2
Recoil: 4
Rapid Fire Reload: A
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Yamasaki Spectre
Targets within the designated area must make an
With its iconic slim profile and elegant frame,
opposing Endurance + Reflex attribute check with a
the Yamasaki Spectre is one assault rifle that is
-3 dice pool penalty, contested against the dice
as beautiful as deadly. Having seen significant
pool of your Guns: Automatics skill. Each target is
success since its initial launch in 2103, the Spectre
hit by a number of ranged weapon attacks, equal to
has won many corporate and government
how many additional passes you achieved over
contracts worldwide.
them (maximum of four).
Recoil: 5
While not the easiest weapon to find on today’s
Reload: A
streets, those who manage to get hold of the
Spectre often remark on its high reliability and
effective firing distance.
HK M32
Arriving out of the manufacturing lines of German Standard Actions:
Heckler & Koch, the HK M32 is a competent infantry
assault rifle. Often utilised by military and security Fire Shot
groups, the M32 has seen steady growth in sales Ranged weapon attack: single target within range.
for the German company year after year.
Reload: 2
Emphasising a combination of decent build quality
and high reliability, the M32 has a good reputation Burst Fire
and a loyal following from customers worldwide. Three ranged weapon attacks: single target within
range for each.
Standard Actions:
Recoil: 2
Fire Shot Reload: 2
Ranged weapon attack: single target within range.
Rapid Fire
Reload: 2 You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Burst Fire
Three ranged weapon attacks: single target within Targets within the designated area must make an
range for each. opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice
Recoil: 2 pool of your Guns: Automatics skill. Each target is
Reload: 2 hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over
Rapid Fire them (maximum of four).
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m. Recoil: 4
Reload: A
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a

66 Chapter 3, Items & Equipment


Armnic IAR-1 hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over
Making an appearance in various military forces
them (maximum of four).
across the globe and a vast number of high-end
security organisations, the Armnic Infantry Assault
Recoil: 4
Rifle is often described as an incredibly effective
Reload: A
weapon system. Combining an impressive firing
distance and stopping power to suit, this weapon
can deter even the most hardened opponents.
Automatic Pistols
Standard Actions:
Moving from the largest of the
Fire Shot three automatic weapon types,
Ranged weapon attack: single target within range. we now arrive at the smallest.
Despite a reduction in raw
Reload: 2 firepower and effective firing
distance, automatic pistols are
competent firearms that can be
Burst Fire used with just a single hand.
Three ranged weapon attacks: single target within
range for each.
Small enough to be easily concealed away but still
Recoil: 2 formidable in their raw stopping power, automatic
Reload: 2 pistols are often seen as an effective way to
combine the best qualities of pistols and other
types of rapid-fire weaponry.
Rapid Fire
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m. Like with other automatic weapons, these firearms
are governed by the Guns: Automatics skill. This
Targets within the designated area must make an will reflect how capable any particular character
opposing Endurance + Reflex attribute check with a will be when using them in combat. All automatic
-3 dice pool penalty, contested against the dice pistols are, as mentioned, one-handed and expend
pool of your Guns: Automatics skill. Each target is magazines of automatic pistol calibre bullets.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
Only)
Barrel, general,
Lockjaw Computerised
14/28/42 m 2d8 P 3P 1.25 kg A grip, sight, under 1R 1,850
Auto Device, Metallic
barrel.

Barrel, general,
ArmsCorp Computerised
15/30/45 m 3d6 P 3P 1.5 kg A grip, sight, under 1R 2,050
Mauler Device, Metallic
barrel.

Barrel, general,
Cyclone Computerised
15/30/45 m 3d6+1 P 4P 1.5 kg A grip, sight, under 2R 2,550
Spiker Device, Metallic
barrel.

Barrel, general,
IWI Machine- Computerised
16/32/48 m 2d10+1 P 5P 1.5 kg A grip, sight, under 2R 3,000
Pistol Device, Metallic
barrel.

Barrel, general,
Crusader Computerised
20/40/60 m 3d8 P 5P 1.75 kg A grip, sight, under 3R 3,750
Ravager Device, Metallic
barrel.

67 Chapter 3, Items & Equipment


Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
Lockjaw Auto 2 20 m 2 2 2
ArmsCorp Mauler 2 20 m 2 2 2
Cyclone Spiker 2 20 m 3 3 2
IWI Machine-Pistol 2 20 m 3 3 2
Crusader Ravager 2 20 m 4 3 2

Above: The automatic pistols equipment overview tables.

Lockjaw Auto ArmsCorp Mauler


Coming onto the marketplace as a simplistic Well known for its distinctive firing noise,
no-frills automatic pistol, the Lockjaw Auto has this beast of an automatic pistol is regularly
become one of the go-to firearms for many street featured in many crime syndicates and cartels.
gangs and vigilantes. Capable of unleashing a Providing its user with a high rate of fire and an
torrent of bullets, this weapon is an excellent impressive amount of damage output, the Mauler
choice for those who need a little more firepower. is undoubtedly a potent weapon system to square
off against.
While the Lockjaw Auto lacks in the range
department, much like with many other automatic Although relatively old by comparison with some
pistols, its ability to decimate targets at close of its competitors, the Mauler has been such a
range makes it appealing for many close-quarters massive success for ArmsCorp that it still sells
engagements. exceptionally well thirty years after first arriving
on the marketplace.
Standard Actions:
Standard Actions:
Fire Shot
Ranged weapon attack: single target within range. Fire Shot
Ranged weapon attack: single target within range.
Reload: 2
Reload: 2
Burst Fire
Three ranged weapon attacks: single target within Burst Fire
range for each. Three ranged weapon attacks: single target within
range for each.
Recoil: 3
Reload: 3 Recoil: 3
Reload: 3
Rapid Fire
You open fire on a cone-shaped area with a range Rapid Fire
equal to the weapon and a spread of 2/4/6 m. You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a Targets within the designated area must make an
-3 dice pool penalty, contested against the dice opposing Endurance + Reflex attribute check with a
pool of your Guns: Automatics skill. Each target is -3 dice pool penalty, contested against the dice
hit by a number of ranged weapon attacks, equal to pool of your Guns: Automatics skill. Each target is
how many additional passes you achieved over hit by a number of ranged weapon attacks, equal to
them (maximum of three). how many additional passes you achieved over
them (maximum of three).
Recoil: 5
Reload: A Recoil: 5
Reload: A

68 Chapter 3, Items & Equipment


Fire Shot
Cyclone Spiker Ranged weapon attack: single target within range.
Often described as a weapon for those who
want to get their point across, the Spiker is an Reload: 2
intimidating rapid-fire automatic pistol that is
more than capable of hosing down its targets Burst Fire
with a torrent of gunfire. Primarily aimed towards Three ranged weapon attacks: single target within
smaller-sized corporations and the security sector, range for each.
this weapon system has done exceedingly well
for its Hong Kong-based manufacturer, Cyclone Recoil: 3
International. Reload: 3

Standard Actions: Rapid Fire


You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Fire Shot
Ranged weapon attack: single target within range.
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a
Reload: 2
-3 dice pool penalty, contested against the dice
pool of your Guns: Automatics skill. Each target is
Burst Fire hit by a number of ranged weapon attacks, equal to
Three ranged weapon attacks: single target within how many additional passes you achieved over
range for each. them (maximum of three).

Recoil: 3 Recoil: 5
Reload: 3 Reload: A

Rapid Fire
You open fire on a cone-shaped area with a range
Crusader Ravager
equal to the weapon and a spread of 2/4/6 m.
Despite its unwieldy size and weight, this
Targets within the designated area must make an automatic pistol can certainly pack quite the punch.
opposing Endurance + Reflex attribute check with a Complete with a high rate of fire and an impressive
-3 dice pool penalty, contested against the dice amount of damage output to suit, the Crusader
pool of your Guns: Automatics skill. Each target is Ravager is one weapon system that can quickly
hit by a number of ranged weapon attacks, equal to decimate any target at a short to medium range.
how many additional passes you achieved over
them (maximum of three). Although the firearm is undoubtedly quite weighty
for a weapon of its type, many still find that they
Recoil: 5 can use it one-handed easily enough with a little bit
Reload: A of practice.

Standard Actions:
IWI Machine-Pistol
Arriving onto the marketplace from the highly Fire Shot
regarded Israel Weapon Industries corporation Ranged weapon attack: single target within range.
is the IWI Machine-Pistol. This compact piece of
equipment features several new technological Reload: 2
advances and design upgrades over its previous
generation counterparts, forming a weapon system Burst Fire
that is both easy to use and highly efficient at Three ranged weapon attacks: single target within
taking down its intended targets. range for each.

Standard Actions: Recoil: 3


Reload: 3

69 Chapter 3, Items & Equipment


Rapid Fire Submachine Guns
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m. The last of three types of
automatic weapons are
Targets within the designated area must make an submachine guns. These
opposing Endurance + Reflex attribute check with a firearms tend to fit in-between
-3 dice pool penalty, contested against the dice both assault rifles and
pool of your Guns: Automatics skill. Each target is automatic pistols to provide
hit by a number of ranged weapon attacks, equal to their users with a careful
how many additional passes you achieved over balance of firing distance, stopping power, and
them (maximum of three). overall asking price.

Recoil: 5 All submachine guns are governed by the Guns:


Reload: A Automatics skill, which will determine how
competent any particular character will be when
using them. Additionally, these weapons require
two hands to operate and expend magazines of
submachine gun calibre bullets for their attacks.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Computerised Barrel, general,
Arbiter RF 26/52/78 m 3d8 P 4P Device, 2.75 kg A grip, sight, under 1R 2,250
Metallic barrel.

Computerised Barrel, general,


Colt Centurion 30/60/90 m 4d6 P 5P Device, 3 kg A grip, sight, under 1R 2,650
Metallic barrel.

Computerised Barrel, general,


G49R 30/60/90 m 3d10 P 5P Device, 3 kg A grip, sight, under 2R 3,100
Metallic barrel.

Computerised Barrel, general,


ArmsCorp
32/64/96 m 5d6 P 6P Device, 3 kg A grip, sight, under 2R 3,450
Marauder Metallic barrel.

Computerised Barrel, general,


Xiao-Sen
34/68/102 m 5d6 P 6P Device, 3 kg A grip, sight, under 3R 3,950
Samurai Metallic barrel.

Computerised Barrel, general,


Dega Shrieker 35/70/105 m 4d8 P 6P Device, 2.75 kg A grip, sight, under 3R 4,075
Metallic barrel.

Computerised Barrel, general,


Matsudan
35/70/105 m 6d6 P 7P Device, 3 kg A grip, sight, under 4R 4,650
Vulture Metallic barrel.

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Arbiter RF 2 20 m 2 2 2
Colt Centurion 2 20 m 2 2 2
G49R 2 20 m 3 3 2
ArmsCorp Marauder 2 20 m 3 3 2
Xiao-Sen Samurai 2 20 m 4 3 2
Dega Shrieker 2 20 m 4 3 2
Matsudan Vulture 2 20 m 5 4 2

Above: The submachine guns equipment overview tables.

70 Chapter 3, Items & Equipment


Arbiter RF Standard Actions:
Entering the marketplace several years back,
the Arbiter RF is often considered a simple, Fire Shot
easy-to-maintain submachine gun. Coming in at a Ranged weapon attack: single target within range.
reasonably low price tag, this firearm is frequently
seen to bridge the gap between pistols and other Reload: 2
easy-to-conceal armaments and those that can
produce a bit more of a bang. Burst Fire
Three ranged weapon attacks: single target within
Standard Actions: range for each.

Recoil: 2
Fire Shot
Reload: 2
Ranged weapon attack: single target within range.

Reload: 2 Rapid Fire


You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Burst Fire
Three ranged weapon attacks: single target within
Targets within the designated area must make an
range for each.
opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice
Recoil: 2
pool of your Guns: Automatics skill. Each target is
Reload: 2
hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over
Rapid Fire them (maximum of four).
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m. Recoil: 4
Reload: A
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice
pool of your Guns: Automatics skill. Each target is
G49R
hit by a number of ranged weapon attacks, equal to Despite being initially created as an internal-only
how many additional passes you achieved over project by the security giant Securitex, the G49R
them (maximum of four). soon found widespread appeal after its designs
were mysteriously leaked onto the Omninet.
Recoil: 4 Knowing that they had to act fast, Securitex
Reload: A soon began offering this firearm to various other
agencies and corporate contractors around the
globe.
Colt Centurion
As for the weapon system itself, the G49R is often
With its distinctively crude and simplistic shape,
labelled as a potent medium-ranged submachine
the Colt Centurion submachine gun is one of those
gun. It is widely known for its heavy-hitting
firearms that is easy enough to recognise out
stopping power while supporting a respectable
on the streets of today. Plentiful in supply and
effective firing distance.
exceptionally well received, this is one weapon
system you can be sure will get you the job done.
Standard Actions:
While few would call the Centurion a stylish or
sophisticated-looking weapon, it does pack quite Fire Shot
the punch. Combine this with its high reliability, Ranged weapon attack: single target within range.
and you have a reasonably cheap firearm that is
both easy to maintain and even easier to shoot Reload: 2
with.

71 Chapter 3, Items & Equipment


Burst Fire Rapid Fire
Three ranged weapon attacks: single target within You open fire on a cone-shaped area with a range
range for each. equal to the weapon and a spread of 2/4/6 m.

Recoil: 2 Targets within the designated area must make an


Reload: 2 opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice
Rapid Fire pool of your Guns: Automatics skill. Each target is
You open fire on a cone-shaped area with a range hit by a number of ranged weapon attacks, equal to
equal to the weapon and a spread of 2/4/6 m. how many additional passes you achieved over
them (maximum of four).
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a Recoil: 5
-3 dice pool penalty, contested against the dice Reload: A
pool of your Guns: Automatics skill. Each target is
hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over Xiao-Sen Samurai
them (maximum of four).
As one of Xiao-Sen’s current bestsellers, the
Samurai needs little introduction. Combining
Recoil: 4
excellent reliability with potent firepower, this
Reload: A
firearm can often be an exceptionally deadly
weapon in a capable set of hands.

Standard Actions:
ArmsCorp Marauder
Often appearing in tactical law enforcement, the Fire Shot
ArmsCorp Marauder is a potent submachine gun Ranged weapon attack: single target within range.
you do not want to face up against. With a high
amount of damage output and a blazingly fast rate Reload: 2
of fire, this weapon system can rip through almost
any target in no time. Burst Fire
Three ranged weapon attacks: single target within
However, despite its effectiveness, the Marauder range for each.
is well known for its huge kickback when firing
rapidly. For this reason, the weapon is largely Recoil: 2
reserved for corporate contracts and law Reload: 2
enforcement organisations, whereby skilled
individuals will often have an easier time Rapid Fire
maintaining control. You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.
Standard Actions:
Targets within the designated area must make an
Fire Shot opposing Endurance + Reflex attribute check with a
Ranged weapon attack: single target within range. -3 dice pool penalty, contested against the dice
pool of your Guns: Automatics skill. Each target is
Reload: 2 hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over
Burst Fire them (maximum of four).
Three ranged weapon attacks: single target within
range for each. Recoil: 4
Reload: A
Recoil: 3
Reload: 2

72 Chapter 3, Items & Equipment


Dega Shrieker Matsudan Vulture
This modern-day firearm comes onto the market As a regular choice for many of the world’s most
from the manufacturing lines of Dega Solutions. advanced military forces, the Matsudan Vulture is a
Typically used by government and corporate high-end, multi-purpose submachine gun. Capable
security forces, the Shrieker is renowned for its of unleashing an impressive amount of damage
distinctive and often fear-inducing firing noise. output, this firearm can deal with virtually any
target in most short to medium-range encounters.
Standard Actions:
Standard Actions:
Fire Shot
Ranged weapon attack: single target within range. Fire Shot
Ranged weapon attack: single target within range.
Reload: 2
Reload: 2
Burst Fire
Three ranged weapon attacks: single target within Burst Fire
range for each. Three ranged weapon attacks: single target within
range for each.
Recoil: 2
Reload: 2 Recoil: 2
Reload: 2
Rapid Fire
You open fire on a cone-shaped area with a range Rapid Fire
equal to the weapon and a spread of 2/4/6 m. You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 2/4/6 m.

Targets within the designated area must make an Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice -3 dice pool penalty, contested against the dice
pool of your Guns: Automatics skill. Each target is pool of your Guns: Automatics skill. Each target is
hit by a number of ranged weapon attacks, equal to hit by a number of ranged weapon attacks, equal to
how many additional passes you achieved over how many additional passes you achieved over
them (maximum of four). them (maximum of four).

Recoil: 4 Recoil: 4
Reload: A Reload: A

73 Chapter 3, Items & Equipment


3.5 Long Guns Railguns
While railguns have existed
As a favourite amongst recreational shooters, for close to 70 years, it has
long guns are probably the second most popular only been in the past couple of
category of firearm out on today’s markets. decades that these weapons
Combining their large size with a formidable have been successfully
amount of firepower, these weapons have the minimised into an easy-to-use
potential to reliably take down their targets, handheld form. With their ability to fire condensed
regardless of where they manage to impact. metal slugs at staggering speeds, these weapons
are exceptionally good at piercing through armour
Long guns can generally be broken down into three and other reinforced materials.
separate sub-categories. Each of these specialises
in a different type of engagement, with its own Given their need to frequently cool down after
distinct style and purpose. These are: firing several different shots, few railguns can
discharge their rounds in quick succession. As a
• Railguns - High powered electromagnetic result, these weapons tend to be better suited for
rifles, that fire compact metal slugs at long-range engagements, whereby its user can
incredible speeds. more easily take cover between each burst fired.

• Scattershots - Well known and intimidating


firearms, which can devastate different sized Like with the other weapons that make up this
areas while in close-quarters. section, railguns are governed by the Guns: Long
Guns skill. This will determine just how competent
• Sniper Rifles - Large marksmen rifles, any character will be when deciding to use them
designed for shooting accurately over a in combat. These weapons require two hands to
considerable distance. operate and expend magazines of metal slugs for
their attacks.

Below is a table detailing each of these different


items, along with their associated statistics
and effects. The columns from left to right are
as follows; name, range (short/medium/long),
damage, penetration, properties, weight,
concealment rating, add-on slots, combined
restriction class & level, and finally, its cost.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Computerised General, grip, sight,
Lancer MK 1 60/120/180 m 4d8+1 P 10 P 6 kg D 2R 5,250
Device, Metallic under barrel

ArmsCorp Computerised General, grip, sight,


70/140/210 m 6d6 P 11 P 6 kg D 3R 6,250
Spearhead Device, Metallic under barrel

Computerised General, grip, sight,


HK XRG-25 72/144/216 m 5d8 P 11 P 6 kg D 3R 6,650
Device, Metallic under barrel

Computerised General, grip, sight,


GD XM950 75/150/225 m 7d6+1 P 12 P 6 kg D 4R 7,950
Device, Metallic under barrel

Yamasaki Computerised General, grip, sight,


80/160/240 m 5d10 P 12 P 6.5 kg D 4R 8,450
Cerberus Device, Metallic under barrel

74 Chapter 3, Items & Equipment


Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
Lancer MK 1 2 20 m 3 3 2
ArmsCorp Spearhead 2 20 m 4 3 2
HK XRG-25 2 20 m 4 3 2
GD XM950 2 20 m 5 4 2
Yamasaki Cerberus 2 20 m 5 4 2

Above: The railguns equipment overview tables.

Lancer MK 1 Two Shot Burst


As one of the oldest railgun models still available Two ranged weapon attacks: single target within
on the marketplace, the mark one version of the range for each.
Lancer is a well-known and highly respected
weapons system. Having served in military units Recoil: 3
and corporate strike teams in years prior, the Reload: 5
Lancer is now mostly relegated to smaller-sized
organisations and criminal cartels.
HK XRG-25
Standard Actions: Arriving out of the German labs at Heckler & Koch
is the formidable XRG-25. This high-powered
Fire Shot railgun is a potent anti-material weapon system
Ranged weapon attack: single target within range. that can quickly and easily blast its way through
most armour types.
Reload: 3
Commonly used by tactical law enforcement and
Two Shot Burst corporate strike teams, this weapon has seen many
Two ranged weapon attacks: single target within notable engagements over the past few years.
range for each.
Standard Actions:
Recoil: 3
Reload: 5
Fire Shot
Ranged weapon attack: single target within range.

ArmsCorp Spearhead Reload: 3


With its sleek design and vastly improved magnetic
rail system, the ArmsCorp Spearhead steps out Two Shot Burst
onto the marketplace with an exceptional amount Two ranged weapon attacks: single target within
of hype surrounding it. Serving as a highly effective range for each.
anti-material weapon system for both frontline
military units and specialised fire teams, the Recoil: 3
Spearhead is more than capable of easily ripping Reload: 5
through both armoured targets and reinforced
materials.
GD XM950
Standard Actions: What the GD XM950 might lack in terms of looks,
it almost certainly makes up for in raw firepower
Fire Shot and function. Often referred to as ”The Brick” for
Ranged weapon attack: single target within range. its distinctive and unflattering block-like shape,
this weapon system has proven to be an incredibly
Reload: 3 reliable military-grade railgun.

75 Chapter 3, Items & Equipment


Standard Actions: While the weapon is officially only available
to military groups and a select few corporate
Fire Shot partners, rumours have begun to circulate on the
Ranged weapon attack: single target within range. streets that a handful of shipments have started to
appear across the black market.
Reload: 3
Standard Actions:
Two Shot Burst
Two ranged weapon attacks: single target within Fire Shot
range for each. Ranged weapon attack: single target within range.

Recoil: 3 Reload: 3
Reload: 5
Two Shot Burst
Two ranged weapon attacks: single target within
Yamasaki Cerberus range for each.
Sleek and stylistic, much like many other
Yamasaki armaments, the Cerberus arrives Recoil: 3
onto the marketplace as a highly capable Reload: 5
anti-material weapon system. Designed and built
for military-style engagements, the Cerberus can
easily unleash enough firepower to punch a hole
straight through most materials and surfaces.
Scattershots these weapons often serve as an effective tool in
most close-quarter-based engagements.
Known for their ferocity and
power, scattershots are a type Like with their larger brethren, these weapons
of firearm that can unleash a are governed by the Guns: Long Guns skill. This
torrent of shrapnel within a will determine just how capable any character
wide cone-shaped area. Brilliant will be when deciding to use them in combat. All
for clearing out entire rooms scattershots require two hands to wield, and fire
and other tightly packed spaces, magazines of shells for their attacks.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Barrel, general,
Remington Computerised
Up to 54 m 3d8 P 3P 4.5 kg D grip, sight, under 1R 2,750
Techshot Device, Metallic
barrel

Barrel, general,
ArmsCorp Computerised
Up to 54 m 4d6 P 3P 4.5 kg D grip, sight, under 1R 3,050
Tyrant Device, Metallic
barrel

Barrel, general,
Computerised
M-80 Bigfoot Up to 63 m 5d6 P 4P 4.5 kg D grip, sight, under 2R 3,650
Device, Metallic
barrel

Barrel, general,
Cyclone Computerised
Up to 63 m 4d8 P 4P 4.75 kg D grip, sight, under 2R 3,950
Streetsweeper Device, Metallic
barrel

Barrel, general,
Matsudan Computerised
Up to 72 m 6d6 P 5P 4.75 kg D grip, sight, under 3R 4,250
Hunter Device, Metallic
barrel

Barrel, general,
Crompton Computerised
Up to 72 m 5d8 P 5P 4.75 kg D grip, sight, under 3R 4,500
Revenant Device, Metallic
barrel

Barrel, general,
Computerised
SPAS-30 Up to 72 m 7d6 P 6P 4.75 kg D grip, sight, under 4R 5,250
Device, Metallic
barrel

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Remington Techshot 2 20 m 2 2 2
ArmsCorp Tyrant 2 20 m 2 2 2
M-80 Bigfoot 2 20 m 3 3 2
Cyclone
2 20 m 3 3 2
Streetsweeper
Matsudan Hunter 2 20 m 4 3 2
Crompton Revenant 2 20 m 4 3 2
SPAS-30 2 20 m 5 4 2

Above: The scattershots equipment overview tables.

77 Chapter 3, Items & Equipment


Remington Techshot Traits:
Simple in function and easy to use, the Remington
Techshot is a widely available and increasingly Choke
popular scattershot. Primarily aimed towards This weapon can have one of three different choke
hunters and recreational shooters, this firearm is settings. Depending on which is chosen will
often promoted and labelled as a sportsman’s ideal determine both the range and spread for any
go-to weapon of choice. further attacks. These options are:

• Close - Range: 6/12/18 m, spread: 5/11/17 m.


Traits:
• Medium - Range: 12/24/36 m, spread: 3/7/11 m.
• Long - Range: 18/36/54 m, spread: 1/3/5 m.
Choke
This weapon can have one of three different choke
settings. Depending on which is chosen will Standard Actions:
determine both the range and spread for any
further attacks. These options are: Change Choke
Selecting one of the other settings, you change the
• Close - Range: 6/12/18 m, spread: 5/11/17 m.
choke of the weapon for all further attacks.
• Medium - Range: 12/24/36 m, spread: 3/7/11 m.
• Long - Range: 18/36/54 m, spread: 1/3/5 m. Fire Shot
Ranged weapon attack: all targets within a cone
Standard Actions: based area. Range and spread should be
determined by the weapon’s current choke.
Change Choke
Reload: 2
Selecting one of the other settings, you change the
choke of the weapon for all further attacks.
Double Tap Burst
Two ranged weapon attacks: all targets within a
Fire Shot
cone based area for each. Range and spread should
Ranged weapon attack: all targets within a cone
be determined by the weapon’s current choke.
based area. Range and spread should be
determined by the weapon’s current choke.
Recoil: 2
Reload: 3
Reload: 2

Double Tap Burst


M-80 Bigfoot
Two ranged weapon attacks: all targets within a
cone based area for each. Range and spread should Often found in the hands of police and local
be determined by the weapon’s current choke. security forces, the M-80 Bigfoot is a competitive
weapon system with the ability to display a
Recoil: 2 formidable amount of potential destruction. With
Reload: 3 its impressive combination of a relatively low price
point and a respectable amount of damage output,
the M-80 Bigfoot has undoubtedly become a highly
ArmsCorp Tyrant sought-after weapon.

The ArmsCorp Tyrant is a simple, no-frills


Traits:
semi-automatic scattershot. What it may lack in
fancy features and shiny buttons, it more than
makes up for in raw firepower and performance. Choke
This weapon can have one of three different choke
settings. Depending on which is chosen will
With its ability to clear out a room and quickly turn determine both the range and spread for any
a group of targets into meaty chunks, this weapon further attacks. These options are:
has become a favourite amongst high-level street
thugs and vigilantes. • Close - Range: 7/14/21 m, spread: 5/11/17 m.
• Medium - Range: 14/28/42 m, spread: 3/7/11 m.
• Long - Range: 21/42/63 m, spread: 1/3/5 m.

78 Chapter 3, Items & Equipment


Standard Actions: choke of the weapon for all further attacks.

Change Choke Fire Shot


Selecting one of the other settings, you change the Ranged weapon attack: all targets within a cone
choke of the weapon for all further attacks. based area. Range and spread should be
determined by the weapon’s current choke.
Fire Shot
Ranged weapon attack: all targets within a cone Reload: 2
based area. Range and spread should be
determined by the weapon’s current choke. Double Tap Burst
Two ranged weapon attacks: all targets within a
Reload: 2 cone based area for each. Range and spread should
be determined by the weapon’s current choke.
Double Tap Burst
Two ranged weapon attacks: all targets within a Recoil: 3
cone based area for each. Range and spread should Reload: 3
be determined by the weapon’s current choke.

Recoil: 3 Matsudan Hunter


Reload: 3
Excellent in both design and function, the Hunter
is another brilliant armament to arrive out of
Matsudan Heavy Industries’ manufacturing lines.
Cyclone Streetsweeper Promoted as a highly capable scattershot-type
Continuing Cyclone International’s tried and testing weapon system, the Hunter excels at making
approach to firearm design, the Streetsweeper is a quick work of its targets in most close-ranged
large and intimidating weapon system. Capable of engagements.
knocking out targets from a considerable distance,
this scattershot has become a frequent choice for Traits:
those involved with the underground mercenary
scene. Choke
This weapon can have one of three different choke
Despite weighing in somewhat heavier than settings. Depending on which is chosen will
several other entries on the marketplace, the determine both the range and spread for any
Streetsweeper remains a highly capable weapon further attacks. These options are:
system for those on the go.
• Close - Range: 8/16/24 m, spread: 5/11/17 m.
Traits: • Medium - Range: 16/32/48 m, spread: 3/7/11 m.
• Long - Range: 24/48/72 m, spread: 1/3/5 m.
Choke
This weapon can have one of three different choke Standard Actions:
settings. Depending on which is chosen will
determine both the range and spread for any
Change Choke
further attacks. These options are:
Selecting one of the other settings, you change the
• Close - Range: 7/14/21 m, spread: 5/11/17 m. choke of the weapon for all further attacks.
• Medium - Range: 14/28/42 m, spread: 3/7/11 m.
Fire Shot
• Long - Range: 21/42/63 m, spread: 1/3/5 m.
Ranged weapon attack: all targets within a cone
based area. Range and spread should be
Standard Actions: determined by the weapon’s current choke.

Change Choke Reload: 2


Selecting one of the other settings, you change the

79 Chapter 3, Items & Equipment


Double Tap Burst SPAS-30
Two ranged weapon attacks: all targets within a Widely considered the premier go-to weapon
cone based area for each. Range and spread should for most close-quarter-based engagements, the
be determined by the weapon’s current choke. SPAS-30 regularly appears in many of the world’s
finest military forces. Excellent at taking out
Recoil: 2 multiple targets in quick succession, this weapon
Reload: 3 system is often described as highly capable and
reliable.

Crompton Revenant While certainly a challenging firearm to get a hold


This all-purpose weapon system arrives onto the of; mainly due to its high asking price and heavily
marketplace fresh out of the workshops of British regulated supply, this hyper-modern weapon
manufacturer Crompton Industries. Combining system can blast its way through almost anything
technology from many of the 21st century’s most unfortunate enough to fall within its firing arc.
popular shotguns with a new set of stabilisers
and an updated firing mechanism, the Crompton Traits:
Revenant is a weapon to be genuinely feared.
Choke
Traits: This weapon can have one of three different choke
settings. Depending on which is chosen will
Choke determine both the range and spread for any
This weapon can have one of three different choke further attacks. These options are:
settings. Depending on which is chosen will
determine both the range and spread for any • Close - Range: 8/16/24 m, spread: 5/11/17 m.
further attacks. These options are: • Medium - Range: 16/32/48 m, spread: 3/7/11 m.
• Long - Range: 24/48/72 m, spread: 1/3/5 m.
• Close - Range: 8/16/24 m, spread: 5/11/17 m.
• Medium - Range: 16/32/48 m, spread: 3/7/11 m.
• Long - Range: 24/48/72 m, spread: 1/3/5 m.
Standard Actions:

Change Choke
Standard Actions: Selecting one of the other settings, you change the
choke of the weapon for all further attacks.
Change Choke
Selecting one of the other settings, you change the Fire Shot
choke of the weapon for all further attacks. Ranged weapon attack: all targets within a cone
based area. Range and spread should be
Fire Shot determined by the weapon’s current choke.
Ranged weapon attack: all targets within a cone
based area. Range and spread should be Reload: 2
determined by the weapon’s current choke.
Double Tap Burst
Reload: 2 Two ranged weapon attacks: all targets within a
cone based area for each. Range and spread should
Double Tap Burst be determined by the weapon’s current choke.
Two ranged weapon attacks: all targets within a
cone based area for each. Range and spread should Recoil: 2
be determined by the weapon’s current choke. Reload: 3

Recoil: 2
Reload: 3

80 Chapter 3, Items & Equipment


Sniper Rifles kickback and a longer-than-average barrel length
at its front.
As the largest of the three long
gun types, sniper rifles are While stashing one of these underneath your coat
often seen as imposing firearms will certainly not go unnoticed, their impressive
to come up against. It is not firing range allows a skilled sharpshooter to take
uncommon for these weapons out targets long before they know what hit them.
to reach almost a meter and Governed by the Guns: Long Guns skill, these
a half in length, with a hefty two-handed weapons fire magazines of sniper rifle
stock to help brace against the firearm’s strong calibre bullets for their attacks.

Add-ons (Small
Name Range Dmg Pen Props Wt Con Rest Cost
& Medium Only)
Barrel, general,
Computerised
T-2 Longarm 250/500/750 m 4d6+1 P 6P 4.5 kg D grip, sight, under 1R 3,500
Device, Metallic
barrel

Barrel, general,
Izhmash SV- Computerised
275/550/825 m 3d10 P 6P 4.5 kg D grip, sight, under 1R 3,950
850 Device, Metallic
barrel

Barrel, general,
Computerised
Remley 22 300/600/900 m 4d8 P 7P 4.75 kg D grip, sight, under 2R 4,850
Device, Metallic
barrel

Barrel, general,
Colt Computerised
300/600/900 m 3d12 P 7P 4.75 kg D grip, sight, under 2R 5,175
Pathfinder Device, Metallic
barrel

Barrel, general,
Dega Computerised
325/650/975 m 3d12+1 P 8P 5 kg D grip, sight, under 3R 6,050
Overseer Device, Metallic
barrel

Barrel, general,
Computerised
PGW Jackal 350/700/1,050 m 6d6 P 8P 5 kg D grip, sight, under 3R 6,450
Device, Metallic
barrel

Barrel, general,
Computerised
AI L500 400/800/1,2000 m 5d8 P 9P 4.75 kg D grip, sight, under 4R 7,250
Device, Metallic
barrel

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
T-2 Longarm 2 20 m 2 2 2
Izhmash SV-850 2 20 m 2 2 2
Remley 22 2 20 m 3 3 2
Colt Pathfinder 2 20 m 3 3 2
Dega Overseer 2 20 m 4 3 2
PGW Jackal 2 20 m 4 3 2
AI L500 2 20 m 5 4 2

Above: The sniper rifles equipment overview tables.

81 Chapter 3, Items & Equipment


T-2 Longarm Remley 22
With a simple yet elegant design, the Type-2 Produced out of the North American-based
Longarm has become a familiar sight within the manufacturing lines of Patriot Defense Solutions,
recreational shooting scene. Capable of operating the Remley 22 is a popular marksman’s rifle
at an effective firing distance of about 750 meters, designed and built for longer-ranged engagements.
this weapon system can put down its target Often appearing amongst mercenary and tactical
without them ever knowing you were there. law enforcement, this weapon system is highly
regarded for its impressive stopping power and
Standard Actions: effective firing range.

Fire Shot Standard Actions:


Ranged weapon attack: single target within range.
Fire Shot
Reload: 3 Ranged weapon attack: single target within range.

Burst Fire Reload: 3


Three ranged weapon attacks: single target within
range for each. Burst Fire
Three ranged weapon attacks: single target within
Recoil: 3 range for each.
Reload: 7
Recoil: 3
Reload: 7
Izhmash SV-850
Continuing with the Izhmash philosophy of
producing simple, easy-to-maintain firearms, the
Colt Pathfinder
SV-850 arrives as a competent no-frills sniper rifle. Capable of taking down targets from over 800
Regularly seen as a direct competitor to the T-2 meters away, the Colt Pathfinder is one of the
Longarm, these two weapon systems have enjoyed newer additions to arrive onto the marketplace.
a friendly rivalry for nearly a decade. Armed with a formidable combination of raw
firepower and damage penetration, this weapon
Standard Actions: system has become popular with many law
enforcement organisations worldwide.
Fire Shot
Ranged weapon attack: single target within range. Easy enough to acquire through most of the large
distributors, this firearm is a solid choice for any
Reload: 3 fresh-faced marksman looking to make a name for
themselves on the streets of today.
Burst Fire
Three ranged weapon attacks: single target within Standard Actions:
range for each.
Fire Shot
Recoil: 3 Ranged weapon attack: single target within range.
Reload: 7
Reload: 3

Burst Fire
Three ranged weapon attacks: single target within
range for each.

Recoil: 3
Reload: 7

82 Chapter 3, Items & Equipment


Dega Overseer and modifications to arrive at the seemingly
finished product that it is today.
While undoubtedly showing its age with its
distinctly retro-based design, there is no denying
that the Dega Overseer is still as capable of a For those with the necessary contacts and credits
weapon system as ever. Produced during the late to find and buy themselves one, the L500 will
2070s, this sniper rifle still sees some amount of quickly reveal itself to be an absolute beast. With
use in several different military services across the an unmatched combination of armour penetration
globe. and damage output for its class, this firearm can
complete practically any job required.
Standard Actions:
Standard Actions:
Fire Shot
Ranged weapon attack: single target within range. Fire Shot
Ranged weapon attack: single target within range.
Reload: 3
Reload: 3
Burst Fire
Three ranged weapon attacks: single target within Burst Fire
range for each. Three ranged weapon attacks: single target within
range for each.
Recoil: 3
Reload: 7 Recoil: 3
Reload: 7

PGW Jackal
Serving as the current go-to long-range firearm 3.6 Heavy Weapons
for corporate strike teams and military personnel,
the PGW Jackal is truly an impressive piece of Sometimes you might find yourself in a situation
equipment. With an effective firing range of over whereby standard weapons and armaments simply
a kilometre, this weapon system can provide won’t do. Maybe you discover that those thugs
allies with far-off distant spotting capabilities and you have been tasked with eliminating have more
effective target neutralisation. manpower than you first thought, or perhaps
you notice that the mega-corporation complex
Standard Actions: you are attempting to infiltrate has several large
drones patrolling nearby. Regardless of what that
Fire Shot situation might be, heavy weapons can certainly
Ranged weapon attack: single target within range. help you bring the thunder.

Reload: 3 Like many other firearms, heavy weapons


can generally be broken down into several
Burst Fire sub-categories. Each of these will likely prove to
Three ranged weapon attacks: single target within be more or less effective for different types of
range for each. engagements, so careful consideration is always
wise. These can be summarised as the following:
Recoil: 3
Reload: 7 • Launchers - High powered weapons that are
capable of firing explosive ordinance.
• Machine Guns - Potent rapid-fire weapon
AI L500 systems that can quickly unload vast
As the latest product from the manufacturing lines quantities of rounds.
of world-renowned Accuracy International, the
• Special Weapons - Flame throwers,
L500 is shaping up to be a competent long-ranged
microwave cannons, and other such
weapon system. Having served some of the world’s
equipment that falls outside of a traditional
most prestigious special forces for several years
heavy weapons system.
now, this firearm has undergone numerous tweaks

83 Chapter 3, Items & Equipment


Launchers at using these weapons systems will be directly
proportionate to the level of talent that they
Whether built to work with currently have assigned. As this skill continues
aerodynamic grenades, rockets, to increase, so will their ability to utilise these
or even missiles, launchers weapons in combat.
can fire large quantities of
explosives at an impressive All launchers require two hands to operate,
distance. Portable enough to be and unlike most other weapons, their damage
carried by a single individual, and penetration are determined by the type of
these weapon systems can unleash a blazing ammunition currently in use. Additional statistics
inferno on anyone unlucky enough to be within can also be found in the overview table below.
range. The columns from left to right are as follows;
name, range (short/medium/long), ammunition,
Governed by the Guns: Heavy Weapons [Finesse] properties, weight, concealment rating, combined
skill, characters will find that their effectiveness restriction class & level, and finally, its cost.

Name Range Ammo Props Wt Con Rest Cost


Launcher Computerised Device,
HK AG50 75/150/225 m 3.5 kg D 2O 4,950
Grenades Metallic, Scatter

Launcher Computerised Device,


ArmsCorp Roomclearer 60/120/180 m 4.5 kg D 3O 5,750
Grenades Metallic, Scatter

Computerised Device,
Vanguard Scorpion 250/500/750 m Rockets Cumbersome, Metallic, 8 kg I 3O 6,050
Scatter

Computerised Device,
GML Ifrit 750/1,500/2,250 m Missiles Cumbersome, Metallic, 12.5 kg I 4O 7,250
Scatter

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
HK AG50 2 20 m 3 3 2
ArmsCorp Roomclearer 2 20 m 4 3 2
Vanguard Scorpion 2 20 m 4 3 2
GML Ifrit 2 20 m 5 4 2

Above: The launchers equipment overview tables.

HK AG50 Traits:
The HK AG50 is a single-shot, shoulder-fired
grenade launcher. With its design echoing a simple, Minimum Firing Distance
no-nonsense type approach, this weapon system This weapon system includes a safety feature that
has become somewhat infamous amongst the prevents its ordinance from arming until it has
better-connected street gangs and many of today’s traversed ten meters or more in distance. If one of
security forces. its grenades should land within this radius, it will
fail to detonate.
Excelling at population control, as well as flushing
This feature can be disabled either; by its wielder,
out enemies from a target building, the AG50 can
or from a user with Enhanced level access, with a
launch a variety of different aerodynamic grenades
standard action .
at a great distance.

84 Chapter 3, Items & Equipment


Standard Actions: Burst Fire
Up to three ranged weapon attacks: single target
Fire Ordinance location within range for each.
Ranged weapon attack: single target location
within range. Recoil: 3

Reload: A
Vanguard Scorpion
Known by a variety of different names, including;
ArmsCorp Roomclearer ”The Welcoming Party”, ”Diplomacy”, and ”The
Well renowned for its highly destructive Adjudicator”, this weapon system can pack a
capabilities, this semi-automatic grenade launcher mighty big punch. Utilised as a shoulder-mounted
regularly serves in virtually every major police rocket launcher, the Vanguard Scorpion can easily
force’s arsenal. The Roomclearer can launch take care of both hostile automations and tightly
several aerodynamic grenades in quick succession, packed groups of infantry.
flushing out a group of targets from the burning
wreckage it leaves behind. Traits:

Traits: Minimum Firing Distance


This weapon system includes a safety feature that
Ammunition Belt prevents its ordinance from arming until it has
The ArmsCorp Roomclearer works off of a free fed traversed 15 meters or more in distance. If one of
ammunition belt. Suitable types of grenades can be its rockets should land within this radius, it will fail
added, ensuring that there is a continuous supply to detonate.
of ammunition available.
This feature can be disabled either; by its wielder,
A grenade can be added to the belt with an Insert or from a user with Enhanced level access, with a
Magazine/Ordinance combat action, while an item standard action .
can be removed through the use of Eject
Magazine/Ordinance. Storing up to a maximum of
eight grenades at any given time, one piece of Standard Actions:
ammunition is automatically removed from the belt
each time the weapon system is fired. Fire Ordinance
Ranged weapon attack: single target within range.
Minimum Firing Distance
This weapon system includes a safety feature that Reload: A
prevents its ordinance from arming until it has
traversed ten meters or more in distance. If one of
its grenades should land within this radius, it will
fail to detonate. GML Ifrit
Designed and built at some point during the early
This feature can be disabled either; by its wielder, 2090s, the Ifrit has rapidly grown in popularity to
or from a user with Enhanced level access, with a become the de facto solution for arming infantry
standard action . with ground-to-ground-based missile capabilities.
With an effective firing range of just over two
kilometres, the Ifrit can often eliminate its targets
Standard Actions: before they even realise what is happening.

Fire Ordinance While cumbersome to carry around at a weight


Ranged weapon attack: single target location of 12.5 kilograms (plus any extra from its
within range. ammunition), this weapon system’s destructive
capabilities more than makes up for the logistical
issues it brings.

Traits:

85 Chapter 3, Items & Equipment


Minimum Firing Distance Machine Guns
This weapon system includes a safety feature that
prevents its ordinance from arming until it has Big, heavy, and capable of
traversed 20 meters or more in distance. If one of unleashing a torrent of rounds
its missiles should land within this radius, it will in seconds, machine guns are
fail to detonate. well and truly the big daddies
of the automatics world. While
This feature can be disabled either; by its wielder, not exactly the lightest nor most
or from a user with Enhanced level access, with a subtle equipment, machine guns
standard action . can certainly help bring a swift end to a premature
gunfight. Those that fail to heed its warnings are
brushed aside and peppered with bullet holes.
Standard Actions:
Like many other types of firearms, machine guns
Fire Ordinance are a Finesse-based weapon system, requiring
Ranged weapon attack: single target location two hands to operate. Governed by the Guns:
within range. Heavy Weapons skill, characters will find that their
effectiveness at using these weapons will depend
Reload: A greatly on their current level of talent that they
have assigned here.

Add-ons
Name Range Dmg Pen Props Wt Con Rest Cost
(Any Size)
Computerised
Barrel, general,
ArmsCorp Skag Device,
150/300/450 m 4d8 P 6P 10 kg I grip, sight, 1O 4,750
Cannon Cumbersome,
under barrel
Metallic

Computerised
Barrel, general,
Device,
MG-400 175/350/525 m 3d12+1 P 7P 10.5 kg I grip, sight, 2O 5,950
Cumbersome,
under barrel
Metallic

Computerised
Barrel, general,
Xiao-Sen Device,
175/350/525 m 6d6 P 8P 10.5 kg I grip, sight, 3O 7,000
Oppressor Cumbersome,
under barrel
Metallic

Computerised
Barrel, general,
Matsudan Device, 10.75
180/360/540 m 4d10 P 8P I grip, sight, 3O 7,250
Sabretooth Cumbersome, kg under barrel
Metallic

Computerised
Barrel, general,
Device,
Razorback LMG 200/400/600 m 7d6 P 9P 11 kg I grip, sight, 4O 8,500
Cumbersome,
under barrel
Metallic

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
ArmsCorp Skag Cannon 2 20 m 2 2 2
MG-400 2 20 m 3 3 2
Xiao-Sen Oppressor 2 20 m 4 3 2
Matsudan Sabretooth 2 20 m 4 3 2
Razorback LMG 2 20 m 5 4 2

Above: The machine guns equipment overview tables.

86 Chapter 3, Items & Equipment


ArmsCorp Skag Cannon equal to the weapon and a spread of 3/6/9 m.
Coming onto the marketplace as a simplistic,
Targets within the designated area must make an
no-frills machine gun, the ArmsCorp Skag Cannon
opposing Endurance + Reflex attribute check with a
has certainly made a good name for itself. Capable
-3 dice pool penalty, contested against the dice
of packing quite the hefty punch, this weapon
pool of your Guns: Heavy Weapons [Finesse] skill.
system is both cheap and relatively easy to acquire
Each target is hit by a number of ranged weapon
through the appropriate black market channels.
attacks, equal to how many additional passes you
achieved over them (maximum of five).
Standard Actions:
Recoil: 5
Burst Fire Reload: 6
Three ranged weapon attacks: single target within
range for each.
Xiao-Sen Oppressor
Recoil: 3
Reload: 2 This military-grade machine gun arrives onto
the marketplace fresh out of the manufacturing
Rapid Fire lines of Xiao-Sen. Large in size and equally as
You open fire on a cone-shaped area with a range intimidating, the Oppressor certainly has all the
equal to the weapon and a spread of 3/6/9 m. hallmarks of a competent and highly reliable
weapon system.
Targets within the designated area must make an
opposing Endurance + Reflex attribute check with a Standard Actions:
-3 dice pool penalty, contested against the dice
pool of your Guns: Heavy Weapons [Finesse] skill. Burst Fire
Each target is hit by a number of ranged weapon Three ranged weapon attacks: single target within
attacks, equal to how many additional passes you range for each.
achieved over them (maximum of five).
Recoil: 3
Recoil: 5 Reload: 2
Reload: 6
Rapid Fire
You open fire on a cone-shaped area with a range
MG-400 equal to the weapon and a spread of 3/6/9 m.
The MG-400 is an exceptional weapon system.
Targets within the designated area must make an
This firearm can unleash a potent spray of
opposing Endurance + Reflex attribute check with a
ammunition, dropping bodies and breaking through
-3 dice pool penalty, contested against the dice
even the most entrenched of enemy defences.
pool of your Guns: Heavy Weapons [Finesse] skill.
Each target is hit by a number of ranged weapon
Often seen in the hands of both tactical law attacks, equal to how many additional passes you
enforcement and certain select mercenary groups, achieved over them (maximum of five).
the MG-400 has undoubtedly become a prized
possession out on the streets of today. Recoil: 5
Reload: 6
Standard Actions:

Burst Fire
Three ranged weapon attacks: single target within
range for each.

Recoil: 3
Reload: 2

Rapid Fire
You open fire on a cone-shaped area with a range

87 Chapter 3, Items & Equipment


Matsudan Sabretooth Razorback LMG
The Sabretooth machine gun is one of Matsudan This high-performance, quality-made LMG is the
Heavy Industries’ newest additions. Developed first of many new-generation weapon systems
with military and private contractors in mind, this that are set to arrive onto the marketplace by the
weapon system boasts excellent build quality and end of the decade. The Razorback is particularly
a formidable amount of firepower. noteworthy, given its impressive combination of
damage output, penetration, and effective firing
Although difficult to acquire without the right range.
connections, a skilled individual wielding a
Matsudan weapon can always serve as a potent Standard Actions:
threat in a firefight.
Burst Fire
Standard Actions: Three ranged weapon attacks: single target within
range for each.
Burst Fire
Three ranged weapon attacks: single target within Recoil: 3
range for each. Reload: 2

Recoil: 3 Rapid Fire


Reload: 2 You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 3/6/9 m.
Rapid Fire
You open fire on a cone-shaped area with a range Targets within the designated area must make an
equal to the weapon and a spread of 3/6/9 m. opposing Endurance + Reflex attribute check with a
-3 dice pool penalty, contested against the dice
Targets within the designated area must make an pool of your Guns: Heavy Weapons [Finesse] skill.
opposing Endurance + Reflex attribute check with a Each target is hit by a number of ranged weapon
-3 dice pool penalty, contested against the dice attacks, equal to how many additional passes you
pool of your Guns: Heavy Weapons [Finesse] skill. achieved over them (maximum of five).
Each target is hit by a number of ranged weapon
attacks, equal to how many additional passes you Recoil: 5
achieved over them (maximum of five). Reload: 6

Recoil: 5
Reload: 6
Special Weapons enemies where they stand, these special weapons,
as they are so often called, can destroy their
The world of 2107 is home to targets in highly effective yet also equally
a diverse and wide range of horrifying ways.
technologies and equipment. In
particular, heavy weapons have The Guns: Heavy Weapons [Strength] skill
seen numerous developments, determines a character’s effectiveness at using
giving rise to various firearms these items, with those of a higher level of talent
and weapons systems that naturally proving to be more efficient at doing so.
would not otherwise fall into a traditional class Additionally, like with the other types of heavy
or category. weapons, this equipment requires using two hands
to be utilised appropriately.
From flame throwers that can scorch a wide-open
area to microwave cannons that irradiate their

Name Range Ammo Dmg Pen Props Wt Con Rest Cost


Computerised
Flamer
Cyclone Blaze 8/16/24 m 4d6 H - Device, Cumbersome, 12 kg D 1O 2,950
Fuel Metallic

Computerised
ArmsCorp Flamer
12/24/36 m 6d6 H - Device, Cumbersome, 12.5 kg I 3O 5,250
Scorcher Fuel Metallic

Computerised
Brink Microwave Energy
24/48/72 m 5d8 R - Device, Cumbersome, 10.5 kg D 3O 5,950
Cannon Cells Metallic

Computerised
Energy 4d6 H,
Pulsar X-4 40/80/120 m - Device, Cumbersome, 12.5 kg I 4O 8,500
Cells 2d6 R Metallic

Computerised
Xiao-Sen Minigun
200/400/600 m 5d8 P 8P Device, Cumbersome, 17.5 kg I 4O 9,750
Steelspitter Belts Metallic

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Cyclone Blaze 2 20 m 3 2 2
ArmsCorp Scorcher 2 20 m 3 3 2
Brink Microwave Cannon 2 20 m 4 3 2
Pulsar X-4 2 20 m 5 4 2
Xiao-Sen Steelspitter 2 20 m 5 4 2

Above: The special weapons equipment overview tables.

Cyclone Blaze Standard Actions:


Comprised of a series of fuel tanks mounted onto
a weighty backpack, the Cyclone Blaze allows Ignite Area
an individual to unleash a potent spray of flame Ranged weapon attack: all targets within a
across a wide-open area. Portable enough to be cone-based area. Range should be determined by
carried by a single person, this weapon system the statistics of the weapon, with a spread of
has proven to be extremely effective when used 3/7/11 m.
in close-quarters combat.
Reload: 2

89 Chapter 3, Items & Equipment


ArmsCorp Scorcher Overheating
This weapon generates a lot of heat when used.
This heavy-duty militarised flame thrower is truly Each time it is fired, the equipment gains a stack of
a weapon to be fearful of. With its ability to burn ”heat”. When the weapon reaches ten of these
through obstacles and incinerate any target that stacks, its onboard programming kicks in, disabling
would stand in its way, the ArmsCorp Scorcher can the firearm until it has cooled. Each round of
be rather effective in tightly packed, close-quarters combat that passes, whereby the Pulsar has not
type environments. been fired, reduces its current heat count by two.

Standard Actions: This feature can be disabled either; by its wielder,


or from a user with Enhanced level access, with a
Ignite Area standard action . The weapon will no longer
Ranged weapon attack: all targets within a disable itself; however, each time it is fired with
cone-based area. Range should be determined by more than ten heat, its user should first roll 3d10. If
the statistics of the weapon, with a spread of the total rolled is below the current heat, the
3/7/11 m. weapon immediately bricks itself as various
metallic parts become fused together.
Reload: 2

Standard Actions:
Brink Microwave Cannon
Fire Plasma Stream
While some would call into question the humanity Up to two ranged weapon attacks: all targets
of this weapon, few will deny its effectiveness on within a one meter wide line for each. Action point
the battlefield. The Brink Microwave Cannon can cost is equal to the number of attacks being made.
literally cook an individual from the inside out by
emitting an incredibly potent beam of radiation. Reload: 2

Rumours of its use by privatised military forces


have certainly been circulating through the Xiao-Sen Steelspitter
airwaves, though so far at least, little to no
Big and intimidating as ever, the Xiao-Sen
evidence has ever been found.
Steelspitter is one weapon system few will
ever want to face off against. Having risen to
Standard Actions: fame from its numerous appearances in popular
action movies, this beast of a minigun can unload
Irradiate hundreds of rounds in a mere second.
Ranged weapon attack: all targets within a two
meter wide line. Standard Actions:
Reload: 2
Rapid Fire
You open fire on a cone-shaped area with a range
equal to the weapon and a spread of 4/8/12 m.
Pulsar X-4
The Pulsar X-4 is a next-generation, energy-based Targets within the designated area must make an
weapons system. With its ability to generate a opposing Endurance + Reflex attribute check with a
concentrated beam of highly destructive plasma, -3 dice pool penalty, contested against the dice
the Pulsar can quickly eliminate multiple targets pool of your Guns: Heavy Weapons [Strength] skill.
with each of its blasts. Best of all, since the Each target is hit by a number of ranged weapon
weapon generates little to no recoil, characters attacks, equal to how many additional passes you
can fire in quick succession without affecting their achieved over them (maximum of six).
overall accuracy.
Recoil: 5
Reload: 3
Traits:

90 Chapter 3, Items & Equipment


3.7 Bows Archery is the skill that governs how capable any
particular individual will be when wielding these
weapons. Given their simplicity, bows can often be
While most characters can
acquired for a reasonably low price tag.
understand the basics of how
to shoot a bow, it takes a lot of
skill and practice to utilise them Below is a table that should grant an overview
to their full potential. However, of each of these different items, along with
those that do can become a associated statistics. The columns from
rampant force of destruction, left to right are as follows; name, range
ready to dish out potent amounts of damage from (short/medium/long), ammunition, damage,
afar without giving away their position. penetration, properties, hands required, weight,
concealment rating, combined restriction class &
level, and finally, its cost.

Name Range Ammo Dmg Pen Props Han Wt Con Rest Cost
Quick Draw & Fire,
The Needler 25/50/75 m Arrows 2d6 P 3P 2 1 kg A 1L 750
Stealthy

Metallic, Quick
Huntsman Bow 30/60/90 m Arrows 2d8 P 4P Draw & Fire, 2 1.75 kg D 1L 1,050
Stealthy

Sawtooth Crossbow Metallic, Simple


9/18/27 m 2d6 P 4P 1 1 kg E 1R 600
Crossbow bolts Reloading, Stealthy

Eviscerator Crossbow Metallic, Simple


12/24/36 m 2d8 P 5P 2 4.5 kg D 1R 1,250
Repeater bolts * Reloading, Stealthy

Warmonger
Crossbow Metallic, Simple
Heavy 15/30/45 m 2d10 P 6P 2 5.5 kg D 1R 1,550
bolts Reloading, Stealthy
Crossbow
Quick Draw & Fire,
The Blitzfire 25/50/75 m Arrows 3d6 P 4P 2 1 kg A 2L 1,550
Stealthy

Metallic, Quick
Phantom Bow 30/60/90 m Arrows 3d8 P 5P Draw & Fire, 2 1.75 kg D 3L 2,250
Stealthy

Key:
* = Magazines only.
Above: The bows equipment overview table.

The Needler Huntsman Bow


This simple but effective recurve bow is a cheap Equipped with a system of cables, pulleys and
starting point for anyone looking to purchase a eccentric cams, this compound bow is an effective
bow-type weapon. While it does not have quite the weapon platform that can unleash arrows with a
same range or arrow velocity as some of the other staggering velocity and effective range.
available options, it does benefit from a lighter
weight and the ability to slip past metal detectors However, given its metallic nature and more
unnoticed. substantial frame size, this weapon system
can often be difficult to conceal without having
Standard Actions: specialist storage to hand.

Fire Arrows Standard Actions:


Up to two ranged weapon attacks: single target
within range for each. Action point cost is equal to Fire Arrows
the number of attacks being made. Up to two ranged weapon attacks: single target
within range for each. Action point cost is equal to

91 Chapter 3, Items & Equipment


the number of attacks being made. Warmonger Heavy Crossbow
Coming in as one of the heaviest types of
crossbows on the market, the Warmonger Heavy
Sawtooth Crossbow Crossbow packs an unbelievable amount of force
While small in size, this simple one-handed behind it. With its bolts able to pierce through
crossbow has often proven to be the perfect various types of materials with ease, this weapon
weapon for all those who want to get the drop has proven to be very effective when used against
on their targets. Easy enough to stow away and all manner of armoured targets.
conceal, it can unleash a surprising amount of
damage from some distance away. Standard Actions:

Given the nature of crossbow weapons, however, Fire Bolt


the Sawtooth Crossbow does require reloading Ranged weapon attack: single target within range.
after each shot.
Reload: A
Standard Actions:

Fire Bolt The Blitzfire


Ranged weapon attack: single target within range. Coming onto the market advertised as a spiritual
successor to The Needler, this weapon system
Reload: A has seen numerous updates and improvements
to increase its overall projectile velocity.

Eviscerator Repeater Still supporting a frame made out of natural


With a magazine of five bolts mounted to its top materials, The Blitzfire is frequently seen as a
and a gravity-fed delivery mechanism ready to welcome improvement over its predecessor,
go, the Eviscerator Repeater Crossbow sacrifices without having to break the bank.
a little bit of its range and velocity to unleash
multiple bolts in quick succession. Standard Actions:

Standard Actions: Fire Arrows


Up to two ranged weapon attacks: single target
Fire Bolt within range for each. Action point cost is equal to
Ranged weapon attack: single target within range. the number of attacks being made.

Reload: 3
Phantom Bow
Bolt Volley The Phantom is a potent compound bow popular
Up to three ranged weapon attacks: single target among many skilled archers. While coming in
within range for each. at a higher price point than many other options
available on the marketplace, its sheer power and
Reload: 7 potential firing range make it an outstanding choice
for those with the skill to use it.

Standard Actions:

Fire Arrows
Up to two ranged weapon attacks: single target
within range for each. Action point cost is equal to
the number of attacks being made.

92 Chapter 3, Items & Equipment


3.8 Ammunition • Darts - Airborne darts which can be fired out
of a suitable type of dart gun.
As weapons and firearms become ever more • Launcher Grenades - Various projectiles
sophisticated and deadly, so do their ammunition designed to be fired out of a grenade
and ordinance. Many different types exist on launcher.
today’s marketplace, and each comes with its own • Rockets & Missiles - Highly destructive, and
separate set of qualities and advantages over one extremely illegal rocket-propelled ordinance.
another.
• Shells - Magazines containing different types
While certain products might prove very effective of shells for a scattershot.
in one combat situation or environment, they could • Slugs - Magazines of highly magnetic slugs,
also end up feeling just as inadequate in another. for use in a railgun.
As a result, it is always wise to carry a varied
• Miscellaneous - Energy cells, harpoons, and
selection of ammunition types for your weapons
other niche items that aren’t quite diverse
whenever possible, as you might otherwise find
enough to fill a category by themselves.
yourself ill-equipped for the job at hand.

All ammunition types will list a series of modifiers Arrows


that should be applied to their parent weapon
whenever they are used. These will generally The ammunition in this section
come in the form of an alteration to its base range, is commonly used with
damage, and penetration, along with a list of traits various bow-type weaponry.
that help detail what the item does differently. While simplistic in function,
For example, a damage modifier listed as ”+5 P” given the nature of their
will add five more physical damage on top of the delivery mechanism, certain
weapon’s usual amount. manufacturers have gone to great lengths to
produce specialised, highly sought-after products.
To help you find what you need, ammunition has
been broken up into several sub-categories, each While most arrows come in at a lower price than
aimed at servicing a particular type of weapon many bullet types found on the marketplace,
system. These are as follows: their lack of demand from only a few buyers often
means fewer businesses are willing to keep them
stocked regularly.
• Arrows - Simplistic instruments fitted with
a variety of high tech payloads, used in
traditional bow type weaponry. The table below should give you an overview of
each of these items, along with their associated
• Bolts - Simplistic bolts fitted with specialised statistics and effects. The columns from left to
payloads, utilised by crossbows. right are as follows; name, range modifier, damage
• Bullets - Magazines containing a range of modifier, penetration modifier, properties, weight,
different calibre rounds. These can be used in concealment rating, combined restriction class &
all manner of different firearms, from pistols level, and finally, its cost.
through to rifles.

Name Range Dmg Pen Props Wt Con Rest Cost


Arrow, Basic - - - Metallic, Recoverable 0.01 kg A 1L 20
Arrow, Serrated - +1d6 P -4 P Metallic, Recoverable 0.01 kg A 2L 30
Arrow, Fragmentation -5/-10/-15 m +3d6 P - Metallic 0.02 kg A 2O 200
Arrow, Explosive -5/-10/15 m +2d6 H - Metallic 0.02 kg A 3O 250

Above: The arrow types ammunition overview table.

93 Chapter 3, Items & Equipment


Arrow, Basic Foresight + Reflex attribute check with a success
target of four.
Comprised of a lightweight metallic shaft, with a
pointed arrowhead at one end and a series of fins
Characters who fail this check suffer the same
known as fletching at the other, this ammunition
effects as the original target. Those who succeed
can be fired from a bow-type weapon towards a
take half the amount of additional physical
given target.
damage, and if they lose at least one hit point, they
gain a single stack of bleeding instead.
Arrow, Serrated
With a serrated arrowhead attached to its front, Arrow, Explosive
this item is highly capable of tearing through
organic matter at the expense of decreased armour Fitted with a prominent bulbous shaped
penetration. This ammunition is often a regular contraption on its head, this modified arrow can
choice for those who prefer to hunt wildlife using a deliver a small explosive blast when fired towards
bow instead of a traditional firearm. a target individual.

Traits:
Arrow, Fragmentation
This modified arrow is fitted with a small Explosive Payload
fragmentation grenade at its head. Hitting a target When a character hits a target using this arrow, the
with the device will cause it to detonate, showering explosive payload attached to its head immediately
the nearby vicinity with a volley of shrapnel and detonates.
jagged metal.
The original target of the attack suffers the
additional heat damage as stated above. At the
Traits: same time, all other characters within a
three-meter radius of the point of impact must
Fragmentation Payload make a generic Foresight + Reflex attribute check
When a character hits a target using this arrow, the with a success target of four.
fragmentation payload attached to its head
immediately detonates. Those that fail this check suffer the same
additional heat damage as written above, while
The attack’s original target suffers additional those that succeed take half of this amount
physical damage, as stated above, and if they lose instead.
at least one hit point, they gain two stacks of
bleeding. All other individuals within a three-meter
radius of the point of impact must make a generic
Bolts Whether it be a bolt specially
designed to take down armoured targets or deliver
Like their arrow brethren, this a constant feed of ammunition to a repeating
ammunition tends to be a crossbow, different products will allow you to
combination of simplistic wares adapt and overcome various kinds of combat
infused and upgraded with situations.
new-age technology.

Name Range Dmg Pen Props Wt Con Rest Cost


Crossbow Bolt, Basic - - - Metallic, Recoverable 0.02 kg E 1L 20
Crossbow Bolts, Basic
- - - Metallic, Recoverable 0.1 kg E 1L 115
(Magazine)
Crossbow Bolt, Tethered - +1d4 P - Metallic, Recoverable 2 kg E 2L 125
Crossbow Bolt, Piercing - - +5 P Metallic, Recoverable 0.02 kg E 2O 35
Crossbow Bolts, High
- - - Metallic, Recoverable 0.2 kg E 3O 240
Capacity (Magazine)

Above: The bolt types ammunition overview table.

Crossbow Bolt, Basic Tethered Bolt


On achieving a hit against a target character or
This metallic bolt can be fired from various types of
otherwise suitable object, the spring-loaded hooks
modern-day crossbow weaponry. While smaller
at the front of the bolt immediately shoot out and
in length than your average arrow, their thicker
firmly attach themselves to it.
and denser structure tends to provide greater
penetration on impact.
For the duration of this effect, any individual can
grab hold of the trailing cable and attempt to pull
Crossbow Bolts, Basic (Magazine) the attached target closer to them with a standard
action . Both they and the person performing
Comprised of five standardised bolts, this this action must go ahead and make an opposing
magazine can quickly and efficiently feed a Endurance + Strength attribute check against one
repeating crossbow-type weapon system. This another.
allows a character to fire multiple bolts in quick
succession without having to reload after each If the individual performing this action succeeds on
shot. the check, the attached target is forcibly pulled two
meters for each pass they managed to achieve over
them. If the target is an object, the character
Crossbow Bolt, Tethered performing this pulling action should make a
Connected to 20 meters of robust metallic cabling generic Endurance + Strength attribute check
at its rear and a series of spring-loaded hooks instead. The GM should use this result to
at its front, this specialist bolt can serve as a determine how far they can pull the attached item
makeshift grappling hook or attach itself to a based on its current size and approximate weight.
target individual.
Regardless, an attached target can break free of
Traits: the tethered bolt using a standard action to
forcibly pull the bolt out of its point of impact.
Climbing Aid
Characters using the bolt’s cable as a climbing aid
gain a +3 dice pool bonus to any Climbing based
skill checks they attempt to make.

95 Chapter 3, Items & Equipment


Crossbow Bolt, Piercing Bullets
Equipped with a specialised square-section
With the firearms market
endpoint, this crossbow bolt can tear through both
continuing to boom in both
armour and other reinforced materials.
popularity and trade, many
weapons manufacturers have
chosen to invest quite heavily in
Crossbow Bolts, High Capacity
their range of ammunition and
(Magazine)
accessory-type products.
Comprised of ten standardised bolts, this
large-scale magazine can sustain a repeating Whether it be a bullet designed for recreational
crossbow-type weapon system for some time. shooters to land their hits more reliably or
something a little spicier that can utterly destroy a
Traits: target in new and creative ways, plenty of products
exist on the marketplaces of today; all you need is
High Capacity Magazine the right sort of contact to be able to access them.
When inserted into a repeating crossbow, its user
must fail two reload checks before the magazine is Below is a list of the different types of products
considered empty of its ammunition. that could be available to you. Unlike certain other
types of ammunition, however, the price of these
items tends to shift and change based on the
calibre you wish to buy.

Name Range Dmg Pen Props Wt Con Rest


Bullets, Basic (Magazine) - - - Metallic 0.2 kg E 1R
Bullets, Polymer (Magazine) - -2 P -1 P - 0.15 kg E 1O
Bullets, Flechette (Magazine) - +1d8 P -6 P Metallic 0.2 kg E 2R
Bullets, Armour Piercing (Magazine) - - +6 P Metallic 0.25 kg E 2O
Bullets, Shock (Magazine) - -10 P -5 P Metallic 0.2 kg E 3R
Bullets, High Capacity (Magazine) - - - Metallic 0.4 kg E 3O
Bullets, Smart (Magazine) - - - Metallic 0.25 kg E 3O
Bullets, Air Burst (Magazine) - +2d6 H - Metallic 0.25 kg E 3O

Cost Light Heavy Automatic Submachine Assault Sniper


Machinegun
Pistol Pistol Pistol Gun Rifle Rifle
Name
Bullets, Basic (Magazine) 125 145 165 200 220 250 335
Bullets, Polymer (Magazine) 140 160 180 215 235 265 350
Bullets, Flechette (Magazine) 200 220 240 275 295 325 430
Bullets, Armour Piercing
250 275 300 350 375 415 550
(Magazine)
Bullets, Shock (Magazine) 265 290 315 365 390 430 570
Bullets, High Capacity
260 300 340 410 450 510 675
(Magazine)
Bullets, Smart (Magazine) 300 325 350 400 425 475 630
Bullets, Air Burst (Magazine) 350 375 400 450 500 575 760

Above: The bullet types ammunition overview and costing tables.

96 Chapter 3, Items & Equipment


Bullets, Basic (Magazine) attribute check with a success target of four.
Comprised of numerous standardised rounds,
In the event of a failure, the target is knocked
these magazines can provide a steady flow of
unconscious for the next minute. At the end of each
ammunition for various types of firearms.
new round of combat, they can repeat the above
check, ending the effects of the ammunition early
While these rounds contain no specialist on a success.
properties, their low price point and ready
availability make them by far the most popular
choice. Bullets, High Capacity (Magazine)
By taking a standardised magazine and simply
Bullets, Polymer (Magazine) making it larger, weapons manufacturers
successfully produced a product that can
Substituting the usual metallic components for a help sustain a firearm for longer. While more
toughened plastic-based polymer, these rounds cost-efficient than its smaller brethren, these
are specifically designed to slip on through any magazines are typically outlawed in many
nearby metal detectors unnoticed. Most countries countries across the globe.
worldwide consider these rounds illegal, and given
the nature of their material compound, they have a
slightly reduced damage output.
Traits:

High Capacity Magazine


Bullets, Flechette (Magazine) When inserted into a suitable firearm, its user must
fail two reload checks before the magazine is
Packed with half a dozen or so steel darts, these considered empty of its ammunition.
rounds are designed to achieve maximum possible
damage when tearing through flesh and other Attacks with a reload value of ”A” should instead be
organic matter. treated as one failure.

Bullets, Armour Piercing (Magazine) Bullets, Smart (Magazine)


Comprised of a heavy alloy bolt at its centre and Utilising a high-tech miniaturised propulsion
a potent mix of high explosive towards its tip, system, the smart round can make subtle course
this ammunition is capable of ripping through all adjustments while flying through the air towards
manner of reinforced materials and armour. its intended target.

Bullets, Shock (Magazine) Requiring a Smart Ordinance Computer add-on to


operate, this ammunition has seen regular use by
Special ammunition has always been required to both the military and high-end mercenary groups
disable a target without the risk of killing them who can more easily afford its expensive price tag.
outright. The shock round currently serves as the
market leader to help fulfil this task.
Traits:
Capable of delivering a potent electric shock on
Smart Round
impact, this ammunition frequently sees use by
When fired from a suitable firearm equipped with a
high-end mercenaries and local police.
Smart Ordinance Computer, this ammunition can
track and follow its intended target.
Traits:
The target of the attack cannot benefit from either
Shocking Impact partial or heavy cover, and being prone does not
The shock round unleashes a potent electrical jolt provide the usual dice pool bonuses when
on achieving a hit against an unshielded target. attempting to defend themselves.
They must make a generic Endurance + Will

97 Chapter 3, Items & Equipment


Bullets, Air Burst (Magazine) the ammunition’s additional heat damage, as
stated in the bullet types ammunition overview
Packed with a miniaturised explosive, this round
table.
can deliver a potent burst of energy to both its
primary target and all those unfortunate enough
to be close by.
Darts
Traits: Taking the form of a simplistic
needle-like projectile, this
Explosive Burst ammunition is usually fired out
When fired out of a suitable firearm, this of a high-powered, compressed
ammunition creates a miniaturised air burst before gas-based dart gun.
impacting its target. The target suffers a -2 dice
pool penalty to their defensive check.
While not all that threatening
in terms of appearance, darts can deliver various
In addition, all other characters currently within
chemical-based compounds quickly and efficiently
two meters of the primary target must make a
into an individual’s bloodstream from great
Foresight + Reflex attribute check with a success
distances away.
target of four. Those that fail this check also take

Name Range Dmg Pen Props Wt Con Rest Cost


Metallic,
Dart, Basic - - - 0.01 kg VE 1L 10
Recoverable
Metallic,
Dart, Sedative - -10 P - 0.01 kg VE 1R 50
Recoverable
Dart, Polymer Sedative - -10 P - Recoverable 0.01 kg VE 1R 75

Above: The dart types ammunition overview table.

Dart, Basic conducting any required checks to determine its


effects.
This simple metallic needle can be used in various
dart guns. A series of fins towards its rear help
Once this attack’s outcome has been determined, a
stabilise the ammunition as it flies through the air
new toxin must be loaded into the dart for this trait
towards its intended target.
to be used once again.

Dart, Sedative
Standard Actions:
Comprised of a small plastic-like tube with a
needle at one end, this specialised dart can Load Chemical Agent
deliver various chemical compounds into a target Choosing a chemical agent, drug, or otherwise
individual’s bloodstream. suitable toxin you currently have, you carefully
load it into the dart.
Traits:
For the chosen substance to have any effect, it
Chemical Agent must have either a contact, injection or
On achieving a hit against a target, the sedative injury-based vector.
dart injects its toxin payload. If the target is
currently unshielded, then this injection attempt is
considered successful. Read the toxin’s properties,

98 Chapter 3, Items & Equipment


Dart, Polymer Sedative Load Chemical Agent
Choosing a chemical agent, drug, or otherwise
Taking the idea of the sedative dart and replacing
suitable toxin you currently have, you carefully
its metallic components with a strengthened
load it into the dart.
plastic-based polymer, manufacturers produced
a reusable delivery system that can slip on through
For the chosen substance to have any effect, it
metal detectors unnoticed.
must have either a contact, injection or
injury-based vector.
Traits:

Chemical Agent
On achieving a hit against a target, the sedative Launcher Grenades
dart injects its toxin payload. If the target is
Designed around simplicity of
currently unshielded, then this injection attempt is
use, these small calibre shells
considered successful. Read the toxin’s properties,
can unleash a surprisingly
conducting any required checks to determine its
large bang when fired out of a
effects.
suitable grenade launcher.
Once this attack’s outcome has been determined, a
new toxin must be loaded into the dart for this trait While pricer than their
to be used once again. hand-held brethren, these grenades can both; be
fired further and carry a much larger payload. This
makes them more effective at what they do and
Standard Actions: means that the user can operate from a safer firing
distance.

Name Range Dmg Pen Props Wt Con Rest Cost


Metallic,
Launcher Grenade, Smoke - - - 0.3 kg E 2R 525
Recoverable
Launcher Grenade,
- - - Metallic 0.3 kg E 2R 600
Concussion
Metallic,
Launcher Grenade, EMP - - - 0.3 kg E 2R 600
Recoverable
Metallic,
Launcher Grenade, Gas - - - 0.3 kg E 2R 675
Recoverable
Launcher Grenade,
- 6d6 P 2P Metallic 0.3 kg E 2O 675
Fragmentation
Launcher Grenade, Metallic,
- - - 0.3 kg E 3R 750
Heated Smoke Recoverable
Launcher Grenade, High 2d6 H,
- 8P Metallic 0.3 kg E 3O 825
Explosive 6d6 P
Launcher Grenade,
- 5d6 H - Metallic 0.3 kg E 3O 975
Incendiary

Above: The launcher grenade types ammunition overview table.

99 Chapter 3, Items & Equipment


Launcher Grenade, Smoke Launcher Grenade, EMP
Often utilised during tactical raids, these shells Armed with a potent electromagnetic pulse
can smother an area with a thick, vision-blocking generator, this ammunition can seize and disable
cloud of smoke. While thermographic vision is all electronics within a widespread area. It is often
unaffected by them, their low market price and regarded as a valuable tool for taking down hostile
the prolonged duration of their effects make them automations or even up the odds when facing an
a highly effective weapon when used against opponent with cybernetic enhancements.
street-level gangs and thugs.
Traits:
Traits:
Electromagnetic Pulse
Smoke Payload On reaching its destination, the grenade
On reaching its destination, the grenade immediately detonates. All characters within eight
immediately detonates, spreading smoke in a meters of the detonation point can make a generic
ten-meter radius around the point of impact. This Foresight + Reflex attribute check with a success
area is considered to be heavily obscured for the target of five. Those who succeed on the check dive
next minute, whereby it then becomes lightly out of the way before the electromagnetic pulse is
obscured for an additional minute after that. released, falling prone in the next available
unoccupied space.
The smoke from this weapon does not affect the
use of thermographic vision. Anyone using this All electronic equipment within the above blast
type of vision will be able to see as per usual. radius is instantly overloaded, causing it to switch
Additionally, this ammunition must be loaded with off immediately. Until the end of the next round of
a new smoke payload to function again after being combat, all equipment affected in this way can
recovered. Acquiring such an item usually costs neither be used nor switched back on.
half the ammunition’s regular asking price.
After detonation, this weapon system must be
recharged for 5 hours before its EMP pulse can
Launcher Grenade, Concussion function again.
With its ability to temporarily disable multiple
targets within a designated area, this grenade
has become a regular for both police and security
Launcher Grenade, Gas
forces alike. While unpleasant to experience Designed and built as a launcher-based variation
first-hand, this ammunition will leave its targets of the MK-1 Gas Grenade, this ammunition can fire
alive and conscious, ready to be taken in for a weaponised chemical payload at great distances.
questioning. Upon impact, the ammunition begins expelling its
loaded substance, creating a potent area of effect
Traits: around its current location.

Concussion Grenade Traits:


On reaching its destination, the grenade
immediately detonates. Chemical Agent Payload
On reaching its destination, the grenade
All characters within six meters of the detonation immediately detonates, spreading its chemical
point must make a generic Foresight + Reflex agent in a six-meter radius around the point of
attribute check with a success target of five. impact. Read the payload’s properties, conducting
Targets that fail the weapon’s check are considered any required checks to determine its effects.
blinded and deafened, while those that succeed are
disorientated instead (see Status Effects, page After being recovered, this weapon system must be
233). loaded with a new chemical payload for it to be
able to function once again.
Regardless of the outcome, these effects last until
the end of the next round of combat.

100 Chapter 3, Items & Equipment


Launcher Grenade, Fragmentation those unfortunate enough to be inside it. Packed
full with a compact high-grade explosive, this
Packed full of flechettes, barbs, and other shrapnel,
grenade unleashes intense energy and heat upon
this grenade is designed to quickly dispatch lightly
connecting with a target.
armoured targets within a designated area. While
simplistic in function, this weapon system can
often be highly effective when used against groups Traits:
of enemies in a compact environment.
High Explosive Payload
Traits: On reaching its destination, the grenade
immediately detonates. All characters within eight
meters of the point of detonation must make a
Fragmentation Payload
generic Foresight + Reflex attribute check with a
On reaching its destination, the grenade
success target of five.
immediately detonates. All characters within ten
meters of the point of detonation must make a
Those that fail the weapon’s check take the full
generic Foresight + Reflex attribute check with a
incoming damage, while those that succeed take
success target of five.
half of this amount instead.
Those who fail this check take the full incoming
damage as normal and suffer two stacks of
Launcher Grenade, Incendiary
bleeding, providing they lost at least one hit point.
Targets that succeeded on the check only take half While many would condemn you for their use, there
the incoming damage and suffer one stack of is no denying that incendiary-based explosives are
bleeding, providing they lost at least one hit point. incredibly effective at what they do. Packed full of
mostly compact phosphorous, this ammunition can
unleash a highly potent wave of heat and flame.
Launcher Grenade, Heated Smoke
Developed as an advanced version of the standard Traits:
smoke grenade, this ammunition can block the
line of sight and hide individuals’ heat signatures. Incendiary Payload
Typically utilised against the streets’ larger-sized On reaching its destination, the grenade
organisations, this grenade is perfect for confusing immediately detonates. All characters within six
automations and foiling cybernetic enhancements. meters of the point of detonation must make a
generic Foresight + Reflex attribute check with a
Traits: success target of five. Unlike most other attacks,
however, targets cannot benefit from using cover.
Heated Smoke Payload
Those that fail this check take the full incoming
Upon reaching its destination, the grenade
damage and are immediately set aflame. However,
detonates. Heated smoke begins spreading,
targets that succeeded on the check only take half
covering an area ten meters in radius around the
of this amount and suffer no other side effects. At
point of detonation. This area is considered to be
the GM’s discretion, flammable items and materials
heavily obscured for the next minute, whereby it
currently residing within the blast radius can also
then becomes lightly obscured for an additional
be set alight.
minute after that. This obscurity works on both
standard vision, as well as thermographic.
While left in this immolated state, an individual will
continue to take 3d6 further heat damage at the
After being recovered, this weapon system must be
start of each new round of combat. This effect can
loaded with a new smoke payload to function
be ended early with a standard action , either by
again. Acquiring such an item usually costs half the
performing a stop, drop, and roll manoeuvre
ammunition’s regular asking price.
themselves or from a pat-down by someone else
who is currently within melee reach. Regardless,
Launcher Grenade, High Explosive this ammunition’s effects are said to automatically
end after a minute of time has passed.
Developed for use by the military, this highly
destructive ordinance can decimate a room and all

101 Chapter 3, Items & Equipment


Rockets & Missiles and their impressive firing distance means that
they do not even need to see their targets to rain
As the big boys of the heavy down deathly destruction upon them.
weapons world, rockets and
missiles are both extremely Much to the surprise of no one, their cost is almost
illegal to own and/or trade. always exorbitant, and few organisations outside
Their destructive firepower the military have the logistical means to acquire
far surpasses anything else them—however, those who do often become the
available on the marketplace, kingpins of their local region.

Name Range Dmg Pen Props Wt Con Rest Cost


Cumbersome,
Rocket, Fragmentation - 8d6 P 3P 18 kg D 3O 2,100
Metallic

3d6 H, Cumbersome,
Rocket, High Explosive - 9P 18 kg D 4O 2,500
7d6 P Metallic

Cumbersome,
Missile, Fragmentation - 10d6 P 4P 40 kg I 4O 3,650
Metallic

4d6 H, Cumbersome,
Missile, High Explosive - 10 P 40 kg I 5O 4,400
8d6 P Metallic

Above: The rocket & missile types ammunition overview table.

Rocket, Fragmentation Rocket, High Explosive


Capable of delivering a large burst of flechettes, Packed full with military-grade high explosive,
barbs, and other kinds of shrapnel, this rocket is this rocket can deliver an enormous punch to a
highly proficient at dispatching lightly armoured designated area. Just make sure that you are not
targets within a designated area. While it does standing nearby when it happens to go off.
pack more of a punch than a hand-held or
launcher-based grenade, its’ high weight and hefty Traits:
price tag often put it out of the reach of many.
High Explosive Payload
Traits: On reaching its destination, the rocket immediately
detonates. All characters within ten meters of the
Fragmentation Payload detonation point must make a generic Foresight +
On reaching its destination, the rocket immediately Reflex attribute check with a success target of six.
detonates. All characters within 14 meters of the
detonation point must make a generic Foresight + Those that fail the weapon’s check take the full
Reflex attribute check with a success target of six. incoming damage, while those that succeed simply
take half of this amount instead.
Those that fail this check take the full incoming
damage as normal and suffer two stacks of
bleeding, providing they lost at least one hit point. Missile, Fragmentation
Targets that succeed on the check only take half Serving as the larger brother of the fragmentation
this amount and instead suffer one stack of rocket, this ordinance is bigger, heavier, and
bleeding, providing they lost at least one hit point. more destructive in every way imaginable. While
far too heavy to be effectively moved about by
an infantry unit, this weapon system can serve
perfectly well when mounted onto the back of a
large automation.

102 Chapter 3, Items & Equipment


Traits: Reflex attribute check with a success target of
seven.
Fragmentation Payload
On reaching its destination, the missile immediately Those that fail the weapon’s check take the full
detonates. All characters within 18 meters of the incoming damage, while those that succeed take
detonation point must make a generic Foresight + half of this amount instead.
Reflex attribute check with a success target of
seven.
Shells
Those who fail this check take the full incoming
damage as normal and suffer four stacks of Much like with other firearms,
bleeding, providing they lost at least one hit point. scattershots regularly require
Targets that succeeded on the check only take half the ability to take on numerous
this amount and instead suffer two stacks of types of potential targets.
bleeding, providing they lost at least one hit point. Some of these might be heavily
armoured, while others could try
to overwhelm you with greater
Missile, High Explosive numbers.
As a weapon system of unparalleled levels of
destruction, this missile is capable of decimating Regardless of the current situation, you will
anything that happens to be standing in its way. find that, more often than not, there is a type of
Comprised of a generous amount of military-grade scattershot shell out there that was designed for
high explosives, this ordinance is accessible only to this very purpose. All you need are the appropriate
the most well-connected organisations. amount of credits and the necessary contacts to
point you to the right place.
Traits:
Below you can find a list of all the different types
High Explosive Payload of products that exist out there on the marketplace.
On reaching its destination, the missile immediately Some will likely become a common everyday
detonates. All characters within 14 meters of the commodity for yourself, while others may require a
detonation point must make a generic Foresight + little more investigation work to get a hold of.

Name Range Dmg Pen Props Wt Con Rest Cost


Shells, Rock Salt (Magazine) - -10 P -5 P Metallic 0.25 kg E 1R 200
Shells, Basic (Magazine) - - - Metallic 0.25 kg E 1R 225
Shells, Luminescent
- - - Metallic 0.25 kg E 1R 250
(Magazine)
Shells, Polymer (Magazine) - -2 P -1 P - 0.2 kg E 1O 240
Shells, Flechette (Magazine) - +1d8 P -6 P Metallic 0.25 kg E 2R 300
Shells, Smoke (Magazine) - - - Metallic 0.25 kg E 2R 350
Shells, Dragon’s Breath
- +2d6 H - Metallic 0.25 kg E 30 475
(Magazine)

Above: The shell types ammunition overview table.

103 Chapter 3, Items & Equipment


Shells, Rock Salt (Magazine) Shells, Flechette (Magazine)
With their shot replaced with varying-sized chunks Crammed full with multiple steel darts, these
of rock salt, these magazines can inflict temporary shells are designed to achieve maximum possible
pain onto their targets without running the risk of damage when tearing through flesh and other
injuring them lethally. organic matter.

Traits:
Shells, Smoke (Magazine)
Stinging Impact Containing a highly specialised miniaturised smoke
Targets hit by this ammunition are left feeling grenade, these shells can quickly cover a wide area
debilitated and in pain. They are considered with thick, vision-obscuring smoke.
impaired until the end of the next round of combat
(see Status Effects, page 233). Traits:

Shells, Basic (Magazine) Smoke Payload


Weapons loaded with these shells are no longer
Comprised of ten standardised shells, these considered able to deal damage or pierce armour.
magazines can provide a steady flow of Instead, on firing the weapon, a dense plume of
ammunition to a scattershot-type firearm. smoke spills forth, covering a cone-based area
Like standardised bullets, these shells offer no equal to the spread of its current choke and half of
specialist properties to the attacks made with its range.
them but are both commonly available and have
a low asking price. This area is considered heavily obscured until the
end of the next round of combat, whereby it then
becomes lightly obscured until the end of the round
Shells, Luminescent (Magazine) after that. The smoke from this ordinance does not
With their shot coated in a chemical compound affect thermographic vision, with anyone using it
with luminescent properties, these shells can seeing as per usual.
provide a faint amount of temporary lighting
across much of their impact area.
Shells, Dragon’s Breath (Magazine)
Traits: Utilising a store of magnesium powder, these
shells are designed to self-ignite after leaving
Illumination the barrel of their firing weapon. While widely
This ammunition’s chemical compound activates considered illegal in many countries worldwide,
whenever it is fired. Numerous luminescent pellets these shells often appear in various military
scatter far and wide across the weapon’s firing arc, organisations when there is a risk of intense
producing a small amount of light wherever they close-quarters combat.
land.
Traits:
Each target hit by this ammunition (including any
scenery or objects) creates a faintly lit area one
Dragon’s Breath
meter in radius. This lighting lasts for up to one
When fired from a scattershot, this ammunition
minute.
creates a spray of small, burning hot magnesium
pellets. Targets hit by the attack are set alight and
continue to take 2d6 heat damage at the start of
Shells, Polymer (Magazine) each new round of combat.
Substituting all of the usual metallic components
for a toughened plastic-based polymer, these Characters can spend a standard action to end
shells are specifically designed to slip on through this effect early, either by performing a stop, drop,
any nearby metal detectors unnoticed. and roll manoeuvre or patting down someone else
currently within their melee reach. Regardless, this
ammunition’s effects are said to automatically end
Like with their bullet brethren, most countries
after a minute of time has passed.
worldwide consider these shells highly illegal,
and as such, they can often be challenging to come
across in today’s marketplace.

104 Chapter 3, Items & Equipment


Slugs without using an explosive charge or gunpowder
makes them incredibly safe to transport in bulk.
Comprised of little more than
a densely packed metallic Given both the nature of the technology and the
block, slugs are often used in velocity at which they are fired, few types of
magnetic rail-based weapon specialist slugs exist out on today’s marketplace.
systems. While they may weigh Nevertheless, if the past is anything to go by, the
considerably more than many weapons industry will no doubt change this soon
other types of ammunition, their ability to be fired enough.

Name Range Dmg Pen Props Wt Con Rest Cost


Slugs, Basic (Magazine) - - - Metallic 1 kg E 2R 175
Slugs, High Capacity (Magazine) - - - Metallic 2 kg E 3O 360

Above: The slugs types ammunition overview table.

Slugs, Basic (Magazine) reload checks before the magazine is considered


empty of its ammunition.
Containing a total of five standardised slugs,
these magazines can provide a steady flow of
ammunition for a railgun-type weapon system.
While there are no special properties with these Miscellaneous
slugs, their cheap price point and lower restriction
class make them the most commonly used option With such a diverse array of
by far. ammunition at an individual’s
disposal, it is of little surprise
that some of these items might
Slugs, High Capacity (Magazine) be more frequently used than
others. While effective at what
Comprised of ten densely packed standardised they do, it is highly unlikely
slugs, these larger-scale magazines can sustain that you will encounter many flame throwers,
a railgun-type weapon system for a more extended harpoon guns, and high-tech energy-based
period. Often utilised by various military forces weapon systems during your travels in this day and
globally, these magazines are widely considered age.
to be outlawed given their potentially highly
destructive nature.
Should you be looking for something more
exotic and spicy, however, these miscellaneous
Traits: ammunition types could provide insight into what
else is available out there to use.
High Capacity Magazine
When inserted into a railgun, its user must fail two

Name Range Dmg Pen Props Wt Con Rest Cost


Harpoon - - - Metallic 0.5 kg A 1L 45
Flamer Fuel - - - Metallic 2.5 kg A 1L 250
Energy Cell - - - Metallic 0.25 kg E 3L 650
Minigun Belt - - - Metallic 1.5 kg A 3O 1,750

Above: The miscellaneous types ammunition overview table.

105 Chapter 3, Items & Equipment


Harpoon Energy Cell
Weighing in at half a kilogram and a length of about Capable of delivering a prolonged and consistent
three-quarters of a meter, these harpoons can do supply of power, these cells can often be used
serious damage to anyone unfortunate enough to to sustain all manner of highly demanding,
be on the receiving end. energy-based weaponry.

Flamer Fuel Minigun Belt


Comprised of a mixture of different liquids, this This compact yet weighty package contains
thick and highly pungent fuel can be used in hundreds of rounds primed and ready for use in a
various flame thrower-type weaponry. While not minigun-type firearm. Held together in a long free
a particularly volatile substance, this fuel can be flowing-like chain, each piece of ammunition is fed
susceptible to premature ignition when exposed to into the weapon system one after the next at an
a source of intense heat. extremely rapid speed.
3.9 Weapon Add-ons • General - Replaces or fundamentally alters
core components of the firearm to give it new
and improved utility.
Weapon add-ons are a wide range of equipment
and gadgets that, when attached to a given • Grip - Replacement for the weapon’s
weapon system, can drastically help improve its standard grip, helping to reduce its overall
role and function. One add-on might, for example, recoil or provide new functionality and utility.
allow for the weapon to perform better when in a • Sights - Replacement for the weapon’s
particular type of situation or environment. At the standard iron sights, allowing its user to aim
same time, another might reduce its penalties and more effectively at a certain range.
shortcomings for things like recoil or firing noise
instead. • Under Barrel - Attached underneath the
barrel of a firearm to provide it with new
functionality.
Each add-on has a specific slot or location to which
it can be attached for a particular weapon system;
some might even specify a certain size category Barrel Add-ons
too. For an add-on to be considered compatible, a
weapon must have both; the slot it attaches to and Barrel add-ons, as their name
supports the equipment’s size also. If a weapon would suggest, are pieces
system does not specify any size restrictions for its of equipment which can
add-ons, it should be considered that it can support be attached to the end of a
all available options. firearm’s barrel. Depending on
which add-on is selected will
Each slot (unless otherwise stated) can only determine its effects on the
support a maximum of one add-on installed onto parent weapon system.
it at any given time. However, like with the various
types of ammunition available, characters can Most barrel add-ons look to reduce a firearm’s
choose to perform certain specification combat current downfalls rather than grant it new
actions to swap this equipment out for a suitable capabilities and functions. This can often include
equivalent. reducing either; the amount of recoil it produces
when fired or the amount of noise generated
Below you will be able to find a full list of the instead.
different weapon add-ons, each categorised by
whichever slot they are intended to be installed The table below provides an overview of these
onto. These slots can be summarised as the different items, along with their associated
following: statistics and effects. The columns from left to
right are as follows; name, add-on size, properties,
• Barrel - Added onto the end of a firearm’s weight, concealment rating, combined restriction
barrel to reduce its noise, recoil, or muzzle class & level, and finally, its cost.
flash when fired.

Name Size Props Wt Con Rest Cost


Flash Reducer Small Metallic 0.25 kg VE 1R 500
Sound Suppressor Small Metallic 0.25 kg VE 1R 500
Compensator Small Metallic 0.25 kg VE 1R 750
Accelerator Small Metallic 0.25 kg VE 1O 750

Above: The barrel add-ons equipment overview table.

107 Chapter 3, Items & Equipment


Flash Reducer While this attachment won’t eliminate the
weapon’s recoil, it will boost its overall accuracy.
As one would suspect, given its name, the flash
reducer helps mitigate the flash of a weapon
system’s muzzle whenever it is fired. Traits:

Usually, when such a situation arises, most Recoil Suppression


characters within the local vicinity will quickly While attached to a weapon system, all its actions
identify a rough location of where an attack produce one less recoil than normal.
came from. This is especially true in a darkened
environment, as the muzzle flash will very much
appear as a flash of bright light. Accelerator
Utilising a combination of several new
Traits: technologies, this sophisticated add-on can
accelerate the projectiles fired out of an attached
Flash Suppression weapon system. With more force being applied
When attached to a given weapon system, your to each shot, users will quickly notice a small but
location is no longer automatically revealed to modest increase in their overall weapon damage.
others when firing it from hiding.
Traits:

Sound Suppressor Projectile Acceleration


Coming in as one of the oldest and most While attached to a weapon system, all its attacks
well-known types of attachments, the sound inflict two more physical damage than normal.
suppressor continues to be used to this very day.
Attached to the end of a weapon’s barrel, this
equipment significantly reduces the amount of General Add-ons
noise produced when fired.
While many add-ons come in the
form of a stand-alone gadget or
Traits:
piece of equipment connected
to a firearm, certain items have
Noise Suppression started to arrive that prefer to
When attached to a given weapon system, it no replace entire components of
longer produces a loud audible bang when the weapon instead.
discharged. For someone to recognise that a
weapon has been fired, they must either; see the
flash, be very close by, or have an acute sense of General weapon add-ons fall into this category,
hearing. looking to replace particular parts or segments
of their base weapon to give it new and improved
functionality and meaning. This could allow
Compensator the firearm to be more easily concealed or slip
on through a metal detector by replacing its
A compensator is a simple barrel attachment components with a resilient plastic-based polymer.
that attempts to help mitigate some of a weapon
system’s recoil. By providing alternative channels
Regardless of their intended purpose, the
through which these forces can dissipate, the user
associated statistics for these add-ons have been
can better control the weapon when firing it in
provided in the overview table below. The columns
rapid succession.
from left to right are as follows; name, add-on size,
properties, weight, concealment rating, combined
restriction class & level, and finally, its cost.

108 Chapter 3, Items & Equipment


Name Size Props Wt Con Rest Cost
Weapon Modularisation Small Metallic 0.1 kg VE 1R Weapon cost
Same as
Weapon Polymerisation Small - 0 kg 1O Weapon cost x 2
weapon

Above: The general add-ons equipment overview table.

Weapon Modularisation system can become invisible to metal detectors


and other annoying sensory devices.
By replacing several key components for a given
weapon system, this add-on can allow a firearm
to be more easily taken apart and reassembled. It Traits:
is a popular tool for those who often need to get
their gear into a restricted area with only a small Polymer Based Components
amount of carrying space to spare. A weapon system that has been upgraded with this
add-on is no longer considered to have the Metallic
Standard Actions: property.

Take Apart/Reassemble
Spending a moment of your time, you begin to Grip Add-ons
break apart or reassemble the weapon back
together. While taken apart, the weapon is broken Grips are simplistic add-on
down into a handful of small components, each attachments that help a
with a concealment rating one level smaller than user stabilise their weapon
the firearm as a whole (e.g. average becomes easy, system. Many either replace the
impossible becomes difficult). standard-issue component on a
given firearm or fit on over the
top of it instead.
Weapon Polymerisation
While they might seem less exotic or exciting than
While highly illegal in many countries, this add-on some other add-ons available on the marketplace,
has built up a solid following amongst black ops their low price point and usefulness in combat
special forces and the underground black market make them a popular purchase.
trade. Through extensive retrofitting, any weapon

Name Size Props Wt Con Rest Cost


Security Grip Small Metallic 0.5 kg E 1L 300
Smart Grip Small Metallic 0.5 kg E 1L 450
Improved Grip Small Metallic 0.5 kg E 1R 450

Above: The grip add-ons equipment overview table.

109 Chapter 3, Items & Equipment


Security Grip (minimum of two, does not affect actions with an
automatic reload).
The Security Grip is a compact piece of equipment.
Armed with several highly tuned sensors built
into its sides, this add-on can match an individual
Improved Grip
to their associated user account on the device’s
onboard computer system. If the grip cannot find a With a series of grooves cut into its side to house
suitable match, it simply locks the weapon’s firing an individual’s fingers and finished off with a
pin to prevent accidental discharge. coating of thick, coarse material all over, this grip
is intended to help a user keep a firm grasp on
Popular amongst many rank-and-file police, this the weapon system, even when firing in quick
equipment is widely utilised to prevent criminals succession.
from disarming an officer and using their weapon
back against them. Traits:

Traits: Firm Grip


While attached to a weapon system, all its actions
Safety Trigger produce one less recoil than normal.
Weapon systems upgraded with a security grip can
only be fired by those who have been given prior
authorisation. To be considered authorised, an Sight Add-ons
individual must have at least Basic level access to
the weapon’s built-in computer system. While most types of firearms
usually come equipped with
some form of rudimentary
Smart Grip iron sights, most users will
generally find that they are far
Having been adapted to work with a firearm’s
too inadequate for any precise
internal computer system, the Smart Grip is a
shooting after a certain distance
unique piece of gear designed to keep their user
has been reached.
better informed on the current state of their
weapon system. Using a small side-mounted
digital display, the Smart Grip can provide a count However, several more technologically advanced
of the weapon’s remaining ammunition, allowing options are available on today’s marketplace, and
the user to better adapt and conserve their current for the right price, they can help give you that extra
magazine. bit of an edge over your opponents.

Traits: All sight add-ons look to improve a firearm’s


accuracy at a particular type of distance. Some
Ammo Counter might focus on close-quarters engagements, for
While attached to a weapon system, all its actions example, while others may look to aid their user at
have their reload statistic reduced by one a more substantial firing range.

Name Size Props Wt Con Rest Cost


Close Range Reflex Sight Small Metallic 0.5 kg VE 1R 1,000
Enhanced Combat Sight Medium Metallic 0.5 kg E 1R 1,000
Marksman’s Telescopic Sight Medium Metallic 0.5 kg E 1R 1,000
Smart Ordinance Computer Small Metallic 0.5 kg E 30 1,850

Above: The sight add-ons equipment overview table.

110 Chapter 3, Items & Equipment


Close Range Reflex Sight Traits:
Created for quick and easy use, the Close Range
Reflex Sight is an excellent choice for those looking Long Range Sight
to engage in short-distance combat. While attached to a weapon system, all its attack
actions suffer a reduced penalty when firing at
both medium and long-range distances. This
With a clean heads-up display and a holographic
reduction comes in at one less die at medium range
red dot sight, this equipment can help its user
and two less dice at long ranges.
focus on a close-range target incredibly quickly.

Traits: Smart Ordinance Computer


One of the more hi-tech additions to today’s
Short Range Sight
armoury, the Smart Ordinance Computer (SOC) is a
While attached to a weapon system, you gain a +1
powerful add-on that can communicate with smart
dice pool modifier to all of its attack actions when
ammunition.
firing at a short-range distance.

By locking onto a target with a simplistic GUI, the


Enhanced Combat Sight SOC can help guide any fired smart ammunition
around things like cover and other common types
The Enhanced Combat Sight (or ECS for short) of obstacles.
is a magnified weapon scope optimized for
medium-range engagements.
Traits:
While it might not have quite the same level of
Smart Ordinance Controller
zoom compared with other sight add-ons, it does
While attached to a weapon system, it can
allow for an incredible amount of variation. This
successfully use smart ammunition, gaining all its
means that its user can continue to get the best
listed benefits.
possible clear image of their intended target no
matter the predicament that they find themselves
in.
Under Barrel Add-ons
Traits: As their name would suggest,
these add-ons are situated
Medium Range Sight on the lower side of a firearm,
While attached to a weapon system, all of its usually underneath the barrel.
attack actions no longer suffer a penalty when While most other add-on groups
firing at medium range, and the penalty when firing tend to be similar in nature or
at long range is reduced by one die. focus on a common goal, this
category can vary wildly from one item to the next.

Marksman’s Telescopic Sight


Some of these add-ons might focus on providing
This telescopic sight is made for long-distance the firearm with new functionality and purpose,
shooting. By providing a magnified zoom, the user allowing it to operate more effectively in certain
can better see what they are firing at. combat situations, which it might not have been
capable of previously. On the other hand, however,
Judging distances also prove easier thanks to an some might be entirely new weapon systems
on-screen display that computes the estimated in their own right. These allow users to switch
range between the weapon’s current position and between it and the primary weapon as they see
the target currently being pointed at. fit as the situation inevitably changes.

111 Chapter 3, Items & Equipment


Name Size Props Wt Con Rest Cost
Flashlight Small Metallic, Water Susceptibility 0.25 kg VE 1L 250
Bipod Medium Metallic 1 kg E 1L 650
Laser Dazzler Small Metallic, Water Susceptibility 0.25 kg VE 2R 1,500
Blackthorn Scatter Gun Medium Metallic 2.5 kg E 2R 2,750
Caretaker Grenade Launcher Medium Metallic, Scatter 1.75 kg E 3O 3,250

Above: The under barrel add-ons equipment overview table.

Flashlight Laser Dazzler


Simple yet also effective, this add-on provides a Combining large numbers of small light emitters,
weapon system with a portable light source. By this equipment can unleash short bursts of intense
creating a zone of illumination out in front, this and highly disorientating flashes of light in a given
add-on helps the weapon’s user to see and identify direction. The light emitted can change colours and
potential targets in darkened environments. turn on and off more than thirty times a second,
creating a blinding strobe light effect for all those
Traits: that happen to be within its cone-shaped beam.

Illumination Standard Actions:


When attached to a weapon system, its user can
toggle a small light source on and off as part of a Strobing Beam
free action on one of their turns. Targeting a cone-shaped area with a range and
spread of 4/8/12 m, you activate and shine the
While illuminating, the flashlight creates a well-lit laser dazzler in its general direction.
zone seven meters in length towards the direction
the weapon is pointing and a faintly lit zone seven Each character currently within the area that can
meters after that. see it must make a generic Endurance + Reflex
attribute check with a success target of four. Those
who fail this check are blinded, gaining all its usual
Bipod side effects (see Status Effects, page 233).
With its ability to take the brunt of a weapon’s
weight while lying down, this add-on helps provide At the end of each new round of combat, all targets
a user with a more stabilised platform to fire their blinded in this way can make a generic Endurance +
shots. Simple to use and relatively lightweight, Foresight attribute check with a success target of
this equipment is often a popular choice with four. In the event of a success, the blinded effect is
long-ranged sharpshooters. said to wear off and end.

While the add-on does not eliminate recoil from a


given weapon, it does help to reduce its effects on Blackthorn Scatter Gun
the user’s body considerably. Mounted onto the bottom of a suitable weapon
system, this miniaturised scattershot grants
Traits: additional versatility in an individual’s arsenal.
While it might not pack quite the same level
of punch as a full-length weapon system, the
Bipod
Blackthorn is more than capable of unleashing fury
While attached to a weapon system, all its actions
onto a group of unsuspecting targets.
produce three less recoil than normal when fired
from a prone position.

112 Chapter 3, Items & Equipment


Skill: Guns: Long Guns [Finesse] Like its full-sized brethren, the Caretaker’s damage
and penetration statistics are determined by the
Range: Up to 39 m
type of ammunition currently in use.
Ammunition: Shells (magazines only)
Damage: 3d6 P
Skill: Guns: Heavy Weapons [Finesse]
Penetration: 3P
Range: 40/80/120 m
Ammunition: Launcher Grenades.
Traits:

Choke Standard Actions:


This weapon can have one of three different choke
settings. Depending on which is chosen will Fire Ordinance
determine both the range and spread for any Ranged weapon attack: single target location
further attacks. These options are: within range.

• Close - Range: 5/10/15 m, spread: 6/12/18 m. Reload: A


• Medium - Range: 9/18/27 m, spread: 4/8/12 m.
• Long - Range: 13/26/39 m, spread: 2/4/6 m.

3.10 Melee Weapons


Standard Actions:
Being both cheap to purchase
Change Choke and plentiful in supply, melee
Selecting one of the other settings, you change the weapons are the most common
choke of the weapon for all further attacks. type found on the streets. Used
by the majority of the populace
Fire Shot either to intimidate or simply as
Ranged weapon attack: all targets within a a means of self-defence, these
cone-based area. Range and spread should be items can range from simple clubs and knives to
determined by the weapon’s current choke. heavy sledgehammers and katanas.

Reload: 2 Most close-range weapons are basic in function


and easy to use. They tend to have few (if any)
Double Tap Burst moving parts and one of the lowest price points of
Two ranged weapon attacks: all targets within a all. As their name would suggest, Melee Weapons
cone-based area for each. Range and spread is the skill that governs their use, though its related
should be determined by the weapon’s current attribute will shift and change based on the item in
choke. question. Clubs and hammers might be based on
an individual’s Strength, while swords and daggers
Recoil: 2 might require Finesse instead.
Reload: 3
The table below should inform you of all of this.
Each item will list its associated statistics that
Caretaker Grenade Launcher could come into play during a session. The columns
from left to right are as follows; name, related
The Caretaker is a versatile and highly capable
attribute, range, damage, penetration, properties,
miniaturised weapon system. With its ability
hands required, weight, concealment rating,
to launch a variety of specialised grenades at
combined restriction class & level, and finally, its
impressive distances, this launcher can quickly turn
cost.
any person into a walking apocalypse.

113 Chapter 3, Items & Equipment


Name Attr Range Dmg Pen Props Han Wt Con Rest Cost
Brass Knuckles Str Melee 1d4 + Str P - Metallic 1 0.25 kg VE 1L 100
Knife Fin Melee 1d4 + Fin P 2P Metallic 1 0.5 kg E 1L 100
Club Str Melee 1d8 + Str P 1P Reach 2 1.5 kg A 1L 150
Crowbar Str Melee 1d8 + Str P 1P Metallic 1 1.5 kg A 1L 200
Metallic, Reach,
Sledgehammer Str Melee 1d12 + Str P 1P 2 4.5 kg D 1L 450
Siege Weapon

Sword Fin Melee 1d6 + Fin P * 3P Metallic 1/2 1.75 kg D 1R 225


Punching Dagger Str Melee 1d6 + Str P 3P Metallic 1 1 kg A 1R 350
Katana Fin Melee 1d10 + Fin P 3P Metallic, Reach 2 2.75 kg D 1R 500

Key:
* = 1d8 + Fin P when two handed.
Above: The melee weapons overview table.

Brass Knuckles Club


Consisting of a piece of shaped metal which fits Simple yet effective, a club can be any small to
around an individual’s hand, brass knuckles are medium-sized blunt instrument. This can include
designed to concentrate and amplify the force a baseball bat, a metallic pipe, or perhaps even a
behind a punch. leg of a table when in a desperate time of need.

This item can easily be stowed away in a bag, Standard Actions:


pocket, or other suitable containers, ready to be
put on whenever there is the potential for a fight. Bludgeon
Up to three melee weapon attacks: single target
Standard Actions: within reach for each. Action point cost is equal to
the number of attacks being made.
Bludgeon
Up to three melee weapon attacks: single target
within reach for each. Action point cost is equal to Crowbar
the number of attacks being made.
This simple tool consists of a metallic rod with
curved ends. It has often proven to be an effective
way for prying open objects and containers, and
Knife given its hardened metallic nature also functions
The knife is a very simple and lightweight blade well when used as a type of club.
that can take quick swipes at a nearby target. Very
easy to conceal, it is a popular choice for those Traits:
who wish to gain the element of surprise on their
intended targets. Lever Tool
This item makes for effective use as a lever. You
Standard Actions: gain a +2 dice pool modifier for all checks
attempting to pry open doors and containers.
Stab
Up to three melee weapon attacks: single target
within reach for each. Action point cost is equal to Standard Actions:
the number of attacks being made.
Bludgeon
Up to three melee weapon attacks: single target
within reach for each. Action point cost is equal to
the number of attacks being made.

114 Chapter 3, Items & Equipment


Sledgehammer Standard Actions:
This large hammer can strike foes and objects with
potent force behind it. However, it is significantly Thrust
heavier than other types of simple close-range Up to three melee weapon attacks: single target
weapons. As a result, it requires a fair degree of within reach for each. Action point cost is equal to
strength by an individual to be wielded effectively. the number of attacks being made.

Standard Actions:
Katana
Bludgeon This long, curved blade is probably one of the most
Up to three melee weapon attacks: single target well-known types of swords in existence. Having
within reach for each. Action point cost is equal to made a resurgence on the streets these past few
the number of attacks being made. years, the Katana has proven to be one of the more
popular choices for those who want a little more
style and finesse when choosing to make their
Sword attacks.

An elegant blade which can take on a variety of


Standard Actions:
different shapes. Larger than a dagger, this item
can be stowed away in a sheath or other such type
of container. Slash
Up to three melee weapon attacks: single target
within reach for each. Action point cost is equal to
Standard Actions: the number of attacks being made.

Slash
Up to three melee weapon attacks: single target
Reactive Actions:
within reach for each. Action point cost is equal to
the number of attacks being made. Parry & Riposte
When faced with an incoming melee weapon
attack, you can attempt to try and parry it. You gain
Reactive Actions: a +2 dice pool modifier on your initial check to try
and defend yourself, and if successful, you can
Parry & Riposte immediately make a single attack using this
When faced with an incoming melee weapon weapon back against the same target.
attack, you can attempt to try and parry it. You gain
a +2 dice pool modifier on your initial check to try
and defend yourself, and if successful, you can
immediately make a single attack using this
weapon back against the same target.
3.11 Thrown Weapons
Thrown weapons are, as you
would suspect, intended to
Punching Dagger be hurled towards an enemy.
Mounted onto a horizontal hand grip, the punching They can come in all shapes
dagger is a medium-sized blade that can pierce and sizes, ranging from
through most basic clothing and light armour. simple throwing daggers and
Many weapons of this type have a retractable shurikens to deployable nets
spring-mounted blade, allowing the weapon to be and grenades.
quickly drawn and concealed as required.
All thrown weapons can be wielded in a single
hand and are governed by the Thrown Weapons
skill for determining the size of your dice pool.

115 Chapter 3, Items & Equipment


Name Range Dmg Pen Props Wt Con Rest Cost
Throwing Knife /
6/12/18 m 2d4 P 2P Metallic, Recoverable 0.25 kg VE 1L 50
Shuriken
Metallic,
Deployable Net 10/20/30 m - - 0.4 kg E 1L 200
Recoverable, Scatter

Metallic,
Grenade, MK-1 Smoke 16/32/48 m - - 0.4 kg E 1R 350
Recoverable, Scatter

Molotov Cocktail 16/32/48 m 2d6 H - Scatter 0.4 kg E 1O 150


Grenade, MK-1
16/32/48 m - - Metallic, Scatter 0.4 kg E 2R 400
Concussion
Metallic,
Grenade, EMP-1 16/32/48 m - - 0.4 kg E 2R 400
Recoverable, Scatter

Metallic,
Grenade, MK-1 Gas 16/32/48 m - - 0.4 kg E 2R 450
Recoverable, Scatter

Grenade, MK-1
16/32/48 m 6d6 P 2P Metallic, Scatter 0.4 kg E 2O 450
Fragmentation
Grenade, MK-2 Heated Metallic,
16/32/48 m - - 0.4 kg E 3R 500
Smoke Recoverable, Scatter

Grenade, HE-1 16/32/48 m 2d6 H, 6d6 P 8P Metallic, Scatter 0.4 kg E 3O 550


Grenade, MK-1
16/32/48 m 5d6 H - Metallic, Scatter 0.4 kg E 3O 650
Incendiary

Above: The thrown weapons overview table.

Throwing Knife/Shuriken Standard Actions:


This simple aerodynamic bladed instrument is
light enough to be thrown towards a nearby Grenade Toss
enemy target. Due to its small size, this weapon Targeting a location within range, you attempt to
is relatively easy to conceal without drawing too throw the deployable net towards its general
much attention, and thanks to its metallic nature, it vicinity.
is also quite durable.
All characters within two meters of the impact
point must make a generic Foresight + Reflex
Standard Actions: attribute check, with a success target of four.
Those that fail the check are caught up in the
Throw weighted net and are restrained by it (see Status
Ranged weapon attack: single target within range. Effects, page 233).

Volley of Knives Each target restrained in this way can use a


Up to three ranged weapon attacks: single target standard action to try and repeat the check
within range for each. above, ending its effects in the event of a success.
The GM may also rule that by dealing a sufficient
amount of damage to the net, targets trapped by it
Deployable Net may be able to escape more easily.

Comprising of a weighted metallic net compacted After deployment, an individual can use a standard
into a small spherical device, this grenade-like action to load the net back into its container.
canister can be thrown towards a target or nearby This task must be completed before the weapon
location. Using a combination of different sensors, can be used once again.
the canister can calculate the perfect moment
it needs to activate, successfully deploying its
payload onto the surrounding targeted area.

116 Chapter 3, Items & Equipment


Grenade, MK-1 Smoke start of each new round of combat. This effect can
be ended early with a standard action , either by
This close-quarters tactical grenade excels at
performing a stop, drop, and roll manoeuvre
momentarily blocking vision within an area.
themselves or from a pat-down by someone else
On detonation, the equipment expels forth a
who is currently within melee reach. Regardless,
continuous stream of smoke, making it difficult for
this weapon’s effects are said to automatically end
those who are nearby to see through it.
after a minute of time has passed.

Standard Actions:
Grenade, MK-1 Concussion
Grenade Toss
Targeting a location within range, you attempt to This close-quarters tactical grenade excels at
throw the grenade towards its general vicinity. momentarily disabling multiple nearby targets
within a compact area. The device sends out an
On reaching its destination, the grenade incredibly potent loud bang and an intense flash of
immediately detonates, spreading smoke in a white light on detonation.
six-meter radius around the point of impact. This
area is considered to be heavily obscured for the Those unfortunate enough to be nearby when
next minute, whereby it then becomes lightly this happens are often left temporarily blinded
obscured for an additional minute after that. and deafened before becoming bewildered and
confused for a short duration after that.
The smoke from this weapon does not affect the
use of thermographic vision. Anyone using this Standard Actions:
type of vision will be able to see as per usual.
Additionally, this weapon system must be loaded
Grenade Toss
with a new smoke payload to function again after
Targeting a location within range, you attempt to
being recovered. Acquiring such an item usually
throw the grenade towards its general vicinity.
costs half the grenade’s total marketing price.
All characters within four meters of the detonation
point must make a generic Foresight + Reflex
Molotov Cocktail attribute check with a success target of four.
Simple yet surprisingly effective, the Molotov Targets that fail the weapon’s check are considered
Cocktail is a weapon that has been with us for over blinded and deafened, while those that succeed are
a century now. Comprised of a highly flammable disorientated instead (see Status Effects, page
liquid contained within a bottle or other such 233).
container, this projectile-based weapon can burn
through all manner of protective gear and armour. Regardless of the outcome, these effects last until
the next round of combat ends.
Standard Actions:

Grenade Toss Grenade, EMP-1


Targeting a location within range, you attempt to This close-quarters tactical grenade excels
throw the cocktail towards its general vicinity. All at disabling computerised devices and other
characters within two meters of the detonation electronic equipment for a short duration. On
point must make a generic Foresight + Reflex detonation, the equipment sends out a powerful
attribute check with a success target of three. electromagnetic pulse causing electronics within
its area of effect to fail momentarily.
Those that fail this check take the full incoming
damage and are immediately set aflame. However, Standard Actions:
targets that succeeded on the check only take half
of this amount and suffer no other side effects. At
Grenade Toss
the GM’s discretion, flammable items and materials
Targeting a location within range, you attempt to
currently residing within the area can also be set
throw the grenade towards its general vicinity.
alight.
All characters within five meters of the detonation
While left in this immolated state, an individual will
point can make a generic Foresight + Reflex
continue to take 2d6 further heat damage at the

117 Chapter 3, Items & Equipment


attribute check with a success target of four. Those These weapons are often incredibly effective
who succeed on the check dive out of the way against unarmoured targets, as their sharp metallic
before the electromagnetic pulse is released, contents can easily penetrate soft tissue and bone.
falling prone in the next available unoccupied
space. Standard Actions:
All electronic equipment within the above blast
Grenade Toss
radius is instantly overloaded, causing it to switch
Targeting a location within range, you attempt to
off immediately. Until the end of the next round of
throw the grenade towards its general vicinity. All
combat, all of the equipment affected in this way
characters within eight meters of the detonation
can neither be used nor switched back on.
point must make a generic Foresight + Reflex
attribute check with a success target of four.
After detonation, this weapon system must be
recharged for 5 hours before its EMP pulse can
Those who fail this check take the full incoming
function again.
damage as normal and suffer two stacks of
bleeding, providing they lost at least one hit point.
Targets that succeeded on the check only take half
Grenade, MK-1 Gas the incoming damage and suffer one stack of
This versatile close-quarters tactical grenade bleeding, providing they lost at least one hit point.
can house one of many chemical agents. On
detonation, its gaseous payload is ejected, covering
the nearby surrounding area with its various Grenade, MK-2 Heated Smoke
effects.
Improving on the MK-1 smoke grenade, this
equipment is intended to rectify the issue of
However, it is important to note that this item is thermographic vision nullifying the effects of the
merely the container and delivery mechanism for weapon system. By replacing the smoke with a
a chemical agent and does not include a suitable heated variant, both normal and thermographic
payload. That must be purchased separately. vision is momentarily blocked from seeing through
the detonation area.
Standard Actions:
Of course, given the extra potency this equipment
Grenade Toss requires, it has a higher price tag than its previous
Targeting a location within range, you attempt to version.
throw the grenade towards its general vicinity.
Standard Actions:
On reaching its destination, the grenade
immediately detonates, spreading its chemical
Grenade Toss
agent in a six-meter radius around the point of
Targeting a location within range, you attempt to
impact. Read the payload’s properties, conducting
throw the grenade towards its general vicinity.
any required checks to determine its effects.
On reaching its destination, the grenade
After being recovered, this weapon system must be
immediately detonates, spreading smoke in a
loaded with a new chemical payload for it to be
six-meter radius around the point of impact. This
able to function once again.
area is considered to be heavily obscured for the
next minute, whereby it then becomes lightly
obscured for an additional minute after that. This
Grenade, MK-1 Fragmentation obscurity works on both standard vision, as well as
Armed with a miniaturised explosive trigger, thermographic.
fragmentation grenades are packed full of
sharpened metal and small iron pellets. When the After being recovered, this weapon system must be
weapon detonates, it releases its deadly payload of loaded with a new smoke payload to function
shrapnel, propelled outwards at high speed. again. Acquiring such an item should usually cost
half the grenade’s total marketing price.

118 Chapter 3, Items & Equipment


Grenade, HE-1 most other attacks, however, targets cannot
benefit from using cover.
With a potent high explosive payload at the ready,
this close-quarters tactical grenade excels at
Those that fail this check take the full incoming
clearing out everyone from inside a room, as well
damage and are immediately set aflame. However,
as then blowing up the room itself. While it has
targets that succeeded on the check only take half
a smaller blast radius than its fragmentation
of this amount and suffer no other side effects. At
brethren, its increased penetration and the addition
the GM’s discretion, flammable items and materials
of a secondary fire wave make for an overall more
currently residing within the blast radius can also
deadly device.
be set alight.

Standard Actions: While left in this immolated state, an individual will


continue to take 3d6 further heat damage at the
Grenade Toss start of each new round of combat. This effect can
Targeting a location within range, you attempt to be ended early with a standard action , either by
throw the grenade towards its general vicinity. performing a stop, drop, and roll manoeuvre
themselves or from a pat-down by someone else
All characters within six meters of the detonation who is currently within melee reach. Regardless,
point must make a generic Foresight + Reflex this weapon’s effects are said to automatically end
attribute check with a success target of four. Those after a minute of time has passed.
that fail the weapon’s check take the full incoming
damage, while those that succeed take half of this
amount instead.
3.12 Exotic Weapons
Grenade, MK-1 Incendiary Exotic weapons are reserved
Utilising a payload comprised mostly of compact for those items that are more
phosphorous, this grenade can produce a highly unusual or more challenging to
intense explosion of heat and flame. While find. While this does not mean
limited to a reasonably small blast radius, those they are ineffective in what they
unfortunate enough to be caught inside are unlikely can do, it does mean that few
to make it out alive. individuals will consider them as
their go-to weapon of choice.

Standard Actions:
The Exotic Weapons skill governs each item’s
use and determines the size of your dice pool
Grenade Toss when attempting to attack with them. Like with
Targeting a location within range, you attempt to traditional melee weapons, certain pieces of
throw the grenade towards its general vicinity. All equipment might favour one related attribute
characters within four meters of the detonation over another, though these have been detailed
point must make a generic Foresight + Reflex in the table below, along with their various other
attribute check with a success target of four. Unlike statistics.

Name Attr Range Dmg Pen Props Han Wt Con Rest Cost
Bolas Str 8/16/24 m 1d6 + Str P - Metallic, Recoverable 1 1.25 kg E 1L 75
Bayonet Str Melee 1d4 + Str P 2P Metallic - 0.5 kg E 1L 100
Nunchaku Fin Melee 1d6 + Fin P - Metallic 1 0.5 kg A 1L 250
Computerised
Peace Keeper
Str Melee 2d4 E - Device, Metallic, 1 1.75 kg A 1L 600
Stun Baton Water Susceptibility

119 Chapter 3, Items & Equipment


Name Attr Range Ammo Dmg Pen Props Han Wt Con Add-ons Rest Cost
Computerised General,
Splinter Device, Metallic, sight, under
Fin 8/16/24 m Darts 2d4 P 1P 1 1 kg E 1R 650
Dart Gun Simple Reloading, barrel. Small
Stealthy only.

General,
Poseidon Computerised sight, under
Harpoon Fin 10/20/30 m Harpoons 3d8 P 6P Device, Metallic, 2 3 kg D barrel. Small 1R 1,550
Launcher Simple Reloading & medium
only.

General,
Computerised
sight, under
Valkyrie Device, Metallic,
Fin 12/24/36 m Darts 3d4 P 2P 2 2 kg D barrel. Small 2R 1,250
Dart Rifle Simple Reloading,
& medium
Stealthy
only.

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Peace Keeper Stun Baton 2 12 m 2 3 2
Splinter Dart Gun 2 12 m 2 2 2
Poseidon Harpoon Launcher 2 12 m 2 2 2
Valkyrie Dart Rifle 2 18 m 3 3 2

Above: The exotic weapons overview tables.

Bolas bolas off their legs, freeing themselves from its


ensnarement.
Comprised of a series of metallic weights
interconnected with a piece of cord, this throwing
weapon is intended to be flung towards a nearby
enemy target. Bayonet
This dagger-like bladed weapon is fitted onto a
Some will use this weapon to batter their target firearm’s muzzle, allowing it to be used as a pike
into submission through the sheer impact force of or spear in melee combat.
the weights, while others will hope to disable an
opponent by aiming for and entangling their legs. While many see a bayonet as little more than a last
resort, it does have practical uses as an effective
Standard Actions: survival knife or wire cutter when out in the field.

Toss Traits:
Up to three ranged weapon attacks: single target
within range for each. Action point cost is equal to Charge!
the number of attacks being made. By moving at least three meters towards the
target, the first attack made with this weapon on
Ensnare the same combat turn should deal an additional
Ranged weapon attack: single target within range. 2d4 physical damage if successful.

On hit: Your attack deals half the usual amount of


damage, but the bolas wrap around the target’s Standard Actions:
legs, impeding their ability to move. Any movement
they decide to make while in this state incurs Stab
double the usual movement speed cost. Up to three melee weapon attacks: single target
within reach for each. Action point cost is equal to
The target can use a standard action to pull the

120 Chapter 3, Items & Equipment


the number of attacks being made. succeed on the check, they are disorientated
instead (see Status Effects, page 233).

Nunchaku Regardless of the check’s outcome, the effects of


this action are said to dissipate at the end of the
Popularised by the martial arts artists of old, the current round of combat.
nunchaku is quite the exotic weapon of choice to be
wielding out on the streets of 2107.
Splinter Dart Gun
Consisting of two sticks interconnected at one end
by a short chain, the nunchaku heavily enforces Resembling a pistol-like weapon, the Splinter Dart
self-restraint and an improved posture, as it Gun is a small compressed air-powered armament
often has a liability of hitting its wielder when not that can fire specialised lightweight darts and
properly used. other such suitable projectiles.

The weapon can either be used as a blunt With its ability to be easily concealed and little in
instrument, swinging at targets directly with one the way of noise generation on use, this weapon
of the two sticks, or attempt to disarm them by has become a popular choice for those who wish to
wrapping the chain around a currently held object. slip by unnoticed.

Standard Actions: Standard Actions:

Bludgeon Fire Dart


Up to three melee weapon attacks: single target Ranged weapon attack: single target within range.
within reach for each. Action point cost is equal to
the number of attacks being made. Reload: A

Disarming Strike
Melee weapon attack: single unshielded target Valkyrie Dart Rifle
within reach. As the larger cousin of the Splinter Dart Gun,
this compressed air-powered rifle can fire darts
On hit: Your attack does no damage; however, you and other lightweight projectiles at impressive
can wrap the nunchaku around one of the target’s distances.
weapons. With a quick tug, you effortlessly disarm
them of it, throwing the item to the ground one
While not quite as small or easy to conceal, the
meter away in a random direction.
Valkyrie often allows individuals to support their
team from a safer, more tactical firing position.

Peace Keeper Stun Baton


Standard Actions:
Popular with both enforcers and riot control police,
this baton appears as a metallic club-like object Fire Dart
with a faint blue glow towards its top. By making Ranged weapon attack: single target within range.
contact with its electrically conductive end, the
weapon unleashes a powerful shock that can easily Reload: A
disable a target individual without having to cause
grievous bodily harm.
Poseidon Harpoon Launcher
Standard Actions:
With its ability to launch harpoons of almost one
meter in length, the Poseidon is a weapon that,
Stun
while a little unorthodox, can easily punch its way
Melee weapon attack: single target within reach.
through various types of materials.
On hit: If the target is unshielded, they must make a
generic Endurance + Will attribute check with a Usable in all kinds of aquatic environments, this
success target of three. In the event of a failure, weapon is a favourite for divers and sailors as an
they immediately drop unconscious, while if they effective means of self-defence.

121 Chapter 3, Items & Equipment


Standard Actions: to cluster bombs, plastic explosives, and other
such highly destructive ordinance, a plethora of
Fire Harpoon explosive tools are available out there to use,
Ranged weapon attack: single target within range. providing you have the right sort of connections
to get a hold of them.
Reload: A
Few will be surprised to learn that the Explosives
skill is what governs an individual’s knowledge
on these types of devices, including their ability to
3.13 Explosives identify specific makes and models, as well as the
potential to arm or disarm them. Each item will list
Whether it be the sudden need a numerical complexity here, which denotes how
for an outrageous, and highly difficult said device will be to interact with.
extravagant type of diversion,
or perhaps to gain access to The table below should grant you an overview of
a secured area by blowing a the different explosive devices that you might want
hole through a reinforced wall, to acquire, along with their various associated
many situations can be drastically altered with the statistics. The columns from left to right are as
introduction of a big ol’ pile of explosives. followed; name, complexity, damage, penetration,
properties, weight, concealment rating, combined
From small, self-contained devices like restriction class & level, and finally its cost.
anti-personnel mines and breach charges, through

Name Comp Dmg Pen Props Wt Con Rest Cost


IED 3 5d6 P 2P Computerised Device, Metallic 2 kg A 1O 300
ArmsCorp AP-5 Mine 4 5d6 P 4P Computerised Device, Metallic 1.5 kg A 2O 550
Computerised Device, Metallic,
Breach Charge 4 6d6 P 8P 6 kg A 3O 700
Siege Weapon
ArmsCorp ATD Mine 5 8d6 P 8P Computerised Device, Metallic 4 kg A 3O 800
Komaiga Typhoon 5 6d6 H - Computerised Device, Metallic 2.5 kg A 3O 875
C-7 Plastic Explosive 5 8d6 P 10 P Computerised Device, Metallic 1 kg E 4O 1250
Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
IED 0 20 m 3 2 2
ArmsCorp AP-5 Mine 0 20 m 4 3 2
Breach Charge 0 20 m 3 3 2
ArmsCorp ATD Mine 0 20 m 4 3 2
Komaiga Typhoon 0 20 m 4 3 2
C-7 Plastic Explosive 0 20 m 5 4 2

Above: The explosives overview tables.

IED ArmsCorp AP-5 Mine


Comprised of various household chemical The ArmsCorp AP-5 Mine serves as the industry’s
compounds and mechanical components, the gold standard for anti-personnel devices on
Improvised Explosive Device (or IED for short) is today’s markets. With a potent fragmentation
a simple yet highly effective explosive ordinance. payload and relatively simple ease of use, this
While the very nature of their creation often leaves weapon system can often be seen in the hands
these devices volatile and highly unstable, IEDs of criminal gangs, mercenaries, and privatised
are, more often than not, inexpensive and relatively military contractors.
straightforward to work with.
One side of the device can be firmly attached to
A simplistic integrated computer allows the device walls and other suitable surfaces, while the other
to be detonated remotely or at the expiration of a contains a motion-based proximity trigger for
pre-set countdown timer. detonating its explosive payload.

Traits: Traits:

Arm/Disarm Arm/Disarm
For the explosive to be detonated, it must first be For the explosive to be detonated, it must first be
armed. Switching the device between an armed armed. Switching the device between an armed
and disarmed state requires a standard action and disarmed state requires a standard action
and must be physically carried out in person. and must be physically carried out in person.

The character performing this task must make a The character performing this task must make a
generic Explosives skill check, with a success generic Explosives skill check, with a success
target equal to the complexity of the explosive. The target equal to the complexity of the explosive. The
device’s state may only be changed if this check is device’s state may only be changed if this check is
successful. successful.

Explosive Payload Explosive Payload


On detonation, the device creates an explosive On detonation, the device creates a concentrated
blast of nails, splinters, and other such jagged directional blast of shrapnel. All individuals within
metal. All characters within ten meters of the point a cone-based area (range of 4/8/12 m, spread of
of detonation must make a generic Foresight + 5/9/13 m) originating from the point of detonation
Reflex attribute check with a success target of five. must make a generic Foresight + Reflex attribute
check with a success target of five.
Those that fail this check take the full incoming
damage as normal and suffer two stacks of Those that fail this check take the full incoming
bleeding, providing they lost at least one hit point. damage as normal and suffer two stacks of
Targets that succeeded on the check only take half bleeding, providing they lost at least one hit point.
the amount of incoming damage and instead suffer Targets that succeeded on the check only take half
one stack of bleeding, providing that they lost at the amount of incoming damage and instead suffer
least one hit point.

123 Chapter 3, Items & Equipment


one stack of bleeding, providing that they lost at ArmsCorp ATD Mine
least one hit point.
Appearing as little more than a sleek, compact
Proximity Motion Detector metallic disk, the ArmsCorp ATD Mine is one of the
When armed, the mine can automatically be most deceptively innocent weapon systems on the
detonated by triggering its motion sensor. The marketplace of today. With its ability to tear clean
sensor can detect movement up to six meters away through the armoured hulls of nearby automations,
and with a 90-degree field of view. this explosive has quickly amassed a reputation as
a frighteningly effective anti-tank device.
A character can attempt to move past the device
without triggering this sensor but must succeed on One side of the device is equipped with a sensitive
a generic Stealth skill check with a success target motion-based proximity sensor, allow for the mine
of five. Each meter of movement required here to automatically be triggered once nearby targets
costs four times its usual amount. begin to approach.

Traits:
Breach Charge
Commonly utilised by police and security Arm/Disarm
forces, these fold-out explosive charges allow For the explosive to be detonated, it must first be
individuals to quickly and easily blast their way armed. Switching the device between an armed
through densely packed materials and hardened and disarmed state requires a standard action
surfaces. This can make for a handy diversion to and must be physically carried out in person.
momentarily draw away a hostile target’s attention
or to create an entirely new entranceway that The character performing this task must make a
shifts the odds of battle into your favour. generic Explosives skill check, with a success
target equal to the complexity of the explosive. The
Traits: device’s state may only be changed if this check is
successful.
Arm/Disarm Explosive Payload
For the explosive to be detonated, it must first be On detonation, the device creates a concentrated
armed. Switching the device between an armed explosive blast. All characters within four meters
and disarmed state requires a standard action of the point of detonation must make a generic
and must be physically carried out in person. Foresight + Reflex attribute check with a success
target of five.
The character performing this task must make a
generic Explosives skill check, with a success Those who fail this check take the full incoming
target equal to the complexity of the explosive. The damage as normal, while those who succeed take
device’s state may only be changed if this check is half of this amount instead.
successful.
Proximity Motion Detector
Explosive Payload When armed, the mine can automatically be
On detonation, the device creates a concentrated detonated by triggering its motion sensor. The
directional blast. The surface the charge is sensor can detect movement up to two meters
attached to immediately takes the full amount of away and with a 360-degree field of view.
damage, shattering into pieces if destroyed.
A character can attempt to move past the device
All characters within a cone-based area (range of without triggering this sensor but must succeed on
2/4/6 m, spread of 3/5/7 m) originating from the a generic Stealth skill check with a success target
point of detonation must make a generic Foresight of five. Each meter of movement required here
+ Reflex attribute check with a success target of costs four times its usual amount.
five. Those who fail this check take the full amount
of leftover damage, while those who succeed take
half of this amount instead.

124 Chapter 3, Items & Equipment


Komaiga Typhoon this weapon’s effects are said to automatically end
after a minute of time has passed.
Developed by Komaiga Industries, the Typhoon
is a well-respected, all-purpose, close-range
incendiary explosive. With its ability to unleash
C7 Plastic Explosive
a potent fireball of heat and flame, this device is
more than capable of incinerating all those who are Despite being around for some forty or so years,
unfortunate enough to get caught in its blast. the C7 Plastic Explosive is still the number one
go-to compound for getting a job done well. When
Traits: something needs blowing up, there simply isn’t a
better choice.
Arm/Disarm
For the explosive to be detonated, it must first be Having been developed as the spiritual successor
armed. Switching the device between an armed to the hugely successful C4, this plastic explosive
and disarmed state requires a standard action is as stable as it is potent. Neither gunshots nor
and must be physically carried out in person. extreme levels of heat will be able to prematurely
set off this explosive, requiring the triggering of the
The character performing this task must make a device’s integrated detonator component instead.
generic Explosives skill check, with a success
target equal to the complexity of the explosive. The Traits:
device’s state may only be changed if this check is
successful. Arm/Disarm
For the explosive to be detonated, it must first be
Explosive Payload
armed. Switching the device between an armed
On detonation, the device creates a blazing inferno.
and disarmed state requires a standard action
All characters within five meters of the detonation
and must be physically carried out in person.
point must make a generic Foresight + Reflex
attribute check with a success target of five. Unlike
The character performing this task must make a
most other attacks, however, targets cannot
generic Explosives skill check, with a success
benefit from using cover.
target equal to the complexity of the explosive. The
device’s state may only be changed if this check is
Those that fail this check take the full incoming
successful.
damage and are immediately set aflame. However,
targets that succeeded on the check only take half Explosive Payload
of this amount and suffer no other side effects. At On detonation, the device creates a concentrated
the GM’s discretion, flammable items and materials explosive blast. All characters within ten meters of
currently residing within the blast radius can also the point of detonation must make a generic
be set alight. Foresight + Reflex attribute check with a success
target of six.
While left in this immolated state, an individual will
continue to take 3d6 further heat damage at the Those who fail this check take the full incoming
start of each new round of combat. This effect can damage as normal, while those who succeed take
be ended early with a standard action , either by half of this amount instead.
performing a stop, drop, and roll manoeuvre
themselves or from a pat-down by someone else
who is currently within melee reach. Regardless,

125 Chapter 3, Items & Equipment


3.14 Armour & Clothing Whether it’s a set of body armour to reduce the
impact of incoming rounds or some suitable
clothing to help you blend in, plenty of items are
Whether it be roaming gangs,
available that could make the difference between
private security forces, or
keeping you alive or turning into a horrible and
perhaps even overzealous
bloody mess.
police, there are plenty
of dangerous foes on the
streets of 2107 that will likely Below, you can find various armours and clothing
be armed to the teeth. While that you might want to consider. If a particular
a weapon or two can ward off some would-be item specifies a certain Equipment Slot, then
troublemakers, the more determined of these folk no other armour or clothing of the same type
might still be willing to try their luck if they see an can be worn simultaneously to it. Going from
opportunity ripe for the taking. left to right, the columns are as follows; name,
resistances, equipment slot, properties, weight,
concealment rating, time to put on & take off,
When a fight begins to break out, you will always
combined restriction class & level, and finally, its
want to know that you have the necessary
cost.
protection at hand to help keep yourself alive.

Put On / Take
Name Resist Slot Props Wt Con Rest Cost
Off
Bandanna - - - 0.1 kg VE Standard 1L 15
Clothing, Street Wear - Clothing - 1 kg A 30 s / 10 s 1L 75
Clothing, Cold Weather +2 C Clothing - 1.5 kg A 60 s / 20 s 1L 200
Tactical Camouflage Gear - Clothing - 1 kg A 60 s / 20 s 1L 250
Tactical Shield +5 P Shield Metallic 4.5 kg D Standard 1L 650
Light Armour +6 P Armour Inconspicuous 3 kg A 1 m / 30 s 1L 750
Clothing, Fine - Clothing - 1 kg A 30 s / 10 s 1L 1,000
Tactical Body Armour +9 P Armour Metallic 8 kg D 2m/1m 1L 1,750
Cumbersome,
Ballistics Shield +8 P Shield 7.5 kg I Standard 2L 1,500
Metallic

Environmental Combat +4 A, +4 H,
Armour Metallic 6.5 kg D 3 m / 1.5 m 2L 2,500
Suit +6 P, +4 R
Cumbersome,
Full Combat Armour +12 P Armour 12 kg D 3 m / 1.5 m 2L 3,250
Metallic

Cumbersome,
Hazardous Materials Suit +8 R, +8 T Armour 5 kg D 10 m / 5 m 3L 3,950
Metallic

Cumbersome,
Bomb Disposal Suit +8 H, +8 P Armour 8.5kg D 10 m / 5 m 3L 4,750
Metallic

Computerised
Device, Metallic,
Active Camouflage Suit - Armour 2.5 kg A 3 m / 1.5 m 3R 5,775
Water
Susceptibility

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Active Camouflage Suit 0 20 m 5 4 2

Above: The armour & clothing equipment overview tables.

126 Chapter 3, Items & Equipment


Bandanna skill check that you make to try and stay hidden
from others.
There are many situations whereby a character
may wish to obscure their face. Perhaps a rival
gang is known to pass through this side of town, or
Tactical Shield
maybe instead, they want some sense of privacy
from all the facial recognition cameras dotted Light enough to be stowed away on an individual’s
about. back, this see-through one-handed shield has
enough strength and durability in its design to
Regardless of their reasoning, the bandanna is a withstand multiple direct hits without faltering.
tried and tested method of concealing the lower
half of someone’s face. It’s cheap but also can be To use this item, an individual must currently have
put on and taken off quickly and easily. a free hand available.

Clothing, Street Wear Light Armour


These simplistic everyday garments are what most Combining a lightweight combat vest with
of the population will use whenever they are out a padded jacket made out of highly durable
and about. Whilst they do not grant any particular interwoven fibres, this armour is intended to serve
benefits or bonuses per se, they make for a cheap as an easy-to-conceal defence for rapid response
and efficient solution to prevent yourself from units.
receiving a public indecency offence.
While it might not offer the same level of
resistance as some of the other body armour types
Clothing, Cold Weather on the marketplace, its cheap price point and ready
With thick layers of insulation to cover the entire availability make it a popular choice for many
body, this clothing is intended to help keep an smaller groups and organisations.
individual warm whenever they find themselves
in the world’s more harsh climates.
Clothing, Fine
Traits: Whether it be a high-quality tuxedo or an elegant
dress, these clothes certainly help give off the
Protection From Cold allure of both wealth and power. Whilst they might
While wearing this clothing, an individual is better seem a little out of place on the everyday streets,
protected against the cold. Any checks they must they will fit right into a high society fundraiser or
make to combat the adverse effects of a cold other such types of social gathering.
environment gain a +4 dice pool modifier added to
them. Tactical Body Armour
Combining a vest of durable tri-weave fibres with
Tactical Camouflage Gear a series of liquid polymer ballistic plates, this body
armour helps protect an individual’s vital organs
Created for military personnel, this tactical from incoming small arms fire.
combat gear helps its wearer blend in more
with their current environmental surroundings.
Numerous patterns and variants can be found Ballistics Shield
on the marketplace, each suited to a particular
environment or setting. Comprised of a strengthened metallic plate, this
heavy tower shield can protect its wielder almost
from head to toe. A small transparent panel is
Traits: situated towards its top, providing an adequate
view of what is happening out in front.
Camouflage
Choose one of the following pattern types: aquatic,
Like the tactical shield, this item requires an
arctic, arid, forest, grassland, or urban. While you
individual to have a hand currently free to use it.
remain stationary in this type of environment, you
gain a +2 dice pool modifier on any Stealth-based

127 Chapter 3, Items & Equipment


Environmental Combat Suit isolated from their exterior environment. While left
undamaged, they are considered immune from
Utilising a combination of different specialist
airborne or contact-based poisons, diseases,
materials, this armour is specifically designed
dangerous materials, and chemical and biological
to better protect against a wide range of hostile
compounds.
environmental conditions. Despite being unable
to completely negate high-intensity flames or
Bomb Disposal Suit
concentrated acidic substances, the Environmental
Combat suit, at the very least, noticeably reduce This thick, full bodysuit is made from layer upon
the potency of their effects. layer of heat-resistant interwoven fibres. With its
ability to protect its wearer from potent blasts of
extreme heat at close range, it is often the go-to
Full Combat Body Armour item to be worn for any delicate task that requires
using explosives.
Covering the arms, legs, and torso area, this
heavy-duty combat body armour can protect an
individual against all manner of small arms fire.
Active Camouflage Suit
This hi-tech full-bodysuit is equipped with
Hazardous Materials Suit numerous small cameras all over its surface. By
taking the image from one side and projecting
Best known for its use in laboratories and other
it onto the other, this equipment can conceal its
delicate working environments, this carefully made
wearer with an invisibility like-effect.
full-body suit can protect an individual from nearby
hazardous materials and substances. With an
integrated oxygen supply lasting about 2 hours, Standard Actions:
characters wearing this suit can continue operating
in even the most extreme toxic environments. Activate/Deactivate Active Camouflage
Enables or disables the active camouflage effect
Traits: for this equipment. While active, its wearer is
considered invisible, gaining all of the usual effects
(see Status Effects, page 233).
Environmental Protection
Any character wearing this suit is completely
3.15 Field Gear to go and take a better look.

There is no telling who or what Field gear can aid you in these situations by
you might encounter when out providing tools and equipment complimenting
in the field. Perhaps a target you your abilities and talents. Need to take someone
have been tasked with capturing in alive? Use a set of restraints. Need to climb
walks into your field of view, or up the side of a tall building? Use some climbing
maybe that meetup point where equipment and grappling hooks. Need more light
a deal is scheduled to take place so that you can see easier? Take out and turn on a
has several high vantage points, and you would like flashlight.

Put On / Take
Name Props Wt Con Rest Cost
Off
Light Stick - 0.05 kg VE - 1L 5
Restraints (Plastic) - 0.01 kg VE Standard 1L 5
0.05 kg / 5/
Rope - E - 1L
meter meter
0.05 kg / 8/
Grappling Hook Metallic E - 1L
meter meter
Duffle Bag/Rucksack - 1 kg D - 1L 30
Flashlight Metallic, Water Susceptibility 0.25 kg E - 1L 50
Lock Pick Metallic 0.05 kg VE - 1L 50
Bolt Cutters Metallic 4 kg A - 1L 105
Collapsible Ladder Metallic 11 kg D - 1L 150
Jury Rigging Kit Metallic Varies Varies - 1L Varies
Climbing Gear Metallic 1 kg A 30 s / 15 s 1L 200
Tool Kit Metallic 4 kg A - 1L 200
Carrying Crate Metallic 8 kg I - 1L 250
Binoculars Computerised Device, Metallic 1 kg E - 1L 275
Forgery Kit Metallic 2 kg A - 1L 295
Gas Mask Metallic 1 kg A Standard 1L 300
Forensics Kit Metallic 3 kg A - 1L 450
Parachute Metallic 10 kg D 10 s 1L 500
Scuba Gear Metallic 20 kg D 3 m / 1.5 m 1L 750
Tactical Goggles Computerised Device, Metallic 0.5 kg A Standard 1L 3,750+
Chemistry Kit Metallic 3.5 kg A - 1R 500
Restraints (Metal) Metallic 0.5 kg E Standard 1R 50
Grappling Gun Computerised Device, Metallic 1 kg E - 1R 450

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Binoculars 0 20 m 3 2 2
Grappling Gun 2 20 m 2 2 2
Tactical Goggles 0 20 m 3 2 2

Above: The field gear equipment overview tables.

129 Chapter 3, Items & Equipment


Light Stick Rope
This small, hand-held plastic tube contains various This simplistic, no-frills rope can support a large
chemicals within its centre. Upon being snapped, amount of weight at any given time. With a
the tube’s chemicals begin to mix, immediately slight elasticity to its design, this product is an
becoming a light source for the next couple of excellent choice for those who wish to abseil down
hours. dangerous terrain and other vertical surfaces.

Traits: Traits:

Illumination Climbing Aid


While illuminating, the chemical stick creates a Once secured, characters climbing the rope gain a
well-lit zone two meters in radius and a faintly lit +3 dice pool bonus to any Climbing-based skill
area for an additional two meters thereafter. checks they attempt to make.

Restraints (Plastic) Grappling Hook


While appearing as little more than a thicker and Consisting of a weighty hook attached to the end
better enduring version of a zip tie, this plastic of a lightweight, yet surprisingly durable cable,
restraint can quickly help secure and restrain a the grappling hook is intended to be an effective
target individual. Once applied, the restraint must tool for reaching areas that would otherwise be too
be cut through to release its trapped target. difficult to access.

Traits: Traits:

Restraint Climbing Aid


Characters secured by these restraints suffer from Characters climbing the grappling hook and its
one of three different negative effects. This effect attached cable gain a +3 dice pool bonus to any
will depend upon whether their arms, legs or a Climbing-based skill checks they attempt to make.
combination of both sets of limbs are currently
being secured.
Standard Actions:
• Arms - Impaired.
Throw
• Legs - Slowed (movement speed halved). Aiming for a suitable surface or object within range,
• Both - Restrained. you throw the grappling hook to attach to it.

Make a generic Thrown Weapons skill check with a


The target can attempt to escape these restraints success target of three. If the GM feels the throw
by making a generic Endurance + Finesse attribute range is particularly large here, they may also add
check, with a success target of four. Performing suitable penalties and modifiers to this roll.
such a task requires a standard action and can
only be made for one set of restraints on each In the event of a success, the grappling hook
occasion. Alternatively, a character can also latches onto its intended target, potentially
attempt to escape by cutting through the restraints forming a new route of passage.
using a sharpened object.

Duffle Bag/Rucksack
Simple in design and easy enough to throw over
one’s shoulder, this everyday storage bag can
house numerous small-sized items or a handful
of medium-sized ones.

130 Chapter 3, Items & Equipment


Flashlight Standard Actions:
Capable of projecting light for several hours, this
simple handheld tool can aid a group of individuals Extend/Retract Ladder
and their ability to see when traversing through Increases or decreases the length of the equipment
darkened environments. to your desired size.

Traits:
Jury Rigging Kit
Illumination With a generous supply of adhesive, spare
When equipped, its user can toggle a small light components, and duct tape, this kit allows a skilled
source on and off as part of a free action on one of individual to temporarily patch up a battered
their turns. automation or mechanical construct.

While illuminating, the flashlight creates a well-lit While it will do little to reinforce the target’s
zone that is seven meters long towards the structural integrity nor serve as a suitable
direction it is currently facing and a faintly lit area replacement for making repairs during downtime, it
for seven meters afterwards. may be enough to hold something together to end
a firefight or to get out of harm’s way.

Lock Pick
Number
Despite the rise of computerised locking Kit Type Wt Con Cost
of Uses
mechanisms, many individuals still rely on the
good ol’ fashioned mechanical-based locks. While Scrap Box 8 1.5 kg E 150
a talented individual might be able to manipulate Service Kit 16 3 kg A 275
them with a hairpin or paper clip, it becomes much
Emergency
easier to do so when you have the proper tools at 24 4.5 kg A 400
Repair Kit
your disposal.

The Lock Pick allows a character to manipulate


mechanical-based locks using their Lock Picking Standard Actions:
skill.
Jury Rig
Targeting a mechanical-based entity within your
Bolt Cutters melee reach, you quickly begin to get to work
This large two-handed tool is a regular for those patching up any immediate signs of damage.
needing to get somewhere they probably should
not be. With ample cutting force at its disposal, this Make a generic mechanical-based skill check, using
equipment can easily slice through metal fencing, whichever skill is deemed most appropriate by the
wires, and padlocks. GM. With a success target of three, the target’s
current damage accumulation penalties are
considered to be reduced in effectiveness by one
The Bolt Cutters’ handles are made of quality
die in the event of a success.
polymer, allowing users to avoid electrocution
when cutting through a live wire.
The kit’s effects last up to one hour, and like with
painkillers, they can be stacked multiple times
Collapsible Ladder through repeated use.

Featuring an easy-to-use telescopic design, this


equipment excels at helping to traverse all manner
Climbing Gear
of hazards when out in the field. While small
enough to be stowed away on an individual’s back, Comprised of specialist footwear, gloves, and
much like a rucksack or shield, the ladder can a safety harness, this equipment provides an
quickly extend to about 5 meters in length. individual with the necessary tools to climb
large-scale objects and terrain.
This equipment is marked as having a maximum
weight capacity of around 150 kg.

131 Chapter 3, Items & Equipment


Traits: Forgery Kit
Often utilised by criminal organisations and gangs,
Climbing Aid this kit contains everything one needs to attempt
Wearing this equipment grants characters a +3 dice to create or modify a forged document. Papers,
pool bonus to any Climbing-based skill checks. This specialist inks, microchips, and blank keycards are
effect can stack with the use of a grappling hook. all included as standard, along with a microscope
to inspect a document’s finer details.
Tool Kit
This neatly packed assortment of tools comes Gas Mask
with a wide array of apparatus, including pliers,
Designed to cover the lower half of an individual’s
screwdrivers, wire cutters, and wrenches. A
face, this mask helps better protect its wearer
skilled individual can utilise these when carrying
against airborne hazards and toxins while not
out various engineering-based tasks, including;
hampering their field of view. The in-built filters
breaking open a nearby electrical panel, severing
require periodic cleaning after a prolonged period
cables and wires, or repairing a damaged
of use.
automation.

Traits:
Carrying Crate
Big, heavy, and often large enough to require two Air Filtration
individuals to move, this crate can house several A character wearing this mask receives a +3 bonus
difficult-to-conceal items within its interior. to their dice pool whenever they attempt to resist
or end an effect caused by an inhalation-based
airborne hazard or toxin.
Binoculars
This telescopic optical device can view images and
objects in great detail from some distance away. Forensics Kit
While the Binoculars require a clear line of sight to
This standardised kit comprises fingerprint tape,
function, images captured by it can be streamed
various chemicals, fluorescent and magnetic
back and shared with others.
powders, and multiple brushes for helping in
an investigation. It is most often utilised by law
Traits: enforcement officials across the globe.

Binoculars
This equipment allows a character to make Parachute
visual-based Perception skill checks without
Comprised of a canopy attached to a backpack
suffering a negative dice pool penalty or success
with various wires, this tried and tested equipment
target increase due to their distance. It has an
can often be a lifesaver in hazardous high-altitude
effective range of roughly 1,000 meters.
environments.
When struck by an EMP, this equipment can still be
used manually; however, any data streaming Traits:
functionality will be unable to function.
Minimum Safe Distance
This equipment requires some amount of time to
Standard Actions: deploy correctly. It will prove ineffective for any
fall or drop less than 50 meters in height.
Sync to Device
Spending a moment of your time, you call for the Slow Fall
binoculars to be synced with a different device. You Once deployed, this equipment allows an individual
must know the target device’s current network to make a slow and controlled descent. They ignore
address and the device’s owner must be willing for all fall damage and can land on the ground upright.
the sync to be successful.
After deployment, the parachute must be repacked
So long as this connection is maintained, all future to be usable once again.
captures made by the equipment will automatically
be streamed to the synced device.

132 Chapter 3, Items & Equipment


Scuba Gear Toggle Vision
Toggles on or off the goggles assigned vision type.
Whether you are looking for a recreational swim or
a stealthier method of approaching that riverside
compound, this equipment can allow an individual
to disappear beneath the waves for an extended Chemistry Kit
duration. While this kit may appear purely academic, with
various beakers, mixing tools and instruments,
Traits: looking a little more carefully, you will find a wide
assortment of potent chemicals and powders.
Underwater Breathing Those who are competent enough can utilise their
A character wearing this diving equipment can Chemistry skill to create various compounds and
breathe normally in a low-oxygen environment. dangerous substances.
The supplied tank has enough volume to provide
one person up to 2 hours of dive time before
requiring a refill. Restraints (Metal)
These heavy-duty metallic restraints are more
than capable of securing and restraining a target
Tactical Goggles individual. Once applied, the restraint can be
This optoelectronic device is often utilised by released using the provided key.
individuals required to operate in low-light
conditions. With various cameras on the Traits:
marketplace, these goggles can provide users with
several types of enhanced vision without resorting Restraint
to cybernetic enhancements. Characters secured by these restraints suffer from
one of three different negative effects. This effect
At the time of its purchase, a character should look will depend upon whether their arms, legs or a
to specify which type of vision they would like to combination of both sets of limbs are currently
acquire. The choice made should have its additional being secured.
cost added to the base amount of the goggles
themselves to form the total cost for the coming
• Arms - Impaired.
transaction.
• Legs - Slowed (movement speed halved).
Vision Type Additional Cost • Both - Restrained.
Low-light +0
Night Vision +1,000 The target can attempt to escape these restraints
by making a generic Endurance + Finesse attribute
Thermographic +1,250 check, with a success target of five. Performing
such a task requires a standard action and can
Traits: only be made for one set of restraints on each
occasion.
Visual Enhancer
While equipped, the wearer of these goggles gains Alternatively, a character can also be released by
the enhanced vision type purchased alongside it. picking the locking mechanism. This will require a
generic Lock Picking skill check with a success
target of three and must be performed with the
Standard Actions: appropriate tools.

133 Chapter 3, Items & Equipment


Grappling Gun latches onto its intended target, potentially
forming a new route of passage.
Powered by a compact gas cylinder at its rear,
this pistol-like weapon can propel grappling
Reload: A
hooks through the air to reach far off-targets.
In an emergency, the pistol can also function as
a traditional firearm, damaging individuals and
targets through its fired hook’s sheer force of
impact. 3.16 Electronic Gadgets &
Accessories
Skill: Guns: Pistols [Finesse]
In addition to PCDs, many
Range: 30/60/90 m
different electronic items,
Ammunition: Grappling Hooks gadgets, and devices can
help an individual achieve
a certain task or goal. They
Damage: 2d4 P may require some fibre optic
Penetration: - cable to establish a hard-wired
connection to a nearby terminal or a device that
Handed: 1 hand
can break through an electronic-based lock.
Regardless of what it might be, there are many
Standard Actions: gadgets out there that can aid an individual when
out in the field.
Fire Grappling Hook
Ranged weapon attack: single target within range. Below you can find everything a mercenary could
need for an upcoming mission, whether a veteran
Alternatively, if you attempt to attach the hook to a or rookie. The columns from left to right are as
nearby location or object, you can make a generic follows; name, properties, weight, concealment
Guns: Pistol skill check with a success target of rating, combined restriction class & level, and
three. In the event of a success, the grappling hook finally, its cost.
Name Props Wt Con Rest Cost
Computerised Device, Metallic, Water
Bulwark Shield 6 kg D 2L 4,000
Susceptibility
Code Breaker Metallic, Water Susceptibility 0.15 kg VE Varies Varies
Cred Chip Metallic 0.01 kg VE 1L 10
Cybernetic Modulator Metallic 0.5 kg E 1L 7,500
Data Chip Metallic 0.01 kg VE 1L 25
Fibre Optic Cable Metallic 0.1 kg / meter E 1L 10 / meter
Computerised Device, Metallic, Water
Flapjack Grenade Shield 5.5 kg D 3R 5,250
Susceptibility
Keycard Copier Metallic, Water Susceptibility 0.25 kg VE 1O 200
Laser Tripwire Metallic, Water Susceptibility 0.25 kg VE 1L 100
Metal Detector Metallic, Water Susceptibility 0.5 kg E 1L 250
Computerised Device, Metallic, Water
Micro Camera 0.1 kg VE 1L Varies
Susceptibility
Micro Communicator Metallic, Water Susceptibility 0.05 kg VE 1L 75
Computerised Device, Metallic, Water
Network Jammer 0.5 kg E Varies Varies
Susceptibility
Computerised Device, Metallic, Water
Pylon Shield 4.5 kg D 3L 6,500
Susceptibility
Computerised Device, Metallic, Water
Surveillance Jammer 0.5 kg E Varies Varies
Susceptibility
Tracking Bug Metallic 0.005 kg VE Varies Varies
X-Ray Scanner Metallic, Water Susceptibility 0.5 kg E Varies Varies

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Bulwark Shield 0 20 m 3 3 2
Flapjack Grenade Shield 0 20 m 3 3 2
Micro Camera 0 20 m 3 2 2
Network Jammer 0 20 m 3 3 2
Pylon Shield 0 20 m 3 3 2
Surveillance Jammer 0 20 m 3 3 2

Above: The electronic gadgets and accessories overview tables.

135 Chapter 3, Items & Equipment


Bulwark Shield Once connected, the Code Breaker will iterate
through thousands of combinations until it finds
Often utilised by security forces and tactical
the right choice. Beware, however, as many
law enforcement, the Bulwark Shield is a
high-end electronic locks include anti-tampering
well-respected and reliable form of deployable
circuitry built into them. Using the Code Breaker
cover. Individuals who take refuge behind the
against such devices will likely cause them to lock
barrier are better protected against incoming
down.
attacks and can more effectively hold their ground.

The device can be powered by its built-in battery Version Restrictions Cost
pack or connected to the nearby mains with a 1 1O 650
retractable ten-meter extension cord.
2 2O 1,250

Traits: 3 3O 2,000
4 4O 3,500
Bulwark Shield 5 5O 6,125
Once activated, the Bulwark Shield will emit a
potent energy barrier, protecting itself and all
individuals behind it. Any hostile projectiles, psionic Traits:
powers, or attacks attempting to pass through this
barrier detonate immediately, dealing full damage Code Breaker
to it instead of its intended target. Once connected to an electronic-based locking
mechanism, the Code Breaker will begin its attempt
Characters can pass on freely through the shield; to break in.
however, doing so incurs an additional movement
speed cost of two meters. The shield stretches for This process should utilise an ongoing check, with a
up to two meters in width and height in front of the success target equal to the lock’s firewall rating
device and has 40 shielding in total (with ten and a short-based task length. For each interval,
resistance to all damage types). Any shielding that roll a dice pool equal to the version number of the
is lost will slowly regenerate over the next three Code Breaker and record the number of passes
hours. achieved.

The shield is immune to mental-based damage, and This device cannot botch on its attempts to break
despite being mostly see-through, it should be into an electronic lock.
considered full cover for those behind it.

Standard Actions:
Standard Actions:
Connect/Disconnect Device
Extend/Retract Shield Spending a moment of your time, you connect or
You spend a moment of your time turning on or off disconnect the device from an electronic lock
the device’s shield generator. This action can be within your reach.
carried out physically in person or remotely while
connected to the device.
Cred Chip
While gaining access to or using your funds can
Code Breaker
often be as quick and simple as a swipe on your
Taking on the appearance of a small PCD, many prefer to utilise a piece of equipment
circular-shaped device, similar to that of a known as a Cred Chip.
watch face, the Code Breaker can hack an
electronic-based locking mechanism. While In a day and age where every movement and
it might not be the fastest of machines, this transaction is being tracked, categorised, and
equipment is virtually guaranteed to eventually quantified, there is a growing movement for
guess the right combination to any lock. making monetary transfers off the grid. Cred Chips
help the population achieve this very goal, allowing
funds to be anonymously transferred from one
or multiple bank accounts onto a small portable

136 Chapter 3, Items & Equipment


electronic chip. Wherever this chip goes, so too do Fibre Optic Cable
the funds that have been transferred onto it.
This simplistic yet durable fibre optic cable allows
two devices to communicate over a hard-wired
Cred Chips can help pay for items and services or connection.
even move credits into a new bank account. They
are widely considered a legal form of tender, and
Covered in a protective metallic sheath, this
as rumours would certainly have it, they serve
equipment can survive light punishment without
as the primary go-to method to facilitate money
affecting its ability to transmit data. Weights
laundering.
and costs are listed per meter, with most sellers
capable of cutting the cable to order.
Regardless of their use, however, Cred Chips can
hold up to 10 million credits at any given time.
Flapjack Grenade Shield
Cybernetic Modulator Extending to roughly 1.25 meters after deployment,
the Flapjack is a sizeable, tripod-based electronic
With the rise of cybernetics, many Cyterians took device. This equipment can track and shoot down
it upon themselves to find ways to better integrate all nearby passing grenades using a sophisticated
with these enhancements. While many approaches suite of environmental sensors and a top-mounted
were tried over the years, only one was considered miniaturised scattershot.
reliable enough, which could be mass-produced to
satisfy an ever-growing demand.
The Flapjack requires magazines of shells to fire its
mounted weapon systems and must be reloaded by
Entering the marketplace with the promise of hand.
finally allowing Cyterians to join the augmentation
craze, the Cybernetic Modulator allows their core
systems to integrate with these enhancements Traits:
seamlessly.
Grenade Shield
Traits: Once activated, the Flapjack will continuously
monitor its nearby surroundings to shoot down
potential incoming threats. Any grenade (whether
Cybernetic Modulator
handheld or the launcher variety) and other similar
This modulator allows for a Cyterian to be better
objects are said to be shot out of the air by its
protected against the effects of cybernetics
mounted scattershot once they pass within 20
sickness. While installed, ten whole points of
meters of the device.
rejection rating that they might have amassed from
their cybernetic enhancements are said to be
The Flapjack will regard any projectile passing
suppressed indefinitely.
towards its current location as hostile, even those
an ally had thrown. Once its current magazine has
See Cyterian & Cybernetics (page 228,) for more
been expended of ammunition, an individual will be
information.
required to manually reload the device before being
able to fire once again.
Data Chip
Reload: 2
While Cred Chips can hold funds and transfer them
into other accounts, Data Chips, as their name
suggests, can store computerised data and move Standard Actions:
them between different devices.
Activate/Deactivate Device
With a similar profile and weight to the old micro Spending a moment of your time, you physically
storage cards of the early 21st century, Data Chips secure the device onto the ground and activate its
can easily be carried about on your person or kept surveillance routines.
hidden in storage. They have enough memory
space to contain many files, including text-based
documents, images, videos, etc.

137 Chapter 3, Items & Equipment


Keycard Copier tripwire can send further alerts to the target
device.
As a regular tool amongst data thieves, this device
can store an exact copy of a physical keycard.
In the hands of a skilled forger, this data can
create counterfeit copies with the same security Metal Detector
privileges as the original. As its name would suggest, this small hand-held
tool can detect the presence of metal within its
Standard Actions: vicinity. Popular with law enforcement officials and
security teams, the device excels at tracking down
Copy Keycard smuggled firearms and ammunition into restricted
Spending a brief moment of your time, you quickly areas.
scan a physical keycard through the copier. All
information currently held on the card is duplicated Traits:
onto the device’s internal storage.
Metal Detector
While active, the equipment will automatically
Laser Tripwire detect any metallic instrument or substance within
Having initially been designed for use in the home 2 meters of the direction it is currently facing.
defence market, this small piece of equipment has
become widely popular with mercenary groups and
security services.
Micro Camera
Appearing as little more than a small sphere
Appearing as little more than a slim metallic roughly 15 mm in diameter, this equipment can
casing, the tripwire can be attached to any solid record all nearby events occurring around it. Given
surface and project a beam outwards in a straight its spherical design, the camera can view all 360
line. When a disturbance is detected, such as an degrees of its surroundings simultaneously.
individual passing through it, the tripwire can
send a signal to a synced device, alerting it of the Standard versions of the camera come equipped
event. This can make for an effective early warning with basic recording functionality, while several
system or to detonate some nearby explosives for enhanced versions are also available. These come
maximum effect. equipped with additional lenses and can help
provide the device with specialist types of vision.
Traits:
Vision Types Cost
Laser Tripwire
Shortly after being placed, the tripwire produces an Standard 250
invisible beam travelling outwards in a given Standard, Low-light 350
direction. The beam can be up to 18 meters long;
Standard, Low-light, Night Vision 500
however, it must contact a solid surface for the
device to function correctly. Standard, Low-light, Night Vision,
750
Thermographic
On detecting a disturbance to the beam, the
equipment can immediately send a signal to one or
multiple suitable devices.
Traits:

Standard Actions: Micro Camera


While recording, the camera can stream audio and
visual data to a synced device, allowing an
Sync to Device
authorised user to observe all nearby events as if
Spending a moment of your time, you call for the
they were physically there.
tripwire to be synced with a device. You must know
the target device’s current network address and
Users currently observing through the camera gain
the device’s owner must be willing for the sync to
access to each vision type it has been equipped
be successful.
with.
So long as this connection is maintained, the

138 Chapter 3, Items & Equipment


Standard Actions: Network Jammer
With its ability to flood the local airspace with
Sync to Device unintelligible data, the Network Jammer can
Spending a moment of your time, you call for the drastically slow down all nearby wireless-based
camera to be synced with a different device. You network communications.
must know the target device’s current network
address and the device’s owner must be willing for
While usually frowned upon by law enforcement
the sync to be successful.
officials and the Central Omninet Organisation,
many countries worldwide allow Network Jammers
So long as this connection is maintained, all future
to be used by authorised, licensed individuals.
recordings made by the camera will be
automatically sent to the synced device.
Jamming
Version Restrictions Cost
Toggle Recording Radius
Toggles the camera’s recording on or off. This 1 10 m 1R 1,200
action can be carried out physically in person or
remotely while connected to the camera. 2 15 m 2R 1,800
3 20 m 3R 2,700
4 25 m 4R 4,050
Micro Communicator
5 30 m 5R 6,075
Combining a miniaturised ear pierce and
microphone, this equipment allows an individual
to communicate more effectively over audio. Traits:
Background noise dampeners and an in-built
filtering system enable its wearer to hear Network Jammer
communications to an almost crystal clear level While active, the jammer floods the local airspace
of precision. with a stream of randomly generated noise. All
devices attempting to communicate with, or are
Traits: located within its jamming radius, suffer additional
latency equal to double the jammer’s version
Micro Communicator number.
Characters equipped with a communicator suffer
no additional penalties due to background noise Additionally, all regular networking
when communicating with one another. communications also become degraded within this
area. Remote computing should react more
delayed and sluggishly, hampering those who
Standard Actions: attempt to carry out their computing tasks from
afar.
Sync to Device
Communications made over a hard-wired
Spending a moment of your time, you call for the
connection are unaffected by the jammer.
communicator to be synced with a different device.
You must know the target device’s current network
address and the device’s owner must be willing for Standard Actions:
the sync to be successful.

So long as this connection is maintained, the Toggle Jammer


communicator can send and receive audio to all Turns the Network Jammer on or off. This action
other suitable equipment currently on the device’s can be carried out physically in person or remotely
network. while connected to the device.

139 Chapter 3, Items & Equipment


Pylon Shield Jamming
Version Restrictions Cost
Radius
Having been initially created as a better way of
protecting field medics on the front lines of battle, 1 5m 1R 1,000
the Pylon Shield has long since become a staple 2 10 m 2R 1,500
piece of gear for most fire teams. With a cylindrical
shape and a height of around one meter, this device 3 15 m 3R 2,250
can produce a strong bubble-like energy shield to 4 20 m 4R 3,375
protect those currently inside it.
5 25 m 5R 5,050

Traits:
Traits:
Pylon Shield
Once activated, the Pylon Shield will produce a Surveillance Jammer
bubble-like energy barrier, surrounding a zone of While active, the jammer floods its nearby
up to five meters in radius around the device’s surroundings with a continuous scrambling signal
location. Any hostile projectiles, psionic powers, or and stream of white noise. All recording devices
attacks attempting to pass through this barrier within the field, whether audio-based or visual, are
detonate immediately, dealing full damage to it swiftly overwhelmed, relaying back a scrambled
instead of its intended target. mess of data to its synced device.

Characters can pass on freely through the shield; Additionally, characters who attempt to overhear a
however, doing so incurs an additional movement conversation within the field suffer a -5 dice pool
speed cost of two meters. The barrier has 30 penalty on all Perception skill checks they try to
shielding, with eight resistance to all damage make.
types. Any shielding that is lost will slowly
regenerate over the next three hours.
Standard Actions:
The shield is immune to mental-based damage. All
characters inside its perimeter are considered Toggle Jammer
shielded from mental-based attacks and effects Turns the Surveillance Jammer on or off. This
that originate from its exterior. action can be carried out physically in person or
remotely while connected to the device.
Standard Actions:

Turn On/Off Shield Tracking Bug


You spend a moment of your time turning on or off This seemingly innocent, small electronic chip can
the device’s shield generator. This action can be continuously track its whereabouts worldwide.
carried out physically in person or remotely while Streaming back a bountiful supply of data, the
connected to the device. tracker can communicate with a synced device to
provide a real-time feed of its current position and
altitude.
Surveillance Jammer
Often utilised by government and corporate Higher versions of the tracker can better mask their
intelligence groups, this simple cuboid-shaped networking footprint, allowing them to remain
device is perfect for ensuring that your private hidden from other devices for longer.
conversations and meetings stay between only the
relevant parties.
Version Restrictions Cost

Capable of sustaining a field of constant 1 1L 150


randomised noise, in addition to a scrambling 2 1L 225
signal that hampers nearby cameras, the
3 2L 350
Surveillance Jammer can severely impede any
nearby recording equipment or individuals 4 2L 525
attempting to overhear. 5 3L 775

140 Chapter 3, Items & Equipment


Traits: Scanning
Version Restrictions Cost
Distance
Tracking Bug 1 5m 3R 2,950
While active, the tracker will continue to stream its
2 8m 4R 4,450
exact geographical location and current altitude to
the device it has been synced with. 3 12 m 5R 6,750

The tracker can be physically spotted using either a


generic Perception or Sleight of Hand skill check Traits:
(success target of five) or electronically by carrying
out the Locate Devices computing action. The X-Ray Scanner
tracker has an effective network noise rating equal While active, the character using the handheld
to double the version number at which it was device can make Perception skill checks through
purchased at. walls and other solid objects. The maximum range
they can see outwards is based on its listed
scanning distance.
Standard Actions:
Objects or characters observed in this way will
Sync to Device generally only appear as their outline, lacking most
Spending a moment of your time, you call for the of their finer details. Lead will outright block the
tracker to be synced with a different device. You device’s X-Ray capabilities, along with most
must know the target device’s current network materials that are classed as being of type
address and the device’s owner must be willing for armoured/reinforced.
the sync to be successful.

So long as this connection is maintained, the


tracker will send a continuous feed of tracking 3.17 Personal Computing
information to this device.
Devices
Toggle Tracker
With the Omninet having
Toggles the bug’s tracking on or off. This action can
become such an essential part
only be carried out physically in person.
of our everyday lives over the
past few decades, it should
be as little of a surprise that
X-Ray Scanner the PCD market is in a bit of
This small handheld device can emit potent gamma a boom right now. Everyone
rays in a given direction. Often utilised by police seemingly needs a device to get by, and plenty of
and security forces, the X-Ray Scanner can provide large corporations out there are more than willing
an individual with the ability to partially see to provide them for us.
through walls and other such solid objects thanks
to its holographic display. From keeping up to date on the latest news to
checking out the scores for the big local game,
While there has been some debate over the years these Personal Computing Devices will have you
on the potential health risks of the device, various covered for all your basic everyday needs.
law enforcement organisations have reassured the
public that the chances of developing cancer due to The table below should give you an overview of
these scans are extremely low. each of these items, along with their associated
statistics and effects. The columns from left
to right are as follows; name, host count, scan
range, network noise, firewall rating, RAM pool,
properties, weight, concealment rating, combined
restriction class & level, and finally, its cost.

141 Chapter 3, Items & Equipment


Host Scan
Name Noise Firewall RAM Props Wt Con Rest Cost
Count Range
Computerised
PTX-200 5 20 m 3 2 4 Device, 0.5 kg E 1L 500
Metallic

Computerised
SimCore 5 5 30 m 4 2 3 Device, 0.75 kg E 1L 650
Metallic

Computerised
Neptuno 6 25 m 3 2 4 Device, 0.5 kg E 1L 850
Metallic

Computerised
Prism 6 20 m 3 3 4 Device, 0.5 kg E 1L 1,150
Metallic

Computerised
Iris 8 30 m 4 3 4 Device, 0.75 kg E 2L 1,950
Metallic

Computerised
Djinni Red 10 40 m 3 3 5 Device, 0.75 kg E 2L 2,100
Metallic

Computerised
Aurora 12 40 m 4 3 6 Device, 0.75 kg E 3L 3,250
Metallic

Computerised
VimX 12 50 m 5 3 5 Device, 0.75 kg E 3L 3,500
Metallic

Above: The PCDs equipment overview table.

PTX-200 Neptuno
Having been developed during the earlier years of As the latest device to originate from the creative
the Omninet, the PTX brand is probably one of the minds at SymTech, the Neptuno is often seen as
oldest that still resides on today’s markets. The a more upper market Personal Computing Device
PTX-200, in particular, is the latest model to be than some of its competitors.
released for this series.
Boasting both a modest scan range and a
With a strong following from an incredibly loyal competent RAM pool, this device looks set to
consumer base and an impeccable reputation achieve a promising number of sales throughout
as one of the more reliable Personal Computing the remainder of the year.
Devices around, many individuals still swear by the
PTX-200 to help them organise their daily lives.
Prism
Coming into the marketplace as the latest product
SimCore 5
release from the labs at IntelGen, the Prism seeks
Developed with strong network interconnectivity to offer everyday citizens a safe and secure way of
in mind, the SimCore 5 is a reasonably low-cost helping them organise their lives.
PCD that looks to take on the dominance of the PTX
brand.
While it might not be the most secure Personal
Computing Device ever created, it offers a fairly
Despite featuring a reduced amount of RAM, this respectable level of protection given its price tag.
device is more than capable of serving the daily
needs of most individuals.

142 Chapter 3, Items & Equipment


Iris Aurora
The Iris personal computing device is often seen as This current generation Personal Computing Device
an effective yet inexpensive solution for managing is aimed towards small-sized commercialised
many other systems and electronics. Complete networks.
with a reasonably decent host count and improved
networking noise management, this device is With a good reputation amongst consumers and
regularly seen in many commercial properties, both decent benchmarks across the board, the Aurora
big and small. has certainly proven to be a fine purchase for those
with the credits to do so.

Djinni Red
Combining an impressive host count with a VimX
potent wireless transmitter, the Djinni Red has Boasting a powerful wireless transmitter and
undoubtedly proven a decent success for Emirex, remarkable networking management algorithms,
their first major product to be released onto the the VimX has proven to be a useful tool for those
major worldwide markets. who want efficiency and low bandwidth usage.
3.18 Cyber Command Decks types that remain unhindered by the Omniwatch
protocol. For this reason alone, Cyber Command
Decks are outlawed in many countries, with only
Beginning life as a top-secret
law enforcement officials and certain key security
project by the United States
organisations being authorised for their use.
military, the Cyber Command
Deck has long become the go-to
method for those individuals The table below should give you an overview
and organisations who wish to of each of the different decks, along with their
cause a little trouble over the associated statistics and effects. The columns
Omninet. from left to right are as follows; name, host count,
scan range, network noise, firewall rating, RAM
pool, properties, weight, concealment rating,
Complete with a variety of software and tools
combined restriction class & level, and finally, its
to help aid an individual in their illicit acts; this
cost.
tablet-sized computer system is one of the few

Host Scan
Name Noise Firewall RAM Props Wt Con Rest Cost
Count Range
Computerised
Epsilon Spark 12 25 m 3 3 6 0.75 kg E 1O 4,500
Device, Metallic

Computerised
SimPro 12 30 m 4 3 5 0.75 kg E 1O 4,950
Device, Metallic

Computerised
Orion 12 25 m 3 4 5 0.75 kg E 1O 5,250
Device, Metallic

Commutec Computerised
15 35 m 5 4 8 0.75 kg E 2O 7,000
OmniGuard Device, Metallic

Novatech Computerised
15 50 m 5 4 7 0.75 kg E 2O 7,450
Gatekeeper Device, Metallic

Computerised
Phalanx 18 40 m 6 4 8 0.75 kg E 3O 11,200
Device, Metallic

Samsura Computerised
22 60 m 6 4 6 1 kg E 3O 12,500
Nimbus Device, Metallic

Computerised
Eclipse 20 50 m 7 5 10 0.75 kg E 4O 19,750
Device, Metallic

NetCom Computerised
24 60 m 8 5 10 1 kg E 5O 29,500
Banshee Device, Metallic

Above: The CCDs equipment overview table.

Epsilon Spark SimPro


At the lower end of the price spectrum, the Produced in the labs of DataCore Inc., the SimPro
Epsilon Spark is a widely available, no-frills Cyber arrives on the global marketplace as the company’s
Command Deck. While it might not have the first attempt at breaking into the lucrative cyber
highest performance benchmarks, it still offers warfare space.
all the necessities for carrying out a sophisticated
cyber-attack when used in the right hands. With balanced statistics across the board and a
relatively low price point to match, the SimPro
often serves as a great starting device for many
individuals just starting to enter the cybersecurity
scene.

144 Chapter 3, Items & Equipment


Orion Eclipse
The Orion is a well-made and often considered Arriving out of the German labs of KernSysteme (a
premium Cyber Command Deck. Well known for subsidiary of Beryl Lynx), the Eclipse is well-known
its robust in-built security features, the device among government and big industry agents.
regularly sees use by cybersecurity experts and
anyone else who has started to make a name for Mainly developed for use in black ops and special
themselves in the underground hacking scene. forces, the Eclipse can often be a challenging piece
of gear to get ahold of. Those who know the right
sort of connections, however, soon find that this
Commutec OmniGuard equipment is well worth the time and hassle to do
The Commutec OmniGuard is a well-protected so.
Cyber Command Deck aimed at local law
enforcement and black market mercenaries. With both a potent amount of security features and
a powerful processor unit, this Cyber Command
With high-end security measures built-in and a Deck will serve you well, regardless of the current
competent RAM pool to suit, the OmniGuard is an situation in which you happen to find yourself.
excellent piece of equipment for those with the
contacts necessary to obtain one.
NetCom Banshee
Novatech Gatekeeper Created by the team over at NetCom, this
government-orientated Cyber Command Deck
Arriving onto the marketplace with an impressive was designed to help serve and secure military
scan range, the Novatech Gatekeeper is an installations across the globe.
exceptional piece of gear for those who wish to be
fully aware of their local cyberspace. Just be sure
Supporting an impressive amount of in-built
to have the right kind of contacts to be able to get
security features and a highly efficient network
ahold of one.
traffic algorithm, this device has, for multiple years
now, been regarded as one of the best around.
Phalanx
Coming in with a hefty price tag that often pushes
it out of the reach of most ordinary individuals, the
3.19 Electronic
Phalanx is an all-purpose, high-performance Cyber Countermeasures
Command Deck.
Given both the prominence of cybercriminals today,
Aimed towards large commercial institutions that and the interconnected nature of the world that we
require top-notch cybersecurity, this device has live in, it is always a good idea to take certain steps
been incredibly successful for its maker Omnicron that ensure your devices are sufficiently protected.
Solutions. Electronic countermeasures help fulfil this task by
keeping a watchful eye over a device, deterring any
would-be intruders or data thieves.
Samsura Nimbus
While suffering from both a shortage in supply Electronic countermeasures generally fall under
and severe logistical issues during its first few one of two different categories of software.
opening months on the marketplace, the Nimbus Both have their benefits and advantages over
has continued to go from strength to strength. one another and, as such, are often combined to
ensure that a given device has the best protection
With efficient network traffic algorithms and possible. These categories are:
a top-of-the-line firewall rating to match, the
Nimbus is frequently seen as a device well worth
both the effort and expense required to track one
down.

145 Chapter 3, Items & Equipment


• ICE - Large-scale software applications ICE
that watch over an entire device and its
slaves. The countermeasure reacts when an While securesofts are intended
unauthorised access attempt is detected. to be small, hard-to-detect
pieces of software, ICE are much
• Securesofts - Smaller scale programs that
broader creations that look to
are more evasive and difficult to detect. This
protect an entire system from
type of software observes specific files or
unauthorised access.
functions on a device, retaliating against
those who attempt to make unauthorised
changes. Given the nature of what they
are attempting to do, ICE tends to deliver far more
potent effects than their smaller brethren. While
Countermeasures must be purchased separately
technology has not yet developed to the point
for each device you intend to install them onto.
whereby electronic code can fatally wound or kill
Should you wish to upgrade to a different device in
someone, it is not uncommon for ICE to lockout
the future, you can transfer the installed software
users from a device or overload its circuitry and
during downtime, provided you are the Root access
cause damage.
user.

Each type of ICE listed in this section includes


Additionally, all types of countermeasures come
a variety of statistics that determine their
in one of several different varieties. Represented
effectiveness at a particular type of job or role.
by a version number, this value illustrates how
These include their version number (Ver), RAM
many iterations of improvements the software’s
use (RAM), detection rating (Detect Rating), and
code has been subjected to. As the version number
its combined restriction class & level (Rest).
continues to increase for a given product, so will
its potency, restriction rating, and associated price
tag. More information about how these all work can
be found in the Computers & the Omninet chapter
featured later on in this book.

Name Description
Battering Ram Grants Basic level access rights on the attacking device.
Blackout Data bombs the attacking device, attempting to temporarily take them offline.
Glitch Periodically turns off the attacking device, hindering its ability to make a prolonged offensive.
Isolation Severs all ongoing connections between the attacking device and the rest of its network.
Lurker Installs itself onto the attacking device, allowing its actions to be tracked and monitored.
Memory Dump Interferes with the attacking device, temporarily reducing its RAM pool.
Nuke Seizes the attacking device.
Interferes with the attacking device’s main processor, hindering its ability to carry out further
Sloth
actions.
Monitors the attacking device, revealing information about its make, model, the presence of any
Sonar
installed countermeasures, and its rough geo-location.

Above: The ICE equipment overview table.

146 Chapter 3, Items & Equipment


Battering Ram Blackout
Simple in both design and function, the Battering The Blackout countermeasure looks to protect
Ram countermeasure looks to smash its way its current device by knocking any attempted
through a device’s defences in an attempt to install attacker offline. When this countermeasure
Basic level access rights for its owner. detects a potential intruder, it immediately
launches a full-scale data bombing operation back
While no doubt lacking in style compared to some in retaliation. This often proves to be a quick and
of the other products available on the marketplace, efficient way of overwhelming the target device,
Battering Ram can help pave the way for a swift stopping any attempted hack while still in its
and brutal counter-attack. infancy.

Detect Detect
Ver RAM Rest Cost Ver RAM Rest Cost
Rating Rating
1 2 3 1L 850 1 2 3 1L 950
2 2 4 2L 1,425 2 2 4 2L 1,500
3 2 5 3L 2,050 3 2 5 3L 2,150
4 2 6 4L 2,650 4 2 6 4L 2,875
5 2 7 5L 3,300 5 2 7 5L 3,550

Traits: Traits:

ICE: Battering Ram ICE: Blackout


Trigger: A user fails on a computer Trigger: A user fails on a computer
action, targeting a device that is currently action, targeting a device that is currently
protected by this countermeasure. protected by this countermeasure.

Effect: Battering Ram immediately retaliates with Effect: Blackout immediately retaliates with a Data
a Force Entry action against the attacking device. Bombing action against the attacking device. The
The dice pool for this action should equal 10 + dice pool for this action should equal 10 + double
double the version number of the countermeasure. the version number of the countermeasure. On a
In the event of a success, Battering Ram can find a failure, this action does not trigger any
suitable exploit, granting access to the attacking countermeasures currently protecting the target
device for its current Root user. device.

Should this action fail, it does not trigger the The current Root user of the protected device is
countermeasures currently protecting the target immediately notified of this event, any relevant
device. Additionally, regardless of whether it was actions that were taken, and the current network
successful, the current Root user of the protected address of the attacking system.
device is notified of this event, any relevant actions
that were taken, and the current network address Improved Firewall
of the attacking system. While installed and enabled, this software
increases the firewall rating of a protected device
Improved Firewall by one.
While installed and enabled, this software
increases the firewall rating of a protected device
by one.

147 Chapter 3, Items & Equipment


Glitch Improved Firewall
While installed and enabled, this software
While Blackout looks to immediately take an
increases the firewall rating of a protected device
offensive device offline, Glitch prefers to install
by one.
itself into the background. With its ability to
periodically cause havoc, Glitch can infuriate those
who want to carry out a prolonged attack against
Isolation
their target device.
Since many cybercriminals choose to use their
device as a network host for themselves and
Detect others, it was only a matter of time before
Ver RAM Rest Cost
Rating someone came up with a countermeasure that
1 2 3 1L 775 tried to interfere with this.
2 2 4 2L 1,350
With its ability to sever all existing connections
3 2 5 3L 1,950
between the device in question and all others on
4 2 6 4L 2,500 its network, the Isolation software can often bring
5 2 7 5L 3,150 complete chaos to those who are unfortunate
enough to trigger it.

Traits:
Detect
Ver RAM Rest Cost
Rating
ICE: Glitch
Trigger: A user fails on a computer 1 2 3 1L 900
action, targeting a device that is currently 2 2 4 2L 1,550
protected by this countermeasure.
3 2 5 3L 2,150
Effect: Glitch immediately retaliates against the
4 2 6 4L 2,850
attacking device, attempting to find a suitable
vulnerability in which it can install a worm. 5 2 7 5L 3,575

Make a generic Tech: Hacking skill check using a Traits:


dice pool equal to 10 + double the version number
of this countermeasure. With a success target
ICE: Isolation
equal to the current firewall rating of the triggering
Trigger: A user fails on a computer
device, Glitch installs its payload in the event of a
action, targeting a device that is currently
success. On a failure, this action does not trigger
protected by this countermeasure.
any countermeasures currently protecting the
target device. Effect: Isolation immediately retaliates against the
attacking device, attempting to find a suitable
Once installed, the worm begins to observe its vulnerability to carry out its assault.
surroundings and wait. Each time a user on the
infected device attempts to perform a computing Make a generic Tech: Hacking skill check using a
action, roll a d10. On a result of an eight or higher, dice pool equal to 10 + double the version number
the worm immediately performs a Turn Device Off of this countermeasure. With a success target
action before the user can complete their task. equal to the current firewall rating of the triggering
device, Isolation carries out its tasks in the event of
The worm can be detected through a Run a success. On a failure, this action does not trigger
Diagnostics check on the infected device. It any countermeasures currently protecting the
requires a success target of four to be discovered target device.
and then a further standard action to remove
it. Once a suitable vulnerability has been found,
Isolation pulls the plug on the device’s connections
Regardless of whether the worm is installed, the to the rest of its network. If the device is slaved to
Root user of the protected device is notified of this another, the software immediately calls for it to
event, any relevant actions that were taken, and disconnect. If the device serves as a host, all
the current network address of the attacking connections to it are immediately severed.
system.
Regardless of whether the counter-attack was

148 Chapter 3, Items & Equipment


successful, the Root user of the protected device is Effect: Lurker immediately retaliates against the
notified of this event, any relevant actions that attacking device, attempting to find a suitable
were taken, and the current network address of the vulnerability to install a worm.
attacking system.
Make a generic Tech: Hacking skill check using a
Improved Firewall dice pool equal to 10 + double the version number
While installed and enabled, this software of this countermeasure. With a success target
increases the firewall rating of a protected device equal to the current firewall rating of the triggering
by one. device, Lurker installs its payload in the event of a
success. On a failure, this action does not trigger
any countermeasures currently protecting the
Lurker target device.
While most countermeasures look to shut down
or directly impede an individual’s ability to carry Once installed, the worm begins to observe its new
out an attack, some, like Lurker, prefer to wait and home and surroundings. Streaming back a
gather intelligence. continuous feed of information about the infected
device, you become aware of its actions and the
intended targets. If a device that Lurker is currently
With its ability to keep tabs on what a device is
protecting is the target of one of these actions,
currently doing, Lurker can provide its Root user
they gain a +1 dice pool bonus to any defensive
with the necessary intelligence to aid in their
check they must make.
defence.
TThe worm can be detected through a Run
Detect Diagnostics check on the infected device. It
Ver RAM Rest Cost
Rating requires a success target of four to be discovered
1 2 4 1L 750
and then a further standard action for it to be
removed thereafter.
2 2 5 2L 1,300
3 2 6 3L 1,850 Regardless of whether the worm is installed, the
Root user of the protected device is notified of this
4 2 7 4L 2,350
event, any relevant actions that were taken, and
5 2 8 5L 3,000 the current network address of the attacking
system.
Traits:
Improved Firewall
While installed and enabled, this software
ICE: Lurker increases the firewall rating of a protected device
Trigger: A user fails on a computer by one.
action, targeting a device that is currently
protected by this countermeasure.
Memory Dump event, any relevant actions that were taken, and
the current network address of the attacking
Well known for its ability to pull apart even the
system.
most hardened of defences, Memory Dump is
one piece of software that few hackers will ever Improved Firewall
enjoy having to deal with. When installed onto a While installed and enabled, this software
device, this ICE will get to work filling its memory, increases the firewall rating of a protected device
preventing its other software from being able to by one.
run.

Detect RAM Nuke


Ver RAM Rest Cost
Rating Mod Like its name would suggest, the Nuke
1 2 3 -2 1L 850 countermeasure is intended not just to deter a
would-be attacker, but to end the conflict there
2 2 4 -3 2L 1,425
and then immediately. With its ability to fry the
3 2 5 -4 3L 2,050 electronics of its target device, Nuke can damage
4 2 6 -5 4L 2,650 most types of hardware with relative ease. All it
needs to do is get past the security.
5 2 7 -6 5L 3,300

Traits: Detect
Ver RAM Rest Cost
Rating

ICE: Memory Dump 1 2 3 1L 1,250


Trigger: A user fails on a computer 2 2 4 2L 2,000
action, targeting a device that is currently 3 2 5 3L 2,750
protected by this countermeasure.
4 2 6 4L 3,500
Effect: Memory Dump immediately retaliates
5 2 7 5L 4,250
against the attacking device, attempting to find a
suitable vulnerability to install a worm.
Traits:
Make a generic Tech: Hacking skill check using a
dice pool equal to 10 + double the version number ICE: Nuke
of the countermeasure. With a success target Trigger: A user fails on a computer
equal to the current firewall rating of the triggering action, targeting a device that is currently
device, Memory Dump installs its payload in the protected by this countermeasure.
event of a success. On a failure, this action does
not trigger any countermeasures currently Effect: Nuke immediately retaliates against the
protecting the target device. attacking device, attempting to find a suitable
vulnerability to carry out its assault.
Once installed, the worm fills the device’s RAM pool
with a large amount of dummy data. While the Make a generic Tech: Hacking skill check using a
worm remains on the target system, its RAM pool dice pool equal to 10 + double the version number
is reduced by the countermeasure’s RAM modifier of this countermeasure. With a success target
statistic listed in the table above (RAM Mod). equal to the current firewall rating of the triggering
Should this reduction in RAM create a shortage of device, Nuke carries out its task in the event of a
required memory on the device, the GM should success. On a failure, this action does not trigger
randomly choose which software the system will any countermeasures currently protecting the
disable. target device.

The worm can be detected through a Run Once a suitable vulnerability has been found, Nuke
Diagnostics check on the infected device. It gets to work, sending the device into a fatal
requires a success target of four to be discovered overdrive. Its users should start to experience
and then a further standard action to remove sluggish performance, similar to the effects caused
it. by the Sloth countermeasure. All further
computing actions on the infected device suffer
Regardless of whether the worm is installed, the from a -2 negative dice pool penalty.
Root user of the protected device is notified of this

150 Chapter 3, Items & Equipment


If the device in question has not been powered off any countermeasures currently protecting the
by the end of the current combat round, its target device.
electronics and inner works immediately seize up.
This effect is identical to the Seize Device Once installed, the worm begins to target the
command; however, the time required to perform a device’s processor, consuming a considerable
Tech: Maintenance check is increased to 5 hours. If, portion of its resources. All computing actions on
however, the device was able to be powered off in the infected machine now suffer from a negative
time, then all of Nuke’s effects are said to end dice pool penalty. The severity of this penalty is
immediately. equal to the countermeasure’s worm modifier
statistic, which is listed in the table above (Worm
The Root user of the protected device is notified of Mod).
this event, any relevant actions that were taken,
and the current network address of the attacking The worm can be detected through a Run
system. Diagnostics check on the infected device. It
requires a success target of four to be discovered
Improved Firewall and then a further standard action to remove
While installed and enabled, this software it.
increases the firewall rating of a protected device
by one. Regardless of whether the worm is installed, the
Root user of the protected device is notified of this
event, any relevant actions that were taken, and
Sloth the current network address of the attacking
With its ability to target and overwhelm a system’s system.
central processor, the Sloth countermeasure
often makes for an effective way of slowing down Improved Firewall
an attacking device. When paired with other While installed and enabled, this software
countermeasures, this product often impedes an increases the firewall rating of a protected device
intruder’s ability to react, and defend themselves by one.
against any form of retaliation.
Sonar
Detect Worm Much like Lurker, Sonar looks to infiltrate an
Ver RAM Rest Cost
Rating Mod
attacking system to help gather intelligence on it.
1 2 3 -2 1L 850 While Lurker prefers to keep track of what a device
2 2 4 -3 2L 1,425
is doing, Sonar prefers instead to collect general
information on what it is, and where it is located.
3 2 5 -4 3L 2,050
4 2 6 -5 4L 2,650
Detect
Ver RAM Rest Cost
5 2 7 -6 5L 3,300 Rating
1 2 4 1L 750
Traits: 2 2 5 2L 1,300
3 2 6 3L 1,850
ICE: Sloth
Trigger: A user fails on a computer 4 2 7 4L 2,350
action, targeting a device that is currently 5 2 8 5L 3,000
protected by this countermeasure.

Effect: Sloth immediately retaliates against the Traits:


attacking device, attempting to find a suitable
vulnerability in which it can install a worm. ICE: Sonar
Trigger: A user fails on a computer
Make a generic Tech: Hacking skill check using a action, targeting a device that is currently
dice pool equal to 10 + double the version number protected by this countermeasure.
of the countermeasure. With a success target
equal to the current firewall rating of the triggering Effect: Sonar immediately retaliates against the
device, Sloth installs its payload in the event of a attacking device, attempting to find a suitable
success. On a failure, this action does not trigger vulnerability to install a worm.

151 Chapter 3, Items & Equipment


the current network address of the attacking
Make a generic Tech: Hacking skill check using a system.
dice pool equal to 10 + double the version number
of this countermeasure. With a success target Improved Firewall
equal to the current firewall rating of the triggering While installed and enabled, this software
device, Sonar can install its payload in the event of increases the firewall rating of a protected device
a success. On a failure, this action does not trigger by one.
any countermeasures currently protecting the
target device.
Securesofts
Once installed, the worm begins to observe its new
home and surroundings. Streaming back a Small in size and limited in
continuous feed of information about the infected scope, securesofts can be
device, you can learn more about it. This includes; best described as the second
its make and model, current network address, the line of defence for a device.
presence of any countermeasures (including name Whereas ICE looks to prevent
and version), and its current whereabouts an unauthorised user from
geographically (accurate to around 100 meters). accessing the computer system
in the first place, securesofts prefer to protect
The worm can be detected through a Run individual files or prevent tampering with specific
Diagnostics check on the infected device. It functionality on the targeted system.
requires a success target of four to be discovered
and then a further standard action to remove Like with ICE, all securesofts listed in this section
it. will include various statistics that determine their
effectiveness at a particular job or role. These
Regardless of whether the worm is installed, the include their version number (Ver), RAM use (RAM),
Root user of the protected device is notified of this detection rating (Detect Rating), and its combined
event, any relevant actions that were taken, and restriction class & level (Rest).

Name Description
Bodyguard Prevents the owner of the device from being changed.
Protects a set of files or documents, so that only specified users may attempt to access or
File Safe
manipulate them.
Honeypot Disguises itself as a regular file, tracking the other devices which it is transfered or copied to.
Insomnia Establishes a white list, so that only specified users may call for the device to power off.
Network Guard Prevents a device’s network configuration from being changed or manually disconnected.
Creates a white list, so that only specified users may command or take direct control of an
Ring Leader
automation.
Stealth Prevents open broadcasting from being enabled on the device.
Prevents changes from being made to any of the device’s users. Does not effect hacking type
VIP List
actions.

Above: The securesofts equipment overview table.

152 Chapter 3, Items & Equipment


Bodyguard by the device’s owner can read, modify, and extract
their contents. File Safe can protect any number
The Bodyguard software is straightforward in
of documents, providing it has been specifically
function, helping to protect a device and its current
designated to do so by the device’s owner.
owner. Once installed, the securesoft shall proceed
to keep watch over the device’s owner, preventing
it from being changed or replaced by another. Detect
Ver RAM Rest Cost
Rating

Detect 1 1 4 1L 700
Ver RAM Rest Cost
Rating 2 1 5 2L 1,225
1 1 5 1L 800 3 1 6 3L 1,750
2 1 6 2L 1,375 4 1 7 4L 2,350
3 1 7 3L 1,950 5 1 8 5L 2,950
4 1 8 4L 2,575
5 1 9 5L 3,225 Traits:

Traits: Securesoft: File Safe


Trigger: A non-whitelisted user attempts to
Securesoft: Bodyguard interact with one of the device’s protected
Trigger: A user attempts to carry out a computing documents.
action on a protected device that results in Root Effect: File Safe immediately notifies the device’s
level access being changed. current Root user, specifying that action has had to
Effect: Bodyguard immediately reverts the be taken. This includes the type of activity the
changes that were attempted to be made, restoring triggering user was attempting to make, in addition
the previous access rights. to the target document.

Additionally, the countermeasure also attempts to The triggering user’s action automatically fails,
retaliate with a Data Bombing action against the with them being made aware that this resulted
trigging user’s connected device. The dice pool for from software on the device overriding their
this activity equals 10 + double the version number command. Additionally, File Safe attempts to
of the countermeasure. On a failure, this action retaliate by carrying out a Trace Connection action,
does not trigger any countermeasures currently targeting the triggering user’s connected device.
protecting the target device. The dice pool for this activity equals 10 + double
the version number of the countermeasure. All
The Root user of the protected device is information retrieved by this action is forwarded to
immediately notified of this event, any relevant the protected device’s Root user, along with the
actions that were taken, and the current network current network address of the triggering user’s
address of the triggering user’s connected system. connected system.

Whitelist
Once installed onto a device, its Root user can
File Safe designate any number of its authorised accounts.
Anyone added to this list will not trigger the File
Whether a device is storing sensitive personal Safe countermeasure when attempting to read,
information, financial records, or perhaps even modify, or copy a protected document’s contents.
incriminating evidence, file systems and their
contents are a prime target for any intruder looking A user can be added or removed from this whitelist
to make a quick credit or two. with a standard action .

The File Safe software looks to protect these


documents, ensuring that only those designated

153 Chapter 3, Items & Equipment


Honeypot Insomnia
Taking on the appearance as a regular everyday file Regularly utilised in computing networks, Insomnia
or document, the Honeypot securesoft is a common looks to protect a given device from potentially
feature of most corporate and military networks. being switched off. By ensuring that a device
When transferred or copied to another device is kept online and awake, important network
outside of where it was installed, the securesoft connections can be left open and maintained.
can call home and stream back a continuous feed
of information about its current system.
Detect
Ver RAM Rest Cost
Rating
Fully customisable to be given a new file name
and document size based on the contents of the 1 1 4 1L 600
system it aims to protect, Honeypot is an excellent 2 1 5 2L 1,050
tool for tracking down and getting revenge on any
3 1 6 3L 1,550
would-be data thief who tries to wrong you.
4 1 7 4L 2,125
5 1 8 5L 2,700
Detect
Ver RAM Rest Cost
Rating
1 1 4 1L 700 Traits:
2 1 5 2L 1,225
Securesoft: Insomnia
3 1 6 3L 1,750 Trigger: A non-whitelisted user attempts to
4 1 7 4L 2,350 perform the Turn Device On/Off computing action
on the protected device.
5 1 8 5L 2,950
Effect: Insomnia immediately cancels the user’s
command, preventing the device from switching
Traits:
off. The current Root user of the device is also
notified of this event.
Securesoft: Honeypot
Trigger: Honeypot is copied or transfered to Additionally, Insomnia also attempts to retaliate
another device. with a Trace Connection action, targeting the
Effect: Honeypot immediately installs a worm onto triggering user’s connected device. The dice pool
the target system. The worm begins to observe its for this activity equals 10 + double the version
new home and surroundings, streaming back a number of the countermeasure. All information
continuous feed of information about the infected retrieved by this action is forwarded to the
device. This includes; its make and model, current protected device’s Root user, along with the
network address, the presence of any current network address of the triggering user’s
countermeasures (including name and version), connected system.
and its current whereabouts geographically
Whitelist
(accurate to around 100 meters).
Once installed onto a device, its Root user can
designate any number of its authorised accounts.
The worm can be detected through a Run
Anyone added to this list will not trigger the
Diagnostics check on the infected device. It
Insomnia countermeasure when powering on or off
requires a success target of four to be discovered
the protected device.
and then a further standard action to remove
it.
A user can be added or removed from this whitelist
with a standard action .

154 Chapter 3, Items & Equipment


Network Guard Ring Leader
Network Guard is a popular countermeasure With the steady rise of both drones and automated
often utilised in mission-critical networks and vehicles in the world of today, suitable software
communications infrastructure. With its ability to countermeasures were soon required to ensure
keep track of networking configurations, hosts, and that these devices were sufficiently protected. Ring
their various slaves, this software looks to prevent Leader is one of these such countermeasures. It
users from making changes that would inevitably looks to restrict which user accounts can command
cause disruption or network outage. or take direct control over a given automation,
providing an additional layer of defence against
hijacking.
Detect
Ver RAM Rest Cost
Rating
1 1 4 1L 750 Detect
Ver RAM Rest Cost
Rating
2 1 5 2L 1,300
1 1 4 1L 750
3 1 6 3L 1,850
2 1 5 2L 1,300
4 1 7 4L 2,450
3 1 6 3L 1,850
5 1 8 5L 3,075
4 1 7 4L 2,450
5 1 8 5L 3,075
Traits:

Securesoft: Network Guard Traits:


Trigger: A non-whitelisted user attempts to
perform either the Request New Network Address, Securesoft: Ring Leader
or Slave to Device computing action. Trigger: A non-whitelisted user attempts to
perform either the Assume Direct Control, or
Effect: Network Guard immediately cancels the Command Automation action.
user’s command, preventing the device from
changing its network configuration. Effect: Ring Leader immediately cancels the user’s
command, preventing them from controlling or
Additionally, Network Guard also attempts to influencing the automation. The current Root user
retaliate with a Data Bombing action against the of the protected device is notified of this event.
trigging user’s connected device. The dice pool for
this activity should equal 10 + double the version Additionally, Ring Leader also attempts to retaliate
number of the countermeasure. On a failure, this by carrying out a Trace Connection action, targeting
action does not trigger any countermeasures the triggering user’s connected device. The dice
currently protecting the target device. pool for this activity equals 10 + double the version
number of the countermeasure. All information
The Root user of the protected device is retrieved by this action is forwarded to the
immediately notified of this event, any relevant protected device’s Root user, along with the
actions that were taken, and the current network current network address of the triggering user’s
address of the triggering user’s connected system. connected system.

Whitelist
Whitelist Once installed onto a device, its Root user can
Once installed onto a device, its Root user can designate any number of its authorised accounts.
designate any number of its authorised accounts. Anyone added to this list will not trigger the Ring
Anyone added to this list will not trigger the Leader countermeasure when attempting to
Network Guard countermeasure when attempting command or take direct control of the protected
to change the protected device’s network automation.
configuration.
A user can be added or removed from this whitelist
A user can be added or removed from this whitelist with a standard action .
with a standard action .

155 Chapter 3, Items & Equipment


Stealth VIP List
The Stealth countermeasure looks to prevent Protecting a device’s user accounts is always
individuals from being able to abuse a device’s essential. Whether it be ensuring that the right
open broadcasting capabilities. Whether it be people can still access your devices or preventing
enabling open broadcasting to keep track of a others from taking sole control over them instead,
device wherever it goes, or perhaps to leave a VIP List will ensure that only those who have been
possible route of re-entry once the device has been authorised can make certain kinds of changes.
rebooted, abusing open broadcasting is a common
tactic for aiding an intruder and maintaining access Unfortunately, due to the exploitative nature of
to a device for as long as possible. actions like Increase Access, this countermeasure
cannot defend against type activities.
Detect
Ver RAM Rest Cost
Rating
Detect
1 1 4 1L 600 Ver RAM Rest Cost
Rating
2 1 5 2L 1,050 1 1 5 1L 800
3 1 6 3L 1,550 2 1 6 2L 1,375
4 1 7 4L 2,125 3 1 7 3L 1,950
5 1 8 5L 2,700 4 1 8 4L 2,575
5 1 9 5L 3,225
Traits:
Traits:
Securesoft: Stealth
Trigger: A non-whitelisted user attempts to
Securesoft: VIP List
perform the Enable/Disable Open Broadcasting
Trigger: A non-whitelisted user attempts to
computing action.
perform the Create/Modify User computing action.
Effect: Stealth immediately cancels the user’s
Effect: VIP List immediately cancels the user’s
command, preventing the device’s open
command, preventing the targeted user from being
broadcasting settings from being changed. The
created or changed.
current Root user of the protected device is notified
of this event.
Additionally, VIP List also attempts to retaliate with
a Data Bombing action against the trigging user’s
Additionally, Stealth also attempts to retaliate by
connected device. The dice pool for this activity
carrying out a Trace Connection action, targeting
equals 10 + double the version number of the
the triggering user’s connected device. The dice
countermeasure. On a failure, this action does not
pool for this activity equals 10 + double the version
trigger any countermeasures currently protecting
number of the countermeasure. All information
the target device.
retrieved by this action is forwarded to the
protected device’s Root user, along with the
The Root user of the protected device is
current network address of the triggering user’s
immediately notified of this event, any relevant
connected system.
actions that were taken, and the current network
Whitelist address of the triggering user’s connected system.
Once installed onto a device, its Root user can
designate any number of its authorised accounts.
Whitelist
Anyone added to this list will not trigger the Stealth
Once installed onto a device, its Root user can
countermeasure when attempting to change the
designate any number of its authorised accounts.
protected device’s open broadcasting settings.
Anyone added to this list will not trigger the VIP
List countermeasure when attempting to add or
A user can be added or removed from this whitelist
change access rights on the protected device.
with a standard action .
A user can be added or removed from this whitelist
with a standard action .

156 Chapter 3, Items & Equipment


3.20 Drones • Light - Micro-sized drones made for
surveillance and stealth.
From simple automated delivery bots that • Medium - Small-sized transporters that can
can transport customer orders to large-scale carry a light amount of gear at great speeds.
military aircraft that can provide nearby fire • Heavy - Larger-sized armoured transports,
support, drones have continued to diversify and be with a good amount of cargo space and better
expanded upon as the years have passed. This has means of protecting themselves.
made them extremely popular with today’s society,
ushering in an immensely profitable commercial • Super Heavy - Vehicle-sized drones with
sector. plenty of cargo space and weapon mount
slots to provide fire support.
While walking around downtown with a fleet
of armed drones is a guaranteed way to draw Aerial Drones
unwanted attention, utilising them to help with
regular everyday tasks is commonplace today. For With their ability to stay
example, Mules regularly ferry around cargo and airborne, away from any source
various goods along the high streets. At the same of immediate danger, aerial
time, Skimmers and Mavericks patrol the skies, drones are some of the best
carefully watching for any potential threats to their around for carrying out scouting
owner. and reconnaissance work.
Their fast movement speeds
Drones are usually categorised by the types of and excellent mobility ensure that the drone can
terrain that they typically traverse over. These are: always manoeuvre itself into the best possible
vantage point regardless of the current situation.

• Aerial Drones - Airborne automations that


can fly at an altitude. Given the nature of their movement, these
automations tend to have the smallest carrying
• Ground Drones - Walkers or wheeled- capacity of all and are, for the most part, relatively
based automations that traverse over the lightly armoured.
landscape.
• Nautical Drones - Seacraft or submersibles Below is a table detailing the various statistics
that can pass over or underneath the water. associated with each of these products. The
columns from left to right are as follows; name,
Additionally, many drones are also assigned a weight class, Endurance, Strength, Finesse, Reflex,
particular weight class. This reflects the scale that hit points, movement speed, combined restriction
the drone will be built to and therefore indicates class & level, and finally, its cost.
which tasks it might be best suited for. These
classes can be summarised as follows:

Name Weight Class End Str Fin Ref HP Move Rest Cost
Spook Light 1 1 6 10 8 14 m 1L 1,550
Maverick Medium 3 2 5 8 18 24 m 1L 2,950
Dragonfly Medium 4 2 4 7 22 24 m 1L 3,275
Wasp Heavy 6 4 3 5 32 36 m 2L 6,250
Titan Super Heavy 8 5 4 4 42 46 m 5R 52,500

Above: The aerial drones overview table.

157 Chapter 3, Items & Equipment


Spook Maverick
Appearing as little more than an elongated ice With its sleek design similar in shape to that of an
hockey puck with a pair of small rotors strapped upside-down shovel head, the Maverick can skim
to its sides, the Spook is an impressively compact through the skies unannounced to those far below.
piece of equipment.
Excellent at both reconnaissance work and
With its ability to soar through the air at a decent lightweight fire support, this device can fulfil many
enough speed, this drone can perform all manner different roles based on its current configuration
of front-line reconnaissance work while remaining and set-up.
hidden from the sights of your enemies.
Type: Automation (Drone, Medium)
Type: Automation (Drone, Light)
Size: 50 cm
Size: 8 cm
XP: 25
XP: 10
Hit Points: 18
Hit Points: 8
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 2,
Movement Speed: 14 m (flying only) Radiation: 2
Movement Speed: 24 m (flying only)
End Wil Str Fin Ref Int For Cha
1 0 1 6 10 0 0 0 End Wil Str Fin Ref Int For Cha
3 0 2 5 8 0 0 0
Skills Base Pool
Intuition 1 1 Skills Base Pool

Navigation 1 1 Guns: Turrets 3 8

Perception 1 1 Intuition 1 1

Piloting: Aircraft 1 11 Navigation 1 1

Stealth 5 11 Perception 1 1

Tracking 1 1 Piloting: Aircraft 1 9


Stealth 3 8
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating Tracking 1 1
0 30 m 4 2 3
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Damage Immunities: Mental, Toxic
0 40 m 4 2 4
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Damage Immunities: Mental, Toxic
Poisoned, Prone, Unconscious
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Properties: Computerised Device, Metallic, Water
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Susceptibility
Poisoned, Prone, Unconscious
Weight: 0.75 kg
Properties: Computerised Device, Metallic, Water
Seating: 0 Susceptibility

Carrying Capacity: 0.75 kg, No Cover Weight: 4.5 kg

Weapon Mount Limit: All types - 0 Seating: 0

Refuelling Cost: 55 Carrying Capacity: 8 kg, Partial Cover


Weapon Mount Limit: Medium - 1
Refuelling Cost: 110

158 Chapter 3, Items & Equipment


Dragonfly Wasp
Comprised of a long slender body, the Dragonfly is Regularly employed by many security
an agile roto drone built for rapid response cargo organisations worldwide, the Wasp is highly
transportation. A single lightweight weapon’s regarded as a competent aerial-based combat
mount resides on top of the drone at its centre, unit. Utilising a pair of side-mounted jet engines to
while several hooks on the lower side allow for propel itself through the air quickly, this drone can
small bundles of cargo to be safely attached. rain down a firestorm of destruction onto suitable
targets far below.
Four sizeable rotors in an ’X’ like formation allow
the drone to stay airborne and manoeuvre. A small While its sheer size can sometimes restrict the
amount of metallic covering can also be seen types of environments in which the drone can
across the lower side of its body, protecting the safely operate, its armoured shell and ability to
device against thrown objects and basic attacks. support multiple different weapon mounts make it
an appealing choice when out in the open field.
Type: Automation (Drone, Medium)
Type: Automation (Drone, Heavy)
Size: 40 cm wide x 60 cm long
Size: 1.5 m
XP: 20
XP: 200
Hit Points: 22
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 3, Hit Points: 32
Radiation: 2 Resistances: Acid: 2, Cold: 3, Heat: 3, Physical: 5,
Movement Speed: 24 m (flying only) Radiation: 3
Movement Speed: 36 m (flying only)
End Wil Str Fin Ref Int For Cha
4 0 2 4 7 0 0 0 End Wil Str Fin Ref Int For Cha
6 0 4 3 5 0 0 0
Skills Base Pool
Guns: Turrets 3 7 Skills Base Pool

Intuition 1 1 Guns: Turrets 5 8

Navigation 1 1 Intuition 1 1

Perception 1 1 Navigation 1 1

Piloting: Aircraft 1 8 Perception 1 1

Stealth 3 7 Piloting: Aircraft 1 6

Tracking 1 1 Stealth 1 4
Tracking 1 1
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating Host Scan Network Firewall
RAM Pool
0 40 m 4 2 4 Count Range Noise Rating
0 50 m 4 3 4
Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Susceptibility
Weight: 5 kg

Seating: 0
Carrying Capacity: 12 kg, Partial Cover
Weapon Mount Limit: Light - 1
Refuelling Cost: 120

159 Chapter 3, Items & Equipment


Damage Immunities: Mental, Toxic End Wil Str Fin Ref Int For Cha
Status Immunities: Anaphylaxis, Bleeding, Crippled, 8 0 5 4 4 0 0 0
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Skills Base Pool

Properties: Computerised Device, Metallic, Water Guns: Turrets 8 12


Susceptibility Intuition 1 1
Weight: 18 kg Navigation 1 1
Seating: 0 Perception 1 1
Carrying Capacity: 32 kg, Partial Cover Piloting: Aircraft 1 5
Weapon Mount Limit: Medium - 1, Heavy - 1 Stealth 1 5
Refuelling Cost: 225 Tracking 1 1

Host Scan Network Firewall


RAM Pool
Count Range Noise Rating
Titan
0 75 m 5 4 5
The Titan is an all-purpose, low-altitude airborne
weapons platform. Able to stay in the air for many Damage Immunities: Mental, Toxic
hours at a time, this drone can serve as both a
Status Immunities: Anaphylaxis, Bleeding, Crippled,
reconnaissance and fire support unit wherever
Diseased, Exhaustion, Feared, Maimed, Paralysed,
necessary.
Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Most notably used by many of the world’s most
Susceptibility
powerful military forces, the Titan is a difficult
piece of gear to hold of. Some high-end security Weight: 132 kg
forces have been known to acquire a handful Seating: 0
of these devices, though most aren’t quite so
Carrying Capacity: 240 kg, Partial Cover
fortunate.
Weapon Mount Limit: Medium - 2, Heavy - 2
Type: Automation (Drone, Super Heavy) Refuelling Cost: 950
Size: 5 m wide x 4 m long
XP: 1,750

Hit Points: 42
Resistances: Acid: 3, Cold: 4, Heat: 4, Physical: 7,
Radiation: 4
Movement Speed: 46 m (flying only)
Ground Drones front lines of battle, these devices are versatile
enough to get the job done and with minimal effort
As the heaviest of the different to suit.
drone types, ground-based
drones are formidable machines Of course, like with anything, their
that can withstand an impressive higher-than-average weight and the presence
amount of punishment. Whether of additional armour make for slower movement
hauling cargo across town or speeds and a reduction in their Finesse.
providing fire support on the

Name Weight Class End Str Fin Ref HP Move Rest Cost
Molerat Light 2 2 5 10 12 8m 1L 1,300
Wayfinder Medium 5 3 3 6 26 13 m 1L 3,200
Mongoose Medium 4 4 4 7 22 14 m 1L 3,550
Mule Heavy 7 5 2 5 36 12 m 2L 6,050
Vega Heavy 8 5 2 4 40 19 m 2L 6,750
Harbinger Super Heavy 9 6 2 3 46 24 m 4R 29,500

Above: The ground drones overview table.

Molerat Skills Base Pool


Developed from the ground up with both Intuition 1 1
reconnaissance work and easy concealment in
Navigation 1 1
mind, the Molerat is a small yet surprisingly mobile
skimmer drone. With its ability to float just an inch Perception 1 1
or two above the floor, the Molerat can easily avoid Piloting: Driving 1 11
the common pitfalls of traversing over uneven
Stealth 5 10
ground and sudden sharp inclines.
Tracking 1 1
Appearing as little more than a large, flat,
Host Scan Network Firewall
pebble-like rock, this drone can easily be missed Count Range Noise Rating
RAM Pool
by onlookers as they pass by.
0 30 m 4 2 4

Type: Automation (Drone, Light) Damage Immunities: Mental, Toxic


Size: 5 cm Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
XP: 10 Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Hit Points: 12
Susceptibility
Resistances: Cold: 1, Heat: 1, Physical: 2, Radiation: 1
Weight: 0.75 kg
Movement Speed: 8 m
Seating: 0

End Wil Str Fin Ref Int For Cha Carrying Capacity: 1 kg, No Cover

2 0 2 5 10 0 0 0 Weapon Mount Limit: All types - 0


Refuelling Cost: 45

161 Chapter 3, Items & Equipment


Wayfinder Mongoose
With its sleek metallic body and sturdy mechanical Combining exceptional speed and an impressive
tracks on its sides, the Wayfinder is often said to amount of manoeuvrability to suit, the Mongoose
resemble a miniaturised version of an armoured has quickly established itself as a quality rapid
personnel carrier. Capable of manoeuvring through response type combat drone. Designed with
a combat area with relative ease, this ground craft enough space for a medium-class weapon mount,
has built up a reliable reputation as a dependable this automation can quickly and easily get into a
light transport drone. fight, fire off its payload, and move back out again
to safety.
Space for a light weapon mount can be found
towards the Wayfinder’s top, allowing the drone Type: Automation (Drone, Medium)
to offer light fire support on its travels.
Size: 45 cm wide x 60 cm long

Type: Automation (Drone, Medium) XP: 25

Size: 40 cm wide x 60 cm long Hit Points: 22


XP: 20 Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 5,
Radiation: 2
Hit Points: 26
Movement Speed: 14 m
Resistances: Acid: 2, Cold: 3, Heat: 3, Physical: 5,
Radiation: 3 End Wil Str Fin Ref Int For Cha
Movement Speed: 13 m 4 0 4 4 7 0 0 0

End Wil Str Fin Ref Int For Cha Skills Base Pool

5 0 3 3 6 0 0 0 Guns: Turrets 3 7
Intuition 1 1
Skills Base Pool
Navigation 1 1
Guns: Turrets 3 6
Perception 1 1
Intuition 1 1
Piloting: Driving 1 8
Navigation 1 1
Stealth 3 7
Perception 1 1
Tracking 1 1
Piloting: Driving 1 7
Stealth 3 6 Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Tracking 1 1
0 40 m 4 2 5

Host Scan Network Firewall


RAM Pool Damage Immunities: Mental, Toxic
Count Range Noise Rating
0 40 m 4 2 5 Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Damage Immunities: Mental, Toxic
Properties: Computerised Device, Metallic, Water
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Susceptibility
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Weight: 5 kg
Properties: Computerised Device, Metallic, Water Seating: 0
Susceptibility
Carrying Capacity: 10 kg, Partial Cover
Weight: 6 kg
Weapon Mount Limit: Medium - 1
Seating: 0
Refuelling Cost: 95
Carrying Capacity: 18 kg, Heavy Cover

Weapon Mount Limit: Light - 1


Refuelling Cost: 90

162 Chapter 3, Items & Equipment


Mule Vega
Regularly seen in warehouses nationwide, the Formidable in terms of its appearance and the
Mule is well known as an all-purpose, heavy-duty amount of raw firepower it can often produce,
transportation and logistics drone. While its the Vega has become a popular choice for
speed can certainly leave a lot to be desired, the law enforcement and security organisations
Mule’s quadruped-type design allows it to shift worldwide. Capable of supporting multiple
impressive amounts of cargo with relative ease. weapons systems and constructed out of highly
durable metallic plating, this drone is more than
Armour plating covers its exterior, allowing the capable of ploughing its way through to the front
Mule to survive on the front lines of battle, and lines of battle.
space for a heavy weapon mount can be found
towards its top. Type: Automation (Drone, Heavy)
Size: 1.5 m wide x 2 m long
Type: Automation (Drone, Heavy)
XP: 250
Size: 1.5 m
Hit Points: 40
XP: 200
Resistances: Acid: 4, Cold: 5, Heat: 5, Physical: 8,
Hit Points: 36 Radiation: 5

Resistances: Acid: 3, Cold: 4, Heat: 4, Physical: 7, Movement Speed: 19 m


Radiation: 4
End Wil Str Fin Ref Int For Cha
Movement Speed: 12 m
8 0 5 2 4 0 0 0
End Wil Str Fin Ref Int For Cha
Skills Base Pool
7 0 5 2 5 0 0 0
Guns: Turrets 5 7
Skills Base Pool Intuition 1 1
Guns: Turrets 5 7 Navigation 1 1
Intuition 1 1 Perception 1 1
Navigation 1 1 Piloting: Driving 1 5
Perception 1 1 Stealth 1 3
Piloting: Driving 1 6 Tracking 1 1
Stealth 1 3
Host Scan Network Firewall
Tracking 1 1 RAM Pool
Count Range Noise Rating
0 50 m 4 3 6
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Damage Immunities: Mental, Toxic
0 50 m 4 3 6
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Damage Immunities: Mental, Toxic Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Properties: Computerised Device, Metallic, Water
Poisoned, Prone, Unconscious Susceptibility

Properties: Computerised Device, Metallic, Water Weight: 72 kg


Susceptibility
Seating: 0
Weight: 64 kg
Carrying Capacity: 108 kg, Partial Cover
Seating: 0 Weapon Mount Limit: Medium - 2, Heavy - 1
Carrying Capacity: 175 kg, Partial Cover Refuelling Cost: 260
Weapon Mount Limit: Heavy - 1
Refuelling Cost: 245

163 Chapter 3, Items & Equipment


Harbinger Skills Base Pool
The Harbinger is an extremely formidable weapons Guns: Turrets 7 9
platform, often described as a miniature mobile
Intuition 1 1
fortress. Capable of supporting numerous weapon
mounts of various calibres, this drone can rain Navigation 1 1
down a potent wave of destruction from across Perception 1 1
the battlefield.
Piloting: Driving 1 4

While expensive to produce and difficult to acquire, Stealth 1 3


Harbingers can most often be seen in the hands Tracking 1 1
of many of the world’s high-end security services.
Xiao-Sen is particularly well known for this, with Host Scan Network Firewall
RAM Pool
many of their automations being visible downtown Count Range Noise Rating
on the streets of Hong Kong. 0 60 m 5 4 6

Damage Immunities: Mental, Toxic


Type: Automation (Drone, Super Heavy)
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Size: 3.5 m wide x 5 m long Diseased, Exhaustion, Feared, Maimed, Paralysed,
XP: 1,500 Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Hit Points: 46 Susceptibility

Resistances: Acid: 5, Cold: 6, Heat: 6, Physical: 10, Weight: 250 kg


Radiation: 6 Seating: 0
Movement Speed: 24 m Carrying Capacity: 320 kg, Partial Cover

End Wil Str Fin Ref Int For Cha Weapon Mount Limit: Medium - 2, Heavy - 2

9 0 6 2 3 0 0 0 Refuelling Cost: 770


Nautical Drones goods from point A to point B without drawing too
much attention, or a device capable of bringing the
Nautical drones can differ thunder out in the open seas, these automations
substantially from one are more than capable of serving your needs.
to another, covering both
submersibles that can dive With high manoeuvrability, excellent handling,
beneath the waves and regular and ample carrying capacity, these vessels are
seafaring ships. Whether you highly praised for their potential and versatility in
are looking for a way of moving carrying out mercenary work.

Name Weight Class End Str Fin Ref HP Move Rest Cost
Spirit Light 2 2 6 10 12 12 m 1L 1,425
Skirmisher Medium 3 3 5 7 18 17 m 1L 3,450
Hammerhead Heavy 7 5 3 4 36 25 m 2L 6,250
Trident Heavy 8 5 3 5 40 21 m 2L 7,050

Above: The nautical drones overview table.

Spirit
Host Scan Network Firewall
The Spirit is a small yet highly mobile submersible RAM Pool
Count Range Noise Rating
drone. With its ability to descend to a maximum
0 30 m 4 2 4
depth of around 20 meters, this automation can
guide its way behind enemy lines to conduct Damage Immunities: Mental, Toxic
thorough scouting and reconnaissance work.
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Typically utilised by major ports and the local coast Poisoned, Prone, Unconscious
guard in shallow waters, the Spirit has quickly
become a market bestseller for aquatic-based Properties: Computerised Device, Metallic
environments. Weight: 0.85 kg
Seating: 0
Type: Automation (Drone, Light)
Carrying Capacity: 1.25 kg, No Cover
Size: 4 cm wide x 6 cm long Weapon Mount Limit: All types - 0
XP: 10 Refuelling Cost: 50

Hit Points: 12
Resistances: Physical: 1
Movement Speed: 12 m (swimming only)

End Wil Str Fin Ref Int For Cha


2 0 2 6 10 0 0 0

Skills Base Pool


Intuition 1 1
Navigation 1 1
Perception 1 1
Piloting: Seacraft 1 11
Stealth 5 11
Tracking 1 1

165 Chapter 3, Items & Equipment


Skirmisher Hammerhead
Developed with coastal-based operations in mind, Having been designed as a mobile weapons
the Skirmisher is a quick and agile gunboat type platform, the Hammerhead has quickly become
of drone. With enough space to equip a medium the go-to standard for combat response units in
calibre weapon mount towards its rear, this aquatic environments. Fast enough to get where
automation can excel at laying down fire support it needs to be, yet also large enough to support
while manoeuvring in hit-and-run attacks. various weapon mounts, this automation can help
fulfil various roles.
Type: Automation (Drone, Medium)
Often utilised by police and corporate security
Size: 45 cm wide x 65 cm long services, these drones can often be seen making
XP: 25 their way through coastal waters and down
metropolitan canals and rivers.
Hit Points: 18
Resistances: Cold: 1, Heat: 1, Physical: 3, Radiation: 1 Type: Automation (Drone, Heavy)
Movement Speed: 17 m (swimming only) Size: 1.25 m wide x 2 m long
XP: 250
End Wil Str Fin Ref Int For Cha
3 0 3 5 7 0 0 0 Hit Points: 36

Skills Base Pool Resistances: Acid: 2, Cold: 3, Heat: 3, Physical: 6,


Radiation: 3
Guns: Turrets 3 8
Movement Speed: 25 m (swimming only)
Intuition 1 1
Navigation 1 1 End Wil Str Fin Ref Int For Cha
Perception 1 1 7 0 5 3 4 0 0 0
Piloting: Seacraft 1 8 Skills Base Pool
Stealth 3 8 Guns: Turrets 5 8
Tracking 1 1 Intuition 1 1

Host Scan Network Firewall Navigation 1 1


RAM Pool
Count Range Noise Rating
Perception 1 1
0 40 m 4 2 4
Piloting: Seacraft 1 5
Damage Immunities: Mental, Toxic Stealth 1 4
Status Immunities: Anaphylaxis, Bleeding, Crippled, Tracking 1 1
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Properties: Computerised Device, Metallic
0 50 m 4 3 4
Weight: 5.5 kg
Seating: 0 Damage Immunities: Mental, Toxic

Carrying Capacity: 12 kg, Partial Cover Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Weapon Mount Limit: Medium - 1 Poisoned, Prone, Unconscious
Refuelling Cost: 105 Properties: Computerised Device, Metallic
Weight: 90 kg
Seating: 0
Carrying Capacity: 115 kg, Partial Cover
Weapon Mount Limit: Medium - 2, Heavy - 1
Refuelling Cost: 285

166 Chapter 3, Items & Equipment


Trident 3.21 Vehicles
As a popular choice amongst smugglers, the
Trident is well known for its ability to transport Continuing its reign as one of the world’s largest
large quantities of cargo beneath the waves. industries, the automotive sector is still alive and
Stretching to three meters in length, this well in the year 2107. Encompassing a wide range
heavy-duty submersible drone can cruise at depths of vehicles, from cars, bikes, and locomotives to
of up to 40 meters. mechs, ships, and military jets, plenty of goods are
available on the marketplace for those with the
At its front, there is enough space for a heavy credits to spare.
calibre weapon mount to be retrofitted to the
automation, allowing the Trident to engage in Like with drones, all vehicles are categorised by the
combat from afar. types of terrain that they typically traverse over.
These are:
Type: Automation (Drone, Heavy)
Size: 1.5 m wide x 3 m long • Aerial Vehicles - Airborne automations that
can fly at an altitude.
XP: 200
• Ground Vehicles - Walkers or wheeled-
Hit Points: 40 based automations that traverse over the
landscape.
Resistances: Acid: 3, Cold: 4, Heat: 4, Physical: 7,
Radiation: 4 • Nautical Vehicles - Seacraft or submersibles
Movement Speed: 21 m (swimming only) that can pass over or underneath the water.

End Wil Str Fin Ref Int For Cha


Aerial Vehicles
8 0 5 3 5 0 0 0
Soaring high up in the air are
Skills Base Pool some of the most advanced
Guns: Turrets 5 8 automations of the present
day and age. Boasting both
Intuition 1 1 an excellent top speed and
Navigation 1 1 impressive mobility, aerial
vehicles are some of the best
Perception 1 1
around for getting where you need to be in a flash.
Piloting: Seacraft 1 6
Stealth 1 4 While each of these products role and purpose can
Tracking 1 1 often change based on the situation at hand, most
of them are incredibly flexible in what they can
Host Scan Network Firewall competently achieve. For example, a transporter
RAM Pool
Count Range Noise Rating can easily be equipped with a handful of weapon
0 50 m 4 3 5 systems to provide light fire support, while
gunships are capable of hauling a hefty amount
Damage Immunities: Mental, Toxic of supplies to where they are needed most.
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Below is an overview table detailing the various
Poisoned, Prone, Unconscious statistics associated with each of these products.
The columns from left to right are as follows;
Properties: Computerised Device, Metallic
name, vehicle type, Endurance, Strength, Finesse,
Weight: 72 kg Reflex, hit points, movement speed, seating,
Seating: 0 combined restriction class & level, and finally, its
cost.
Carrying Capacity: 215 kg, Partial Cover
Weapon Mount Limit: Heavy - 1
Refuelling Cost: 240

167 Chapter 3, Items & Equipment


Name Vehicle Type End Str Fin Ref HP Move Seats Rest Cost
Solara Freebird Jet Glider 3 5 9 9 32 250 kph 1 1L 20,500
Cessna Navigator Jet Plane 6 8 8 8 44 775 kph 4 2L 55,250
Helios Courier Jet Plane 7 9 7 8 48 700 kph 8 2L 72,500
BAE Thunderhawk Jet Fighter 5 9 10 9 40 1,300 kph 2 3L 75,000
Xiao-Sen Viper VTOL Gunship 8 10 5 6 52 650 kph 2 3R 82,500
Matsudan Vulture VTOL Transport 9 11 3 5 56 600 kph 12 3R 87,500
Helios Tempest Jet Fighter 7 9 10 10 48 1,150 kph 2 4R 80,500

Above: The aerial vehicles overview table.

Solara Freebird
Host Scan Network Firewall
While some might disregard the Solara Freebird RAM Pool
Count Range Noise Rating
as a peculiar and expensive toy, others would see
0 30 m 4 3 3
it as a fast and agile mobility aircraft. Capable of
”seating” one by strapping them onto the bottom Damage Immunities: Mental, Toxic
of a jet engine attached to a three-meter wide,
two-meter long glider, the Freebird can reach Status Immunities: Anaphylaxis, Bleeding, Crippled,
impressive speeds, all with the added benefit of Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
a fantastic view.
Properties: Computerised Device, Metallic, Water
Susceptibility
Despite being unable to house a weapon mount,
the aircraft can store a small amount of cargo Weight: 150 kg
thanks to several compartments built into its Seating: 1
wings.
Carrying Capacity: 200 kg, Partial Cover
Weapon Mount Limit: All types - 0
Type: Automation (Vehicle, Jet Glider)
Refuelling Cost: 650
Size: 3 m wide x 2 m long
XP: 10
Cessna Navigator
Hit Points: 32
This reliable, single-engine jet plane is a popular
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 4,
Radiation: 1 choice for civil aviation. With a luxurious finish
and spacious interior capable of seating four, the
Movement Speed: 175 kph (flying only) Cessna Navigator is an excellent way to travel the
globe in style.
End Wil Str Fin Ref Int For Cha
3 0 5 9 9 0 0 0 Often utilised by top-tier business folk and
celebrities, the Navigator can be retrofitted with
Skills Base Pool
a weapon mount below its fuselage to provide
Intuition 1 1 increased defence and security.
Navigation 1 1
Perception 1 1 Type: Automation (Vehicle, Jet Plane)
Piloting: Aircraft 1 10 Size: 13 m wide x 12 m long
Stealth 1 10 XP: 250
Tracking 1 1

168 Chapter 3, Items & Equipment


Hit Points: 44 Hit Points: 48
Resistances: Acid: 2, Cold: 3, Heat: 4, Physical: 7, Resistances: Acid: 3, Cold: 4, Heat: 5, Physical: 8,
Radiation: 3 Radiation: 4
Movement Speed: 775 kph (flying only) Movement Speed: 700 kph (flying only)

End Wil Str Fin Ref Int For Cha End Wil Str Fin Ref Int For Cha
6 0 8 8 8 0 0 0 7 0 9 7 8 0 0 0

Skills Base Pool Skills Base Pool


Guns: Turrets 1 9 Guns: Turrets 1 8
Intuition 1 1 Intuition 1 1
Navigation 1 1 Navigation 1 1
Perception 1 1 Perception 1 1
Piloting: Aircraft 1 9 Piloting: Aircraft 1 9
Stealth 1 9 Stealth 1 8
Tracking 1 1 Tracking 1 1

Host Scan Network Firewall Host Scan Network Firewall


RAM Pool RAM Pool
Count Range Noise Rating Count Range Noise Rating
0 50 m 4 3 5 0 50 m 4 3 5

Damage Immunities: Mental, Toxic Damage Immunities: Mental, Toxic


Status Immunities: Anaphylaxis, Bleeding, Crippled, Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water Properties: Computerised Device, Metallic, Water
Susceptibility Susceptibility
Weight: 4,350 kg Weight: 11,000 kg
Seating: 4 Seating: 8
Carrying Capacity: 2,500 kg, Heavy Cover Carrying Capacity: 22,000 kg, Heavy Cover
Weapon Mount Limit: Heavy - 1 Weapon Mount Limit: Heavy - 2
Refuelling Cost: 1,750 Refuelling Cost: 2,250

Helios Courier BAE Thunderhawk


The Courier is a reasonably quick and agile, As a previous generation jet fighter, the
lightweight cargo plane. Utilising a pair of twin jet Thunderhawk now spends most of its days as
engines, this aircraft can ferry all manner of goods a highly successful stunt aircraft. Having been
and wares to their desired destination. modified from its earlier role as an all-purpose
military jet, the Thunderhawk now boasts blazingly
Despite being designed for use in logistics, the fast speeds and manoeuvrability to help it wow
Courier has, on occasion, been retrofitted by crowds worldwide.
mercenary groups and security organisations to
transfer fire teams in and out of war-torn regions. While the aircraft is technically capable of reliving
its previous days as an attack aircraft, far better
options are available on the marketplace for those
Type: Automation (Vehicle, Jet Plane)
with the credits at their disposal.
Size: 20 m wide x 22 m long
XP: 300

169 Chapter 3, Items & Equipment


Type: Automation (Vehicle, Jet Fighter) Viper is a regular choice for military and security
organisations worldwide.
Size: 10 m wide x 12.5 m long
XP: 500 Type: Automation (Vehicle, VTOL Gunship)

Hit Points: 40 Size: 15.5 m wide x 20 m long

Resistances: Acid: 3, Cold: 4, Heat: 5, Physical: 9, XP: 1,500


Radiation: 4
Hit Points: 52
Movement Speed: 1,300 kph (flying only)
Resistances: Acid: 4, Cold: 6, Heat: 6, Physical: 11,
End Wil Str Fin Ref Int For Cha Radiation: 5

5 0 9 10 9 0 0 0 Movement Speed: 650 kph (flying only)

Skills Base Pool End Wil Str Fin Ref Int For Cha
Guns: Turrets 6 16 8 0 10 5 6 0 0 0
Intuition 1 1
Skills Base Pool
Navigation 1 1
Guns: Turrets 6 11
Perception 1 1
Intuition 1 1
Piloting: Aircraft 1 10
Navigation 1 1
Stealth 1 11
Perception 1 1
Tracking 1 1
Piloting: Aircraft 1 7
Host Scan Network Firewall Stealth 1 6
RAM Pool
Count Range Noise Rating
Tracking 1 1
0 60 m 5 4 5
Host Scan Network Firewall
Damage Immunities: Mental, Toxic RAM Pool
Count Range Noise Rating
Status Immunities: Anaphylaxis, Bleeding, Crippled, 0 60 m 5 4 6
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Damage Immunities: Mental, Toxic
Properties: Computerised Device, Metallic, Water Status Immunities: Anaphylaxis, Bleeding, Crippled,
Susceptibility Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Weight: 4,500 kg
Properties: Computerised Device, Metallic, Water
Seating: 2
Susceptibility
Carrying Capacity: 650 kg, Heavy Cover
Weight: 11,750 kg
Weapon Mount Limit: Heavy - 1
Seating: 2
Refuelling Cost: 2,250
Carrying Capacity: 5,000 kg, Heavy Cover
Weapon Mount Limit: Heavy - 3

Xiao-Sen Viper Refuelling Cost: 2,250

The Xiao-Sen Viper is a tried and tested VTOL


(Vertical Take-off and Landing) aircraft. Having
seen regular use in several of the world’s more Matsudan Vulture
troublesome hot spots, this gunship can excel at Spacious enough to fit twelve individuals inside,
supporting ground forces with a wide assortment along with a considerable cargo, the Matsudan
of long-ranged weapon systems. Vulture is a hefty-sized aircraft specialising in
logistics and transportation.
Particularly useful in an urban setting, thanks to a
combination of excellent manoeuvrability and its Often utilised by corporate and military
potential to take off and land in tight spaces, the organisations, this aircraft has a solid reputation
for getting where it needs to be, regardless of the

170 Chapter 3, Items & Equipment


conditions or hazards that attempt to get in its Currently on backorder for several military groups
way. across the globe, the Tempest is undoubtedly
looking to be one of the best sellers for this decade.
Type: Automation (Vehicle, VTOL Transport)
Type: Automation (Vehicle, Jet Fighters)
Size: 25 m wide x 30 m long
Size: 11 m wide x 15.5 m long
XP: 1,500
XP: 2,000
Hit Points: 56
Hit Points: 48
Resistances: Acid: 4, Cold: 7, Heat: 7, Physical: 12,
Radiation: 5 Resistances: Acid: 3, Cold: 6, Heat: 6, Physical: 10,
Radiation: 4
Movement Speed: 600 kph (flying only)
Movement Speed: 1,150 kph (flying only)
End Wil Str Fin Ref Int For Cha
End Wil Str Fin Ref Int For Cha
9 0 11 3 5 0 0 0
7 0 9 10 10 0 0 0
Skills Base Pool
Skills Base Pool
Guns: Turrets 6 9
Guns: Turrets 6 16
Intuition 1 1
Intuition 1 1
Navigation 1 1
Navigation 1 1
Perception 1 1
Perception 1 1
Piloting: Aircraft 1 6
Piloting: Aircraft 1 11
Stealth 1 4
Stealth 1 11
Tracking 1 1
Tracking 1 1
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating Host Scan Network Firewall
RAM Pool
0 60 m 5 4 6 Count Range Noise Rating
0 60 m 6 5 6
Damage Immunities: Mental, Toxic
Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Status Immunities: Anaphylaxis, Bleeding, Crippled,
Poisoned, Prone, Unconscious Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Susceptibility Properties: Computerised Device, Metallic, Water
Susceptibility
Weight: 51,000 kg
Weight: 10,250 kg
Seating: 12
Seating: 2
Carrying Capacity: 92,000 kg, Heavy Cover
Carrying Capacity: 1,000 kg, Heavy Cover
Weapon Mount Limit: Medium - 1, Heavy - 2
Weapon Mount Limit: Medium - 2, Heavy - 2
Refuelling Cost: 3,000
Refuelling Cost: 2,500

Helios Tempest Quirks


As the pride of Helios International’s extensive Air Superiority
military catalogue, the Tempest is quite simply an The Tempest contains several features that allow it
exceptional piece of gear. Designed and built as an to engage with other aircraft better. Flying units
air superiority fighter, this jet aircraft is more than targeted by the Tempest suffer a -3 dice pool
capable of seeing off the competition and reigning penalty to each of their defensive checks for
supreme. resisting the aircraft’s attacks.

171 Chapter 3, Items & Equipment


Ground Vehicles means of transport for every occasion, you can be
sure that regardless of the task ahead, you will be
Ground-based vehicles are able to find something that can suit your needs.
among the most diverse
categories of locomotives, While their statistics can vary wildly from one to
covering a wide range of another, most ground vehicles will likely have at
automations, from sleek least a reasonable amount of durability along with
and agile bikes to massive, a competent movement speed to their name.
unstoppable tanks. With a

Name Vehicle Type End Str Fin Ref HP Move Seats Rest Cost
DTS Spirit Motorcycle 4 7 7 8 36 275 kph 2 1L 5,025
Matsudan Raider Motorcycle 6 8 8 7 44 260 kph 2 1L 6,250
Samsura Surge Motorcycle 5 7 9 9 40 320 kph 2 1L 7,075
Alto Frontier Car 7 8 3 4 48 200 kph 5 1L 7,200
Toyota Festiva Car 8 9 4 4 52 220 kph 5 1L 8,350
Samsura Discovery Car 8 9 5 5 52 240 kph 5 1L 8,950
Liberte Shadow Car 6 9 6 6 44 305 kph 4 1L 10,250
Tahoe Striker Car 6 10 5 6 44 320 kph 4 1L 10,950
Ford Sahara Pickup Truck 8 9 3 4 52 175 kph 8 1L 11,250
Yamasaki Warden Pickup Truck 8 10 3 5 52 190 kph 10 1L 12,500
GMC Ranger SUV 9 10 4 4 56 210 kph 8 1L 14,200
Matsudan Growler SUV 9 10 3 4 56 195 kph 10 1L 15,550
Tahoe Roamer Van 9 10 3 4 56 160 kph 7 1L 19,750
Xiao-Sen Outlander Van 10 11 3 4 60 180 kph 7 1L 24,450
Yamasaki Roadmaster Truck 11 12 2 3 64 150 kph 3 1L 37,500
Bentley Voyager Car 9 11 3 5 56 225 kph 5 1L 50,500
Beryl Lynx Zeus Mech 12 12 1 2 68 50 kph 1 2R 70,800
Scorpion MK-1 Armoured Car 10 11 3 4 60 180 kph 6 3R 42,500
Armoured
Xiao-Sen Gladiator 12 12 2 3 68 130 kph 12 3R 55,350
Transport
Matsudan Conqueror Mech 13 13 1 2 72 60 kph 1 4O 85,750
DTS Spirit Matsudan Raider
Starting at the budget end of the spectrum, the Featuring metal plating and a large, durable frame,
DTS Spirit is a simple, no-frills motorcycle. While the Matsudan Raider is widely considered to be the
it might not have a slick paint job or a pair of neon go-to motorcycle for those who want a little more
lights across its sides, this motorcycle can get you protection when out on the streets.
from point A to point B in a flash.
Despite the vehicle still being capable of reaching
Like most other vehicles of its kind, the DTS Spirit high enough speeds, the additional weight added to
has a small internal compartment built-in allowing its design can certainly be felt during a ride.
for transporting a small number of goods.
Type: Automation (Vehicle, Motorcycle)
Type: Automation (Vehicle, Motorcycle)
Size: 1 m wide x 2.25 m long
Size: 1 m wide x 2.2 m long
XP: 30
XP: 30
Hit Points: 44
Hit Points: 36
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6,
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 4, Radiation: 1
Radiation: 1
Movement Speed: 260 kph
Movement Speed: 275 kph
End Wil Str Fin Ref Int For Cha
End Wil Str Fin Ref Int For Cha
6 0 8 8 7 0 0 0
4 0 7 7 8 0 0 0
Skills Base Pool
Skills Base Pool
Guns: Turrets 1 9
Guns: Turrets 1 8
Intuition 1 1
Intuition 1 1
Navigation 1 1
Navigation 1 1
Perception 1 1
Perception 1 1
Piloting: Driving 1 8
Piloting: Driving 1 9
Stealth 1 9
Stealth 1 8
Tracking 1 1
Tracking 1 1
Host Scan Network Firewall
RAM Pool
Host Scan Network Firewall Count Range Noise Rating
RAM Pool
Count Range Noise Rating 0 30 m 4 3 4
0 30 m 3 3 4
Damage Immunities: Mental, Toxic
Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Status Immunities: Anaphylaxis, Bleeding, Crippled, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Poisoned, Prone, Unconscious
Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Properties: Computerised Device, Metallic, Water Susceptibility
Susceptibility
Weight: 185 kg
Weight: 165 kg
Seating: 2
Seating: 2
Carrying Capacity: 225 kg, Partial Cover
Carrying Capacity: 225 kg, Partial Cover
Weapon Mount Limit: Medium - 1
Weapon Mount Limit: Medium - 1
Refuelling Cost: 260
Refuelling Cost: 225

173 Chapter 3, Items & Equipment


Samsura Surge Alto Frontier
Sleek, stylish, and capable of impressive top This budget family car is perfect for those who
speeds, the Samsura Surge is a popular and need to get out and about regularly without
well-regarded sports motorcycle. Having been breaking the bank.
designed with seating room for two, this vehicle
can quickly and easily get you and a friend to your While the vehicle is probably not something
destination in no time at all. you would want to be seen in for making a first
impression, the Alto Frontier is reliable and does
While cargo space is limited on the Surge, a its job well enough. All substance but no style,
small internal storage compartment provides unfortunately.
enough room to house your bare essentials for the
journeys ahead.
Type: Automation (Vehicle, Car)
Size: 1.75 m wide x 4 m long
Type: Automation (Vehicle, Motorcycle)
XP: 50
Size: 1 m wide x 2.25 m long
XP: 30 Hit Points: 48
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6,
Hit Points: 40 Radiation: 1
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 5, Movement Speed: 200 kph
Radiation: 1
Movement Speed: 320 kph End Wil Str Fin Ref Int For Cha
7 0 8 3 4 0 0 0
End Wil Str Fin Ref Int For Cha
5 0 7 9 9 0 0 0 Skills Base Pool
Guns: Turrets 1 4
Skills Base Pool
Intuition 1 1
Guns: Turrets 1 10
Navigation 1 1
Intuition 1 1
Perception 1 1
Navigation 1 1
Piloting: Driving 1 5
Perception 1 1
Stealth 1 4
Piloting: Driving 1 10
Tracking 1 1
Stealth 1 10
Tracking 1 1 Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Host Scan Network Firewall 0 30 m 4 3 4
RAM Pool
Count Range Noise Rating
0 30 m 4 3 4 Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Damage Immunities: Mental, Toxic Diseased, Exhaustion, Feared, Maimed, Paralysed,
Status Immunities: Anaphylaxis, Bleeding, Crippled, Poisoned, Prone, Unconscious
Diseased, Exhaustion, Feared, Maimed, Paralysed, Properties: Computerised Device, Metallic, Water
Poisoned, Prone, Unconscious Susceptibility
Properties: Computerised Device, Metallic, Water Weight: 1,200 kg
Susceptibility
Seating: 5
Weight: 160 kg
Carrying Capacity: 625 kg, Heavy Cover
Seating: 2
Weapon Mount Limit: Heavy - 1
Carrying Capacity: 225 kg, Partial Cover
Refuelling Cost: 300
Weapon Mount Limit: Medium - 1
Refuelling Cost: 280

174 Chapter 3, Items & Equipment


Toyota Festiva Samsura Discovery
As an all-purpose family car, the Toyota Festiva can With plenty of style and character to spare, this
more than satisfy your everyday transportation competent smallish car has proven a popular
needs. choice amongst the middle class.

Combining a spacious interior for passengers While small in stature, the Samsura Discovery has
and cargo with decent handling and moderate a surprising amount of power behind it. The vehicle
speeds, this vehicle can accomplish a lot, all at a can reach impressive speeds, all without sacrificing
reasonable asking price. its control and manoeuvrability.

Type: Automation (Vehicle, Car) Type: Automation (Vehicle, Car)


Size: 1.75 m wide x 4.5 m long Size: 1.75 m wide x 4 m long
XP: 50 XP: 50

Hit Points: 52 Hit Points: 52


Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 7, Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6,
Radiation: 1 Radiation: 1
Movement Speed: 220 kph Movement Speed: 240 kph

End Wil Str Fin Ref Int For Cha End Wil Str Fin Ref Int For Cha
8 0 9 4 4 0 0 0 8 0 9 5 5 0 0 0

Skills Base Pool Skills Base Pool


Guns: Turrets 1 5 Guns: Turrets 1 6
Intuition 1 1 Intuition 1 1
Navigation 1 1 Navigation 1 1
Perception 1 1 Perception 1 1
Piloting: Driving 1 5 Piloting: Driving 1 6
Stealth 1 5 Stealth 1 6
Tracking 1 1 Tracking 1 1

Host Scan Network Firewall Host Scan Network Firewall


RAM Pool RAM Pool
Count Range Noise Rating Count Range Noise Rating
0 30 m 4 3 4 0 30 m 4 3 4

Damage Immunities: Mental, Toxic Damage Immunities: Mental, Toxic


Status Immunities: Anaphylaxis, Bleeding, Crippled, Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water Properties: Computerised Device, Metallic, Water
Susceptibility Susceptibility
Weight: 1,500 kg Weight: 1,150 kg
Seating: 5 Seating: 5
Carrying Capacity: 650 kg, Heavy Cover Carrying Capacity: 625 kg, Heavy Cover
Weapon Mount Limit: Heavy - 1 Weapon Mount Limit: Heavy - 1
Refuelling Cost: 350 Refuelling Cost: 380

175 Chapter 3, Items & Equipment


Liberte Shadow Tahoe Striker
Popular amongst many European markets, the Combining a sporty aesthetic with a hint of luxury
Liberte Shadow is an exceptional sports car. thrown in for good measure, the Tahoe Striker is a
Combining an exhilarating top speed with excellent widely sought-after vehicle.
handling and manoeuvrability, this vehicle is a
regular choice for both street racers and those who With a large enough design to not feel cramped
often need to get somewhere in a hurry. once inside but still capable of impressive speeds,
this car is a must-have for anyone who wants to
Type: Automation (Vehicle, Car) take a ride downtown in style.

Size: 1.75 m wide x 4 m long


Type: Automation (Vehicle, Car)
XP: 50
Size: 1.75 m wide x 4.25 m long
Hit Points: 44 XP: 50
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 5,
Radiation: 1 Hit Points: 44
Movement Speed: 305 kph Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6,
Radiation: 1
End Wil Str Fin Ref Int For Cha Movement Speed: 320 kph
6 0 9 6 6 0 0 0
End Wil Str Fin Ref Int For Cha
Skills Base Pool
6 0 10 5 6 0 0 0
Guns: Turrets 1 7
Skills Base Pool
Intuition 1 1
Guns: Turrets 1 6
Navigation 1 1
Intuition 1 1
Perception 1 1
Navigation 1 1
Piloting: Driving 1 7
Perception 1 1
Stealth 1 7
Piloting: Driving 1 7
Tracking 1 1
Stealth 1 6
Host Scan Network Firewall
RAM Pool Tracking 1 1
Count Range Noise Rating
0 30 m 4 3 4 Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Damage Immunities: Mental, Toxic 0 30 m 4 3 4
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Damage Immunities: Mental, Toxic
Poisoned, Prone, Unconscious
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Properties: Computerised Device, Metallic, Water Diseased, Exhaustion, Feared, Maimed, Paralysed,
Susceptibility Poisoned, Prone, Unconscious
Weight: 950 kg Properties: Computerised Device, Metallic, Water
Susceptibility
Seating: 4
Weight: 1,425 kg
Carrying Capacity: 500 kg, Heavy Cover
Seating: 4
Weapon Mount Limit: Heavy - 1
Carrying Capacity: 525 kg, Heavy Cover
Refuelling Cost: 425
Weapon Mount Limit: Heavy - 1
Refuelling Cost: 450

176 Chapter 3, Items & Equipment


Ford Sahara Yamasaki Warden
Often seen as a reliable, working man’s truck, the Popular amongst the Asian markets, the Warden is
Ford Sahara is a regular sight amongst the endless one of the best sellers to arrive out of the Yamasaki
network of North American superhighways. With Industrial Motoring division. Year-on-year
a competent cargo capacity and a design that sales continue to rise as the vehicle remains
encompasses a built-to-last mentality, this vehicle well-received by the general public.
is one that will likely stay with you for years on
end. Often utilised in small to medium-sized businesses,
this pickup truck can serve various purposes,
Type: Automation (Vehicle, Pickup Truck) including logistics, ferrying workforce, or a rapid
response fire support vehicle in a pinch.
Size: 1.75 m wide x 5.25 m long
XP: 60
Type: Automation (Vehicle, Pickup Truck)
Hit Points: 52 Size: 1.75 m wide x 5.5 m long
Resistances: Acid: 2, Cold: 3, Heat: 3, Physical: 6, XP: 60
Radiation: 2
Movement Speed: 175 kph Hit Points: 52
Resistances: Acid: 2, Cold: 3, Heat: 4, Physical: 7,
End Wil Str Fin Ref Int For Cha Radiation: 2
8 0 9 3 4 0 0 0 Movement Speed: 190 kph

Skills Base Pool End Wil Str Fin Ref Int For Cha
Guns: Turrets 1 4 8 0 10 3 5 0 0 0
Intuition 1 1
Skills Base Pool
Navigation 1 1
Guns: Turrets 1 4
Perception 1 1
Intuition 1 1
Piloting: Driving 1 5
Navigation 1 1
Stealth 1 4
Perception 1 1
Tracking 1 1
Piloting: Driving 1 6
Host Scan Network Firewall Stealth 1 4
RAM Pool
Count Range Noise Rating
Tracking 1 1
0 30 m 4 3 4

Host Scan Network Firewall


Damage Immunities: Mental, Toxic RAM Pool
Count Range Noise Rating
Status Immunities: Anaphylaxis, Bleeding, Crippled, 0 30 m 4 3 4
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Damage Immunities: Mental, Toxic
Properties: Computerised Device, Metallic, Water Status Immunities: Anaphylaxis, Bleeding, Crippled,
Susceptibility Diseased, Exhaustion, Feared, Maimed, Paralysed,
Weight: 1,900 kg Poisoned, Prone, Unconscious

Seating: 8 Properties: Computerised Device, Metallic, Water


Susceptibility
Carrying Capacity: 1,050 kg, Partial Cover
Weight: 1,975 kg
Weapon Mount Limit: Heavy - 1
Seating: 10
Refuelling Cost: 500
Carrying Capacity: 1,200 kg, Partial Cover
Weapon Mount Limit: Heavy - 1
Refuelling Cost: 525

177 Chapter 3, Items & Equipment


GMC Ranger Matsudan Growler
The Ranger continues a long-lasting tradition of Relatively new to the market, this large, beefy SUV
quality SUVs to be released under the GMC brand has undoubtedly been making waves for itself.
name. Large enough to transport many individuals Complete with seating capacity for up to 10 and
at a given time, this vehicle excels at getting you ample room to store various goods, the Matsudan
and your companions to your destination, with Growler is a competent vehicle that can take on
plenty of space to bring everything you need along and excel, regardless of what life chooses to throw
for the ride. at it.

Type: Automation (Vehicle, SUV) Type: Automation (Vehicle, SUV)


Size: 2 m wide x 5.5 m long Size: 2 m wide x 5.75 m long
XP: 60 XP: 60

Hit Points: 56 Hit Points: 56


Resistances: Acid: 3, Cold: 5, Heat: 5, Physical: 8, Resistances: Acid: 3, Cold: 5, Heat: 5, Physical: 8,
Radiation: 3 Radiation: 3
Movement Speed: 210 kph Movement Speed: 195 kph

End Wil Str Fin Ref Int For Cha End Wil Str Fin Ref Int For Cha
9 0 10 4 4 0 0 0 9 0 10 3 4 0 0 0

Skills Base Pool Skills Base Pool


Guns: Turrets 1 5 Guns: Turrets 1 4
Intuition 1 1 Intuition 1 1
Navigation 1 1 Navigation 1 1
Perception 1 1 Perception 1 1
Piloting: Driving 1 5 Piloting: Driving 1 5
Stealth 1 5 Stealth 1 4
Tracking 1 1 Tracking 1 1

Host Scan Network Firewall Host Scan Network Firewall


RAM Pool RAM Pool
Count Range Noise Rating Count Range Noise Rating
0 30 m 4 3 5 0 30 m 4 3 5

Damage Immunities: Mental, Toxic Damage Immunities: Mental, Toxic


Status Immunities: Anaphylaxis, Bleeding, Crippled, Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water Properties: Computerised Device, Metallic, Water
Susceptibility Susceptibility
Weight: 2,550 kg Weight: 2,700 kg
Seating: 8 Seating: 10
Carrying Capacity: 950 kg, Heavy Cover Carrying Capacity: 1,100 kg, Heavy Cover
Weapon Mount Limit: Heavy - 1 Weapon Mount Limit: Heavy - 1
Refuelling Cost: 550 Refuelling Cost: 575

178 Chapter 3, Items & Equipment


Taheo Roamer Xiao-Sen Outlander
While its features and overall design can be This beast of a vehicle can certainly hold its
summarised as basic, the Taheo Roamer is still a own in a hostile environment. With protective
competent and well-received transport van. armour around its exterior and plenty of space to
house cargo, the Xiao-Sen Outland is one of those
Often employed by commercial businesses to vehicles that you can rely upon to get you to your
handle light to medium payloads, this vehicle destination in one piece.
excels at logistics work and workforce deployment.
Often utilised by mercenaries and security groups,
this vehicle has become a staple choice for those
Type: Automation (Vehicle, Van)
who enjoy remaining anonymous but also have the
Size: 2 m wide x 5 m long protections for when things start to go south.
XP: 75
Type: Automation (Vehicle, Van)
Hit Points: 56
Size: 2 m wide x 6.25 m long
Resistances: Acid: 4, Cold: 6, Heat: 6, Physical: 10,
Radiation: 3 XP: 75

Movement Speed: 160 kph Hit Points: 60

End Wil Str Fin Ref Int For Cha Resistances: Acid: 4, Cold: 6, Heat: 7, Physical: 11,
Radiation: 4
9 0 10 3 4 0 0 0
Movement Speed: 180 kph
Skills Base Pool
End Wil Str Fin Ref Int For Cha
Guns: Turrets 1 4
10 0 11 3 4 0 0 0
Intuition 1 1
Navigation 1 1 Skills Base Pool

Perception 1 1 Guns: Turrets 1 4

Piloting: Driving 1 5 Intuition 1 1

Stealth 1 4 Navigation 1 1

Tracking 1 1 Perception 1 1
Piloting: Driving 1 5
Host Scan Network Firewall
RAM Pool Stealth 1 4
Count Range Noise Rating
0 30 m 4 3 5 Tracking 1 1

Damage Immunities: Mental, Toxic Host Scan Network Firewall


RAM Pool
Count Range Noise Rating
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, 0 30 m 4 3 5
Poisoned, Prone, Unconscious
Damage Immunities: Mental, Toxic
Properties: Computerised Device, Metallic, Water
Susceptibility Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Weight: 2,750 kg Poisoned, Prone, Unconscious
Seating: 7 Properties: Computerised Device, Metallic, Water
Carrying Capacity: 1,300 kg, Heavy Cover Susceptibility

Weapon Mount Limit: Medium - 1, Heavy - 1 Weight: 3,400 kg

Refuelling Cost: 575 Seating: 7


Carrying Capacity: 1,500 kg, Heavy Cover
Weapon Mount Limit: Medium - 1, Heavy - 1
Refuelling Cost: 600

179 Chapter 3, Items & Equipment


Yamasaki Roadmaster Bentley Voyager
Having been on the market for nearly a decade, Continuing their trend of delivering exceptionally
this large beefy armoured truck is one of the well-made, luxury vehicles, the Voyager is the
best-selling commercial vehicles of all time. latest model to come off the production lines of
the British company Bentley.
Continuing Yamasaki Industrial’s trend for
excellent build quality and attention to detail, Built like a tank, this vehicle is designed to serve as
the Roadmaster is, without a doubt, one of the a status symbol and offer its riders peace, comfort,
safest ways to travel, with enough space to include and safe passage to wherever they need to go.
everything you could need.
Type: Automation (Vehicle, Car)
Type: Automation (Vehicle, Truck)
Size: 2 m wide x 5.3 m long
Size: 2.5 m wide x 15.75 m long
XP: 75
XP: 100
Hit Points: 56
Hit Points: 64
Resistances: Acid: 3, Cold: 5, Heat: 6, Physical: 12,
Resistances: Acid: 5, Cold: 7, Heat: 8, Physical: 13, Radiation: 3
Radiation: 5
Movement Speed: 225 kph
Movement Speed: 150 kph
End Wil Str Fin Ref Int For Cha
End Wil Str Fin Ref Int For Cha
9 0 11 3 5 0 0 0
11 0 12 2 3 0 0 0
Skills Base Pool
Skills Base Pool
Guns: Turrets 1 4
Guns: Turrets 1 3
Intuition 1 1
Intuition 1 1
Navigation 1 1
Navigation 1 1
Perception 1 1
Perception 1 1
Piloting: Driving 1 6
Piloting: Driving 1 4
Stealth 1 4
Stealth 1 3
Tracking 1 1
Tracking 1 1
Host Scan Network Firewall
RAM Pool
Host Scan Network Firewall Count Range Noise Rating
RAM Pool
Count Range Noise Rating 0 30 m 5 4 6
0 30 m 4 3 5
Damage Immunities: Mental, Toxic
Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Status Immunities: Anaphylaxis, Bleeding, Crippled, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Poisoned, Prone, Unconscious
Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic, Water
Properties: Computerised Device, Metallic, Water Susceptibility
Susceptibility
Weight: 2,450 kg
Weight: 15,000 kg
Seating: 5
Seating: 3
Carrying Capacity: 650 kg, Heavy Cover
Carrying Capacity: 30,000 kg, Heavy Cover
Weapon Mount Limit: Heavy - 1
Weapon Mount Limit: Heavy - 2
Refuelling Cost: 400
Refuelling Cost: 950

180 Chapter 3, Items & Equipment


Beryl Lynx Zeus Scorpion MK-1
As a cornerstone of the construction industry, Arriving on the battlefield is the Scorpion, the latest
the Beryl Lynx Zeus is widely regarded as an product of GM Defense, the specialist military
exceptional piece of equipment. This heavy division of General Motors.
industrial loader can easily lift large quantities of
goods, and thanks to its humanoid-like design, it With exceptional raw power and a hardened
can utilise several upscaled tools, including; drills, exterior of thick armour plating, the Scorpion
welders, and rams. can traverse its environment with relative ease,
providing safety for a fire team or some other
Given its height of just under 7 meters, the valuable cargo held within.
Zeus requires ample free space in its working
environment to function efficiently.
Type: Automation (Vehicle, Armoured Car)
Size: 2.25 m wide x 4.5 m long
Type: Automation (Vehicle, Mech)
XP: 1,250
Size: 4 m
XP: 1,000 Hit Points: 60
Resistances: Acid: 5, Cold: 7, Heat: 8, Physical: 16,
Hit Points: 68 Radiation: 6
Resistances: Acid: 6, Cold: 8, Heat: 8, Physical: 15, Movement Speed: 180 kph
Radiation: 6
Movement Speed: 50 kph End Wil Str Fin Ref Int For Cha
10 0 11 3 4 0 0 0
End Wil Str Fin Ref Int For Cha
12 0 12 1 2 0 0 0 Skills Base Pool
Guns: Turrets 6 9
Skills Base Pool
Intuition 1 1
Guns: Turrets 1 2
Navigation 1 1
Intuition 1 1
Perception 1 1
Navigation 1 1
Piloting: Driving 1 5
Perception 1 1
Stealth 1 4
Piloting: Driving 1 3
Tracking 1 1
Stealth 1 2
Tracking 1 1 Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Host Scan Network Firewall 0 40 m 5 4 6
RAM Pool
Count Range Noise Rating
0 30 m 4 3 6 Damage Immunities: Mental, Toxic
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Damage Immunities: Mental, Toxic Diseased, Exhaustion, Feared, Maimed, Paralysed,
Status Immunities: Anaphylaxis, Bleeding, Crippled, Poisoned, Prone, Unconscious
Diseased, Exhaustion, Feared, Maimed, Paralysed, Properties: Computerised Device, Metallic, Water
Poisoned, Prone, Unconscious Susceptibility
Properties: Computerised Device, Metallic, Water Weight: 2,500 kg
Susceptibility
Seating: 6
Weight: 4,000 kg
Carrying Capacity: 1,200 kg, Full Cover
Seating: 1
Weapon Mount Limit: Medium - 2, Heavy - 1
Carrying Capacity: 6,000 kg, Partial Cover
Refuelling Cost: 625
Weapon Mount Limit: Heavy - 3
Refuelling Cost: 1,050

181 Chapter 3, Items & Equipment


Xiao-Sen Gladiator Matsudan Conqueror
As a recent addition to the Xiao-Sen military Built for battering through enemy lines, the
hardware catalogue, the Gladiator arrives on the Matsudan Conqueror is a large-scale military siege
marketplace as a versatile armoured transport mech. Capable of unleashing enough ordinance to
unit. make even the most over-the-top action film seem
paltry by comparison, this highly capable machine
Capable of easily repelling small arms fire, this of war is truly a sight to behold.
vehicle can fulfil many roles, including rapid-fire
team deployments, logistics and transportation While certain mega-corporations have been
support, or even ranged bombardment using granted access to the Conqueror for protecting
several mounted weapon systems. vital real estate, at just over 8 meters tall, these
machines are considered far too dangerous for
civilian use.
Type: Automation (Vehicle, Armoured Transport)
Size: 2.75 m wide x 7 m long Type: Automation (Vehicle, Mech)
XP: 1,500 Size: 5 m

Hit Points: 68 XP: 2,000


Resistances: Acid: 6, Cold: 8, Heat: 9, Physical: 17,
Hit Points: 68
Radiation: 8
Resistances: Acid: 6, Cold: 8, Heat: 9, Physical: 18,
Movement Speed: 130 kph
Radiation: 8

End Wil Str Fin Ref Int For Cha Movement Speed: 60 kph

12 0 12 2 3 0 0 0
End Wil Str Fin Ref Int For Cha
Skills Base Pool 13 0 13 1 2 0 0 0
Guns: Turrets 6 8
Skills Base Pool
Intuition 1 1
Guns: Turrets 6 7
Navigation 1 1
Intuition 1 1
Perception 1 1
Navigation 1 1
Piloting: Driving 1 4
Perception 1 1
Stealth 1 3
Piloting: Driving 1 3
Tracking 1 1
Stealth 1 2

Host Scan Network Firewall Tracking 1 1


RAM Pool
Count Range Noise Rating
0 40 m 5 4 6 Host Scan Network Firewall
RAM Pool
Count Range Noise Rating

Damage Immunities: Mental, Toxic 0 40 m 5 4 6

Status Immunities: Anaphylaxis, Bleeding, Crippled,


Damage Immunities: Mental, Toxic
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Properties: Computerised Device, Metallic, Water
Poisoned, Prone, Unconscious
Susceptibility
Properties: Computerised Device, Metallic, Water
Weight: 16,500 kg
Susceptibility
Seating: 12
Weight: 5,250 kg
Carrying Capacity: 20,000 kg, Full Cover
Seating: 1
Weapon Mount Limit: Medium - 3, Heavy - 1
Carrying Capacity: 7,500 kg, Heavy Cover
Refuelling Cost: 750
Weapon Mount Limit: Medium - 4, Heavy - 4
Refuelling Cost: 1,200

182 Chapter 3, Items & Equipment


Nautical Vehicles certainly not cheap to purchase,
these vehicles excel at traversing safely and
Ranging from quick and agile securely across the open waters, often with a little
speedboats, all the way through bit of style points thrown in for good measure.
to coastal patrols ships and
submersibles, nautical vehicles If you plan on running a job along a river or by the
cover an extensive range of coast, you can give yourself a helping hand by
maritime products. While taking one of these on for the ride.

Name Vehicle Type End Str Fin Ref HP Move Seats Rest Cost
Yamasaki Sprint Jet Ski 3 4 6 8 32 80 kph 2 1L 7,500
Sea Ray SPX 300 Motorboat 6 5 5 6 44 26 kph 7 1L 14,500
Yamasaki
Speedboat 5 7 7 9 40 90 kph 5 1L 22,250
Renegade
Sunseeker
Luxury Yacht 10 9 2 4 60 38 kph 80 1L 100,250
Oceania
Xiao-Sen
Submarine 7 7 4 5 48 15 kph 8 2L 70,000
Swordfish
Yamasaki Sea
Submarine 8 8 3 4 52 12 kph 3 2L 79,500
Serpent
Matsudan
Gunboat 11 11 3 3 64 45 kph 25 3R 92,500
Piranha

Above: The nautical vehicles overview table.

Yamasaki Sprint Skills Base Pool


As a popular choice for various recreational Guns: Turrets 1 7
activities, the Yamasaki Sprint is a regular sight on
Intuition 1 1
many of the world’s open waterways. Brandishing
the Yamasaki Industrial name, the Sprint is a Navigation 1 1
high-quality nautical vehicle that can excel Perception 1 1
regardless of the challenges thrown its way.
Piloting: Seacraft 1 9

While lacking in its overall cargo capacity, this Stealth 1 7


vehicle’s potent speed makes it an attractive choice Tracking 1 1
for those who need to get somewhere fast.
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Type: Automation (Vehicle, Jet Ski)
0 30 m 4 3 3
Size: 0.75 m wide x 2.25 m long
Damage Immunities: Mental, Toxic
XP: 30
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Hit Points: 32 Poisoned, Prone, Unconscious
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 4, Properties: Computerised Device, Metallic
Radiation: 1
Weight: 168 kg
Movement Speed: 80 kph

End Wil Str Fin Ref Int For Cha


3 0 4 6 8 0 0 0

183 Chapter 3, Items & Equipment


Seating: 2 Yamasaki Renegade
Carrying Capacity: 200 kg, No Cover The Yamasaki Renegade is a vehicle that was
designed and built for one purpose, speed. Hurling
Weapon Mount Limit: Medium - 1
down rivers and coastlines from Tokyo to London,
Refuelling Cost: 300 the Renegade has seen ample success thanks to its
sporty aesthetics and stylish finish.

Sea Ray SPX 300 Popularised by its appearance in various films


and other media, this vehicle is a common choice
This stylish, all-purpose motorboat is one of the
for many organisations, from security groups to
more notable products recently arriving on the
criminal gangs.
marketplace. Versatile in function, the SPX 300 can
serve you well as both a recreational vehicle and
an agile and lightweight transport. Type: Automation (Vehicle, Speedboat)
Size: 3 m wide x 13 m long
Type: Automation (Vehicle, Motorboat)
XP: 50
Size: 2.75 m wide x 7.5 m long
Hit Points: 40
XP: 50
Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6,
Hit Points: 44 Radiation: 1

Resistances: Acid: 1, Cold: 2, Heat: 2, Physical: 6, Movement Speed: 90 kph


Radiation: 1
End Wil Str Fin Ref Int For Cha
Movement Speed: 26 kph
5 0 7 7 9 0 0 0
End Wil Str Fin Ref Int For Cha
Skills Base Pool
6 0 5 5 6 0 0 0
Guns: Turrets 1 8
Skills Base Pool Intuition 1 1
Guns: Turrets 1 6 Navigation 1 1
Intuition 1 1 Perception 1 1
Navigation 1 1 Piloting: Seacraft 1 10
Perception 1 1 Stealth 1 8
Piloting: Seacraft 1 7 Tracking 1 1
Stealth 1 6
Host Scan Network Firewall
Tracking 1 1 RAM Pool
Count Range Noise Rating
0 30 m 4 3 4
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Damage Immunities: Mental, Toxic
0 30 m 4 3 4
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Damage Immunities: Mental, Toxic Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious
Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Properties: Computerised Device, Metallic
Poisoned, Prone, Unconscious Weight: 6,000 kg
Properties: Computerised Device, Metallic Seating: 5
Weight: 1,750 kg Carrying Capacity: 3,000 kg, Partial Cover
Seating: 7
Weapon Mount Limit: Medium - 2
Carrying Capacity: 1,000 kg, Partial Cover
Refuelling Cost: 475
Weapon Mount Limit: Medium - 2
Refuelling Cost: 450

184 Chapter 3, Items & Equipment


Sunseeker Oceania Xiao-Sen Swordfish
As an undeniable status symbol and the pinnacle Designed and built to stealthily insert tactical
of wealth, the Oceania follows a long line of luxury forces behind enemy lines, the Xiao-Sen Swordfish
vessels to be manufactured under the Sunseeker is a highly praised specialist submarine. Capable
name. At 40 meters in length and spread over two of diving to depths of around 100 meters, the
floors, this yacht has five cabins, a swimming pool, Swordfish can silently glide along riverbeds and
and a sizeable open lounge. coastlines to deliver its cargo for maximum effect.

Given its widespread appeal to celebrities and the While not built for sustained combat operations,
political elite, many of these vessels often feature the Swordfish can provide light fire support in a
mounted weapon systems to help repel pirates and pinch using up to two medium-calibre weapon
other unwanted trespassers. mounts along its topside.

Type: Automation (Vehicle, Luxury Yacht) Type: Automation (Vehicle, Submarine)


Size: 9.5 m wide x 40 m long Size: 2.5 m wide x 12 m long
XP: 1,500 XP: 1,000

Hit Points: 60 Hit Points: 48


Resistances: Acid: 5, Cold: 7, Heat: 7, Physical: 16, Resistances: Acid: 5, Cold: 8, Heat: 8, Physical: 14,
Radiation: 6 Radiation: 6
Movement Speed: 90 kph Movement Speed: 15 kph

End Wil Str Fin Ref Int For Cha End Wil Str Fin Ref Int For Cha
5 0 7 7 9 0 0 0 7 0 7 4 5 0 0 0

Skills Base Pool Skills Base Pool


Guns: Turrets 1 3 Guns: Turrets 4 8
Intuition 1 1 Intuition 1 1
Navigation 1 1 Navigation 1 1
Perception 1 1 Perception 1 1
Piloting: Seacraft 1 5 Piloting: Seacraft 1 6
Stealth 1 3 Stealth 1 5
Tracking 1 1 Tracking 1 1

Host Scan Network Firewall Host Scan Network Firewall


RAM Pool RAM Pool
Count Range Noise Rating Count Range Noise Rating
0 30 m 5 4 6 0 30 m 5 4 6

Damage Immunities: Mental, Toxic Damage Immunities: Mental, Toxic


Status Immunities: Anaphylaxis, Bleeding, Crippled, Status Immunities: Anaphylaxis, Bleeding, Crippled,
Diseased, Exhaustion, Feared, Maimed, Paralysed, Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Poisoned, Prone, Unconscious
Properties: Computerised Device, Metallic Properties: Computerised Device, Metallic
Weight: 99,500 kg Weight: 13,500 kg
Seating: 80 Seating: 8
Carrying Capacity: 75,000 kg, Heavy Cover Carrying Capacity: 3,000 kg, Full Cover
Weapon Mount Limit: Medium - 5, Heavy - 1 Weapon Mount Limit: Medium - 2
Refuelling Cost: 2,500 Refuelling Cost: 650

185 Chapter 3, Items & Equipment


Quirks Seating: 3
Submersible Carrying Capacity: 32,500 kg, Full Cover
While submerged the vessel gains a +5 dice pool Weapon Mount Limit: Medium - 2, Heavy - 1
modifier to all Stealth-based skill checks.
Refuelling Cost: 750

Yamasaki Sea Serpent Quirks


When you need equipment transported quietly in
Submersible
and out of an area, nothing could be better suited
While submerged the vessel gains a +5 dice pool
to the task at hand than the Yamasaki Sea Serpent.
modifier to all Stealth-based skill checks.
This submersible vehicle can safely haul large
amounts of cargo as it cruises silently at depths
of up to 300 meters.
Matsudan Piranha
Popular with various corporations, both big and The Piranha is a well-regarded medium-sized
small, the Sea Serpent is notorious for its ties to patrol ship. Often utilised for coastal defence
many of the world’s most notorious smuggling and maintaining security along rivers and
trades. other open waterways, this ship combines an
intimidating amount of firepower, good speed, and
manoeuvrability.
Type: Automation (Vehicle, Submarine)
Size: 3.5 m wide x 15 m long Given its smaller size than a frigate or destroyer,
the Matsudan Piranha can often operate in waters
XP: 1,250
that would not otherwise be suited for these larger
ships.
Hit Points: 52
Resistances: Acid: 6, Cold: 9, Heat: 9, Physical: 16,
Radiation: 6 Type: Automation (Vehicle, Gunboat)

Movement Speed: 12 kph Size: 12.5 m wide x 60 m long


XP: 2,000
End Wil Str Fin Ref Int For Cha
8 0 8 3 4 0 0 0 Hit Points: 64
Resistances: Acid: 6, Cold: 9, Heat: 9, Physical: 18,
Skills Base Pool
Radiation: 8
Guns: Turrets 4 7
Movement Speed: 45 kph
Intuition 1 1
Navigation 1 1 End Wil Str Fin Ref Int For Cha

Perception 1 1 11 0 11 3 3 0 0 0

Piloting: Seacraft 1 5 Skills Base Pool


Stealth 1 4 Guns: Turrets 6 9
Tracking 1 1 Intuition 1 1
Navigation 1 1
Host Scan Network Firewall
RAM Pool
Count Range Noise Rating Perception 1 1
0 30 m 5 4 6
Piloting: Seacraft 1 4

Damage Immunities: Mental, Toxic Stealth 1 4

Status Immunities: Anaphylaxis, Bleeding, Crippled, Tracking 1 1


Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious Host Scan Network Firewall
RAM Pool
Count Range Noise Rating
Properties: Computerised Device, Metallic
0 30 m 5 4 7
Weight: 17,250 kg

186 Chapter 3, Items & Equipment


Damage Immunities: Mental, Toxic • Skillsofts - Software that can teach an
automation on how to perform a particular
Status Immunities: Anaphylaxis, Bleeding, Crippled,
type of skill.
Diseased, Exhaustion, Feared, Maimed, Paralysed,
Poisoned, Prone, Unconscious • Weapon Mounts - Hardware that allows an
Properties: Computerised Device, Metallic automation to utilise an attached weapon
system.
Weight: 165,000 kg
Seating: 25
Pilotsofts
Carrying Capacity: 150,000 kg, Full Cover
Weapon Mount Limit: Medium - 2, Heavy - 3 With the streets of 2107
becoming more dangerous,
Refuelling Cost: 3,250 it is increasingly vital for an
automation to be able to defend
itself. Whether it be a hooligan
attempting to take off with
3.22 Automation someone else’s lightweight
drone or perhaps a bunch of gangsters who want
Accessories to have some fun lighting up nearby passing
vehicles, automations often require the ability to
While some automations may look impressive quickly think on the spot and help keep themselves
by themselves, there are plenty of items and operational.
accessories out there required to help them
with their tasks. For example, a vehicle built for Pilotsofts can help an automation achieve just
fire support will not be able to utilise firearms this. By providing the drone or vehicle with a highly
without a sufficient number of weapon mounts. trained set of software, the pilotsoft can efficiently
Simultaneously, a drone aiming to patrol a given run any necessary simulations to quickly decide
area will often prove ineffective without using a upon the best possible course of action. This could
half-decent sensor array. be a move command to nearby cover to better
avoid incoming weapons fire or prioritising specific
Regardless of the item or the job it intends to targets to quickly neutralise the perceived threat.
perform, accessories will generally fall into one
of four subcategories. These are: As with most types of software these days,
pilotsofts come in various versions. Each version
represents an improved iteration of the software
• Pilotsofts - Software that can teach an
and provides an increased bonus to the automation
automation how best to react to the actions
they are installed onto. Regardless of which
and events around it.
product is chosen, the automation’s current Reflex
• Sensor Arrays - Hardware which grants an attribute score is further increased by its stated
automation vision of its surroundings. amount.

Version Reflex Gain RAM Use Detection Rating Restrictions Cost


1 +1 1 1 1L 350
2 +2 1 1 1L 750
3 +3 1 1 2L 1,650
4 +4 1 1 2L 3,450
5 +5 1 1 3L 7,500

Above: The pilotsofts equipment overview table.

187 Chapter 3, Items & Equipment


Sensor Arrays a mass of data it can then understand and utilise.
This could include the layout of a particular room
Regardless of their particular and building, or perhaps instead, the location of all
role or purpose, all automations hostile individuals within its nearby vicinity.
require information about
their current surroundings Regardless of what information is being
and environment for them captured, an installed sensor array increases the
to be able to make informed automation’s current Foresight attribute score to
decisions. For example, a its stated amount. The table below should give
drone on reconnaissance duty isn’t going to fare you a brief overview of this and their various other
particularly well if it cannot identify potential statistics. The columns from left to right are as
hazards and targets. At the same time, a logistics follows; name, vision types, Foresight attribute
vehicle will leave much to be desired if it needs score, properties, weight, concealment rating,
help figuring out how to manoeuvre through traffic. combined restriction class & level, and finally, its
cost.
The sensor array is a high-tech piece of equipment
that can digitise an automation’s surroundings into

Name Vision Types Foresight Props Wt Con Rest Cost


Echo Standard, Low-light 2 Metallic 0.5 kg A 1L 500
Seer Standard, Low-light, Night 3 Metallic 0.75 kg A 1L 1,150
Horizon Standard, Low-light 4 Metallic 0.6 kg A 1L 1,250
Ascendant Standard, Low-light 6 Metallic 0.75 kg A 1L 2,650
Skylark Standard, Low-light, Night 6 Metallic 0.85 kg A 1L 3,250
Pathfinder Standard, Low-light, Night 7 Metallic 0.9 kg A 2L 4,500
Sentinel Standard, Low-light, Night, Thermal 8 Metallic 1 kg A 3L 7,000
Matriarch Standard, Low-light, Night, Thermal 9 Metallic 1 kg A 4L 9,250
Exodus Standard, Low-light, Night, Thermal 10 Metallic 1 kg A 5L 12,500

Above: The sensor arrays equipment overview table.

Echo Horizon
The Echo is an all-purpose entry-level sensor array The Horizon is a relatively solid piece of kit offering
system intended for everyday use. Frequently a good balance of both cost and perceptive
utilised by organisations in the automotive capabilities. Often utilised by many small-scale
industry, this equipment provides a drone organisations, this sensor array is perfectly suited
or vehicle with a basic understanding of its for patrol robots and indoor maintenance drones.
surroundings.

Ascendant
Seer Armed with its impressive array of 64 separate
Equipped with a standard night vision lens, cameras, the Ascendant is one of the most
the Seer is an effective, low-cost solution for powerful sensory devices available to the general
automations required to operate both during the public. Its perceptive capabilities rival any human’s,
day and the dead of night. and its weight is low enough to be installed onto
even the smallest of automations.

188 Chapter 3, Items & Equipment


Skylark Exodus
With its ability to operate in complete darkness, the Arriving fresh out of the BDE group labs, the
Skylark is a popular choice for those who require Exodus has swiftly established itself as a
their automations to work flawlessly in the dead of dominant contender for the go-to standard for
night. Despite its higher-than-average price point all military-grade sensor equipment. With its
being a sticking point for many, its performance support for various vision types and a high degree
alone makes it a highly sought-after piece of of accuracy, the Exodus is regularly sought after by
equipment. various military groups and organisations across
the globe.

Pathfinder
Created for use by law enforcement officials and Skillsofts
the private security sector, the Pathfinder is a
competent piece of tech that can radically improve While pilotsofts allow for an
an automation’s perceptive capabilities. Equipped automation to better determine
with a variety of different cameras, the Pathfinder a suitable course of action,
can operate in most types of environments. skillsofts prefer to teach them
how best to perform a certain
skill. This could mean enhancing
Sentinel a drone or vehicle’s stealth
by training them on how best to remain hidden,
Often found in the hands of corporate security, the or perhaps instead, its ability to fire a mounted
Sentinel is an all-purpose, high-tech sensor array weapon system through improved aiming and a
system. Built for both accuracy and surgical-like better understanding of its recoil patterns.
precision, the Sentinel can reliably pick out targets
before its automation delivers a powerful and
deadly strike. Regardless of which skillsoft is chosen, various
software iterations will exist on the marketplace.
Each iteration improves upon the last by providing
Matriarch a more significant increase to the automation’s
associated skill. How large of gain you can expect
The Matriarch is a complex, high-precision to receive here can easily be determined by
sensor array system often utilised by military referencing the table below. Of course, like with
and high-end security organisations. The any other kind of product, the higher the potency of
equipment excels at mapping out environments its effects, the larger you can expect its price tag.
and identifying potential hazards and hostiles
within its vicinity.
Additionally, all skillsofts have an associated
RAM use. This value reflects the number of
resources that the software will require from the
device’s RAM pool for it to be able to run. For more
information about RAM use, please refer to the
Computers & the Omninet chapter detailed later
on in this book.

Version Skill Gain RAM Use Detection Rating Restrictions Cost


1 +2 1 1 1L 200
2 +4 1 1 2L 450
3 +6 1 1 3L 950
4 +8 1 1 4L 2,000
5 +10 1 1 5L 4,250

Above: The skillsofts equipment overview table.

189 Chapter 3, Items & Equipment


Skillsofts can be purchase for each of the following with a robust frame to attach a suitable firearm,
skill types; Guns: Turrets, Intuition, Navigation, several intricate mechanisms controlled by a
Perception, Piloting: Aircraft, Piloting: Driving, computer interface allow the device to aim and fire
Piloting: Seacraft, Stealth, and Tracking. Regardless with a high degree of precision.
of which are chosen, you should use the above
overview table for determining their various Certain products have been built to different
statistics and effects. scales, however, and as such, one can often
prove better suited towards a particular type of
automation than another. For example, a heavy
Weapon Mounts weapon mount can only be utilised by the largest
drones or vehicles, while the medium and light
As drones and vehicles both variants can be installed onto a broader range of
became ever more advanced devices.
in their capabilities, it was only a
matter of time before someone
The table below should give you a good idea of
had the bright idea of equipping
which types of weapon mount might be best suited
them with weapon systems.
for the job at hand, along with their various other
However, without the use of
statistics and effects. The columns from left to
hands and dexterous fingers, suitable equipment
right are as follows; name, supported weapon
was always going to be necessary to facilitate their
types, properties, weight, concealment rating,
use.
combined restriction class & level, and finally, its
cost.
The weapon mount is a piece of equipment that
grants an automation this very capability. Equipped

Name Supported Weapons Props Wt Con Rest Cost


Light Weapon Mount Pistols (light/heavy/automatic) Metallic 0.5 kg A 1R 750
Assault rifles, submachine guns,
Medium Weapon Mount Metallic 2 kg D 1R 1,500
long guns

Heavy Weapon Mount Heavy weapons Metallic 6 kg I 2O 3,500

Above: The weapon mounts equipment overview table.

Light Weapon Mount Medium Weapon Mount


Consisting of a mechanical frame with a series of Constructed with a larger and more durable frame,
pneumatic components, the weapon mount allows this weapon mount is the bigger brother of its
an automation’s onboard computer system to lighter variant. Able to support all manner of long
control and manoeuvre a given firearm like any guns and automatic type weaponry, these mounts
other individual. A storage component is situated can grant an automation a considerable amount of
towards its rear and serves as a feed of additional firepower.
magazines and ammunition for when the weapon
system becomes depleted. Standard Actions:

Standard Actions: Mount/Unmount Weapon


Equips or unequips a suitable firearm from the
Mount/Unmount Weapon weapon mount. A weapon mount can only support
Equips or unequips a suitable firearm from the one firearm at any given time.
weapon mount. A weapon mount can only support
one firearm at any given time.

190 Chapter 3, Items & Equipment


Heavy Weapon Mount so does the potency of its effects on an individual’s
body.
As the largest of the three variants, this weapon
mount can support the most extensive array of
firearms. Whether it be a flame-thrower, grenade An important point to note is that cybernetic
launcher, or minigun, this weapon mount can help enhancements of different versions do not stack
an automation utilise it. with one another. As a result, a model with an
earlier version must first be removed from an
individual’s body before a later iteration can be
Given their potential for untold collateral damage,
fitted in its place.
however, it is of little surprise that these mounts
were quickly outlawed in most of the world’s
various markets. Attribute Enhancements
Standard Actions: Whether you are looking to
improve your physical strength,
mental capacity or get better
Mount/Unmount Weapon
at reading other people,
Equips or unequips a suitable firearm from the
attribute-based cybernetic
weapon mount. A weapon mount can only support
enhancements will have you
one firearm at any given time.
covered. Well known for the
potency of their effects and a hefty price tag to
suit, these high-tech pieces of gear are regularly
sought after by many.
3.23 Cybernetic
Enhancements Below is a table informing you of all the attribute
enhancements currently available on the
What started as an industry looking to improve the marketplace. The columns from left to right are
lives of injured war veterans and the disabled has as follows; name, improved attribute, properties,
now morphed and grown into the gargantuan trade weight, concealment rating, and finally, its
it is today. rejection rating.

Whether you are looking for heightened reflexes


to significantly improve your reaction times or
perhaps an integrated defibrillator for those with
a consistent history of strokes in their family,
cybernetic enhancements can promise to improve
any aspect of your life, providing you have the
credits to pay for them.

All cybernetic enhancements can be categorised


into one of two groups. These are:

• Attribute Enhancements - Equipment that


focuses on improving a character’s attribute
scores.
• Utility Enhancements - Equipment that
grants an individual new and improved utility
or function.

Additionally, each piece of equipment can


be purchased in several different varieties.
Represented by a version number, each iteration
reflects a series of phased improvements or
changes made to the initial enhancement over
time. As this version number continues to increase,
Name Attr Props Wt Con Reject
Accelerated Reflexes Reflex Computerised Device, Metallic 0.1 kg E 15
Cerebrum Dampener Will Computerised Device, Metallic 0.01 kg VE 13.5
Exoskeleton Strength Computerised Device, Metallic 6 kg D 10
Kinesics Interpreter Charisma Computerised Device, Metallic 0.01 kg VE 10
Neuro Stimulant Intellect Computerised Device, Metallic 0.01 kg VE 12.5
Pain Suppression System Endurance Computerised Device, Metallic 0.5 kg E 13.5
Precision Stabilisers Finesse Computerised Device, Metallic 0.01 kg VE 12.5
Retinal Processors Foresight Computerised Device, Metallic 0.01 kg VE 11

Host Scan Network Firewall


Name RAM Pool
Count Range Noise Rating
Accelerated Reflexes 0 12 m 2 3 3
Cerebrum Dampener 0 12 m 2 3 3
Exoskeleton 0 12 m 2 3 3
Kinesics Interpreter 0 12 m 2 3 3
Neuro Stimulant 0 12 m 2 3 3
Pain Suppression System 0 12 m 2 3 3
Precision Stabilisers 0 12 m 2 3 3
Retinal Processors 0 12 m 2 3 3

Above: The attribute enhancements overview tables.

Accelerated Reflexes enhancement receives a bonus to their Reflex


attribute score. This increase equals the version
Comprised of a series of nano processors
number of the enhancement and, unlike most other
integrated into the individual’s brain, this
improvements, can go beyond the individual’s
cybernetic enhancement boasts a sizeable
normal biological maximum.
improvement to their ability to process nearby
information and formulate an adequate response.
Cerebrum Dampener
Version Restrictions Cost With the rise of psionics and its effects, many
1 1L 5,200 individuals have seen a great need to protect their
minds and its secrets. Thoughts and sensitive
2 2L 9,100
information which were once held as being private
3 3L 15,925 can now be exposed by talented individuals for all
4 4L 27,875 of the world to see.
5 5L 48,775
The Cerebrum Dampener soon began making
headway onto the markets. By tracking the day
Traits: to activities of the host’s brain, this cybernetic
implant can be trained to detect and then suppress
Accelerated Reflexes both intrusive thoughts and spikes of trauma or
While equipped, the host of this cybernetic induced stress.

192 Chapter 3, Items & Equipment


Version Restrictions Cost Whether it be the tones in their voice, the
movements of their body, or perhaps merely the
1 1L 5,050
presence of sweat, all of this information can help
2 2L 8,850 feed a real-time model of their emotional state
3 3L 15,500 with impressive precision.

4 4L 27,125
5 5L 47,500 Version Restrictions Cost
1 1L 4,450

Traits: 2 2L 7,800
3 3L 13,600
Cerebrum Dampener 4 4L 23,850
While equipped, the host of this cybernetic
5 5L 41,750
enhancement receives a bonus to their Will
attribute score. This increase equals the version
number of the enhancement and, unlike most other Traits:
improvements, can go beyond the individual’s
normal biological maximum.
Kinesics Interpreter
While equipped, the host of this cybernetic
Exoskeleton enhancement receives a bonus to their Charisma
attribute score. This increase equals the version
This sleek metallic enhancement can be closely number of the enhancement and, unlike most other
integrated into the host’s major muscle groups. improvements, can go beyond the individual’s
Utilising a series of finely tuned electrical motors normal biological maximum.
and hydraulics, the exoskeleton can provide a
noticeable improvement to an individual’s raw
body strength. Neuro Stimulant
Dealing with the brain is both delicate and
Version Restrictions Cost dangerous work. After years of experimentation,
however, scientists have finally discovered a way
1 1L 5,200
to stimulate brain cells to improve their overall
2 2L 9,100 cognitive function.
3 3L 15,925
4 4L 27,875
Utilising targeted electronic pulses to specific
cells at a nanosecond level of precision, the Neuro
5 5L 48,775 Stimulant can significantly improve an individual’s
intelligence.
Traits:
Version Restrictions Cost
Exoskeleton 1 1L 5,200
While equipped, the host of this cybernetic
enhancement receives a bonus to their Strength 2 2L 9,100
attribute score. This increase equals the version 3 3L 15,925
number of the enhancement and, unlike most other
4 4L 27,875
improvements, can go beyond the individual’s
normal biological maximum. 5 5L 48,775

Kinesics Interpreter Traits:


Having originally been developed by a team of
Neuro Stimulant
researchers looking into the world of dating, the
While equipped, the host of this cybernetic
Kinesics Interpreter is designed to accurately read
enhancement receives a bonus to their Intellect
subtle social cues about a specific individual.
attribute score. This increase equals the version
number of the enhancement and, unlike most other

193 Chapter 3, Items & Equipment


improvements, can go beyond the individual’s Traits:
normal biological maximum.
Precision Stabilisers
While equipped, the host of this cybernetic
Pain Suppression System enhancement receives a bonus to their Finesse
Created through a combination of medical and attribute score. This increase equals the version
military research, the Pain Suppression System number of the enhancement and, unlike most other
allows an individual to endure far greater physical improvements, can go beyond the individual’s
punishment before their body finally gives in. normal biological maximum.
By synthesising and excreting small amounts of
chemical compounds, this cybernetic enhancement
can make anyone feel almost invincible. Retinal Processors
Inserted just behind the eyeballs of its host, this
Version Restrictions Cost cybernetic enhancement can recognise various
types of patterns in virtually real time.
1 1L 5,050
2 2L 8,850 Whether for highlighting strange anomalies or
3 3L 15,500 identifying relevant information, the Retinal
Processor can provide an in-depth augmented
4 4L 27,125
reality interface to help focus the attention of its
5 5L 47,500 host where it matters most.

Traits: Version Restrictions Cost


1 1L 5,050
Pain Suppression System
2 2L 8,850
While equipped, the host of this cybernetic
enhancement receives a bonus to their Endurance 3 3L 15,500
attribute score. This increase equals the version 4 4L 27,125
number of the enhancement and, unlike most other
5 5L 47,500
improvements, can go beyond the individual’s
normal biological maximum.
Traits:
Precision Stabilisers
Retinal Processors
Working similarly to the Accelerated Reflexes While equipped, the host of this cybernetic
enhancement, Precision Stabilisers operate enhancement receives a bonus to their Foresight
through a nano-processor inserted into an attribute score. This increase equals the version
individual’s brain. By learning to understand what number of the enhancement and, unlike most other
the host is trying to achieve, the processor can improvements, can go beyond the individual’s
automatically send out small yet precise electronic normal biological maximum.
signals to compensate for minor movement
inaccuracies.

Version Restrictions Cost


1 1L 5,200
2 2L 9,100
3 3L 15,925
4 4L 27,875
5 5L 48,775

194 Chapter 3, Items & Equipment


Utility Enhancements instead.

While attribute-based Whether it be reduced noise generation while


cybernetics aim to improve moving, an active camouflage field to blend into
an individual’s raw body their surroundings, or a retractable hidden blade,
strength or increase the speed these cybernetic enhancements offer many
of their reflexes, utility-based solutions to various problems you might encounter
enhancements grant them new during your adventures.
and improved functionality

Name Props Wt Con Reject


Active Camouflage Computerised Device, Metallic, Water Susceptibility 2.5 kg A 7.5
Air Filtration System Computerised Device, Metallic 0.5 kg E 2.5
Audial Enhancers Computerised Device, Metallic 0.05 kg VE 3
Audible Dampeners Computerised Device, Metallic 1 kg A 4
Audio Normaliser Computerised Device, Metallic 0.05 kg VE 3
Bone Hardening Metallic 2 kg A 7.5
Breathing Regulator Computerised Device, Metallic 1 kg E 3.5
Dermal Coating Metallic 1.5 kg A 7.5
Drug Dispenser Computerised Device, Metallic 0.25 kg E 2
Flash Suppressant Computerised Device, Metallic 0.01 kg VE 3.5
Integrated PCD/CCD Metallic 0.25 kg E 1.5
Interior Storage Compartment Metallic 0.5 kg A 3
Jump Boots Computerised Device, Metallic 1 kg A 4
Recoil Compensator Computerised Device, Metallic 1 kg A 3.5
Retractable Blade Computerised Device, Metallic 0.75 kg E 2
Sentinel Defibrillator Computerised Device, Metallic 0.5 kg E 4.5
Universal Translator Computerised Device, Metallic 0.05 kg VE 2.5
Visual Enhancer Computerised Device, Metallic 0.025 kg VE 3
Host Scan Network Firewall
Name RAM Pool
Count Range Noise Rating
Active Camouflage 0 12 m 2 3 3
Air Filtration System 0 12 m 2 3 3
Audial Enhancers 0 12 m 2 3 3
Audible Dampeners 0 12 m 2 3 3
Audio Normaliser 0 12 m 2 3 3
Breathing Regulator 0 12 m 2 3 3
Drug Dispenser 0 12 m 2 3 3
Flash Suppressant 0 12 m 2 3 3
Jump Boots 0 12 m 2 3 3
Recoil Compensator 0 12 m 2 3 3
Retractable Blade 0 12 m 2 3 3
Sentinel Defibrillator 0 12 m 2 3 3
Universal Translator 0 12 m 2 3 3
Visual Enhancer 0 12 m 2 3 3

Above: The utility enhancements overview tables.

Active Camouflage effect to both its host and their clothing and
equipment, in addition to also concealing
Comprised of a small-scale generator, this
their heat signature.
equipment can sustain a temporary energy
field around its host. While active, this field can
manipulate and bend rays of light to create a Air Filtration System
convincing invisibility-like effect.
Utilising a series of high-quality interwoven
nanoweave meshes, the air filtration system
Version Restrictions Cost automatically allows an individual’s respiratory
1 2R 7,500 system to filter out environmental pollutants and
airborne toxins.
2 3R 13,125
3 4R 22,950 The quality of this enhancement’s filtration
system has steadily improved over time as newer
iterations have continued to be released on the
Standard Actions: marketplace.

Activate/Deactivate Active Camouflage (1)


Toggles the active camouflage effect for this Version Restrictions Cost
enhancement. While active, its host is considered 1 1L 3,950
to have a varying level of invisibility, all based on
whichever version of the enhancement it was 2 2L 6,925
purchased at. 3 3L 12,100

• Version One - Grants the invisibility status


effect to its host, but none of their clothing or Traits:
equipment.
Air Filtration System
• Version Two - Grants the invisibility status While equipped, the host of this cybernetic
effect to its host, but also conceals their enhancement receives a bonus to their dice pool
clothing and equipment. whenever they attempt to resist or end an effect
• Version Three - Grants the invisibility status caused by inhaling an airborne hazard or toxin. This

196 Chapter 3, Items & Equipment


bonus equals the version number at which the Audio Normaliser
enhancement was purchased at multiplied by
Installed into the ear canal, the Audio Normaliser
three.
allows its host to regulate all incoming sound
without imposing a noticeable delay. Often used
by bar staff in clubs and other noisy environments,
Audial Enhancers
this small cybernetic enhancement can filter out
Utilising a pair of highly tuned sensors, this tiny loud background noise to give them crystal-clear
cybernetic enhancement can drastically improve an hearing.
individual’s hearing.

Version Restrictions Cost


Version Restrictions Cost
1 1L 3,950
1 1L 4,000
2 2L 6,925
2 2L 7,000
3 3L 12,100
3 3L 12,250
4 4L 21,175
4 4L 21,450
5 5L 37,050
5 5L 37,550

Traits:
Traits:
Audio Normaliser
Audial Enhancers While equipped, the host of this cybernetic
While equipped, the host of this cybernetic enhancement receives a bonus to their dice pool
enhancement receives a bonus to their dice pool on whenever they attempt to resist or end an
all sound-based Perception skill checks they make. audible-based concussive or impairing effect. This
This bonus should equal the version number at bonus equals double the version number at which
which the enhancement was purchased at. the enhancement was purchased at.

Additionally, they suffer no additional penalties due


Audible Dampeners to background noise when attempting to
Using strategically placed shock absorbers and communicate with others.
high-quality, low friction-based materials, this
cybernetic enhancement can reduce the noise
produced due to its host’s movements.
Bone Hardening
By coating each of the major bones in an
individual’s body, this cybernetic enhancement can
Version Restrictions Cost increase their resistance to all incoming physical
1 1L 4,250 type damage. Additionally, the hardened material
helps serve as a great way to deliver extra force
2 2L 7,450
on impact, playing a useful role while engaged in
3 3L 13,000 unarmed melee combat.
4 4L 22,750
5 5L 39,800 Unlike many other cybernetics, this enhancement
is purely chemical-based in nature. As a result, it
does not require a miniaturised computer system
Traits: to operate efficiently.

Audible Dampeners Version Restrictions Cost


While equipped, the host of this cybernetic
enhancement receives a bonus to their dice pool on 1 1L 4,500
all Stealth-based skill checks they make. This 2 2L 7,875
bonus equals the version number at which the
3 3L 13,750
enhancement was purchased at.
4 4L 24,050
5 5L 42,050

197 Chapter 3, Items & Equipment


Traits: Version Restrictions Cost
1 1L 4,500
Bone Hardening
While equipped, the host of this cybernetic 2 2L 7,875
enhancement receives additional physical damage 3 3L 13,750
resistance and a bonus to their damage output on
4 4L 24,050
all unarmed melee attacks that they make. These
bonuses should equal double the version number 5 5L 42,050
at which the enhancement was purchased.
Traits:
Breathing Regulator
Dermal Coating
Integrated into its host’s respiratory system,
While equipped, the host of this cybernetic
this enhancement provides an individual with
enhancement gains additional resistance to each of
an emergency supply of air that can be quickly
the following damage types; acid, cold, heat, and
activated when needed.
physical. This bonus equals the version number at
which the enhancement was purchased at.
Version Restrictions Cost
1 1L 3,950
Drug Dispenser
2 2L 6,925
This simplistic cybernetic enhancement is
3 3L 12,100 comprised of a small reservoir that can store one
or multiple doses of any suitable type of drug.
Through a mere thought, its host can control the
Free Actions: enhancement, allowing them to administer their
choice of substance for the current situation.
Activate/Deactivate Regulator
Toggles the enhancement’s supply of air. While
A small access port allows new doses to be fed into
active, its host is considered capable of breathing
the dispenser, which is safely hidden away within
normally in a low-oxygen environment and is
the torso of its installed host.
immune to inhalation-based airborne hazards and
toxins.
Version Restrictions Cost
The amount of air this enhancement has at its 1 1R 3,950
disposal depends solely on the version at which it
was purchased. Multiply this version number by 2 2R 6,925
two to calculate how many minutes worth of air 3 3R 12,100
supply it can store at any given time.

Once consumed, this air supply will slowly Free Actions:


resupply, refilling itself over the next hour.
Administer Drug
Administers one or multiple doses of drugs that
Dermal Coating have been stored within the enhancement.

Developed through years of military research,


Dermal Coating covers an individual’s skin with Standard Actions:
a hardened metallic-based substance. Once
set, this layer of toughened material provides a Store Drug
modest amount of protection against most types of Adds a single dose of a given drug into the
incoming force. enhancement’s internal reservoir. The
enhancement can store a total number of doses
Unlike many other cybernetics, this enhancement equal to the version number at which it was
is purely chemical-based in nature. As a result, it purchased at.
does not require a miniaturised computer system
to operate efficiently.

198 Chapter 3, Items & Equipment


Flash Suppressant Version Restrictions Cost
Despite its seemingly innocent appearance as a 1 1L 3,250
glorified contact lens, the Flash Suppressant is
2 2L 5,700
a surprisingly advanced piece of gear. Equipped
with a real-time digital feed, this cybernetic 3 3L 9,975
enhancement can normalise sudden fluctuations
of intense light, shielding the eye from potential
concussive and impairing effects. Traits:

Interior Storage Compartment


Version Restrictions Cost While equipped, the host of this cybernetic
1 1L 3,950 enhancement is said to have a concealed storage
unit integrated into their body.
2 2L 6,925
3 3L 12,100 The capacity of this enhancement should be
determined based on the version at which it was
4 4L 21,175
purchased at.
5 5L 37,050
• Version One - Capable of storing a weapon
with an easy concealment rating (such
Traits: as a pistol) and a couple of ammunition
magazines.
Flash Suppressant
• Version Two - Capable of storing a weapon
While equipped, the host of this cybernetic
with an average concealment rating and
enhancement receives a bonus to their dice pool
some ammunition to spare.
whenever they attempt to resist or end a
visual-based concussive or impairing effect. This • Version Three - Capable of storing a folded-
bonus equals double the version number at which down weapon with a difficult concealment
the enhancement was purchased at. rating (such as an assault rifle) and a couple
of ammunition magazines.

Integrated PCD/CCD
Comprised of a simplistic metal bracket, this
Jump Boots
cybernetic enhancement allows an individual to Armed with a miniaturised propulsion system,
conceal and integrate either their PCD or CCD unit these cybernetic enhancements can give its host
into one of their arms. a short-duration thrust. This can increase the
individual’s air time and extend the height and
While the enhancement does not include a PCD distance that they can jump.
device, it provides five meters of integrated fibre
optic cabling, which can be used to jack into other
Version Restrictions Cost
nearby devices.
1 1L 3,500
2 2L 6,125
Version Restrictions Cost
3 3L 10,750
1 1L 3,750
4 4L 19,500
5 5L 34,500
Interior Storage Compartment
This simplistic cybernetic enhancement can
Traits:
be seamlessly integrated into its host’s body.
Concealing any stored items, the interior storage
compartment can be an easy way to smuggle Jump Boots
useful equipment and wares into a restricted area. While equipped, the host of this cybernetic
enhancement receives a bonus to their dice pool on
all Jumping based skill checks they make. This
bonus equals the version number at which the

199 Chapter 3, Items & Equipment


enhancement was purchased at multiplied by Skill: Melee Weapons [Finesse]
three.
Range: Melee
Damage: Base damage + Fin P
Recoil Compensator Penetration: 2P
Mounted into both the shoulder and the top half of
an individual’s arm, this cybernetic enhancement Free Actions:
features a series of shock absorbers which helps
mitigate the effects of recoil when firing a weapon.
Extend/Retract Blade
Causes the hidden blade to be extended into a
Paired with the onboard miniaturised computer, position where it can be used or retracted so that it
the recoil compensator can make small is concealed once again.
adjustments on the fly to better aid its host and
their attempts at aiming.
Standard Actions:
Version Restrictions Cost
Stab
1 1R 4,750 Up to three melee weapon attacks: single target
2 2R 8,300 within reach for each. Action point cost is equal to
the number of attacks being made.
3 3R 14,525
4 4R 25,400
5 5R 44,450 Sentinel Defibrillator
Integrated into the heart of its host, this
Traits: cybernetic enhancement can track and monitor
the individual’s vitals in real-time. When an issue
is detected, the defibrillator sends a potent shock
Recoil Compensator
through the host’s body, immediately resuscitating
While equipped, the host of this cybernetic
them back into a stable state.
enhancement is less affected by recoil when firing
a weapon. All actions produce one less recoil,
multiplied by the version number of the purchased Version Recharge Time Restrictions Cost
enhancement. 1 24 hours 1L 4,250
2 8 hours 2L 7,450
Retractable Blade 3 3 hours 3L 13,000
This simplistic cybernetic enhancement allows 4 1 hour 4L 22,750
a blade to be concealed seamlessly within
5 10 minutes 5L 39,800
the underside of its host’s arm. With merely
a thought, the onboard computer system can
force the weapon forward, ready to be used in Traits:
close-quarters-based combat situations.
Sentinel Defibrillator
Various versions currently exist on the While equipped, this cybernetic enhancement
marketplace, each featuring a different-sized watches over the vital signs of its host. When they
blade. enter a state of dying, the device will immediately
administer a potent jolt, bringing them back up to
exactly one hit point.
Base
Version Restrictions Cost
Damage
Once discharged, the enhancement will enter a
1 d4 1R 3,500 low-powered state, slowing regaining its stored
2 d6 1R 5,250 electrical charge over a given period. The
defibrillator is unable to function again until it has
3 d8 2R 7,875 fully recharged.

200 Chapter 3, Items & Equipment


Universal Translator Version Restrictions Base Cost
With the world becoming ever more interconnected 1 1L 7,500
and globalised, the ability to communicate
2 2L 13,125
unhindered has never been more critical. Despite
automated translations being nothing new, the 3 3L 22,975
ability to do so in real-time using the eyes and
ears of a host has created a whole new range of
cybernetic enhancements for those looking to Vision Type Additional Cost
upgrade their communication skills. Low-light +500
Night Vision +2,000
Version Restrictions Cost Thermographic +2,500
1 1L 3,500
2 1L 7,500 Traits:
3 2L 13,250
Visual Enhancer
While equipped, the host of this cybernetic
Traits: enhancement gains each of the vision types that
were purchased alongside it.
Universal Translator
While equipped, the host of this cybernetic
enhancement gains the ability to understand Free Actions:
audible and written statements made in all major
world languages. Their proficiency here is Toggle Vision
determined by whichever version the enhancement Toggles one or multiple of the vision types that
was purchased at. were added to the enhancement.

• Version One - Grants the Beginner skill level


for all major languages.
• Version Two - Grants the Intermediate skill
level for all major languages.
• Version Three - Grants the Fluent skill level
for all major languages.

Visual Enhancer
Combining various types of high-tech cameras, this
cybernetic enhancement can closely replicate one
or multiple types of specialist vision.

At the time of its purchase, the buyer should


look to specify which types of vision they would
like to acquire. Each choice made here adds its
specified amount onto the enhancements base
cost. Whatever this total comes to is the number
of credits required for the coming transaction.

Regardless of the choices made, Visual Enhancers


can only support a number of vision types equal to
the version number that it was purchased at.
3.24 Medicine pharmaceuticals instead. With their ability to be
legally purchased over an in-store countertop,
these products generally come with fewer side
Whether you are looking for
effects and, more importantly, a lower addiction
something to take the edge off of
rate.
a lingering injury or perhaps an
immune system booster to help
combat an infectious disease, Many of the products that are listed below can
various medical products exist be purchased at a variety of different dosages.
on today’s marketplace, all to keep you as fit and While the lower dosages will generally be cheaper
healthy as possible. to purchase and easier to find, they will have a
shorter duration and a reduced potency to their
effects. The columns from left to right are as
While some individuals may look to the black
follows; name, vectors, dose duration, addiction
markets and certain illegally acquired substances
rating, weight, concealment rating, combined
to help cater to their daily medical needs,
restriction class & level, and finally, its cost.
many others prefer to use tried and tested

Name Vectors Duration Addict Wt Con Rest Cost


Adrenaline Shot Injection 10 minutes 2 0.005 kg VE 1L 105
Anti Venom Injection 10 minutes 2 0.005 kg VE 1L Varies
Cognitive Booster Inhalation, Injection Varies 2 0.005 kg VE 1L Varies
Immuno Booster Injection 10 minutes 2 0.005 kg VE 1L Varies
Medical Kit - - - Varies Varies 1L Varies
Meprozanol Ingestion - 3 0.005 kg VE 1L 200
Painkllers Ingestion 4 hours 2 0.005 kg VE 1L 50
Rejuvenation Shot Inhalation, Injection 3 hours 2 0.005 kg VE 1L Varies
Vitality Booster Inhalation, Injection Varies 2 0.005 kg VE 1L Varies

Above: The medicine overview table.

Adrenaline Shot to counteract the effects of a poisoned blade, this


medicine can help temporarily boost an individual’s
With its ability to deliver a potent boost of
defences, negating the impact of various types of
adrenaline straight into an individual’s system, this
poison.
medication is a popular method of quickly dealing
with anaphylactic shock.
Dosage Dice Pool Bonus Cost
Standard Actions: Mild +2 85
Concentrated +4 185
Administer Drug
Upon taking this drug, a biological life form can
instantly end any instances of the anaphylaxis Standard Actions:
status effect they are currently being affected by.
Additionally, they are immune from further
Administer Drug
attempts to inflict this status effect for the
Upon taking this drug, a biological life form’s body
duration of the medication.
is quickly flooded with antigen-fighting antibodies.
They can immediately make a suitable type of
attribute check with a sizeable dice pool bonus
Anti Venom added to it to end one particular poison-based
Whether to fight against a nasty bite from some effect.
malformed forest denizen or perhaps an attempt

202 Chapter 3, Items & Equipment


Additionally, for the duration of the medication, Dosage Dice Pool Bonus Cost
they also gain a similar-sized dice pool bonus for
Mild +2 105
any further attribute checks that they make to
either resist or end a type of poisoned-based Concentrated +4 225
effect. How large of a dice pool bonus they should
receive for either instance will be determined by
whichever type of dosage they initially took. Standard Actions:

Administer Drug
Cognitive Booster Upon taking this drug, a biological life form’s body
is quickly flooded with antiviral antibodies. They
Well known on the streets as a powerful energy can immediately make an attribute check with a
booster, this medicine can temporarily revitalise an sizeable dice pool bonus added to it to try and end
individual who is both fatigued and lethargic. While one particular type of disease-based effect.
popular with psionic casters, allowing them to
temporarily push themselves further than before, Additionally, for the duration of the medication,
care must be taken to ensure that once its effects they also gain a similar-sized dice pool bonus for
begin to wear off, they do not leave themselves any further attribute checks that they make to
feeling drained and vulnerable. either resist or end a disease-based effect. How
large of a dice pool bonus they should receive for
either instance will be determined by whichever
Mental Stamina
Dosage Duration Cost type of dosage they initially took.
Boost
Low +6 15 minutes 75
Medium +12 30 minutes 200 Medical Kit
High +18 1 hour 500 Comprised of bandages, ointments, and numerous
other different types of consumables, this kit
provides the necessary supplies to carry out basic
Standard Actions: first aid while out in the field.

Administer Drug
While it might not save that friend who just had
Upon taking this drug, a biological life form is left
their lower half blown off with a close-ranged
feeling energised and rejuvenated. Their mental
scattershot blast, it might well be capable of
stamina is temporarily increased for the duration
keeping an injury from going septic or allowing for
of its effects. How large of a gain they should
some minor wounds to heal that much quicker.
receive here will be determined by whichever type
of dosage they took.
For more information on the practice of actually
Once the effects of the drug begin to wear off, their carrying out First Aid, see the First Aid combat
mental stamina is decreased by a similar amount action (page 247).
as to what had been previously gained.
Number
The effects of this drug cannot be stacked on top of Kit Type Wt Con Cost
of Uses
one another. If multiple doses are taken
simultaneously, then only the more potent of the First Aid Kit 8 0.75 kg E 200
two should take effect. Medical
Assistance 16 1.5 kg A 375
Kit
Immuno Booster Field Surgeon
24 2.25 kg A 550
With its ability to temporarily boost an individual’s Kit
immune system, Immuno Booster has the potential
to fight against many different types of unwanted
diseases.

203 Chapter 3, Items & Equipment


Meprozanol Rejuvenation Rate
Dosage Cost
(Per Hour)
Standing firm as the go-to market leader for
immunosuppressants, Meprozanol has long Low 1d6 450
established itself as a well-known household Medium 2d6 950
name.
High 3d6 1,450

Regularly sought after for preventing the effects of


cybernetics sickness, this medicine can influence Standard Actions:
and shape an individual’s immune system so
that it won’t interfere with and attack cybernetic
Administer Drug
enhancements.
A biological life form’s body is quickly flooded with
rapidly regenerating stem cells upon taking this
Standard Actions: drug. For the duration of its effects, they
automatically regain a number of hit points for
Administer Drug each hour that passes. How many hit points they
A biological life form’s body is quickly flooded with should receive here will be determined by
immunosuppressant chemicals upon taking this whichever type of dosage they take.
drug. For the next week, they are said to be better
protected against the effects of cybernetics The effects of this drug cannot be stacked on top of
sickness, suppressing ten whole points of rejection one another. If multiple doses are taken
rating that they might have amassed from installed simultaneously, then only the more potent of the
cybernetic enhancements. two should take effect.

See Cybernetic Limits (page 228,) for more


information. Vitality Booster
Combining several different highly concentrated
healing agents, the vitality booster can quickly get
Painkillers an injured individual back onto their feet. Highly
These common everyday pills can temporarily take sought after in the field of mercenary work, this
the edge off debilitating pain. product can often mean the difference between life
and death.
Standard Actions:
Hit Points
Dosage Duration Cost
Administer Drug Boost
Upon taking this drug, a biological life form’s pain Low 6 15 minutes 75
receptors are temporarily suppressed. For the
duration of its effects, any damage accumulation Medium 12 30 minutes 200
penalties they are currently suffering from are High 18 1 hour 500
reduced in effectiveness by one die.

Unlike most other types of medicine, the effects of Standard Actions:


painkillers can be stacked by taking multiple doses
at once. Administer Drug
A biological life form is left feeling rejuvenated and
revitalised upon taking this drug. Their current hit
Rejuvenation Shot points are temporarily increased for the duration of
its effects. How large of a gain they should receive
Engineered from years of study into the Vorn here will be determined by whichever type of
biology, this medicine provides individuals with dosage they took.
a way of significantly speeding up the natural
healing process. Once the effects of the drug begin to wear off, their
current hit points are decreased by a similar
Despite its effects only being temporary, the amount as to what had been gained previously.
Rejuvenation Shot can make for a powerful
tool when you have some downtime to spare The effects of this drug cannot be stacked on top of
in-between firefights. one another. If multiple doses are taken

204 Chapter 3, Items & Equipment


simultaneously, then only the more potent of the acquire. All you need is the right sort of contact and
two should take effect. the credits on hand to pay for them.

Most types of drugs are considered to be outlawed


and illegal in many countries, either to buy or to
3.25 Drugs sell. Despite this, their ability to manipulate and
bend an individual’s mental state makes them a
Much like in the 20th and 21st popular choice for many. Just be sure that if you
centuries, the drug trade is one decide to partake, you also have the time to get
of the most dominant forces over their unwanted and sometimes nasty side
on today’s streets. Despite effects.
many attempts to stem the
flow of illegal narcotics, few Below is an overview table of the most popular
have been able to have any real, of these types of products. Each one lists their
long-lasting effects. relevant properties and statistics, along with their
level of addiction. The columns from left to right
Whether you are looking for tried and tested are as follows; name, dose vectors, dose duration,
items like opiates or perhaps the latest hyped-up addiction rating, weight, concealment rating,
craze to come out of a backstreet pharmaceutical combined restriction class & level, and finally, its
operation, the streets hold access to many cost.
different types of drugs you can potentially

Name Vectors Duration Addict Wt Con Rest Cost


Night Shift Ingestion 24 hours 2 0.005 kg VE 1L 80
Opiates Ingestion, injection 6 hours 3 0.005 kg VE 1O 95
Blitz Ingestion, inhalation 8 hours 4 0.005 kg VE 1R 120
Blue Spice Inhalation 8 hours 4 0.005 kg VE 1O 120
Wish Ingestion, inhalation 1 hour 3 0.005 kg VE 1R 125
Rage Inhalation, injection 1 hour 3 0.005 kg VE 1R 135
Solace Inhalation, injection 1 hour 3 0.005 kg VE 1R 145

Above: The street drugs overview table.

Night Shift focused and alert. Their need for sleep quickly
begins to fade away, and they feel as though their
As one of the few licensed products to be found
body can continue to function for an extended
on this list, Night Shift is likely to be a common
period without downtime.
commodity for you to come across on your travels.
With its ability to suppress a character’s need for
For the duration of the drug’s effects, they no
sleep, this drug is often used by those required to
longer require any amount of sleep to complete an
stay alert and active for an extended period.
extended rest. Traits such as Insomnia and other
similar effects are also suppressed for this period.
While the effects of its crash period can easily
be overcome by resting for an extended period Once the effects of the drug begin to wear off,
afterwards, care must be taken to ensure that however, the user is left feeling apathetic and
successive doses of the drug do not kill someone exhausted. They automatically gain two stacks of
outright through sheer exhaustion. exhaustion, and for the next 24 - a combination of
their Endurance + Will hours (minimum of one),
Standard Actions: they are also considered impaired.

Administer Drug If they wish to extend the effects of the drug, they
Upon taking this drug, a biological life form feels may do so by taking a new dose before the

205 Chapter 3, Items & Equipment


previous one begins to wear off. On doing so, Night Blitz
Shift’s duration is extended by 24 hours; however,
For a long time, Blitz has proven to be one of the
the effects of its inevitable crash will also become
most popular stimulants on the market. With its
more potent. Each additional dose taken generates
ability to heighten an individual’s awareness of
a further stack of exhaustion once the product
their current surroundings, it has often been shown
begins to wear off, and the period they are
to boost both reflexes and potential reaction times
considered impaired for is also extended by an
substantially.
additional 24 - a combination of their Endurance +
Will hours (minimum of one).
Standard Actions:
Regardless of how many doses a particular
individual takes, they will begin to crash after Administer Drug
having been on the drug for four or more Upon taking this drug, a biological life form is left in
consecutive days. When such a situation occurs, a state of feeling hyper-alert. While they become
they will find that further doses of Night Shift will more aware of what is happening around them,
no longer have any effect. They must now wait for they also find it difficult to concentrate on any
their crash period to be fully completed before specific task.
making use of the drug again.
For the duration of the drug’s effects, their Reflex
attribute score is increased by one. However
Opiates overwhelmed by their surroundings, any
concentration check that they are required to make
Probably one of the oldest types of products during this period also suffers from a -4 dice pool
available on the drug market, opiates cover a wide penalty.
range of items, including; Morphine, Codeine, and of
course, Heroin. Once the effects of the drug begin to wear off, the
user is left feeling apathetic and exhausted. They
With their ability to block out the body’s pain automatically gain two stacks of exhaustion, and
receptors, opiates can often leave an individual for the next 12 - a combination of their Endurance +
feeling emboldened and euphoric, ready to take Will hours (minimum of one) their Reflex attribute
on anyone and anything thrown in their general score is also reduced by one.
direction.

Standard Actions: Blue Spice


With its distinctive blueish tone, this powdered
Administer Drug substance is difficult to miss. Regularly appearing
A biological life form is left in a state of euphoria in many high-profile social gatherings, Blue
upon taking this drug. While they begin to feel Spice has become a common tool to help give an
upbeat and optimistic, their reflexes become individual the upper hand in negotiations.
slower and more predictable.
Whether it be the need to tweak the terms of a
For the duration of the drug’s effects, they ignore
business arrangement to be more in their favour or
any damage accumulation penalties they currently
perhaps a way to sure up their nerves to get that
suffer from. Despite this, however, their Reflex
pretty women’s contact details over by the bar,
attribute score is also temporarily reduced by one
Blue Spice can often mean the difference between
due to their current altered mental state.
a flawless success and a miserable failure.
Once the effects of the drug begin to wear off, the
user is left feeling drowsy and lethargic. They Regardless of what you plan to use it for, however,
automatically gain a stack of exhaustion, and for be sure that you have already left by the time its
the next ten - a combination of their Endurance + effects begin to wear off. Blue Spice is notorious
Will hours (minimum of one) they are also for the potency of its crash, with many individuals
considered impaired. being effectively taken out of action for several
hours once the product begins to fade.

206 Chapter 3, Items & Equipment


Standard Actions: the next hour, they are also considered impaired.

Administer Drug
Upon taking this drug, a biological life form is left Rage
feeling strangely clear and switched on. They find
Appearing as a seemingly harmless stimulant, Rage
that their senses have become more attuned to
is a notorious substance responsible for countless
reading their immediate surroundings, while they
club brawls, back-alley gang fights, and open
also feel more comfortable and at ease when
shootouts on today’s streets.
engaging in social situations.

For the duration of the drug’s effects, their While it was initially designed to allow
Foresight and Charisma attribute scores are everyday humanoids to stand a chance against
increased by one. Once the effects start to wear cybernetically enhanced opponents, its intense
off, their body and mind begin to crash hard. sensation of near invincibility has gained the
product a much more widespread appeal.
Feeling both antisocial and lethargic, the user
automatically gains two stacks of exhaustion. In Standard Actions:
addition, for the next 12 - a combination of their
Endurance + Will hours (minimum of one) their Administer Drug
Charisma, Foresight, and Will attribute scores are Upon taking this drug, a biological life form quickly
all decreased by three. begins to feel like they are slipping into a state of
hyper frenzy. They feel stronger than they have
ever been, ready to take on anything that is thrown
Wish in their general direction. They disregard their
safety and often the safety of others around them.
With its ability to induce a potent trance-like state,
Wish has become one of today’s more commonly
For the duration of the drug’s effects, their
used recreational drugs.
Endurance and Strength attribute scores are
increased by one. However, their mind is also left
While many individuals turn to this product to help fuzzy and somewhat volatile. They are unable to
them forget about their worries and enjoy an hour put much emphasis into thinking about the current
or two away from reality, others prefer to use it situation without a burning need to take action. As
instead to empower the brain and enhance its such, their Intellect attribute score is also
resilience against the manipulation attempts of temporarily decreased by one.
others.
Once the effects of the drug begin to wear off, the
Standard Actions: user is left feeling somewhat exhausted and
lethargic. They automatically gain a stack of
Administer Drug exhaustion, and for the next hour, they are also
Upon taking this drug, a biological life form quickly considered impaired.
falls into a dream-like state. While their mind
begins to function on a higher level than it had
been capable of beforehand, their reflexes become Solace
slower and far more predictable.
While Solace was initially concocted as a suitable
For the duration of the drug’s effects, their Intellect means of calming and stabilising one’s mind, the
and Will attribute scores are increased by one. drug soon found widespread appeal for its ability
However, due to their loose grasp on reality, their to enhance an individual’s focus.
Reflex attribute score is also temporarily reduced
by two. Whether it be competitive shooters who want a
little bit more of an edge or a locksmith who needs
Once the effects of the drug begin to wear off, the near-perfect fine motor skills to pick a troublesome
user is left feeling drowsy and lethargic. They lock, Solace can be utilised by various groups for
automatically gain a stack of exhaustion, and for many different means.

207 Chapter 3, Items & Equipment


Standard Actions: 3.26 Chemicals, Sedatives,
Administer Drug & Toxins
A biological life form is quickly left in a calm and
collective state upon taking this drug. They feel While certain compounds
better able to focus on the task at hand, while their found on the streets of today
fine motor skills seem on-point with a surgical-like are capable of enhancing an
precision. This tranquil-like state does, however, individual’s mind, body, or
take its toll on their mind, slowing their ability to senses, others can prove to be
react to the events that are transpiring around highly dangerous substances
them. that have the potential to cause
great harm.
For the duration of the drug’s effects, their Finesse
and Foresight attribute scores are increased by
Whether produced by pharmaceutical companies
one. However, their mind is also left feeling slightly
or perhaps, developed instead for use by the
sluggish, resulting in their Reflex attribute score
military, these chemicals can inflict a myriad
being reduced by one.
of effects onto whoever is unfortunate enough
to become their next victim. Just be sure that
Once the effects of the drug begin to wear off, the
regardless of the substance being used, you
user is left feeling exhausted and lethargic. They
understand how long its effects will last and the
automatically gain a stack of exhaustion, and for
different types of vectors it possesses for afflicting
the next hour, they are also considered impaired.
those nearby.

Below, an overview table details the most common


of these compounds. The columns from left to
right are as follows; name, state of matter, dose
vectors, dose duration, weight, concealment rating,
combined restriction class & level, and finally, its
cost.

Name State Vectors Duration Wt Con Rest Cost


Dox-22 Liquid Ingestion, Injection 1 hour 0.025 kg VE 1R 175
Bloom Powder Ingestion 3 hours 0.005 kg VE 1R 275
Jinx Liquid Ingestion, Injection 10 minutes 0.025 kg VE 2R 350
Voodoo Dust Gas Inhalation 10 minutes 0.005 kg VE 2R 425
Ingestion, Injection,
Spider Venom Liquid 10 minutes 0.025 kg VE 2O 350
Injury
Entropy Liquid Ingestion, Injection 1 hour 0.025 kg VE 3R 525
Vex Gas Inhalation 10 minutes 0.1 kg VE 3O 550
Bane Powder Ingestion 3 hours 0.005 kg VE 3O 600
Asphyx Gas Inhalation 10 minutes 0.005 kg VE 30 700
Ingestion, Injection,
Red-7 Liquid 10 minutes 0.025 kg VE 4O 875
Injury
Tricin Gas Contact, Inhalation 10 minutes 0.1 kg VE 4O 1,050

Above: The chemicals, sedatives, & toxins overview table.

208 Chapter 3, Items & Equipment


Dox-22 attribute check with a success target of five. On a
failure, the line between what they think and what
Having been initially intended for use in medical
they say should become blurred, causing them to
procedures under a longer and much more easily
divulge anything that is currently on their mind
forgettable name, this mild sedative has gained
uncontrollably.
widespread popular appeal as a cheap and
easy-to-acquire debilitating substance.
Regardless of the outcome of this check, the target
should begin to suffer from a -3 dice pool penalty
While not the most potent of compounds, Dox-22 on all Charisma-based skill checks that they
is an effective and reliable way of diminishing a attempt to make. These effects should last for the
target individual’s capabilities. duration of the compound.

Traits:
Jinx
Sedative This potent hallucinogen has rapidly gained
Upon entering a biological life form’s system, the widespread appeal for its ability to reduce even the
sedative immediately dulls the target’s reactions, most hardened individuals into a hysterical mess.
causing them to feel sluggish and lethargic.
Whether it be mistaking an everyday object for a
The target should make a generic Endurance +
monstrously large carnivorous spider or perhaps
Strength attribute check with a success target of
an illusion that a horde of rabid rodents is feasting
four. On a failure, they should begin to suffer a -3
upon them, Jinx can induce life-like hallucinations
dice pool penalty on all Reflex-based attribute and
that often leave its victims feeling terrified beyond
skill checks they are required to make, in addition
belief.
to also becoming impaired (see Status Effects,
page 233). On a success, the target is simply
considered impaired and suffers no other Traits:
additional effects.
Hallucinogen
Regardless of the outcome, these effects should On entering a biological life form’s system, the
last for the duration of the compound. compound immediately attempts to instil a feeling
of confusion and panic. Rapid-fire hallucinations
blur the individual’s senses, making it difficult for
Bloom them to determine what is real and what is, in fact,
Regularly making an appearance in interrogation an illusion.
chambers across the globe, Bloom is an interesting
substance that can help extract all manner of The target should make a generic fear check
information from a target individual. Upon being (Charisma + Will) with a success target of five. In
consumed, the victim quickly finds themselves the event of a failure, their senses are said to
unable to control their speech, causing them to become quickly overwhelmed and are now
divulge whatever is currently on their mind. considered feared (see Status Effects, page 233).

Unlike most other effects of its type, Jinx instils an


While the substance does not restrict its victim overwhelming sense of dread rather than any
to only speaking truths, the ensuing flood of particular source of fear. While the target can
conversation will quickly spill everything the target move around as they see fit, it should always be at
holds dear. double the usual movement speed cost.
Additionally, as long as the individual can see or
Traits: hear, they will automatically suffer from the usual
negative dice pool penalty associated with the
Bloom Powder feared status effect.
On entering a biological life form’s system, the
compound immediately attempts to overwhelm the These effects should continue to last for the
target’s senses. duration of the compound.

The target should make a generic Endurance + Will

209 Chapter 3, Items & Equipment


Voodoo Dust check, ending the effects of the poison early in the
event of a success.
Characterised by its distinctive reddish tinge, this
gaseous chemical is a popular choice for many
police forces worldwide. Often utilised during riot
Standard Actions:
control operations, Voodoo Dust excels at blinding
its targets so officers can more easily confront
them. Coat Weapon
Utilising a nearby melee weapon currently within
your reach, you carefully coat the item with a dose
Traits: of the substance. Once applied, the poison will
continue to persist for the next hour.
Voodoo Dust Compound
Upon leaving its container, this gaseous compound
quickly expands, forming a blanket of debilitating
Entropy
smoke.
As a favourite amongst bounty hunters both far
All biological targets which either; start their turn and wide, this potent sedative is well known for its
within the zone or who attempt to enter it must effectiveness at quickly subduing its targets.
make a generic Endurance + Strength attribute
check with a success target of five. Those who fail With a distinctive smell similar to that of almonds
this check find themselves blinded, gaining all its and a light blueish tone of colour, this substance is
usual effects (see Status Effects, page 233). easy to recognise when out in the field.

Characters who have left the zone can repeat the Traits:
check above at the start of each new round of
combat that passes, ending all effects in the event
of a success. Regardless, the area of smoke is Sedative
considered to be lightly obscured. On entering a biological life form’s system, the
sedative immediately attempts to hamper the
target’s senses, causing them to feel both drowsy
Spider Venom and lethargic.

Despite its appearance as a seemingly harmless The target should make a generic Endurance +
cloudy and viscous substance, this manufactured Strength attribute check with a success target of
compound is more than capable of causing severe six. On a failure, they are immediately knocked
damage to a biological target. unconscious, gaining all the usual effects (see
Status Effects, page 233). On a success, however,
Given its liquid state, Spider Venom is most the target is instead impaired.
commonly used with injection darts or coated onto
a suitable type of melee weapon. Regardless of the outcome, these effects should
last for the duration of the compound.
Traits:
Vex
Poison
On entering a biological life form’s system, the While technically labelled as an area denial
poison immediately attempts to get to work weapon, there is no discrediting what Vex is, a
targeting the individual’s nervous system. potent form of toxic gas. Developed around the
mid-2080s, this sophisticated compound has
The victim should make a generic Endurance + been used in various environments, usually by
Strength attribute check with a success target of corporate military who are not as beholden to
five. On a failure, they are considered poisoned, the now-archaic and rarely enforced Geneva
gaining all of the usual effects (see Status Effects, Conventions.
page 233). Additionally, while they remain
poisoned in this way, the target’s current hit points Traits:
are reduced by one at the start of each new round
of combat that passes. Vex Compound
Upon leaving its container, this gaseous compound
After this reduction, the target can repeat the initial quickly expands, forming a lingering cloud of

210 Chapter 3, Items & Equipment


potent toxin. The area of smoke is considered to be potent toxin.
lightly obscured.
All biological targets which either; start their turn
All biological targets which either; start their turn within the zone or who attempt to enter it must
within the zone or who attempt to enter it must make a generic Endurance + Strength attribute
make a generic Endurance + Strength attribute check with a success target of six. Those who fail
check with a success target of five. Those that fail this check are considered poisoned, gaining all of
this check suffer 2d6 toxic damage. the usual effects (see Status Effects, page 233).
While they remain poisoned in this way, the target
Regardless of the outcome of this check, each cannot breathe properly and becomes at risk of
character can only be affected by this effect once asphyxiation.
per round.
Characters who have left the zone can repeat the
check above at the start of each new round of
Bane combat that passes, ending all effects in the event
Deceiving in its appearance, this light brown of a success. Regardless, the area of smoke is
powder is thought to have been responsible for considered to be lightly obscured.
countless assassinations over the years. Upon
entering the digestive system, Bane quickly targets
the victim’s central nervous system, leading to
Red-7
systematic organ failure in minutes. This fast-acting toxic substance is regularly sought
after by many for both its reliability and incredible
Traits: potency. Whether to debilitate a target for a quick
arrest or perhaps as a means of assassination,
Red-7 can help bring down even the largest of
Bane Powder
threats.
On entering a biological life form’s system, the
poison immediately attempts to get to work
targeting the individual’s organs and central Traits:
nervous system.
Poison
The victim should make a generic Endurance + On entering a biological life form’s system, the
Strength attribute check with a success target of poison immediately attempts to get to work
seven. On a failure, they are considered poisoned, targeting the individual’s nervous system.
gaining all of the usual effects (see Status Effects,
page 233). Additionally, while they remain The victim should make a generic Endurance +
poisoned in this way, the target’s current hit points Strength attribute check with a success target of
are reduced by one at the start of each new round seven. On a failure, they are considered poisoned,
of combat that passes. gaining all of the usual effects (see Status Effects,
page 233). Additionally, while they remain
The effects of this poison should last for the poisoned in this way, the target’s current hit points
duration of the compound. are reduced by 1d4 at the start of each new round
of combat that passes.

Asphyx After this reduction, the target can repeat the initial
With its ability to produce a dense blanket of cloud check, ending the effects of the poison early in the
over a target region, this potent gaseous compound event of a success.
has regularly proven to be a favourite of special
forces. Individuals who are unfortunate enough to
breathe in the gas soon find themselves unable to
Standard Actions:
breathe, often succumbing to unconsciousness.
Coat Weapon
Utilising a nearby melee weapon currently within
Traits: your reach, you carefully coat the item with a dose
of the substance. Once applied, the poison will
Asphyx Compound continue to persist for the next hour.
Upon leaving its container, this gaseous compound
quickly expands, forming a lingering cloud of

211 Chapter 3, Items & Equipment


Tricin character can only be affected by the toxin once
per round.
Having been made infamous from the downtown
bombing of New York in 2097, this potent nerve
agent is widely regarded as one of the most
dangerous substances on the planet. Tricin can
easily inflict massive casualties over a wide area
3.27 Licences &
with both an inhalation and contact-based vector. Identification
Traits: With the arrival of the global
U.P.I.N system, identification has
Tricin Compound never been quite so important
Upon leaving its container, this gaseous compound of a topic. Regardless of
quickly expands, forming a lingering cloud of whatever you do and wherever
potent toxin. The area of smoke is considered to be you go, you will always be
lightly obscured. expected to carry some form
of identification.
All biological targets which either; start their turn
within the zone or who attempt to enter it must Whether you are looking to gain access to a club
make a generic Endurance + Strength attribute or justify to police and security that you are legally
check with a success target of seven. Those who permitted to carry your favourite sidearm, licences
fail this check suffer 2d6 toxic damage and are will heavily determine the legality of many of the
paralysed, gaining the usual effects (see Status actions you decide to undertake.
Effects, page 233).
Below is a complete list of the various license and
At the end of each round of combat, the target
identification types. Some will permit you to do
individual can remake the initial check, ending the
more than others and naturally go for a higher
effects of the compound early in the event of a
asking price.
success. Regardless of this outcome, each

Name Allows For


Automations Licence Carrying and use of restricted class automations
Bounty Hunting Licence Carrying of restricted weapons or firearms on the streets.
Chemicals Licence Carrying of restricted class chemical compounds and poisons.
Cybernetics Licence Wearing and use of restricted cybernetic enhancements.
Firearms Licence Carrying of a restricted class firearm for the purposes self-defence.
Medical Licence Carrying of restricted class drugs, and sedatives.
Security Licence Carrying of restricted weapons or firearms whilst on or around the stated premises.
UPIN Stick Access to public transport and premises, along with personal identification on demand.

Above: The licence certification overview table.

Automations Licence The automations licence achieves this very


purpose. It shows that the individual in question
Whether you are cruising down the streets in an
is trained to use such equipment and has been
armoured vehicle or keeping a large fleet of aerial
granted permission to do so within the local urban
drones flying up overhead, someone will want to
sprawl.
see that you have the necessary permissions to
use such large automations in a densely populated
space.

212 Chapter 3, Items & Equipment


Authenticity Authenticity
Restrictions Cost Restrictions Cost
Rating Rating
Authentic 1L 850 Authentic 1L 850
1-4 1O 150 x Auth Rating 1-4 1O 150 x Auth Rating
5-6 2O 200 x Auth Rating 5-6 2O 200 x Auth Rating
7-8 3O 250 x Auth Rating 7-8 3O 250 x Auth Rating
9 - 10 4O 300 x Auth Rating 9 - 10 4O 300 x Auth Rating

Bounty Hunting Licence Cybernetics Licence


While not exactly the newest of professions, While the act of gaining cybernetics does not
bounty hunting has certainly seen a flurry of require a licence, many items on the marketplace
activity over the past decade or so. As police forces are not intended for your average citizen.
continue in their struggle to keep control, they
often turn to these individuals to identify and Whether they are new releases aimed towards
bring in key figures from gangs and other such either the military or security sectors or, perhaps,
troublesome groups. items deemed too dangerous in the hands
of a civilian, certain equipment will require a
The bounty hunting licence helps identify that cybernetics licence for them to be purchased and
a given individual has been trained in several installed.
different weapon systems and that they pose
little to no risk to the local civilian population. As a
result, they are authorised by the local government
Authenticity
to carry any number of restricted-class weapons Restrictions Cost
Rating
while out on the streets performing a job.
Authentic 1L 1,250
1-4 1O 225 x Auth Rating
Authenticity 5-6 2O 300 x Auth Rating
Restrictions Cost
Rating
7-8 3O 375 x Auth Rating
Authentic 1L 1,750
9 - 10 4O 450 x Auth Rating
1-4 1O 300 x Auth Rating
5-6 2O 400 x Auth Rating
7-8 3O 500 x Auth Rating
Firearms Licence
9 - 10 4O 600 x Auth Rating
The firearms licence is a simple and relatively
easy-to-acquire document. It shows that an
individual has undergone basic firearms safety
training and is mentally stable enough to own a
Chemicals Licence weapon without being a major risk to the public.
Despite many types of chemicals being completely
legal, questions inevitably start to get asked Those who purchase such a licence are legally
once a certain threshold is reached. Whether it allowed to carry a single restricted-class firearm
be cleaning acids, poisons, or volatile chemicals, for self-defence.
justification will be required once you start ferrying
around containers filled with the stuff.

The chemicals licence helps mitigate this issue


by showing that not only are you trained in the
handling of these chemicals but that you have a
justified reason for carrying them on you.

213 Chapter 3, Items & Equipment


class weapon system to protect their registered
Authenticity premises.
Restrictions Cost
Rating
Authentic 1L 750
1-4 1O 150 x Auth Rating Authenticity
Restrictions Cost
Rating
5-6 2O 200 x Auth Rating
Authentic 1L 1,250
7-8 3O 250 x Auth Rating
1-4 1O 225 x Auth Rating
9 - 10 4O 300 x Auth Rating
5-6 2O 300 x Auth Rating
7-8 3O 375 x Auth Rating
Medical Licence 9 - 10 4O 450 x Auth Rating
Covering a wide range of medical roles, this licence
shows that the individual in question has received
adequate training and the necessary knowledge to UPIN Stick
practice medicine.
When it comes to personal identification, there
is only one item that will suffice. Since its initial
While this does not necessarily mean that the local rollout in the late 2070s, the UPIN system has
hospital facility is currently employing them, it become the global standard and universal method
provides adequate reasoning as to why they might for identifying individuals.
be carrying around pharmaceuticals, other types of
drugs, and different kinds of sedatives.
While carrying around a UPIN stick is not strictly
required by law, you will likely struggle to go
about your daily life without one. Whether it is
Authenticity buying your weekly groceries, topping up your car
Restrictions Cost
Rating with fuel, or even accessing your bank account’s
Authentic 1L 1,100 funds, all of these tasks will regularly require UPIN
authorisation.
1-4 1O 200 x Auth Rating
5-6 2O 250 x Auth Rating Despite the inclusion of its price below, remember
7-8 3O 300 x Auth Rating that all citizens receive an authentic UPIN stick free
of charge shortly after their birth. However, if a
9 - 10 4O 350 x Auth Rating
suitable replacement is required, say as a result of
it becoming lost or stolen, for example, then the
individual in question will need to pay for a new
Security Licence one, as stated below.
Whether working as a bouncer at some dingy
club or as a security guard for a multinational
corporation, the security licence demonstrates Authenticity
that an individual is working in a potentially Restrictions Cost
Rating
dangerous field, which requires them to carry
suitable armaments to protect themselves and Authentic 1L 1,250
others. 1-4 1O 225 x Auth Rating
5-6 2O 300 x Auth Rating
While walking around with a loaded grenade
7-8 3O 375 x Auth Rating
launcher might raise a few eyebrows, providing
the individual can demonstrate an adequate reason 9 - 10 4O 450 x Auth Rating
to do so, they are permitted to carry any restricted

214 Chapter 3, Items & Equipment


Chapter 4

General Gameplay
With character creation out of the way, it’s time Skill Checks
to learn how to play the game. In this chapter,
we will start by covering the core concepts and A skill check is any check which revolves around
rules to help give you a broad understanding of an individual attempting to make use of one of
how Dystopia functions. Once this is achieved, their specialised skills. These are all things which
more specialised subjects can then be gradually require some level of prior experience or training
introduced throughout the following few chapters. to be performed at a competent level. They can
take on many forms, including attacking with a
As mentioned previously, it is not expected of weapon, conducting a negotiation, or hacking into a
either the players or the GM to have intimate computer system.
knowledge of everything covered here. While
having a broad understanding of the basics before A character making this check should look up the
you begin your session is recommended, it is okay skill in question on their character sheet. One
to take a short break here and there to look up column will indicate a ”base”, while the other will
anything more specific. fall under the heading of ”pool”. The base number is
simply the amount of points that were allocated to
this skill during character creation and progression,
4.1 Checks while the pool also adds the number of points
assigned to the skill’s related attribute.
A check is a name given to the process of rolling
some dice to determine the outcome of a given As a result, to determine the size of the dice pool
situation. The basics of this were briefly covered for this check, we need to look up the number listed
during the introduction chapter in the dice pools under this pool amount. Whatever this amount
& dice section. A character rolls a number of ends up being will dictate the total number of d10s
ten-sided dice (d10s) and counts how many landed that the character’s player should roll.
on a seven or higher. This seven or higher mark is
known as the pass threshold, and each die that
achieves this outcome is considered one pass. Attribute Checks
Attribute checks function in a similar way to a skill
Checks should be called for by the GM whenever check. However, rather than focus on how talented
a character would like to perform a particular an individual is at a particular skill, we are instead
task or action. This can be anything from firing more interested in seeing whether their body can
a weapon at a target or attempting to influence withstand the stresses and pressure of the current
someone through effective bluffing or intimidation. situation or environment.
Since different characters are better at certain
tasks than others, we need to consider a few As a result, attribute checks tend to occur on a
variables to determine both the number of dice more defensive basis, whereby a character is
to roll and the target number of passes which responding to the actions of another. This could,
must be achieved for the action to be successful. for example, be an attempt to dodge out of the way
What these variables are, however, will very much of an opponent’s attack, or perhaps maintain their
depend on the type of check being performed. concentration through an intense firefight.

215 Chapter 4, General Gameplay


All attribute checks are based on a combination Dice Pool Bonuses & Penalties
of whichever two attributes are most suitable for
the situation at hand. Endurance, for example, is Any given situation may have one or many
excellent for determining the body’s capability of environmental or circumstantial conditions that
resisting poisons and diseases, while Reflex can could change and alter the difficulty of a particular
indicate how quickly an individual can move out of task or action. High winds could make firing at a
the way of incoming projectiles. target from a long distance more challenging while
attacking from an elevated position could make it
With the two most relevant attributes selected, more manageable.
add together their current scores to form the size
of your dice pool for the attribute check. GMs can impose bonuses and penalties on an
individual’s dice pool based on the current situation
at hand. Penalties should take dice away from a
Generic vs Opposing dice pool, while a bonus should add to it.
All checks are considered to be either a generic
check or an opposing one. Activities that do not While certain types of situational modifiers will
have an opponent, such as swimming through a be covered in their relevant passages of this
body of water, climbing up the side of a building, or book, others will be left up to the GM to decide for
trying to push open a heavy door, are all examples themselves instead. These predicaments should
of a generic check. These activities require the have suitable bonuses and penalties applied to
individual performing them to reach a certain them, all based on how influential the GM believes
number of passes (known as the success target) them to be. Of course, there is no right or wrong
to be successfully achieved. answer here; the GM should simply try and remain
focused on being logical and consistent with each
of the decisions that they make.
Below, a table has been provided to give GMs a
rough guideline of this success target, given the
varying degrees of difficulty that a task could Regardless of the modifiers that are currently
potentially fall under. in play, it is important to note that a character’s
dice pool cannot be reduced below one. This
gives everyone a chance to avoid botching in their
Difficulty Success Target attempt, regardless of the situation that they find
themselves in.
Trivial 1
Simple 2
Botches
Average 3
Botching a check is a situation whereby not only
Challenging 5 does a particular task fail, but the individual
Extremely Challenging 7 performing it does so poorly in their attempt that
additional negative repercussions may also occur.
Near Impossible 10 In Dystopia, botches can happen at the discretion
of the GM whenever a check yields no passes.
Opposing checks, on the other hand, usually occur While this does not always need to be the case,
when an individual tries to perform an action the effective use of botches could help enhance
against someone else. This could, for example, be the narrative and increase the tension in a given
the act of trying to hit a target with a firearm or situation.
perhaps attempt to sneak up on them unnoticed.
Opposing checks do not have a set success target, Let’s say, for example, that a user is attempting
requiring both sides to make a check of their own to break into a target computer system but has
instead. Whoever scores the higher number of little to no hacking skills of their own. The check
passes here is said to succeed at the check, thus yields no passes, and as a result, the hacking
determining the outcome. attempt fails. Upon attempting again, however, the
user also finds that their actions have gained the
In the inevitable event of a draw, the current attention of the system’s cybersecurity software.
situation should remain as is. That means that both Their terminal is swiftly blocked from making
attempts made to end a condition or effect should additional attempts at communicating with
fail, but so too should the checks that are trying to the system, and thus the party will have a new
cause them in the first place. obstacle to try and overcome.

216 Chapter 4, General Gameplay


It is left up to the GM to determine how debilitating packs of characters may attempt to compete in a
or brutal they would like a given botch to be. While tug-of-war.
it is certainly not recommended to wipe out an
entire team of characters purely on the grounds While we could perform several rolls to ensure
of a single mistake, botches should end up feeling that each individual is compared with one
like a punishment or an annoying hindrance to their another, this could be incredibly complicated and
current plans. time-consuming. Not to mention, trying to enforce
the results thereafter would likely end up being a
nightmare for the GM.
Exploding Dice
All dice which make up part of your dice pool As a result, a group check can be performed instead
explode for any given type of check. This means to streamline this process. These are identical
that each time a d10 lands on 10, you not only gain to a standard opposing check, whether attribute
an additional pass like normal, but you can also or skill-based. The main difference, however, is
re-roll it once more. This exploding effect can stack that rather than comparing each individual to one
any number of times, meaning that any re-rolls you another, we instead combine all their results to
make also have the potential to explode as well. form a single collective number. Depending on the
situation, a GM could then decide to compare the
Other types of rolls, such as those made for averages of different factions directly or instead
determining the damage output of a firearm or measure each character’s score separately on one
psionic power, do not explode and, as a result, are side against the group average on the other.
applied as normal.
Taking the first example that was mentioned
above, where a group of characters are trying to
Group Checks sneak around several unsuspecting guards, the GM
might decide that the players should make a group
Quite often, there can be a situation involving
Stealth check and compare it against the individual
many characters having to simultaneously make
Perception skills of each guard. Or perhaps if each
the same type of opposing check against one
of the guards has an identical Perception skill, the
another. For example, a group of players could
GM could compare their averages against that of
try slipping past several guards unnoticed, or two
the players instead.
Ongoing Checks It is entirely at the GM’s discretion to decide
whether or not a given ongoing check has a failing
Sometimes an attribute or skill check may require condition. While some tasks will no doubt give
an individual to spend an extended period on players all the time in the world in which they
it. This means that rather than the task being can be completed, others might end up being far
brought to completion the moment a single check more sensitive with their success conditions. For
is successful, it will instead require multiple checks example, perhaps a character only has a certain
to be performed to make gradual progress over number of attempts in which the task must be
time. completed, or maybe instead it has a limited time
frame in which any progress can be made.
When such a situation arises, an ongoing check
may be used to help determine how far a character
or group has progressed on this task and indicate 4.2 Environments
when it can realistically be completed. These
checks work somewhat similarly to a generic Whether you are moving through a busy street,
check; however, they will usually have a far higher fighting in a packed nightclub, or infiltrating a mega
success target. corporation’s office block, the current environment
can have a wide range of different effects and
Each check that an individual or group makes conditions that can alter the state of play. As
towards this task should add all of their passes a result, you need to understand your current
achieved to an ongoing tally. This tally continues surroundings as you may well be able to use
to build up over time, representing the gradual certain elements to gain an advantage over others.
progress of the ongoing check towards its end
goal. Once the success target has been reached,
the ongoing check is said to be completed along Movement
with its associated task. The rate at which an individual can traverse
through an environment is always relative to their
The GM should go ahead and determine both a current movement speed. This is regardless of
suitable success target for any ongoing checks, whether they are attempting to swim across a
as well as how frequently each participant may body of water, climb down the side of a building,
make a roll towards it. A rough set of guidelines or crawl through a tight ventilation shaft.
have been listed in the two tables below to help
provide some guidance on the matter. This movement speed amount is calculated
through a combination of their chosen race’s base
movement speed statistic and any of the gains
Task Difficulty Success Target
they receive as a result of their current Strength
Trivial 5 attribute score. Whatever this amount comes
to dictates the total distance the character can
Simple 10
roughly traverse over 10 seconds (a single round
Average 15 of combat).
Challenging 25
Of course, when obstacles are blocking their way,
Extremely Challenging 35 or perhaps when they are being forced to move via
Near Impossible 50 more inefficient and sluggish means, this amount
will naturally decrease.

Task Length Roll Frequency Difficult Terrain


Very Short Each combat turn Moving through obstacles, debris, and hazards
Short Each minute will inevitably slow a character down. As a result,
whenever an individual attempts to move through
Average Every 10 minutes an area designated as difficult terrain, each meter
Long Each hour of distance they traverse will end up costing them
double the usual amount. As a result, the rate of
Very Long Every 6 hours movement made through this type of space will
Extremely Long Each day effectively be halved.

218 Chapter 4, General Gameplay


Climbing, Swimming, and Crawling the crowds of a nightclub, a narrow staircase, or
perhaps the insides of a bus or train, situations will
Movement while attempting to climb, swim, or arise whereby the most effective route of passage
crawl are additional examples where a character is passing through other individuals.
would also be slowed down. Each meter of
movement made in this way will have double the
usual cost and may even warrant certain types of Providing the person in question is willing, any
checks to be able to proceed. character can move through their space as if it
were difficult terrain. No check is required here, as
they are not attempting to put up any resistance.
For example, swimming through a raging storm
If the individual is not willing, however, characters
may require a Swimming skill check from the
must perform certain types of specialist combat
character. The result of this roll would determine
actions to try and get around them. The two most
whether they can stay afloat and make progress
common ones will likely be either; one of the
or be swept away and thrown underwater by the
grapple variants or to outmanoeuvre them.
strong currents.

It is important to note that the movement penalty Sprinting


cost applied to these types of movements also Characters who have already reached the limits
stacks with those gained from difficult terrain. of their movement can, if they choose to do so,
That means attempting to crawl through a space of engage in the practice of sprinting. This is a
difficult terrain, for example, will cost a character way of extending beyond their usual movement
four times the normal amount. speed allowance in exchange for further dice pool
modifiers for certain types of checks.
Jumping
As the character moves and picks up ever greater
How far a character can jump is mainly based on
speed, they will have more difficulty carrying out
their Jumping skill. While it should not be expected
intricate and complex tasks. At the same time
for this to be used for the most trivial types of
as this, however, faster and more mobile targets
jumps, it should provide a good indication of where
should naturally prove more difficult for others to
a character’s upper limits lie.
hit. As a result, while sprinting, individuals take
both a penalty to any skill checks they attempt
A jump has a 1:1 movement speed cost when to make and gain a similar-sized bonus to any
compared with regular movement. As a result, defensive checks to avoid being hit.
every meter of space in which a character jumps
over requires the same amount of distance as if
Sprinting automatically kicks in whenever
they would have traversed the route normally.
individuals push beyond their typical movement
Difficult terrain and hazards should probably not
speed. Here they can move up to double their
apply their penalties here unless it makes sense to
normal allowance, taking a progressively larger
do so, given the context of the situation.
modifier as they continue to do so.

Minor Movements
% of Movement
Other types of movements, such as dropping Dice Pool Modifiers
Speed
prone or picking up an item from the ground, are
classified as minor movements. These activities Up to 100% None.
do not penalize the character with an additional
-2 to all skill checks, +2 to
movement cost and, as a result, can be done in one > 100%
all defensive checks.
swift motion as part of another action.
-4 to all skill checks, +4 to
> 150%
all defensive checks.
Moving Through Others
As you go about your business, there will be All of the above penalties last until the start of a
occasions whereby you are required to move new round of combat.
through a densely packed area. Whether it be

219 Chapter 4, General Gameplay


Vision & Sight Darkness - Areas with no lighting. These locations
are heavily obscured and require specialised vision
Your ability to notice and identify danger to see.
is probably the most significant factor for
determining whether you’ll live or die during a
Vision Types
mission. Different environments can often have
varying lighting conditions, which can be either a A character’s vision type will determine how well
benefit or a detriment to an individual’s ability to they can see things through the aforementioned
function and perform their tasks. conditions. Vision types are determined through an
individual’s choice of race, though they can also be
The rise of both psionics and cybernetic acquired by purchasing specialist items.
enhancements has also provided today’s world
with many different types of vision. Each has Standard Vision - The default type of sight. All
advantages and disadvantages when placed in characters have this regardless of their racial
certain scenarios or conditions. As a result, it is choice, though a few might have additional options
often wise to consider these variables whenever available to them as well. This type of vision
you are making a plan of attack. suffers heavily when it encounters obscurity and
low lighting conditions, applying the effects above
Obscurity as written.

Sometimes a character’s line of sight can be


Low-light Vision - An enhanced vision which
partially blocked off. Perhaps patchy fog has
allows an individual to see normally while in faintly
descended onto the local area, or maybe only
lit areas. The usual penalties encountered here are
a small amount of light is available nearby.
removed from the character, though they are still
Regardless of the reason, obscurity comes in two
affected when in areas of total darkness as usual.
different flavours, light and heavy.

Night Vision - With its ability to see through pitch


Lightly obscured - Areas in dim light, light fog,
black, night vision allows an individual to function
or partially blocked by rows of objects (such as
like normal in both darkness and faintly lit areas.
warehouse shelving) will cause light obscurity.
They suffer no penalties while in these locations
Characters within this area are said to suffer from
and can see their environment in varying shades of
the partially blinded status effect.
different greens.

Heavily obscured - Areas in total darkness, dense


Night vision is, however, very sensitive to sources
fog, and other such conditions will cause heavy
of light. As a result, any character attempting to
obscurity. Characters within this area are said to
use night vision while in a well-lit environment is
suffer from the blinded status effect.
said to be temporarily blinded.

Lighting Thermographic Vision - Thermographic vision is


Different quantities of lighting will cause varying intended to spot heat sources very quickly. They
conditions in a given environment. This can stand out to individuals as large glowing shapes in
generally be described in one of three categories; an otherwise darkened field of view. Characters
well-lit, faintly-lit, and finally, darkness. with thermographic vision gain a +5 dice pool
modifier on all sight-based checks to spot such
Well-lit - Areas with suitable lighting to allow an targets.
individual to see normally. This includes exterior
environments during the day and most indoor However, characters with such vision cannot
buildings with fitted lighting of some kind. see targets, objects, or environments that do
not emanate at least some amount of heat. As a
Faintly-lit - Areas that have a bare minimum result, they are effectively considered invisible to
amount of lighting. Faintly lit areas are most the character until they switch to another type of
commonly found between well-lit areas and vision.
darkness. They provide individuals with the ability
to see but are also lightly obscured.

220 Chapter 4, General Gameplay


Understanding Your Surroundings of situations whereby gravity can pose a severe
threat to the players and others.
While an individual’s vision and sight influence the
limits of what they can see, a combination of their The rules for falling are reasonably
Perception and Intuition skills shall determine what straightforward. First, the GM should analyse
they can notice and understand. the situation to determine whether the character
can grab hold of something to stop themselves
Whenever a character moves through an from taking a plunge. If the GM rules for this to
environment, the amount of information they be the case, they should state a success target,
should receive from the GM is based on these and the individual should roll a generic Reflex +
two skills. The higher these are, the better their Strength attribute check against it. If they succeed
chances of identifying something being amiss or on this check, they can prevent themselves from
noticing a particular object out of their peripheral falling but are now considered prone and hanging
vision. perilously from the object in question.

Passive vs Active Skills If the individual fails their check, then it is said
that they are unable to find something to support
Unlike most other skills, Perception and Intuition themselves in time, and thus begin the long fall
can come in two distinct flavours; passive and down. Unless the distance for this descent is
active. Passive is used as a base measurement particularly large, the character will end up hitting
of what the character might discover naturally the ground in a matter of seconds. When this
without putting much time or thought into it. occurs, they are immediately knocked prone and
Walking through a room, for example, should take 1d10 physical damage for every three meters
typically utilise an individual’s passive Perception, of distance that they fell. The physical damage
as they are more interested in moving through the penetration for this impact should equal the
area rather than conducting an investigation. number of dice that were rolled to determine this
damage.
Only when the players ask to look around or
examine something more closely will their active If a fall is relatively small in height (say somewhere
skills begin to take over. The GM can ask for a in the region of zero - six meters), the GM might
check based on the type of activity they are trying rule that the individual can nullify or significantly
to perform and then provide a suitable amount of reduce this incoming damage with a suitable
information based on the achieved result. Acrobatics skill check.

While any skill could technically have a passive


and active side, this mechanic generally fits best Holding Your Breath
with both Perception and Intuition. Passive skills
Characters who enter a low-oxygen environment
are always based on a fixed outcome and should
can attempt to hold their breath for a short
yield a number of passes equal to a third of the
duration. While certain environmental conditions
individual’s dice pool, rounded down. Meanwhile,
can alter this time frame, it should typically
the active part of the skill should be carried out
equate to 30 seconds multiplied by their current
like any other check, with the entire dice pool being
Endurance attribute score. This amount of time
used to determine a suitable outcome for the task
should be halved if the person is in a state of panic
at hand.
or is in a situation where they are being forced to
hold their breath against their will.
Falling
Once an individual begins to run out of breath, they
Characters can very often find themselves in an can only remain conscious for 10 seconds before
environment whereby there is a potential risk that blacking out. If this event should occur, then the
they may encounter a hazardous fall. Whether it character in question is said to drop to zero hit
be due to them losing their grip while attempting a points instantly. For each block of 10 seconds that
high climb or perhaps getting thrown into a free continues to pass, the drowning individual loses a
fall from a nearby explosion, there are plenty further six hit points, which the effects of shielding
cannot mitigate.

221 Chapter 4, General Gameplay


Poisons & Disease If the check fails, the poison or disease begins to
take hold in the individual’s body, and they are
There are many poisons and infectious diseases now said to be infected. From here, the effects
in today’s world. Some are from a natural origin, are determined entirely by the toxin in question,
while others have been carefully created and including when the target gets to make additional
weaponised in labs controlled by governments or checks to try and end its effects.
corporate entities.

While the effects of a poison or disease can vary


Fear
wildly, the rules surrounding how they work While many of those who take up mercenary work
are often the same. Each will have a method of are either battle-hardened veterans or, at the very
infection which will likely take the form of one or least, not of the skittish sort, there will sometimes
more of the following: be occasions where horrifying sights and sounds
occur before their very eyes.
• Contact - The toxin spreads through contact
with the skin. Whether this is due to a psionic power
manipulating one’s mind or perhaps as a result of
• Ingestion - The substance must be ingested
witnessing a nearby team member being gunned
for it to take effect.
down, events can quickly transpire that might
• Inhalation - The toxin spreads once breathed warrant a check of some sort to determine the
in. current mental state of a given individual.
• Injection - The toxin must be injected into a
target’s bloodstream. When such an event occurs, the GM can call for
each affected individual to make what is known
• Injury - The toxin spreads through contact
as a fear check. This is a generic Charisma + Will
with an open wound.
attribute check, with the GM determining a suitable
success target based on the situation. Those who
When such conditions arise, the target should fail this check are said to become stricken with fear
make a generic attribute check with the attributes and gain the feared status effect.
in question being determined by the type of
substance used. This will also decide the success
Each character feared in this way can repeat
target for the check, as more potent substances
the check at the end of each combat round. On
will be harder to resist.
succeeding, they can finally come to their senses
and thus end the status effect.
4.3 Out On The Streets strong here. They work much like any other type
of check, with dice pools being rolled and the side
with the higher number of passes coming out on
A fair chunk of your time will likely be spent out
top.
on the streets while conducting missions and
performing mercenary work. How you choose to
spend this time and interact with those around you Should a GM wish to inject a little more of a
will likely impact your overall potential for success. narrative focus into the use of such skills, we
recommend asking the players to come up with
what their character would do or say when
As a result, it is often critical to identify important
attempting such a task. For example, if a player
social cues and how best to exploit them to help
is trying to make a Leadership check towards an
progress towards your intended goal.
NPC, they could make a rallying call and attempt an
inspirational speech to help motivate those nearby.
Social Interaction
The world of Dystopia is not just about shooting Goods & Services
big weapons and dropping bodies. All manner of
Whether it be the bustling streets of a city trade
non-player characters (NPCs,) whether they be
district or the quiet back alleys deep in the heart of
citizens, mercenaries, thugs, or police, also happen
gang territory, you will often find other individuals
to inhabit this world as well. These individuals
and organisations willing to buy and sell various
have the potential to drastically alter the outcome
types of goods and services.
of a mission. Whether it is disclosing important
information or even joining the players in the
battles to come, saying or doing the right thing at Some of these may try to take advantage of
the right time can often lead to huge implications unsuspecting individuals, raising prices without
for the group. warning and attempting to flog off their worse
for ware merchandise as the newest and latest
trends. Others might be a little more reserved
Most settings will generally contain one or multiple
about whom they choose to do business with,
NPCs located within a small area. When social
requiring a reference or affiliation beforehand.
interaction occurs, the GM should try their best
And then, of course, there is the honest merchant,
to take on the persona of that individual. This
someone who is simply looking to get by with a fair
allows them to represent a physical manifestation
and decent trade.
that the players can then converse with freely.
Questions can be asked, discussions made, and
conversation can flow and unfold naturally like any Different environments will often produce radically
other that occurs at the table. different opportunities in which individuals can
trade with one another. Busy high streets and
chain stores, for example, will always conduct
Players and GMs should always remember that,
their trade within the bounds of the law, as these
much like with our own world, everyone has their
establishments tend to have the greatest amount
own set of goals, ambitions, and ideals. These are
of oversight by the local security forces. Lesser
all things that an individual wishes to obtain, and
well-known businesses, however, have the
as a result, can make for effect leverage to help
advantage of anonymity on their side, which can
influence them and their opinions. While for some,
flounder regulations a little easier without anyone
these might be blindly obvious or easy to guess on
important having to know.
first meeting them, other NPCs may choose to keep
their cards far closer to their chest.
A group or party looking to make such trades can
gather information about these opportunities
As a result, some investigation work might be
from the local environment. NPCs are likely at
required on the players’ behalf. Probing for
hand to point the characters in a given direction or
information through intelligent discussion or
inform them of the lay of the land. Alternatively, a
investigation work is one possible way to go about
quick search via the Omninet, or a scouting drone
it, but so too is through the effective use of certain
overhead, could also reveal this information to
social skills. Bluffing, Intimidation, Leadership,
them.
and Negotiation especially can all prove to be very

223 Chapter 4, General Gameplay


Selling Goods information held on an activated UPIN stick. How
much data they can then read during one of their
No doubt, you will gradually acquire items and scans is based solely on the permissions which
scrap over time that you simply have no desire or their local government has granted them. Police,
use for. While there might be some merit in keeping for example, will usually be able to see everything,
a portion of this as a spare or to tinker around with, while a bouncer working for a club would only
most of it will simply end up for sale. see the information that would help them identify
whether someone is who they say they are.
Although certain organisations will be more
generous than others, most will vary the price they
are willing to pay based on the condition and rarity
Fake IDs
of the item in question. Goods that are virtually It should come as little surprise that as soon
new or in high demand will likely fetch a price as as carrying around a UPIN stick became a daily
high as half their market value. However, items necessity, many individuals started to put a
that have been broken or in bad shape will instead significant amount of time and effort into finding
go for around 10%. ways of potentially falsifying them.

Identification While no one has been able to create a completely


undetectable false identity yet, a few talented
While the premise of carrying around some form individuals have been able to get remarkably close.
of identification is nothing new in society, it has Whether the aim is for a bit of privacy, allowing an
only been in the last 30 years or so that this idea individual to move freely without being tracked,
has become integrated into everything that we do. or perhaps to give a wanted criminal an entirely
Whether entering a bar, boarding a bus, or even new persona for themselves, the false identify
buying the weekly groceries, in today’s world, many market is a booming trade, and many organisations
everyday activities will often require identification are willing to pay huge sums to those who have
to be presented. reliable access to them.

Despite the best efforts of certain corporations All falsified documents, whether an identity
and lobbying groups, microchipping the population stored on a UPIN stick or a simple memo, have
never really achieved the critical mass of support what is known as an authenticity rating. This
that it needed to get off the ground properly. hidden statistic that should initially be known
Instead, a system known as Unique Personal only by the GM reflects just how convincing the
Identification Numbers (or UPIN for short) was item in question truly is. Forgeries with a higher
swiftly trialled and then implemented throughout authenticity rating will naturally prove more
most countries worldwide. difficult for others to determine as false. Of
course, like with all things, the better the forgery
The system works through small memory stick-like is, the higher the skill that will be required to
devices called UPIN sticks, one of which is given produce them in the first place. As such, high-end
to every citizen shortly after their birth. This falsified documents usually have quite the price tag
device contains a plethora of information about associated with them.
the individual, including their fingerprints, iris
scans, blood work records, legal name, occupation, Any attempt to determine whether or not a given
address of residence, and their race, age, and sex. document is legitimate can be made by performing
a generic Intuition or Forgery skill check. With a
When identification is called for, the person in success target equal to the authenticity rating
question presses down on one end of the UPIN of the document in question, any character or
stick with their thumb. If the built-in hardware sees scanning device can establish both; whether
a match between the individual’s fingerprint and a document has indeed been forged and its
the data it has on its record, then the other end of associated authenticity rating upon achieving
the device can be scanned as appropriate. a success. Forgers who try to study their own
material, which they have knowingly created, gain
a +3 dice pool bonus to this roll.
Police, merchants, bouncers, and automated
systems alike can all read varying degrees of the

224 Chapter 4, General Gameplay


Drugs Working as a generic attribute check, an addiction
check requires a character to use both their
Undoubtedly, as the players continue to pass Endurance + Will attribute scores to help determine
through and engage with the streets of Dystopia, the size of their dice pool. While the success target
they will inevitably come across exotic drugs and for this check is simply equal to the addiction
individuals willing to sell them. rating of the substance in question, they will
also receive a stacking -1 dice pool penalty for
Like much of the late 20th and early 21st centuries, each additional dose they took after the first. This
the black market for drugs has continued to grow means that while an individual who only consumed
ever more prominent out on the streets of today. a single dose of the drug during the week will not
While many of the items sold here tend to be receive any penalty to their check, a character who
heavily restricted or outright banned, most police decided to engorge themselves on five doses would
forces seem to be either ill-equipped or lacking the receive a -4 dice pool penalty instead.
necessary commitment to have any kind of a real
effect at stopping their use. On failing an addiction check, the individual in
question is said to gain an addiction level for that
Although different types of drugs will have varying particular type of substance. If they happen to
effects on a given individual, most will follow the have an addiction towards it already, then this level
same mechanical pattern to help govern how they is said to be increased by a further one. Addiction
are used in the game. On first being taken, they levels reflect the severity of a given individual’s
will usually provide some immediate effect for the dependence on a certain kind of product. The
given character. Sometimes this will be negative; higher this level becomes, the harder it will be for
other times, it will be good; more often than not, it them to resist their cravings as they do their daily
will be a combination of both. business.

Once the initial effects of the drug begin to wear At the start of a new day, all characters must make
off, however, its user will start to crash. They enter a generic Endurance + Will attribute check for
a period of downtime whereby they suffer a series each type of addiction they currently have. With a
of negative after-effects that again differ based success target equal to their current addiction level
on the type of product that was taken. Some might plus one, characters are looking to try and keep
end up being minor annoyances that last only an their cravings under control to remain focussed
hour or two, while others might effectively put and function normally throughout the coming day.
someone out of action for a day or more.
Those that succeed on their checks can do just
this. Their cravings are controlled for the next 24
Drug Addiction
hours, and as such, they can go about their daily
The drawbacks do not stop there either, however. lives without requiring a new fix. The next time
Most types of drugs that are sold on the streets they have to make this check, however, its success
are heavily addictive substances. While the odd target should be increased by a further one.
pill here and there is unlikely to get a character
hooked, repeated usage over a prolonged period Alternatively, by failing an addiction check,
will inevitably create an addiction. the individual’s body begins to show signs of
withdrawal. They must now actively seek out the
To help quantify this process, we utilise a simple substance they tried so hopelessly to resist, with
check at the end of each passing week. Any time all other tasks being considered of secondary
an individual consumes a drug, they should make a importance. Until these cravings have been taken
note of what product it was and how many doses care of, or until they next complete an extended
they took. Come the end of the week, they will rest, all of their checks suffer from a -4 dice
need to make an addiction check for each type of pool penalty. However, their daily check for this
substance that they consumed over this period. substance is reset back to its base success target,
allowing the character to manage their cravings
more easily.

225 Chapter 4, General Gameplay


Addiction Recovery be effective with regular participation over a
prolonged period.
Once an addiction has become established, it is
likely that sooner or later, the character may wish
to seek out ways in which they can rid themselves In the text below, you will find the four most
of it. In the world of Dystopia, there are multiple common methods of dealing with this affliction.
methods which they can attempt to use to do It is highly recommended that you read through the
so. Some might require them to part ways with various items to better understand which methods
a large number of credits, while others may only may be the most effective based on a character’s
current situation.

Immunity to
Recovery Method Cost Recovery Interval
Withdrawal?
Hospital Visit 1,500 per day Each day Yes
Rehabilitation 500 per three day visit Each three day visit Yes
Counselling 300 per week Each week No
Cold Turkey Free Each fortnight No

Above: The addiction recovery overview table.

Hospital Visit Incurring a payment of roughly 500 credits for a


three-day stay, characters can make a generic
No doubt, this is probably the most obvious of
Endurance + Will attribute check with a success
the different recovery methods. With medical
target of three for each type of addiction that they
professionals on hand day and night and all
currently have upon its completion. Any check that
manner of specialist equipment to suit, a trip to
succeeds here reduces the character’s current
the nearest hospital can quickly and efficiently deal
addiction level for the associated substance by
with even the most overbearing and problematic
one.
drug addictions.

Like with making a hospital visit, those who remain


Incurring a payment of around 1,500 credits per
at a rehabilitation facility are considered to be
day, the character is admitted into the hospital
immune from the effects of withdrawal.
full-time while undergoing various treatments
and medical procedures. Each time the character
completes an extended rest at the facility, they can Counselling
make a generic Endurance + Will attribute check While effective at what they do, those who lead an
with a success target of three for each type of active lifestyle may often find hospitalisation and
addiction they currently have. rehabilitation challenging to fit in within their busy
schedule. Counselling, on the other hand, could
Any check that succeeds here reduces the allow a character to slowly address their addiction
character’s current addiction level for the over a prolonged period without needing to remain
associated substance by one. Regardless of at a given complex or facility full-time.
whether it was successful, however, an individual
is considered immune from withdrawal effects With a cost equal to 300 credits per week,
while they remain at the facility. counselling requires an individual to spend one
hour of their time three times a week with a local
Rehabilitation support group. After completing each passing
week, the character may make a generic Endurance
If a hospital visit is too high of a price tag
+ Will attribute check with a success target of
for an individual to stomach, there is always
three for each addiction they currently suffer
rehabilitation at their disposal. Like a hospital
from. Any check that succeeds here reduces
visit, this process works by checking into a facility
the character’s current addiction level for the
full-time while trained staff are on hand to help
associated substance by one.
guide them to a successful recovery.

226 Chapter 4, General Gameplay


Unlike spending time in a hospital or rehabilitation computerised eye implant that has the potential
centre, however, counselling does not protect an to spot the smallest of details from a distance,
individual from going into withdrawal. cybernetic enhancements have revolutionised
much of what we thought an individual could ever
Cold Turkey be capable of. All that is required of them is to hand
over an eye-watering number of credits for the
Finally, there is attempting to go cold turkey. While privilege of having one of their body parts chopped
technically free of any such cost, this process off and enough loan repayments afterwards to
requires an individual to bear the brunt and push likely be debt-ridden for life.
on through without assistance each time their
cravings flare up.
Despite their high cost, cybernetic enhancements
are now reasonably commonplace in much of
After each fortnight that passes, the character today’s society. While you may struggle to find
may make a generic Endurance + Will attribute someone with such implants in an area of high
check with a success target of three for each poverty, take a stroll down a few back alleyways
type of addiction that they currently suffer here and there, and you will surely come across
from. Any check that succeeds here reduces several cyber docs. Many of these hidden vendors
the character’s current addiction level for the sell new and used enhancements from various
associated substance by one. questionable sources, allowing your everyday
citizen to get a chance at some upgrades with a
Cybernetic Enhancements heavily reduced price tag.

With technology becoming an ever more integral No doubt, however, that cybernetic enhancements
part of our everyday lives, it was only a matter of are not for everyone. From their inception, various
time before it started to become integrated and religious groups started to raise their concerns,
paired with our biology. While initially intended expressing their views on what it truly means to
to improve the lives of both injured war veterans, be human and not a machine. While their attempts
and those who had been born with physical to influence legislators failed miserably, thanks to
abnormalities, the cybernetics industry soon the nearly unlimited resources of the big industrial
expanded to produce all manner of different wares corporations, there are select pockets of society
aimed towards your everyday average Joe. out there who still hold a less than favourable
view of those who get themselves modified with
Whether it be a pair of hydraulic legs that can cybernetic implants.
outrun the fastest of athletes or perhaps a
Cybernetic Limits Cybernetics Sickness
Regardless of the number of credits an individual Those who fail to take care of all of their cybernetic
might have, a biological system is a carefully enhancements rejection rating begin to suffer
balanced ecosystem that can only withstand so from what is commonly known as cybernetics
much interference and change. While modern-day sickness. This term describes the rapid decline in
technology has undoubtedly pushed the an individual’s health as their body begins to reject
boundaries of what is possible here, even those and fight against the foreign tissue.
have limits.
While it is entirely up to the GM’s discretion to
Much like with organ transplants, an individual’s determine when an individual begins to suffer from
body will naturally begin to reject most types these effects, symptoms should usually surface
of cybernetic enhancements. Seeing them as a within a day or two after having not taken their
foreign invader, its immune system will swiftly get weekly number of immunosuppressants.
to work, breaking them down and destroying the
underlying tissue. Characters suffering from the illness quickly
gain a debilitating fever and an inability to think
As a result, all those who choose to upgrade straight. They suffer a -6 dice pool penalty to
themselves with these enhancements will require each of their checks, in addition to a non-stacking
drugs that sufficiently suppress their body’s halving of their maximum number of hit points and
immune system. These will allow the cybernetics mental stamina. These effects persist for up to 1d4
to coexist with their natural biological systems days after consuming the appropriate amount of
without either resorting to attacking one another. immunosuppressant for the week.

However, how large a quantity of these drugs Prolonged periods of cybernetics sickness can
any given individual will require will very much also adversely affect the cybernetics themselves.
depend upon the type and the number of upgrades As the body begins to fight against its newly
they currently have installed. Each cybernetic perceived threat, the tissue and circuitry that
enhancement will have what is known as a make a cybernetic enhancement what it is, quickly
rejection rating. This numeric value reflects how deteriorate as the body’s natural immune system
disruptive the enhancement is said to be towards breaks them down. While this process certainly
an individual’s body. The higher this value is, the does take some time to achieve, it is also inevitable.
more significant the disruption it will cause upon As a result, the GM may rule that with successive
installation. periods of cybernetics sickness, an individual’s
enhancements may finally break and become
Counting together the rejection ratings unusable.
from all of their cybernetic enhancements,
a character requires one weekly dose of an Cyterian & Cybernetics
immunosuppressive drug for every ten complete
points of rejection rating that they have amassed. While it is certainly true that the Cyterian, given
This means that while one character with a their mechanical nature, have an easier time
combined rejection rating of 32 will require three integrating with cybernetic enhancements, they
doses of a suitable product each week, another are not without issues of their own. The artificial
character with only eight points of rejection rating subsystems that manage their central core can
can remain perfectly healthy without having taken be just as delicate as meta-human biology. True,
any. they do not need to worry about tissue rejection
and the use of immunosuppressive drugs, but they
The medicine Meprozanol currently stands as do need to consider the variety of interconnected
the go-to market leader for immunosuppressive computerised systems within themselves that all
products. It has by far the widest availability require cross-communication to operate.
and a competitive price tag to suit. Bear in mind,
however, that like with most types of medicine and
street drugs, Meprozanol can be a highly addictive
substance.

228 Chapter 4, General Gameplay


Any Cyterian who chooses to adapt themselves many types of fast passed situations whereby a
with these enhancements must look instead lot can transpire in a few seconds. Compare this to
to cybernetic modulators to help stave off the taking a drive to another part of town or perhaps
debilitating effects of cybernetics sickness. These spending some downtime to relax, and we will
devices allow the character to regulate their quickly realise that while these types of tasks will
core body functions by providing a clear line of take far longer to be achieved, not all that much
communication between themselves and the newly needs to be described or covered for their duration.
installed cybernetics. The more modulators they
currently have installed, the higher the bandwidth As a result, the GM needs to select a suitable time
their core systems can use. frame to break down the current narrative. If a task
is likely to take hours to complete, for example,
Regarding gameplay, each cybernetic modulator then there is little point in describing what happens
provides a Cyterian with the same effects as a minute by minute. Not only would this take forever,
single weekly dosage of immunosuppressant for but it could also become repetitive and affect the
as long as it remains installed. While this does, game’s pacing. Instead, it would be better to give
of course, mean that the individual does not need a quick summary or overview of how the hours
to deal with either drug addiction or an ongoing have passed. If any notable events arise during
weekly cost, cybernetic modulators are notoriously this process, the scale of time can be readjusted
expensive for what they do. accordingly.

Those Cyterian who fail to take care of all of Generally speaking, traversing through a city or
their cybernetic enhancements rejection rating rural environment to get somewhere new should
will soon find themselves experiencing similar often be described in a scale of hours. This allows
effects to cybernetics sickness for themselves. for any uneventful parts of the journey to be
As their various independent systems start to glossed over quickly while still giving a feeling that
conflict, chaos begins to break out as their central time has also been passing by. For longer trips,
core struggles to understand what is happening. which involve moving across several different
Many have said that a Cyterian undergoing the countries, for example, a scale of days could work
effects of cybernetics sickness will often twitch better depending on the mode of transport being
uncontrollably and suffer from intermittent used.
seizures.

Like with the other playable races, a Cyterian who


Resting & Downtime
has contracted the illness will suffer a -6 dice pool As your resources slowly begin to wither away,
penalty for each of their checks, in addition to a whether health, psionic powers, ammunition, or
non-stacking halving of their maximum number food, there will likely come the point whereby you
of hit points and mental stamina. These effects should probably choose to rest up and recuperate.
will continue to persist for the same period of
roughly 1d4 days after having properly regulated
Resting and downtime in Dystopia covers any
themselves with the appropriate number of
allocated period that is not intended to further
cybernetic modulators.
your characters’ current plot, mission, or goal.
This could involve something as simple as taking
The Passage of Time a day off so that your body can begin to heal
or spending a certain amount of time pursuing
As your story continues to unravel at the table, personal activities.
there should be a general sense that time has
also been gradually progressing throughout. How Mechanics-wise, a character will only begin to
quickly this occurs, however, should be determined recuperate after having completed what is known
by the GM based on what has been happening. as an extended rest. This is a period of downtime
during which the characters can eat, sleep, and
Different types of activities will no doubt require relax. It must last for a minimum of 8 hours to
a varying scale of time to cover everything that count and cannot involve any strenuous activity
has been happening. Combat, for example, (which which would be either physically or mentally
will be the topic of the next chapter) is one of exhausting.

229 Chapter 4, General Gameplay


Though an extended rest can be interrupted If a character is unfortunate enough to end the
midway through, any disruption which lasts longer day having not completed an extended rest, they
than an hour will force those to restart their cannot benefit from any of the above effects.
progress. As a result, you should think carefully Additionally, they automatically gain a stack of
about where and when you would like to make an exhaustion (see Status Effects, page 233).
extended rest, as constant interruptions could not
only end up wasting a lot of your time but could
also prevent your ability to recover. Carrying Capacity
Like in the real world, a character can only carry so
When an extended rest is finally completed, a much stuff before they start to buckle under the
player can roll what is known as restoration dice. strain. While times have certainly progressed, and
These take the form of two dice pools comprised of the use of cybernetic implants and other such tech
multiple d6s and help indicate how well their body have certainly increased this amount, there is still a
could heal up and recuperate during the downtime. physical limit that all individuals need to adhere to.
The first of these dice pools restores health and
whose size is equal to 1d6 for every point of
The maximum carrying capacity for any given
endurance the character currently possesses. The
person is determined through a combination
second dice pool is for recovering mental stamina
of both their current Strength and Endurance
and equates to 1d6 in size for each current point of
attribute scores. For each point here, the total
will.
amount they can comfortably carry should be
increased by four kg.
Both pools of restoration dice are rolled one after
the other. Their respective results should be added
As an individual starts to carry above this
to their character’s current amounts, forming
maximum weight limit, they will begin to suffer
the number of resources that they will have at
from adverse penalties and effects. These can be
their disposal for the coming day ahead. While
summarised in the table below, though note that
characters are free to take as much downtime as
they do not stack on top of one another. Only use
they want, extended rests can only be utilised once
the effects in the row based on the individual’s
per day. As a result, any attempts to take a further
current level of carrying capacity.
extended rest do not yield any such additional
bonuses or effects.

Total Capacity Effects


Above 100%
• Slowed (-3 meters movement speed).
• Suffers a -1 dice pool penalty on all checks.

Above 150%
• Slowed (-6 meters movement speed).
• Suffers a -2 dice pool penalty on all checks.

Above 200%
• Restrained.

Above: The carrying capacity overview table.

230 Chapter 4, General Gameplay


Item Concealment No doubt different weapon types will warrant their
own spacial requirements from one another, and
With the streets of 2107 being as dangerous as as a result, the question quickly becomes how does
they are, it is always advisable to keep a weapon on item concealment work? Each item in Dystopia,
your person or close by at all times. Despite this, from data chips to rocket launchers, will be given
however, you probably don’t want to waltz into a what is known as a concealment rating. This
downtown restaurant or bar with your favourite rating reflects just how large and unwieldy the
scattershot thrown over your back out on display. equipment is, and therefore how difficult it will be
Not only will this draw a fair bit of unwanted heat to keep hidden away from the view of others.
and attention from the staff and other patrons,
but so too could it lead to a quick escalation if an As this rating continues to increase, so too will the
argument does indeed break out. difficulty in concealing the associated item. They
will require more significant amounts of storage
Instead, it is better to conceal this item in a bag or space and perhaps even specialist containers in
container of sorts. That way, you could still have which to house them. This information can be
your trusty weapon by your side if tensions do summarised in the table below, along with typical
rise, but it won’t become immediately apparent to examples of where you might encounter each
everyone else that you are packing a lot of heat. concealment rating.

Concealment
Typical Examples Concealment Requirements
Rating
Any pocket, compartment, or small
Very Easy (VE) Data chips, micro cameras, drugs.
container will suffice.
Pistols, most types of ammunition, a Trouser leg, jacket sleeve, or the side
Easy (E)
PCD. compartment of a bag.
Automatic pistols, submachine guns, Main compartment of a duffle bag,
Average (A)
body armour. rucksack or shoulder bag.
Long guns, scuba gear, hazardous
Difficult (D) Carrying crate.
materials suit.
Machine guns, rocket launchers, heavy
Impossible (I) Cannot be hidden.
weight drones.

Above: The item concealment overview table.

Characters cannot normally perceive any item Whether it be a character wanting to repair their
currently considered to be concealed at a distance. weapons and equipment or perhaps make an
Upon closer inspection, however, the GM may rule attempt at creating a convincing forgery, certain
that with a high enough Perception skill check, a tasks will require an expanded set of rules for them
character or NPC might be able to notice certain to have both a desired amount of depth, but also
signs that indicate that an object is currently being to make logical sense in the context of the game’s
hidden. world.

On the following page, you can find various


4.4 Skill Based Activities skill-based activities that fall into this
category. However, it should be noted that any
While many different skill-based activities are combat-orientated activities have been left out
quite simplistic, there are certain occasions of discussion in favour of covering them during the
whereby a task might require a little more dedicated combat chapter.
substance for the GM to determine its outcome.

231 Chapter 4, General Gameplay


Repairing Equipment While it is up to the GM to determine a suitable
amount of time required to perform a given forgery
While materials have certainly come a long way attempt, most tasks generally fall between 1 -
in their ability to endure and resist, they can only 12 hours. Light modifications and the creation of
be expected to withstand so much punishment simplistic documents should end up being towards
before they start to falter and break. Weapons the former amount, while the creation of new
begin to jam, armour starts to buckle and bend, identities and complex changes should fall towards
and computerised systems become ever more the latter. If the individual is attempting to create a
unresponsive as they experience an ever-growing copy of an existing document rather than fabricate
number of battles and firefights. one from scratch, then the amount of time required
for this task should be halved.
There is no doubt that as time passes, the player
characters will start to experience this very Additionally, all forgery attempts a given individual
problem for themselves. While paying someone to makes require the correct apparatus to do so. If
repair an item is almost always an available option, the character is trying to alter or create a physical
sometimes it simply makes far more economic document, for example, then they must have
sense to do it for themselves. access to suitable inks. If, however, they were
instead trying to create a new false identity, then
Items that have suffered a defect or sustained it would be far more appropriate for them to use a
an amount of damage can be repaired using a blank UPIN stick.
particular skill over a given period. Which skill this
shall be, is typically determined by the type of item Once the necessary apparatus has been gathered
in question. Automations, for example, are best and the character spends the required amount
suited towards either the; Mechanical: Aircraft, of time performing the forgery, they can make
Mechanical: Ground Vehicles, or Mechanical: a generic Forgery skill check. The authenticity
Seacraft skills to get them back into a working rating of the falsified document is said to equal the
condition, while armour and metallic instruments number of passes achieved during this check.
would be better catered for by the Metallurgy skill
instead.
Mixing Chemicals
The GM should determine how complicated and
Sometimes a situation may arise whereby a
time-consuming this task will be based on various
suitable mixture or compound has the potential
situational conditions. These can often include
to circumvent an annoying obstacle or help resolve
things like; the damage that the item has sustained,
a particular problem. For example, you could be
the complexity of the equipment requiring repairs,
trapped within a darkened environment with no
and the working environment in which the task will
immediate light sources or maybe blocked from
take place.
continuing along your designated path by some
ill-placed debris.
Regardless of these conditions, however, most
repairs undertaken by a single individual will yield
Regardless of the situation, the world of 2107 is
around three hit points worth of recovery per hour
home to many chemicals and compounds that
when performed successfully.
can produce a variety of potent effects when
mixed together. Some of these, for example, could
Creating Forgeries serve you well as an improvised source of light
(combustible or fluorescent), while others might
While most individuals looking to forge a document be able to produce a concentrated explosive blast.
or identity will require a suitable contact to do
so, some players with a competent talent in the Whatever the desired outcome, those with the
Forgery skill may be able to perform this task for appropriate Chemistry skill can spend some of
themselves. their downtime to produce a suitable type of
substance. For the task to be successful, however,
Forging a document will naturally vary quite they must have access to a range of different
radically from one situation to another, all based chemicals and the appropriate apparatus to mix
on what the character is attempting to achieve. them.
Changing the name on a memo while still ensuring
it looks legitimate, for example, will require far less
work than creating a document from scratch.

232 Chapter 4, General Gameplay


Most types of substances that an individual might • They are considered unconscious, suffering
want to produce will generally fall under one of the all of its usual effects.
following categories:
• At the end of each round, they lose one hit
point, which the effects of shielding cannot
• Acids. mitigate.
• Narcotics/pain relief.
Bleeding - The character is losing bodily fluids over
• Improvised light sources. time. This effect can stack an unlimited number of
• Improvised explosives. times.

The GM should determine both the difficulty of the • At the end of each round, they lose one hit
task at hand and the amount of time it will take to point per stack of bleeding. The effects of
produce each batch of compound. While this can shielding cannot mitigate this damage.
vary quite radically based on what the player hopes
• When they move, they leave behind a
to achieve, most improvised solutions should be
traceable trail of blood along their route.
obtainable in the space of around 1 - 6 hours.
• At the end of each round, they can make an
Endurance + Strength attribute check, with
4.5 Status Effects the success target equalling the current
number of bleed stacks plus one. On a
While out running a job, certain events may unfold, success, their bleed stacks are reduced by
leaving an individual suffering from an affliction one.
or hindrance. Perhaps an explosion disorientates
a character for a short duration afterwards, or Blinded - The character cannot see.
maybe a poisoned weapon infects a target with a
disease or toxin.
• They automatically fail any Perception skill
checks that rely on sight.
These particular afflictions are known as status
effects and come in many different types and • They suffer a -4 dice pool penalty on all
varieties. Their properties can range from a simple other skill and attribute checks that utilise
annoyance to something that can heavily impact an individual’s eyesight.
an individual’s ability to perform certain tasks.
While the duration of these effects will vary wildly Crippled - The character cannot make use of the
depending on how they are inflicted, attacks and affected limb.
psionic powers that cause them should clearly
state this information.
• Any item carried is instantly dropped if the
affected limb is an arm. The individual is
Note that not all items listed below are referenced considered slowed for the duration (-2 dice
elsewhere in this book. Certain status effects, like pool penalty on Reflex based checks).
Maimed and Partially Deafened, for example, are
kept as tools for the GM to apply as and when • If the limb is a leg, the character is considered
are necessary. A loud club, for instance, could slowed for the duration (-3 meters of
hinder a character’s ability to overhear nearby movement speed).
conversations, thus inflicting them with the
Partially Deafened status effect. Deafened - The character is unable to hear.

Anaphylaxis - The character enters into a state • They automatically fail any Perception skill
of severe allergic reaction. Without medical checks that rely on hearing.
treatment, their body begins to shut down and
slowly wither away. • They suffer a -2 dice pool penalty on all
other skill and attribute checks that utilise
an individual’s hearing.

233 Chapter 4, General Gameplay


Diseased - The character has been afflicted with • They are considered prone, and their
an infection of some kind. The type of effects that movement speed is reduced by half.
it will cause here will all vary quite wildly based on
• During combat, they may only carry out a
the particular disease in question.
standard action on each of their turns.

Disorientated - The character is confused and • They will instantly die if their current hit
does not have full awareness of their current points fall to or below negative half their
surroundings. maximum.

Exhaustion - The character becomes tired and


• They suffer a -2 dice pool penalty on all skill
weak. This effect can stack up to six times, with
and attribute checks that they make.
each new stack becoming more severe than the
• They are unable to make use of reactive last. When looking up the effects of exhaustion,
actions. use whichever level the individual is currently at.
You do not need to take the previous ones also.
Dying - The character is badly hurt and is at risk of
death. Each time the individual completes an extended
rest, their exhaustion level is automatically
reduced by one.
• They immediately gain a stack of exhaustion.

Stacks of Exhaustion Effects


1 - Tired
• The individual is considered slowed (-2 meters of movement speed).
• They suffer a -1 dice pool penalty on all checks.

2 - Very Tired
• The individual is considered slowed (-4 meters of movement speed).
• They suffer a -3 dice pool penalty on all checks.

3 - Weak
• The individual is considered slowed (-6 meters of movement speed).
• They suffer a -5 dice pool penalty on all checks.

4 - Very Weak
• The individual is considered slowed (-8 meters of movement speed).
• They suffer a -7 dice pool penalty on all checks.

5 - Near Death
• The individual cannot move.
• They suffer a -10 dice pool penalty on all checks.

6 - Death
• The individual dies.

Above: The exhaustion effects overview table.

Feared - The character is stricken with fear, unable the effects of shielding cannot mitigate.
to control their actions or act logically.
• They cannot willingly move towards the
source of fear.
• At the end of each round, the character
• They suffer a -2 dice pool penalty on all skill
suffers one point of mental damage, which
and attribute checks whenever the source of

234 Chapter 4, General Gameplay


the fear can be seen or heard. • Their Finesse, Reflex, and Strength attribute
scores are all considered zero for any skill or
Grappled - The character is currently being attribute check they make.
grabbed by someone or something.
Partially Blinded - The character’s vision is
temporarily diminished. Does not stack with the
• They cannot move.
Blinded status effect.
• Unless otherwise stated, they can attempt to
escape by spending a standard action to
• They suffer a -2 dice pool penalty on all
make an opposing Reflex + Finesse/Strength
skill and attribute checks that rely on an
attribute check (their choice of which). The
individual’s sight.
grappler uses the dice pool of their Unarmed
Combat skill to contest against this.
Partially Deafened - The character’s hearing
is currently reduced. Does not stack with the
Impaired - The character is injured or hurt in some
Deafened status effect.
way, hampering their ability to perform actions.

• They suffer a -2 dice pool penalty on all


• They suffer a -2 dice pool penalty on all skill
skill and attribute checks that rely on an
and attribute checks that they make.
individual’s hearing.

Invisible - The character is concealed from others,


Poisoned - The character has been infected with a
becoming more difficult to spot.
toxin of some kind.

• They gain a +5 dice pool modifier on all


• All attribute and skill checks that they make
checks to hide or remain hidden from other
have a -2 dice pool penalty applied to them.
individuals.
• Each of their attacks is considered to take Prone - The character is lying on the ground. This
place from hiding for any target who cannot effect can be ended immediately by spending half
see through invisibility. their movement speed to stand back up.

Unless otherwise stated, invisibility-type effects


• They must crawl to move, doubling the cost
do not change an individual’s heat signature. As a
of any movement made.
result, individuals with thermographic vision are
considered to be unaffected by this status effect. • They suffer a -2 dice pool penalty on all
checks that attempt to make a melee-based
Maimed - The character has lost a limb. attack.
• They suffer a -2 dice pool penalty on all
• Any item carried is instantly dropped if checks that attempt to defend against a
the limb is an arm. The individual is also melee-based attack.
considered slowed (-2 dice pool penalty on • They receive a +2 dice pool modifier on all
all Reflex-based checks). checks to defend against incoming ranged
• If the limb is a leg, the individual can attacks.
only move via crawling unless they have • They might be able to take better advantage
assistance. They are also considered slowed of nearby cover (GM’s discretion).
(-6 meters of movement speed).
• On one of their turns, they can spend a
standard action to stand back up, ending
Paralysed - The character’s body is frozen in place this status effect.
and helpless. They are currently unable to speak or
take action.
Restrained - The character is being subdued by
someone or something.
• They cannot move or speak.
• They cannot take actions of any kind. • They cannot move.

235 Chapter 4, General Gameplay


• They suffer a -4 dice pool penalty on all otherwise stated, multiple instances of the same
attribute and skill checks based on either type of status effect should not begin to stack.
Strength or Finesse. This means that if, for example, a target has
been afflicted by poison and is also surprised, the
• Their Reflex attribute score is considered zero
penalty to their skill and attribute checks should be
on all attribute and skill checks they attempt
considered as -4. -2 from the poison and another
to make.
-2 from the surprise.

Slowed - The character has become a little


If the same individual were instead hit by two
sluggish, unable to move or act at their normal
attacks that inflicted the poisoned status
pace. The potency of this effect will generally be
effect, then the penalty would remain at -2. The
determined by whatever caused it; however, the
difference here is that the target would need to
target will typically receive one or more of the
remove both instances of the poisoned status
following:
effect, rather than just the one, for this penalty to
end.
• A reduction in movement speed.
• A penalty to Reflex based checks.
4.6 Rewards &
• A penalty to combat initiative checks.
Advancement
Surprised - The character is in a temporary state of
surprise at what is happening around them. They As characters continue to perform jobs and make
cannot act in any way, shape, or form, including the a name for themselves, so too should they be
use of free actions. This effect ends automatically suitably rewarded. In Dystopia, rewards can come
after the conclusion of the individual’s first turn in in many different flavours, all based on the types
combat. of tasks that an individual manages to achieve and
how well they performed while doing so.
• They suffer a -3 dice pool penalty on all
attribute and skill checks they make. Successful role-playing could be complemented
with a reward of karma by the GM, while
• They cannot take actions of any kind. completing an important contract could see them
gain additional experience points and an increase
Unconscious - The character is knocked out, to their renown. Regardless of what it may be, this
immediately falling prone on the ground if they can. section explores the three main types of rewards
that characters can hope to achieve while out and
about on their adventures.
• They are unaware of their surroundings.
• They cannot take actions of any kind.
Karma
• They automatically fail any skill check that
they attempt to make. Karma is a system that allows
the GM to reward players who
• Their Finesse, Reflex, and Strength attribute
either stick to their character’s
scores are all considered zero for any
fundamentals or who role-play
attribute check that they make.
effectively as part of a team.
It is a way of dealing with
The Stacking of Effects players who, despite their
best intentions, can sometimes try to avoid the
Given that certain status effects can cause similar shortcomings of their character to get out of a bad
types of penalties as one another, it is only natural situation.
for someone to ask how these two afflictions
should work together. When the GM feels that a player has performed
remarkably well at playing the role of their
As a rule of thumb, two different statuses should character, they can reward them with a point of
be able to stack their effects on a character who karma. Karma does not have an expiry period and
has been inflicted by both. However, unless can be stacked up to a maximum of five.

236 Chapter 4, General Gameplay


So what exactly is it? A player with karma can use of a team. However, GMs also have the discretion
some or all of it to add automatic passes to one of for awarding experience points separately, for
their skill or attribute checks. Each point of karma example, to those who role-play effectively or stick
that is used rewards them with one additional pass to their character’s beliefs, even to the detriment of
on top of whatever is achieved by their normal dice themselves and others.
roll.
When a certain number of these experience points
Players can decide to use karma after the dice roll have been amassed, the character is said to reach
has been made, but it must occur before the GM the next stage of renown. Each presents the player
has finalised its outcome. Additionally, they may with new opportunities, such as access to new
only spend karma up to their character’s current weapons and equipment, a larger and more diverse
level of renown on any particular occasion. pool of contracts, and additional points added to
their genetics pool.

Renown Players should feel that as they gain more


As a player’s character begins experience from the jobs they complete, so too
to complete more and more should the number of options and choices before
contracts, it is only natural for them. Merchants, for example, would be more
the word to continue to spread willing to sell advanced weapons and equipment
about their deeds and triumphs. to those who they knew would not waste their
On the streets of Dystopia, this time. Organisations looking for a team to pull off
is commonly referred to as an a dangerous mission are far more likely to take
individual’s renown. The higher this renown is, the individuals with a reputation for getting the job
more willing others might be when considering this done.
person for potential upcoming work.
Below is a table that represents the five different
Experience points (XP) are rewarded gradually to levels of renown, the total amount of experience
players over time, mainly based on the tasks they needed to achieve, and the size of their genetics
perform and the objectives they achieve as part pool which the player characters have to work
with.

Notoriety Renown Experience Required Genetics Pool


Street Vigilante/Thug 1 0 325
Gun For Hire 2 500 355
Veteran Mercenary 3 2,500 385
Sovereign Icon 4 10,000 415
Global Legend 5 25,000 445

Above: The player renown overview table.

Credits or a regular citizen going about your daily life,


credits form the backbone of our society and are
While both karma and renown the dividing factor between the haves and the
are certainly nice, they won’t have-nots.
help keep a roof over your
character’s head or prevent As the players continue to complete contracts
them from starving to death. for various third parties, they should be suitably
Credits are the universal go-to rewarded with an adequate number of credits
currency in 2107 and are utilised relative to their current level of renown. Those
by all of the world’s major economies. Whether characters still looking to get their name out
you are a big business looking to make some trades there are unlikely to strike it big immediately. Still,

237 Chapter 4, General Gameplay


with patience and persistence, they will no doubt figure.
establish themselves over time as a reliable asset
who can get a job done. Several tables have been provided below to help
assist GMs with this matter. These should be able
While rewards can differ quite drastically from job to highlight and give a rough estimate of what
to job, there should always be a logical pattern to we believe are appropriate monetary rewards
them. Is the task likely to require the players to for each character at the different stages of
commit murder? Are they probably going to end renown. However, remember that these figures
up using a large number of their consumables? Will are merely rough guidelines rather than outright
it need a good deal of their time to investigate and rules. As such, they can be freely adjusted based on
carry out? All of these factors and more should whatever type of job the GM is planning.
be carefully considered before arriving at a final

Reward
Example Situation
Modifier
Renown Base Reward Each encounter of substance. +10%
1 750 Each day after the first that the job was expected to last. +10%
2 1,500 Each combat encounter where the players were
+20%
outnumbered by at least 2:1.
3 3,000
All optional objectives were completed. +25%
4 6,000
Job was completed incredibly quickly/quietly. +25%
5 12,000
Job required the group to carry out morally grey actions. +25%
The players created unnecessary collateral damage. -25%

Above: The credit reward overview tables.


Chapter 5

Combat
With the general rules for Dystopia covered in represents a ten-second block of time in which
the previous chapter, we can now go ahead and any fighting can occur. The GM can also progress
move on to each of the major game systems one by the narrative forward here, based on both the
one. To start with, we will cover combat, which, various participants’ actions and the events that
depending on your GM’s game style, may very have transpired as a result.
well prove to be one of the more frequently used
systems. Each round is in itself, broken down into several
smaller slices, that we refer to as a turn. A turn
As a general rule of thumb, combat should occur represents a single participant’s ability, to take
whenever one individual or group makes a hostile action and move around the combat area should
action towards another. This can often cover a they so wish. Once the individual is done with their
wide range of different activities, including moving current turn, we then move onto the next, and so
towards a target with menacing intent or simply on until the round is considered to be over.
opening fire on them with a weapon of some kind.
How we decide when each participant will be able
Once combat has broken out, it should continue to take a turn and what actions they can perform
to last until such a time arises whereby the GM during one, will all be covered throughout the next
no longer deems it to be necessary. This could few sections. For now, the most important rule is
include conditions or situations where one side understanding that combat is broken up into both
has decided to surrender to another or if all rounds and turns and that each of these represents
opposing participants are either dead or rendered two different things. A round is a ten-second block
unconscious. of time, while a turn is a specific individual’s ability
to take action.

5.1 Turns, Rounds & the


Structure of Combat
While many types of situations in Dystopia are
left to unfold naturally in a very free-form state,
combat is instead intended to be delivered using a
more structured turn-based system.

Since many actions will often occur within an


incredibly short space of time, we need to slow
down how quickly each of these events transpires
one after the other. This will allow the GM to more
easily narrate how the action is currently unfolding
and give each player a better chance to understand
what exactly is happening around their character.

Rounds & Turns


Starting from the very top, all combat situations
are structured into a sequential series of rounds.
Each round transpires one after the other and
First Round Start Second Round Start Third Round Start
Character A’s Turn Character B’s Turn Character B’s Turn
Character B’s Turn Character A’s Turn Character C’s Turn
Character A’s Turn Character C’s Turn Character D’s Turn
Character C’s Turn Character B’s Turn Character B’s Turn
Character B’s Turn Character A’s Turn Character C’s Turn
Character D’s Turn Character D’s Turn Character A’s Turn
First Round End Second Round End Third Round End

Above: A typical example of how the round structure might look


for a brief skirmish involving four characters.

Rolling For Initiative scores to form a single total amount. This element
helps those with a sharper and more refined set of
Since all combat is performed in a turn-based reflexes and senses get the edge in the initiative
manner, we need a quick and reliable way order over those who are a little more sluggish
for determining the order in which each of its and slower to react. Whatever this total is, it forms
participants will get to act. In Dystopia, we utilise the combat initiative score for that character in the
a mechanic called combat initiative to help resolve coming round.
this.
For example, Mike is playing a tank character with
Performed at the very start of each round, combat a Reflex attribute score of three and a Foresight
initiative looks to determine how quickly each attribute score of four. Adding these two numbers
individual was able to react to their current together makes for a total of seven. While this is
situation. Those characters who are gifted with a not exactly the lowest of amounts, it is also not all
more finely tuned set of reflexes will naturally find that great either. He rolls a d10 that ends working
that they can both act sooner than everybody else in his favour, landing on an eight. When added to
and potentially achieve more throughout the entire his attributes, this results in a combat initiative
round. score of 15 for the coming round of combat.

Combat Initiative Scores The Order of Combat


When a new round begins, the GM should call for Taking each participant’s result from the combat
each participant to go ahead and calculate their initiative roll, the GM should then go ahead and
combat initiative score. Players will take care of create a list in descending order. This order will
their own character, while the GM should instead prove to be very important for the coming round, as
look to determine the initiative scores for any it will determine both the sequence in which each
participating NPCs. character will get to take their turns and how many
they may have overall.
To start with, roll a single d10. The result of this
dice roll will be used to determine a suitable Starting from the very top, whoever has the current
baseline for the character in question and help highest combat initiative score should get to be
introduce an element of randomness or chance the first to take one of their turns. This means that
to the encounter. Without this component, the they can choose to perform one or several different
same characters would likely appear at the top types of actions to influence and change the
every time, making combat feel predictable and combat encounter to be more favourable towards
unchanged. them and their allies. For examples of what actions
an individual could potentially choose to perform
Taking this result, you then want to add both the here, see the Action Economy section below.
individual’s current Foresight and Reflex attribute

240 Chapter 5, Combat


Once an individual’s turn is said to end, their Initiative Character’s Turn
combat initiative score is reduced by a total of ten.
Their place in the initiative order should be updated 21 Character A
as accordingly by the GM, and whoever is now at 17 Character B
the top of the list is said to be able to take their
next turn. If an individual scored much higher on 12 Character C
their combat initiative score than everyone else, it 11 Character A
is entirely possible that they could potentially take
multiple turns in quick succession, before the other 9 Character D
participants can adapt and react. 7 Character B
2 Character C
Once a character’s initiative score drops to
or below the zero mark, they are said to have 1 Character A
performed all their possible actions during this
round’s time frame. The GM should remove them
Above: An example of combat initiative for a single
from the initiative order, and they can no longer
round involving four different characters.
take any further turns for the remainder of the
round.
In the inevitable event that two or more different
participants have the same current initiative count,
When all participants of the encounter drop to this
it should fall onto the GM to decide who gets
zero threshold, and no-one is left standing in the
to go first. If all of the individuals are players, it
initiative order, the current round is said to finally
might be best to allow for them to decide amongst
end. A new one immediately begins thereafter,
themselves who wants to carry out their actions
requiring a fresh roll for combat initiative from
first. If however, the characters are from opposing
everyone who is still taking part. This process is
sides, then it may prove better to compare each
reiterated upon again and again until the GM finally
of their Reflex attribute scores and work in
deems that combat is no longer necessary given
descending order.
the context of the current situation.
Surprise For example, if the group is trying to remain quiet
and hidden to get the jump on their intended
Sometimes a combat situation might suddenly targets, then it would be entirely suitable for the
develop out of the blue. Perhaps one side has GM to rule that the Stealth skill should be used
attempted to lay an ambush or trap, for example, here for the check. If, however, the ambushers
to catch several others off-guard and in a state of were pretending to be someone else, then it
surprise. When such a situation arises, we need to would be more suitable for the GM to rule that the
determine who out of the group was oblivious to Disguise skill should be used here instead.
the ambush attempt and who could see it coming
just in the nick of time.
With the results in hand, each character should
be compared separately on the defenders’ side
A surprise check is a specialist group check that
against the average combined result for all
helps us achieve this very goal. Those ambushed
aggressors. Those individuals who are being
should each use a combination of their Foresight
ambushed, and are unfortunate enough to fail the
+ Reflex attributes scores to help determine
surprise check, are now considered to be surprised,
the size of their dice pools. On the other side,
gaining all of its usual effects (see Status Effects,
those attempting to perform the surprise itself
page 233).
should instead use whichever skill is deemed most
suitable by the GM.

As a note to GMs, surprise is a potent tool that can massively shift the balance of
power in an encounter. A firefight that should have been a real challenge for the
party might suddenly become far more trivial. In contrast, an early skirmish that
should have been a breeze might unexpectedly become a bitter struggle to survive.

As a result, we always recommend giving some thought as to when surprise should be


awarded. Do not make it too easy for an individual to gain the element of surprise, as it
could very well end up trivialising each encounter they face.

Action Economy Standard Actions


So with combat initiative out of the way, an Standard actions are the go-to action type for most
important question still remains; what can a kinds of activities. Anything that requires some
character do on one of their turns? All combat thought to be put into it, or is either physically or
actions can be assigned to one of three different mentally strenuous, will generally fall into this
categories. These are: category. They usually form the primary substance
of an individual’s turn due to their potency and
ability to affect other characters and the nearby
• Standard Actions - a greater activity. environment.
• Reactive Actions - an activity which is
triggered in response to a nearby event. Each activity marked as being a type of standard
action will also have a particular numeric cost
• Free Actions - a trivial activity.
associated with it. This cost will generally be
represented with a number icon, ranging from one
Each category has its own particular rules for use to three (i.e. Standard Action ). This amount is
and function. Some, like standard actions, have a known as the activity’s action point cost and forms
wide array of options to choose from, while others, the virtual currency that limits what any particular
like free actions, are more limited in scope and character can achieve on one of their turns.
appeal. Regardless, when these three action types
are combined, they can often provide both NPCs
and player characters with many different ways to
influence and change the current combat situation
around them.

242 Chapter 5, Combat


At the start of each of their turns, all participants, time in response to a particular event taking place
whether they be player characters or NPCs, will nearby.
receive a total of three action points to spend as
they see fit. They can choose to use these action For example, if a knife-wielding thug is currently
points on various types of standard actions, with attacking a player character, the player could
any remaining leftover simply being lost once their potentially use a reactive action to try and dodge
turn has been brought to a close. out of the way. Their character attempts to quickly
read their opponent’s movements and body
Some types of standard actions can be performed language, gaining a bonus to their dice pool for any
relatively quickly and, as a result, will only require checks made to try and defend against the thug’s
a single action point to be spent to complete them. assault.
Other types of actions, however, may prove to be
more time-consuming and require a higher quantity While reactive actions do not use action points or
of action points to be sacrificed for their use. contain keywords, characters are limited in how
often they can be carried out. Once an individual
Action Keywords has performed a reactive action, they cannot do so
again until the start of their next turn in combat.
One last point that needs to be emphasised with
This limitation reflects both the use of their time
standard actions is the occasional presence of
and that their attention is already preoccupied
certain select keywords. When displayed next to a
elsewhere, carrying out the activity they had
particular action (i.e. Standard Action chosen prior.
), additional rules are in place to help regulate
this type of activity’s usage. While some of these
keywords will be introduced in later chapters Free Actions
where they are most relevant and more commonly Finally, there are free actions. This category
used, for now, at least, there are two main ones is reserved for any task or activity that is so
that you should be aware of and try to understand. trivial that it should not require a check or have a
particular cost associated with it. Typical examples
Both the and demonstrate that of free actions could include a sentence or two
a particular activity is considered a type of physical of dialogue with another character or making a
offensive action. While the former may look to fire gesture to a nearby individual.
a weapon or directly strike a foe, the latter could
force them into an unfavourable fighting position These actions can be carried out as frequently
instead. Perhaps the target is left grappled and as a character would like, and unless otherwise
restrained, or maybe they are disarmed by their stated, they can occur both during and outside of
opponent, removing one of their weapons. an individual’s turn.

Regardless of what is happening here, both types


of activities are regarded as physically strenuous
for the individual attempting to perform them. As a
result, characters can carry out no more than one
, and one type action on any of
their given turns. The result of these restrictions
means that a character must resort to higher
recoil-based attacks if they wish to increase their
overall number of shots, while targets do not need
to worry about being chain disarmed or grappled
over and over again whenever they are engaged in
melee-based combat.

Reactive Actions
Reactive actions are another potential tool that
characters have at their disposal. Unlike standard
actions that must be taken on an individual’s own
turn, reactive actions can instead occur at any
5.2 Resource Pools Damage Accumulation Penalties
As a character continues to suffer injuries due to
Regardless of the context for a particular situation, an ever-increasing cumulation of damage, they
when combat breaks out, the objective will usually might also notice that their ability to fight and
be for one side to either find a way of forcing their defend themselves also begins to diminish. After
opponents back or to win over them in an outright all, someone fresh into a fight will generally prove
victory. far more capable at combat than someone who is
nearing death’s door.
Each participant has three different types of
resource pools associated with them. How To represent this in the world of Dystopia, all
bountiful these resource pools are will determine characters accumulate an ever-increasing penalty
not just how healthy the character currently is, but to their dice pools as a more significant number of
also how capable they might be when fighting in a their hit points are gradually depleted. Penalties
combat situation. begin to take effect once 25% of their hit points are
lost and continue to get progressively more severe
Each pool performs a different type of function for each additional 25% after that.
from one another and can be summarised as the
following:
Hit Points
Dice Pool Modifiers
Lost
• Hit Points - represents how physically
healthy the individual’s body is. 25% -1 on all checks.

• Mental Stamina - represents how mentally 50% -2 on all checks.


healthy the individual’s mind is. 75% -3 on all checks.
• Shielding - indicates how much shielding 100% -4 on all checks.
they have to absorb incoming damage.
It is important to note that the above penalties do
Hit Points not stack on top of one another. Any character who
has taken enough damage to receive a damage
Hit points are our first and accumulation penalty should use the modifier for
most valuable resource. These their current level of injury.
serve as a base indication of
a character’s current state of
Dying
physical well-being. The higher
the current percentage of this Once an individual’s hit points are completely
resource, the healthier they are expended, the character is said to now be at risk
said to be. of dying (see Status Effects, page 233). While in
this vulnerable state, the character is forced prone,
As mentioned in the character creation chapter, a has their movement speed reduced by half, and
given individual’s maximum number of hit points can only spend a maximum of one action point for
is determined by their current endurance attribute standard actions on each of their turns.
score. Each point in this attribute increases the size
of their hit points pool by four, though there can Additionally, any damage a dying character
be exceptions to this rule through the presence of continues to take slowly chips away at their hit
certain racial quirks (i.e. the Vorn). points pool, moving it into ever-increasing negative
amounts. If these hit points happen to reach
Hit points are usually expended when a successful negative half the character’s maximum or below,
body attack hits a character. The more powerful their body bleeds out, and they inevitably flatline.
this attack is, the greater the number of hit points
that will be lost. However, they can also be Any character who has entered this dying state
expended through various other means, including but has not yet reached the point of death can be
environmental hazards, man-made traps, and returned to a healthy condition. By providing them
infectious diseases. with enough healing to increase their hit points
above zero or by using certain specialist items and
abilities, a dying individual will be able to rejoin the
fight once more.

244 Chapter 5, Combat


Mental Stamina Shielding
Next up, we have mental Finally, we have shielding.
stamina. This resource pool Created through the use of
indicates just how resilient an certain psionic powers, or
individual’s mind truly is. The sometimes even by hi-tech
lower this resource continues to specialist equipment, shields
drop, the wearier a character is serve as a short-duration
said to become. damage blocker that can prevent
incoming attacks from depleting the character’s
Whereas an individual’s Endurance attribute score other resources.
determines hit points, mental stamina is dictated
by their current amount of Will. Each point in this When a shielded character is struck by an attack
attribute increases the size of their mental stamina that would attempt to deal damage to their hit
pool by four. points, it is instead first removed from their
shielding. This occurs before any resistances or
Mental stamina is an individual’s way of resisting penetration come into play (a topic that will be
the effects of mind-based attacks and their covered later), and with any leftover amount then
associated mental damage type. Such attacks being applied as usual.
usually originate through the use of psionic
powers, though certain weapon types and While shielding is often very short-lived due to the
environmental conditions may also deal a small sheer damage output of many weapons that exist
amount of this damage. Extreme cold, for instance, in today’s world, it does provide an inexpensive
poses more than just a risk to an individual’s way of protecting one’s other resources. These
health, reducing the effectiveness of their mind would otherwise take a far larger amount of time
too. to heal and recover naturally, as well as to help
stave off the effects of damage accumulation
Mental stamina is particularly vital for those who penalties.
engage in the use of psionics for themselves. While
we will leave this for a more detailed discussion Shielding does, however, provide one unique
in a later chapter, for the time being at least, it benefit. Targets that are shielded are considered
is important to note that using such powers will to be far more resilient to the mind-based attacks
require a certain amount of mental stamina to be of others. Due to the presence of a strong energy
drained each time. field, most powers of this nature will simply be
unable to take hold and carry out their desired
When a character’s mental stamina drops to effects. The target is immune to mental-based
zero or below, they are said to fall unconscious, damage and cannot be affected by any power or
dropping prone if they can. Unlike a depletion of hit ability that requires an unshielded target.
points, however, they are not at immediate risk of
dying, though they are still susceptible to taking This resource does not regenerate naturally,
further amounts of additional damage targeted by as with hit points. Instead, it will last for a set
an attack. duration, usually dependant on how it was
originally formed. If two shields are placed onto
Characters who have entered such a state can a single target, their resources should be able to
be brought back into consciousness again by stack, though it is important to note that their
restoring their mental stamina above zero. Certain durations must be kept independent from one
specialist items can also perform this task and another.
could prove to be a valuable tool in a desperate
time of need. When all else fails, any individual left Shielding Underwater
in this unconscious state automatically returns to
one point of mental stamina after a period of 1d6 While shielding equipment works perfectly
hours. fine on dry land, most are not yet capable of
adequately sustaining a barrier while in aquatic
type environment. The shield simply does not have
enough energy to penetrate the liquid around an
individual, and then still have the capability of
absorbing external impacts and forces.

245 Chapter 5, Combat


As a result, characters who enter an aquatic Given everything mentioned in the Action Economy
environment suppress any current shield they may section earlier in this chapter, combat actions
have for the duration they remain there. can be divided into two types; those that require
a standard action to use and those that utilise a
reactive one.
5.3 Combat Actions
Below are two sections highlighting the most
A character can attempt to perform many types common of these. However, it is important to note
of actions during combat. Some of these may be that this is not a definitive list. Sometimes you
useful in most scenarios, while the effectiveness of might wish to try something different or improvise
others might fluctuate depending on the situation on the spot. When such a situation arises, you need
at hand. to communicate with your GM, as they will be able
to break down whether such a task is a) possible
and b) what checks (if any) will be required.

Standard Actions

Action Description
Attach Item Add-on Attaches an add-on onto one of the items in your inventory.
Attempts to deliver a deathblow to a dying or unconscious target within
Coup De Grâce
your reach.
Disarm Knock a weapon or other suitable item out of a target’s hand.
Eject Magazine/Ordinance
Ejects an empty magazine or used ordinance from an equipped firearm.

Heals a nearby individual, either to bring them back from near death, or to
First Aid
remove a negative status effect.
Grapple Grab a target individual.
Help Aid a nearby ally so that their actions can yield better results.
Hide Conceal yourself from others.
Distract and disrupt a nearby opponent so that their actions become less
Hinder
effective.
Insert Magazine/Ordinance
Inserts a new magazine or piece of ordinance into an equipped firearm.

Move about the combat environment to get into a more advantageous


Move
position.
Outmanoeuvre Attempts to dash through a nearby opponent’s space.
Perception/Examine Look around and study your surroundings to spot or identify something.
Poise Enter a stabilised stance to improve your aim.
Grabs hold of either an item or another individual off from the ground
Pick/Help Up
nearby.
Delays a standard action for it to be performed later on after a set
Ready Action
condition has been fulfilled.
Remove Item Add-on Removes an add-on from one of the items in your inventory.
Retreat Imposes a penalty on all reactive actions that attempt to target you.
Spend a small amount of time to carefully aim, gaining a +1 dice pool
Take Aim
bonus for your next attack.

246 Chapter 5, Combat


Trip Knock another individual prone.
Unarmed Attack
Deals physical damage to a target through the sheer force of your body.

Use Item/Object Make use of an item for a specified purpose.


Use Psionic Power Channel a psionic based power to create a certain type of effect.

Attach Item Add-on individual’s hands or is readily available at their


side. The item is said to be knocked from their
As a combat situation continues to develop, grasp, landing on the ground one meter away in a
you may find yourself requiring the use of an random direction.
attachment for one of your weapons. Perhaps
stealthiness has become a higher priority, and as
a result, you are strongly considering using a sound Eject Magazine/Ordinance
suppressor. Whether it be removing an empty magazine or
flushing out the remnants of a previously used
By spending a standard action, you can attach a ordinance, this standard action will allow you
single item add-on onto one of your weapons, to prepare a single firearm you have in your
so long as it can support it. This task does not possession to receive new ammunition.
require a check for it to be successful, though it
does require the use of a free hand. While this action does not require a check to
succeed, it does require the individual to have one
Coup De Grâce hand currently free.

If a nearby individual is unconscious or currently


dying, you can grant them a swift death, putting First Aid
them out of their misery once and for all. First aid is the practice of providing emergency
medical treatment to those who are injured or in
Providing the target is currently within your melee desperate need of assistance. While anyone can
reach; you can choose to make a single offensive certainly attempt to perform such a task, it requires
attack against them. If the attack damages the suitable medical supplies to be available.
target’s hit points, it immediately kills them
outright instead. This action’s cost is considered This standard action can be performed in three
the same as whichever offensive attack was separate ways, each achieving a different outcome.
chosen to perform the deed. These are; bringing someone back from near death,
ending a negative status effect early, or increasing
Disarm both hit points and mental stamina at the end of an
extended rest.
Disarming is the practice of knocking either a
weapon or an item out of an individual’s hands. So
The first activity can be performed on any
long as they are within reach, anyone can spend a
biological individual who is currently in the process
standard action to attempt to knock a specific item
of dying. Moving within your melee reach of them,
onto the ground.
you can make a generic First Aid skill check with a
success target of three. If successful, the target
When performing this action, the attacker should individual regains a number of hit points to bring
make an opposing skill check using the dice pool them back up to one.
determined by their Unarmed Combat skill. On
the other hand, the target of this action should
The second type of activity can be performed
attempt to defend themselves using a dice pool
on a biological target currently suffering from a
determined by their Reflex and either Strength or
negative status effect, which requires a periodic
Finesse attribute scores (their choice).
check for it to end. By moving within your melee
reach of the target, the first aider can make a
If the attacker succeeds on the check, they can generic First Aid skill check. Each pass achieved
select any item currently being wielded in the here grants the individual a further die towards

247 Chapter 5, Combat


their dice pool for when they next attempt to end Regardless of whether the target is currently being
the status effect. The effects of this action cannot restrained, you can only ever grapple one character
be stacked with other first aiders, and regardless at any given time.
of the outcome achieved, the target cannot benefit
from this activity again for a further 24 hours. Variants
Grappling has a few potential variants which you
Lastly, you can spend at least one hour looking
might want to choose instead when in certain
over the wounds and injuries of up to six biological
situations. These come in the form of push back,
characters. When their next extended rest ends,
push over, and push aside. The process of these
the first aider can perform a generic First Aid skill
three is very much the same as above; however,
check. Each pass achieved increases the number of
if the grappler succeeds, they can choose another
hit points and mental stamina that the wounded
course of action instead.
individual regains by a further two. This effect
cannot be stacked, and targets should take the
result of whichever first aider initially performed Push back results in the target of the action being
this task. forced back by up to two meters, push over knocks
the target prone where they currently stand, and
push aside forces the individual to move either left
If the check takes place during an intense moment,
or right by up to one meter, all at the discretion of
the GM may decide that the pressures of combat
the aggressor.
may make these tasks more difficult to achieve.
As a result, the success target could be shifted, or
suitable modifiers can be added to compensate. It is important to note that all three of these
movements do not provoke opportunity attacks
from other individuals when used on an opponent.
Grapple This is due to the target being forced to move
A grapple is an attempt at subduing your opponent against their own free will.
using the sheer strength of your own body. By
making a grapple, you are physically trying to Help
restrain the target so that they have a much more
difficult time being able to act. Sometimes a challenge can present itself that is
so incredibly difficult that few individuals can hope
to overcome it purely by themselves. When such
By spending a standard action, you can attempt
a situation arises, you can attempt to help out an
to grapple anyone else who is currently within
ally, assisting them in this overwhelming task.
your melee reach, providing that you know of their
presence. This is an opposing skill check with the
aggressor using their Unarmed Combat skill to State the amount of time you wish to dedicate
determine the size of their dice pool. The target, on towards this endeavour in the form of a suitable
the other hand, needs to make an attribute check action point cost. For each action point used here,
to resist this, using Reflex and their choice of either the character you want to assist gains a stacking
Strength or Finesse attribute scores. +1 dice pool modifier towards their next action, so
long as it takes place before the start of your next
turn.
If the grappler wins the check, the target is now
considered grappled (see Status Effects, page
233). On each of the target’s turns, they can spend GMs are free to award more significant bonuses
a standard action to make another attempt at for creative and effective use of this aid and veto it
the check, breaking free in the event of a success. altogether if there is no practical way in which this
On each of the grappler’s turns, however, they can assistance could help reduce the task’s difficulty.
choose to use a standard action to perform
another grapple on the same target. This time their Hide
victim has a -2 dice pool penalty to the opposing
check, and if they fail, they are now also considered The Hide action is invaluable for characters looking
to be restrained by the aggressor. This restraining to conceal themselves from others. Whether in
effect lasts until the grapple has been brought to a crowded street or an eerily quiet forest in the
an end. middle of the wilderness, this action attempts to
make the best use of your surroundings to try and
remain hidden.

248 Chapter 5, Combat


By spending a standard action, you can attempt Insert Magazine/Ordinance
to make an opposing Stealth skill check, with all
nearby opponents contesting this using the dice No doubt, sooner or later, one of your firearms will
pools of their Perception skill. Those who fail this require a refill of ammunition to get back into a
check lose all track of the character and can no fight. This standard action allows you to insert a
longer know their exact whereabouts. fresh magazine or piece of ordinance into one of
your weapons, allowing it to be utilised once again.
To use the Hide action, an individual must either
find a heavily obscured location or have full cover Like with ejecting ammunition, this action does not
from their opponents. require a check to succeed; however, it does require
the individual to have one hand free currently.
Attacking While Hidden
Targets who lose track of a hidden character have
Move
a harder time determining where their potential As its name suggests, this action allows you
attacks will be coming from. As a result, we to move from your current position, relocating
consider them less able to defend themselves and to another within range nearby. A character’s
suffer a -2 dice pool penalty to all defensive checks current movement speed score usually dictates the
against the individual’s attacks. amount of space they can traverse during a round
of combat.
However, unless the hidden target utilises a flash
suppressor or an otherwise similar type of item However, any movement carried out by this action
add-on, any attacks made will reveal themselves can be broken up into several smaller chunks,
to nearby others. For the sake of weaponry which with other activities taking place in between. For
involves multiple attacks, targets continue to example, a character with a movement speed of
suffer their defensive dice pool penalty until the ten meters could potentially move six of this, fire at
last attack of the salvo has been completed. a group of enemies with an assault rifle, and then
move back four meters to find some cover.
Hinder
Outmanoeuvre
If a particular opponent is proving to be especially
potent and deadly on the battlefield, you may When you need to make your way through
decide that it would be best to try and hamper their an opponent’s space but don’t have the
ability to perform certain actions and attacks. By necessary unarmed combat skills, you can try
using a standard action, you can spend some of outmanoeuvring them instead. Whether by slipping
your own time to distract or otherwise disrupt the through their legs or quickly passing around their
target, reducing their effectiveness at undertaking side, this action determines which of you two has a
a particular type of task. better set of reflexes.

State the amount of time you wish to dedicate By spending a standard action, you may choose
towards this endeavour in the form of a suitable one target you are currently standing next to.
action point cost. For each action point used Make an opposing Finesse + Reflex attribute check,
here, the character you are attempting to hamper contested against the dice pool of the target’s
suffers a stacking -1 dice pool penalty towards Foresight + Reflex attribute scores. In the event
each of their actions that take place before the of a success, you can immediately pass through the
start of your next turn. target individual’s space once, as if it were difficult
terrain.
As when choosing to help an ally, GMs are free to
shift this penalty based on the current situation at Perception/Examine
hand. Effective use of this action could yield more
significant modifiers. Likewise, other predicaments Sometimes you may wish to locate a hidden target.
could also reduce or remove them altogether when On other occasions, you might want to gain a better
it is unlikely that the target could reasonably be understanding of the surrounding environment
inhibited from performing their desired task. that you are currently in.

249 Chapter 5, Combat


By spending a standard action, you can make you should take. You may have been confronted
either a generic Perception or Intuition skill check, by a mysterious stranger, who you are not quite
depending on what you are trying to achieve. sure is either a friend or a foe, or all enemies in the
Looking around to gather information on your combat area are hidden behind a superior amount
current surroundings will use the Perception skill, of cover.
while trying to study an item or object in closer
detail will utilise Intuition instead. Readied actions allow an individual to delay a
standard action for now so that it can be used later
If hidden objects and/or opponents are present in on, before the start of their next turn. Reading
the nearby vicinity, this check should be considered an action immediately consumes all three of a
an opposing one. Each individual attempting to character’s action points to carry out a particular
remain hidden should use their Stealth skill to form activity with a reactive action.
the dice pool for their side of the check. Those that
fail against the perceiving character are said to be Start by stating the condition in which the readied
revealed to them and no longer benefit from being action should be triggered. While you do not need
hidden. to state the action you wish to take, the condition
must be clear and direct. If this condition is met
Poise before the start of your next turn, you can take a
reactive action to perform any standard activity
The Poise action is helpful for those who want immediately.
pinpoint accuracy at a distance. By moving your
body into a more stabilized stance, you hope to
Once this task has been completed, anyone
reduce the effects of recoil when firing a weapon
interrupted by the readied action can continue
repeatedly.
taking the remainder of their turn. It should be
noted, however, that failure for the condition
By spending a standard action, you can steady your to arise before the start of your next turn does
body so that all recoil penalties are reduced by one. not allow for a different course of action to take
While this benefit lasts for as long as you remain place. The action points that were previously spent
in this stance, any amount of movement you take readying yourself are simply lost.
should cost double its usual amount.

This task does not require a check for it to succeed,


Remove Item Add-on
and the stance can either be ended as a free action Combat situations can change without warning,
on one of your turns or whenever you have been often requiring a switch-up of tactics as priorities
forcibly knocked prone by the actions of another. are swiftly readjusted. Since item add-ons can
prove to be more or less useful in different
Pick/Help Up situations, it is only natural that you may wish to
change them out as a combat encounter continues
Whether you are looking to pick up a weapon to evolve.
from a disarmed opponent or help up one of your
teammates, the Pick/Help Up action will allow you
By spending a standard action, you can remove a
to grab ahold of something nearby.
single item add-on from one of your weapons. This
task does not require a check for it to be successful,
The target of this action must currently be within though it does require the use of a free hand.
your melee reach, and if they are a character, they
must also be willing. Once helped up, the individual
is no longer considered prone, standing upright Retreat
once more at their current location. Items that are When the odds are very much against you, falling
picked up in this way can either be added to your back to try and regroup is often the smartest move
inventory or be equipped and ready for future use. you can make. Of course, when you are giving it
all you’ve got on the front lines, it can often prove
Ready Action quite challenging to try and withdraw safely.

Sometimes you may find yourself in a predicament


whereby there is no clear indication of what action

250 Chapter 5, Combat


This standard action allows you to disengage Unarmed Attack
from the fight cautiously. Perhaps you throw your
opponents off-guard through a feigning manoeuvre An unarmed attack involves striking out at another
beforehand, or maybe you attempt to hurl a nearby individual using only the sheer power of your own
object in their direction to throw them off balance. body. While not as effective as a blade or firearm,
Regardless of what it is, you gain a +3 dice pool sometimes you may find yourself in a combat
modifier to all of your defensive checks whenever situation without a weapon ready at hand.
being targeted as a result of another individual’s
reactive action. Like most attacks, this task will involve an
opposing skill check. The attacker should use
This bonus lasts until the start of your next turn. their Unarmed Combat skill to form the size of
their dice pool, while the defender should use a
combination of their Endurance + Reflex attribute
Take Aim scores for their own. If the attacker is successful
When accuracy is paramount, it might be wise to on the check, the attack is considered a hit.
use a small amount of your time to aim your next
attack more carefully. Whether it be studying the Unarmed attacks have a base weapon damage
current strength and direction of the wind or giving equal to half the Strength attribute score of the
your opponent a quick once over on where best it character who is making the attack, and as one
might be to land your hits, this standard action can would expect, its damage type is considered
help raise your overall accuracy. physical. The number of attacks the individual can
make when choosing this activity equals the total
By taking aim, you gain a non-stacking +1 dice pool action point cost.
bonus to your next attack action, so long as it takes
place before the end of your next turn. If the action Use Item/Object
in question involves using multiple attacks, then
this bonus is applied to each of them. Unlike when By far the most diverse of the different actions.
using Poise, however, the benefits of aiming are Use Item/Object covers everything from
said to immediately end once you move from your manipulating a nearby computer terminal to
current position. utilising equipment to fulfil a specific purpose.
This includes firing a gun, activating a barrier, or
throwing a grenade towards a group of enemies.
Trip
As its name would suggest, the Trip action Most items list one or multiple standard actions
allows a character to try and knock their target they can help perform. All you need to do is choose
prone to make them more susceptible to further whichever you want to utilise by performing the
melee-based attacks. Use Object action.

Targeting a single individual who is currently within Use Psionic Power


their melee reach, the aggressor should make an
opposing attribute check utilising both Foresight While the use of psionics and its powers will
+ either Strength/Reflex (their choice of which). be detailed in a later chapter, it is important
Meanwhile, the target of the trip attempt should to note that most will require a type of action.
attempt to defend themselves, using a combination Most powers will make use of a standard action;
of Endurance + either Strength/Reflex (again with however, there are a select few which require a
the choice of attributes being their own). reactive action instead.

On failing this check, the target of the trip attempt


is knocked prone where they currently stand, while
on a success, they can simply stand their ground.

251 Chapter 5, Combat


Reactive Actions

Action Description
Attack of Opportunity Take an offensive action against an individual who is trying to move away.
Make a series of evasive manoeuvres to gain a +2 dice pool bonus against the
Dodge
melee attacks of others.
Drop to the ground prone, gaining a +2 dice pool bonus against incoming
Drop Prone
ranged attacks.
Perception/Examine Look around and study your surroundings in response to another’s action.
Use Item/Object Make use of an item for a specified purpose.
Use Psionic Power Channel a psionic based power to create a certain type of effect.

Attack of Opportunity your opponent’s movements to try and reduce the


likelihood that their attacks will be able to connect.
An attack of opportunity describes the act of one
individual attempting to attack another as the
target is trying to fall back and move out of their Like with certain other actions, dodging does not
melee reach. When such a condition occurs, the require a skill check to succeed. Instead, by merely
static individual can take a reactive action to carry using the Dodge action, you gain a +2 dice pool
out this action immediately. modifier on all checks made to defend against the
melee-based attacks of others. This bonus lasts
until the start of your next turn.
Choose any standard action that you so wish.
So long as you are physically able to perform
this activity, and the GM considers it a valid type Drop Prone
of offensive action, you may use it against the
While the act of dodging can often help boost your
triggering character. This means that, for example,
defences against incoming melee attacks, the
both the Disarm and Grapple actions are valid
Drop Prone action is better suited for protecting
types of attacks of opportunity, in addition to Use
a character from a barrage of ranged fire.
Item/Object.

By taking a reactive action, you can immediately


While ranged weapons can be used for attacks of
throw yourself onto the ground wherever you are
opportunity, the usual penalty for making a ranged
currently standing. No skill checks are required
attack with someone nearby continues to take
for it to be successful, and you are now said to be
effect if you are within the target’s melee reach
prone, gaining all of the usual effects that come
at the time of firing.
with it.

Although it might not make complete logical


sense, for balancing reasons, it is recommended Perception/Examine
that attacks of opportunity should not be usable While primarily used as a type of standard action,
against individuals who are forced to move against Perception/Examine also has the potential to be
their will. This should include effects like a target used as a reactive one as well. When an event
being forced back due to a blast from a nearby occurs nearby, such as a hidden target firing on you
explosion or perhaps a psionic power which or an ally, it is understandable that you may wish
attempts to push the target across the ground. to look around and try to spot the attack’s origin.

Dodge Using a reactive action, you can perform a


Perception or Intuition skill check on the nearby
When faced with an incoming melee attack, you
surrounding area.
can use a reactive action to perform a dodge
manoeuvre. This means that you focus your
immediate attention on attempting to predict

252 Chapter 5, Combat


Use Item/Object sorts of ranged weapons, however, all list a short,
medium, and long-ranged statistic.
Certain items and weapons can also have reactive
actions that can be used in response to the events
that are occurring nearby. A sword, for example, While we will go into more detail about what
has the potential to parry and riposte the melee exactly these numbers mean in a later section, for
attack of others. When said conditions arise, you now at least, it is adequate to know that a ranged
can take a reactive action to carry out the item’s weapon can engage with any target who is at or
stated activity. below its stated long-ranged distance. The further
the target is away from you, however, the more
difficult the shot will be to try and pull off.
Use Psionic Power
A few select psionic abilities work based on the Additionally, the attacking individual must also
events currently transpiring around their caster. have a clear line of sight between themselves and
When such conditions arise, you can take a reactive their intended target. Whether the target is hiding
action to use that ability like you would any other. behind partial cover or perhaps being obscured by
a small number of objects in the line of fire, so long
as some of the target’s body area is currently being
5.4 Making an Attack exposed, the attack can go ahead and take place.

Making some form of an attack is undoubtedly Step 2 - Calculating Base Dice Pools
one of the most common types of action in many
tabletop games. This certainly remains true in the With a target now selected, we can proceed to
world of Dystopia as well. Whether attempting to work out the initial dice pool sizes on both the
hit someone with a club or eradicate them with attacking and defending sides for the coming
a machine gun, you will need to know how the check. To do this, we must first determine which
process of attacking a target works. skills and attributes will be most relevant to the
action taking place.

While there are several different steps that you


will likely need to work through here, they have all On the attacker’s side, we should start by asking
been laid out as small, easy-to-digest, bite-sized ourselves, what type of weapon is being used
chunks. This should allow players and GMs to here? Is it a club, bow, assault rifle, minigun?
follow through with the process and understand Each of these weapons can be associated with a
what they should do due to their chosen actions. particular skill. Clubs, for example, are governed
by the Melee Weapons skill, while an assault rifle
should fall under Guns: Automatics. Whichever
Making a Single Target Based skill is most related to the weapon being used here
shall determine the initial size of the aggressor’s
Attack dice pool.
Starting with the absolute basics, we will look at
what happens when one character would like to Meanwhile, the defender should direct their
attack another. Certainly, this will prove to be the attention towards their current attribute scores.
most common of combat manoeuvres, and as it Usually, they should determine their dice pool’s
just so happens, it also serves as a good starting initial size by adding together their Endurance
point for going through the attacking process. and Reflex attribute scores. Certain attacks can
sometimes use two other attributes instead,
though this should always be clearly stated on the
Step 1 - Determining Your Target
attack or action if that is to be the case.
All attacks require a suitable target to take place.
This could be an opponent flaying wildly at all Step 3 - Determining Situational Modifiers
those approaching him or simply a barricaded door
blocking the way forward. With the initial size of our dice pools having been
determined, we can now decide whether there are
Each weapon has a range that is associated with it. any situational or environmental factors which
Melee weapons are simple enough in that they can should alter the difficulty of the task at hand.
strike at any target within the melee reach of the Elements such as cover, for example, might grant
person currently wielding it. Firearms and other a bonus towards the defender, whereas them

253 Chapter 5, Combat


being attacked while surprised would likely issue though specialist traits and quirks can also affect
a penalty instead. certain situations.

As a general rule of thumb, we always try to modify While the topic of damage resistance will be
the character’s dice pool that will cause the least thoroughly discussed later on in this chapter, the
number of re-rolls. If a situation only affects more resistance an individual has to a specific
one target (i.e. the presence of cover), then the damage type, the greater its impact will be
modification to a dice pool should occur on the reduced.
defender’s side of things. If, however, it is a factor
which could affect each target of a given attack
(i.e. firing a gun with an enemy nearby,) then the Making an Area Attack
change should instead occur on the aggressor’s
Not all attacks only affect a single target, however.
end.
In a world of rapid-fire weapons, psionics, and
explosives, there are plenty of opportunities
The GM will usually state what factors they believe whereby an attack could potentially inflict damage
are currently in effect for this roll and allocate any to a wide area of effect.
suitable modifiers based on it. The players are free
to make their case if they think something may
In most circumstances, the process of making
have been missed or overlooked, but the GM should
an area-based attack is very similar to the norm.
always get the final say.
The main difference, however, is that rather than
rolling against a single opponent, the attacker
Step 4 - Checking Whether the Attack is, instead, rolling against each individual who
Hits happens to be within the targeted region.

Now that we have determined both the attacker’s


If an attack is intended to hit multiple targets,
and defender’s dice pools, we can go ahead and roll
it should clearly state both the size and type of
to see the outcome of the attack.
region in which it will spread. Typically these will
come in one of three different varieties; either a
If the aggressor scores more passes than cubic area, a cone or a radius.
the defender for the check, then the attack is
considered a hit. If, however, the check went in
the target’s favour, then the attack was unable Cubic-based Attacks
to connect and is deemed a miss. When such an Starting with the first of our area types are
outcome occurs, the process is considered to be cuboid-like regions with a set length, depth, and
over, and no further steps are required for us to height. These represent the amount of space the
undertake. effect will take up in all three axes that make up
three-dimensional space.
Step 5 - Calculating the Base Damage
With the attack being ruled as a hit, we can now Sometimes a cubic area can originate outwards
calculate its base damage. This is usually quite from the source of the attack, heading in a given
simple enough, as each weapon should list a direction based on whichever way the aggressor
damage statistic and the roll needed to determine is currently facing. Typically, these occur with
it. Make that roll, and keep a note of the result. beam-like weapons and powers that travel along
a very thin but long straight line.

Remember, if you are using a ranged weapon,


then certain types of ammunition can augment On other occasions, cubic areas can sprout into
and change the statistics of its base weapon. As a existence at a target location near their caster as
result, always remember to include these changes if they have been conjured from the very air itself.
when determining your attack’s damage. These regions tend to come in all sorts of shapes
and sizes, with some being tall long and thin and
others being more balanced overall.
Step 6 - Applying Damage Modifiers
Finally, with the base damage ready, all we need to
do now is decide whether any factors could modify
this amount. Generally speaking, this will usually
come down to a character’s damage resistance,

254 Chapter 5, Combat


• A narrow impact zone, three meters in width,
extending from its source of origin to 10
= Origin of attack meters away.
• A medium impact zone, six meters wide,
extending from 10 to 20 meters away.
• A wide impact zone, nine meters wide,
One-meter wide beam extending from 20 to 30 meters away.

As the attack continues to travel further


outwards, it should lose some of its strength and
vigour. While the attack or ability does cover a
progressively larger amount of space (and can,
therefore, potentially hit more targets,) the same
One-meter amount of material or ordinance is now becoming
wide beam ever more finely spread.
Two-meter
wide beam
To reflect this in the game, each impact zone
grants a different-sized dice pool modifier to
Above: Examples of cubic-based area attacks. the defensive rolls made by their targets. These
modifiers remain static for all cone-based attacks,
regardless of the given context or type of weapons
Cone-based Attacks
system used.
Cone-based attacks always originate outwards
from their source of origin, steadily growing in
size as they continue to move further afield. Impact Zone Target’s Dice Pool Modifier
Typically, these occur with scattershot and Narrow +0
flame-thrower-type weaponry, though there are
other occasions whereby they might also be used. Medium +2
Wide +4
Since plotting out large cones on a tabletop can
often be a slow and arduous process, Dystopia
has opted instead to make cone-based attacks
consist of three different-sized rectangular areas.
Often referred to as the narrow, medium, and wide = Origin of attack
impact zones, these sections will each have their
own length and width to help determine which
targets should fall inside each.

As a result, all cone-based attacks will specify two


key components; range and spread. The first will
determine the length of each of the three different
impact zones, while the second will specify their
width. Both components are presented as three
distinct numbers (i.e. x/y/z) representing the
respective dimensions of each zone.
Narrow Medium Wide
Impact Impact Impact
For example, a cone-based attack with a range of
Zone Zone Zone
”10/20/30 m” and a spread of ”3/6/9 m” will be
structured as follows:

Above: An example of a cone-based attack.

255 Chapter 5, Combat


Radius-based Attacks Targets that are only partially within a chosen area
of effect can only be considered a valid target if at
Lastly, there are radius-based attacks. As one can least half of their total surface area is inside the
probably guess based on their name, these regions volume.
are formed from a single sphere whose size is
determined by a set radius.
Scatter
Areas of this kind typically originate in two forms; To finally round off the topic of area-based attacks,
either from an explosive detonating at a target you may occasionally encounter the term scatter
location or a sudden pulse that travels outwards throughout the rules of this book. Typically used
from a particular source or character. with certain weapon types like hand grenades
and launchers, scatter is a system whereby a
character’s attack may veer off from their intended
target location.

Whenever an individual utilises a weapon system


that indicates that it has scatter, we must first
determine the point of impact in which the fired
ordinance will land before undertaking any of
One-meter the previously mentioned steps. To do this, the
radius sphere character performing the attack should make
a generic skill check, utilising whichever skill is
deemed most appropriate by the GM. This means
that a hand grenade, for example, should require
Two-meter using an individual’s Thrown Weapons skill, while
radius sphere a launcher would instead be reliant upon Guns:
Heavy Weapons.

With a success target of four, the ordinance is said


to land precisely where intended if the character
succeeds on their check. If, however, the check
Above: Examples of radius-based attacks. results in a failure, we now need to determine both;
how far and in which direction the attack veers off
towards.
Selecting a Target Area
To determine the direction, we should proceed
With the type of area attack now known and ready
to roll a scatter die. Whichever direction the die
at hand, we can move on to select a suitable target
lands on is the vector in which the ordinance
location in which we wish to conduct the chosen
is considered to travel. If you do not happen
activity. Certain area-based abilities, like cones
to have a scatter die available, an alternative
and beams, always originate outwards from their
arrangement could be to roll a d8, with each
source of origin. As such, these attacks require us
number representing a different direction of an
to specify a directional vector, in which they should
eight-sided compass.
continue to travel along for their stated distance.

Calculating the distance, however, depends more


However, other types of area-based effects
on the type of weapon being used and the range
may ask you to select a target location within
at which it is being fired. Grenades, for example,
a specified range. In these instances, you are
can only really be thrown a fraction of the distance
required to choose any suitable point within the
of a missile launcher. As a result, these weapons
combat area, so long as it meets all of the stated
should incur a smaller margin of error for each
requirements for the ability in question. This could
pass that the check was off by.
specify, for example, that you must currently have
a line of sight with the chosen target or that there
is enough space to comfortably fit the ability’s To calculate this total distance, a table has been
entire volume. provided below to show the margin of error for
each of the various weapons types regularly
affected by scatter. All values shown are on a

256 Chapter 5, Combat


per-pass basis at each of the three range bands serve as a negative. This section looks to explore
the weapon can be fired at. the common most of these events and modifiers
and explain how they should be handled by the GM
and their players at the table.
Margin of Error
Weapon System
(Per Pass)
Cover
Hand Grenades 2 m/3 m/4 m
Most of the time, you want to avoid being left out
Grenade Launchers 2 m/4 m/6 m
in the open and exposed during combat. Not only
Missile/Torpedo Launchers 3 m/6 m/9 m does this make for a character to be more easily
seen, but so too will they become much more
For example, a character who wants to hurl a hand vulnerable to the attacks of others.
grenade towards a target location must make a
generic Thrown Weapons skill check with a success It is only natural, therefore, that most individuals
target of four. They roll their dice and succeed on will try to use the nearby terrain to their
the check, resulting in the grenade landing exactly advantage. After all, a target with a smaller
where they intended. A few rounds go by, and they exposed surface area will naturally prove harder
want to attempt performing this same action again. to hit than those who are currently standing still
They roll their dice but, unfortunately only manage and out in the open. The more cover someone has,
to score two passes this time. the greater the challenge it will be for others to try
and hit them with offensive actions.
A scatter die is rolled, which points west, and we
work out that since the grenade was being thrown When an individual is said to be in a position
at a medium range, it will veer off six meters from of cover, the GM will determine which of the
where it was intended to land. We move the target three types best describes their current level of
location six meters due west, arriving at the actual protection. These are:
destination of where the grenade landed. We can
now proceed with the remainder of the attack as • Partial Cover - The character has a moderate
per usual, hopefully without too many unintended amount of cover, usually somewhere in the
casualties. region of about half their total surface area.
All checks made to defend against the attacks
of others gain a +2 dice pool modifier.
5.5 Combat Events & • Heavy Cover - With over three-quarters of
Modifiers their surface area hidden, the character is
only just about visible to their opponents. All
With the basics of how to make an attack covered, checks made to defend against the attacks of
we can now introduce many of the different types others gain a +4 dice pool modifier.
of events and modifiers you might expect during • Full Cover - The individual is fully covered
your endeavours. Perhaps a group of opponents and cannot be directly targeted by others.
have taken refuge behind some nearby cover,
or maybe instead, a member of your party has
While cover is not exclusively limited to the use of
emptied their current magazine and now needs to
ranged weapons, it will generally be much more
reload.
of a common occurrence than when engaging in
hand-to-hand combat. Additionally, cover can
Regardless of what it might be, certain conditions provide varying amounts of protection when
and events will affect both the gameplay and the facing off against multiple different attackers. One
dice rolls you will be making during combat. Some character might only see a slither of their target’s
of these might prove to be a bonus towards the body, while another currently flanking behind them
character undertaking the action, while others may might not be impeded by the cover at all.

257 Chapter 5, Combat


Attacking Through Cover ends up being, however, will depend greatly on the
type of material you are looking to penetrate.
If a target is hunkered down with no obvious
way to circumvent its cover, it might simply be
easier to attempt attacking through it. All cover, All materials can generally be grouped into one of
whether it be a house door or a concrete wall, five different categories. Each of these is based on
can be destroyed, providing that you have enough the durability of the object in question and can be
firepower at your disposal. How challenging this summarised as the following:

Damage
Type of Material Hit Points
Resistances
Weak/Fragile (standard glass, a canvas painting, shoji.) 1 1
Average (simple doors, cheap furnishings, drywall, a corpse.) 5 4
Durable (computer terminals, thick or hardened wood, heavy furniture.) 10 6
Dense (security doors, a brick wall, protective glass.) 20 8
Armoured/Reinforced (reinforced concrete, metal beams.) 40 12

Like any other type of target, all materials should Since different materials can often have wildly
have a number of hit points and a certain level contrasting properties from one to another, it
of damage resistance. Each time the material is is up to the GM to decide upon both; how large
attacked, you should apply its resistances to the of an area is affected by each attack, as well as
incoming damage and deduct the appropriate the variation to its resistances for any particular
number of hit points. Once these hit points are damage type. Wood, for example, might be less
reduced to zero, the material is said to give way, resilient to heat-based damage, and as a result, the
exposing the target again. Attacks that fully GM could rule that it only provides half its stated
penetrate the material but still have some damage amount of damage resistance instead.
left over could, at the GM’s discretion, target those
behind it.
Long Range Penalties disrupting your focus, or merely trying their best to
knock your weapon out of the way, there are many
Firing a weapon at a long distance can be quite simple methods that a nearby individual can use to
challenging. Whether it be due to high wind speeds, make a ranged attack even more of a challenge.
the curvature of the planet, or obstructions being in
the way, a multitude of potential factors can hinder To reflect this on the gaming table, we implement
such an attack. a stacking dice pool penalty on all ranged attacks.
For each able-bodied opponent whose melee reach
Most ranged weapons and abilities should currently encompasses the attacking individual,
list a range statistic as x/y/z. These three there will be an additional -1 dice pool penalty on
numbers detail the maximum short, medium, and attempts made to try and hit with attacks. This
long-distance ranges for that particular ordinance. penalty occurs regardless of whether or not these
For example, if we had a particular weapon listed characters are the target of the attack, so long as
as ”6/12/18 m”, then this would mean that any they are both conscious and are not restrained.
attempt to fire it at a target six meters away or less
would be considered short-range. However, if the
attack were being made at a range of ten meters, it Recoil and Firing in Salvos
would be regarded as at a medium range instead.
There are many types of weapons in the world of
today that can unload a vast quantity of projectiles
Ranged attacks that are made at short range are in an incredibly short space of time. When dealing
considered to be the go-to standard. All statistics with said weapons, a few additional factors could
and attributes for checks and dice rolls are based come into play. These are; recoil and the ability to
around this distance, and as such, they do not switch through multiple targets.
suffer any kind of penalty.

Medium-ranged attacks begin to put some distance


Recoil
between the aggressor and their intended target. Recoil is the term used to describe just how
As a result, the shot is slightly more challenging to much force or kickback is generated when firing
pull off, and thus the attacker suffers a -2 dice pool a weapon. While this is not an issue when firing a
penalty on all checks made to see whether it hits. single shot, it does begin to complicate the process
of aiming when engaging in a series of bursts.
Finally, there are long-ranged attacks. These shots
start to get close to the ordinance’s maximum Different weapons will, of course, generate varying
possible firing distance. They are challenging quantities of this recoil. Some have had hundreds,
to pull off, and as a result, the attacker suffers if not thousands, of working hours spent on
a -4 dice pool penalty on all checks made to see research and development to perfect their design,
whether they hit. while others have simply been made by the lowest
bidder to generate the most profit.
An important point to note is that the above
penalties do not stack on top of one another. You Whenever a weapon attack lists a recoil statistic,
should always use whichever range penalty is it means that the character performing this action
most relevant and discard the rest. will receive a dice pool penalty when attempting to
hit. This penalty equals one die per point of recoil,
and generally speaking, the more shots fired by the
Ranged Attacks With Nearby attack, the higher this penalty will become.
Opponents
Recoil can, however, be mitigated through various
Keeping a steady aim and maintaining enough
means. For example, taking the Poise action
concentration to fire at a distant target is enough
beforehand can prepare one’s body to withstand
of a challenge as it is. Still, when you also have
these forces. Add-ons can also be equipped onto
opponents who are trying to take a swing at you,
a weapon that will help absorb the recoil before it
this task becomes increasingly more difficult to
travels through into the person’s body.
do so. Whether they are blocking your line of fire,

259 Chapter 5, Combat


Reloading If the die lands on a number greater than or equal
to the action’s reload statistic, then the weapon is
It is inevitable that regardless of how conservative still good to go and can continue to make further
a character is with their ammunition, a time will attacks. If, however, the die lands on a number that
eventually come whereby they will need to reload is less than this stated amount, the weapon has
their weapon. While this process is most definitely either expended its current ammunition, jammed
a simple one, it will require a small amount of time or perhaps suffered a mechanical malfunction
for an individual to complete it. (whichever is most appropriate to the situation
and narrative). Either way, the firearm must be
The act of reloading itself can be done by reloaded before it can be used again.
combining the Eject Magazine/Ordinance and
Insert Magazine/Ordinance standard actions. Attacks that consume more substantial quantities
Expended ammunition is first pulled out of a of ammunition will naturally have a higher
given weapon system, after which a suitable number listed as their reload value. As a result,
replacement is then added back in. The main by using such potent attacks, you will incur an
question, however, is when does this action need increased chance that the weapon will consume
to take place? the remaining ammunition within. Attacks with
reload value listed as ”A” are always intended to
While Dystopia could have been designed with the require reloading after every use.
idea of players and the GM having to count bullets
and keep track of any ammunition that is expended,
it was decided instead to go for a system which is a
Targeted Attacks
little more practical and streamlined. Each type of Sometimes, you may want to do more than deal
attack that consumes some amount of ammunition damage with one of your attacks. You may want
(whether that is one or multiple rounds) should list to make an opponent drop the detonator rigged
a reload statistic. Whenever this action is carried to blow up some nearby explosives, or you may
out, the character making the attack should roll want to slow down a fleeing target before they can
a d10 once the outcome of the activity has been escape out of your line of sight. Whatever it might
concluded. be, targeted attacks can allow a character to spice
up their offensive actions, allowing them to inflict
additional types of effects.

Each type of targeted attack comes with two


distinct components. The first is the modifier
which will be applied to the aggressor’s dice pool
when choosing to make this kind of attack, while
the second is a rundown of any additional effects
that will occur upon being successful. Different
targeted attacks will prove to be more or less
useful in certain types of situations, and as such,
careful consideration should be taken as to when
and where you might want to perform them.

To perform a targeted attack, an individual needs


to state which one they would like to undertake
before they check to determine whether or not
the attack was successful. While only one type
of targeted attack can be made for each swing
of a melee weapon or shot fired from a firearm,
multiple different ones can be chained together
when choosing to perform multiple attacks (i.e.
firing in a salvo or dual-wielding).

Lastly, it is important to note that targeted attacks


can only be used when engaging with a single
opponent. Area-based attacks, whether they be
the firing of a grenade launcher or the use of a
scattershot, cannot benefit from using a targeted Leg Shot
attack.
Attack Modifier: -2

Arm Shot Aiming for an individual’s leg, you attempt to


slow down their movement. If successful, halve
Attack Modifier: -3 the number of hit points lost by the attack (after
applying damage resistances and penetration), but
Targeting an individual’s arm, you attempt to get
the target must also make a generic Endurance +
them to drop whatever they currently hold. If
Strength attribute check.
successful, halve the number of hit points lost
by the attack (after applying damage resistances
and penetration), but the target must also make a With a success target equal to the number of
generic Endurance + Strength attribute check. hit points lost, the target is considered slowed
(movement speed halved) until the end of the next
round in the event of a failure.
With a success target equal to the number of hit
points lost, the character is said to lose their grip in
the event of a failure. The item immediately drops Reckless Lunge
to the ground, landing one meter away in a random
direction. Attack Modifier: -2

Lunging towards a nearby target individual, you


Bull’s Eye attempt to land a melee-based attack beyond your
normal reach. Your melee reach is increased by one
Attack Modifier: -4 meter for the purposes of the targeted attack.
Aiming at an automation’s sensor array, or an
individual’s eye socket, you attempt to temporarily Shoot to Kill
reduce their ability to perceive their current
surroundings. If the attack succeeds, the target Attack Modifier: -4
must make a generic Endurance + Strength
Aiming at a nearby opponent, you attempt to land
attribute check.
your hits where you think they will hurt them the
most. If successful, increase the number of hit
With a success target equal to half the number of points lost as a result of the attack by half (after
hit points lost, the target is considered partially applying damage resistances and penetration).
blinded in the event of a failure (see Status Effects,
page 233). This effect lasts until the individual next
regains some of their lost hit points. Dual Wielding
Duel wielding, as its name would suggest, is the
Fighting Dirty practice of utilising two objects at once. Any
Attack Modifier: -4 individual can dual wield if they want to, so long as
they have access to two items that require only one
Whether it be a shot to the groin or a punch to hand. The choice of items does not even need to be
the Adam’s apple, you attempt to damage your the same either, as it should be entirely possible,
opponent and leave them feeling worse off and for example, for someone dual wield with a melee
impaired. If the attack succeeds, the target must weapon in one hand and a pistol in the other.
make a generic Endurance + Strength attribute
check. When a character decides to dual wield, they can
take one action from each of their chosen items
With a success target equal to half the total whenever they are attempting to perform the Use
number of hit points lost, the target is considered Item/Object activity. This could mean, for example,
impaired until the end of the next round in the that they could decide to burst fire with a pistol in
event of a failure (see Status Effects, page 233). their left hand while also attempting to throw a
grenade with their right.

261 Chapter 5, Combat


While the choice of the two actions does not need Switching Weapons & Gear
to be the same, they must match the action type
for how and when the items are being manipulated. As a combat situation prolongs, it is only natural
For example, if the Use Item/Object activity is being that an individual might wish to switch out the
carried out as a standard action, both item action items and gear they are currently using. For
choices must be listed as such. If, however, this is example, what started as a close-quarters scrap
all happening as a result of a reaction, then both might now have developed into a fully-fledged
choices must be listed as reactive actions instead. ranged shootout.

Since both of these item actions are being carried Changing weapons and gear can only be performed
out in rapid succession, we consider them part of on the character’s turn, and depending on what
the same activity. This means that the individual they are trying to switch out, it will often vary in
utilising them is only required to spend action the length of time required. Simplistic items and
points equal to the higher of the two costs or as weapons, for example, can often be changed as
part of a single reactive action if used in response either a free action or as part of another action
to a nearby event. Additionally, while it is written currently taking place in between.
that an individual can only carry out one particular
action on each of their given turns, For example, say we wanted to swap out a melee
dual-wielding allows one of these activities to be weapon for a firearm that we have stowed away.
made per hand instead. We could state that while we are performing a
move action to get into a better-suited position, we
So taking this all into account, why would anyone are also switching to one of our different weapons
not want to dual wield? Well, there are two that we have on hand. By the time we reach this
main reasons. Firstly carrying out a task reliably new position, we have the weapon pulled out and
when being shot at is never particularly easy. ready to go.
Now try and imagine doing this again, but while
multi-tasking at the same time. It is only natural However, bulkier items such as armour will
that as we attempt to achieve more, the higher the naturally take far longer to change. These will
chance that something will inevitably go wrong. require multiple standard actions for the old item
to be taken off and then for the new equipment to
In Dystopia, we rule that by dual-wielding, the be put on and worn in its place.
character suffers a -2 dice pool penalty for each
skill check. This penalty should only apply when Checking out the Items & Equipment chapter, you
attempting to carry out their selected item actions will find that all armour and clothing types provide
and only when the individual is actively choosing to a rough estimation of how long it should take to
utilise both weapons simultaneously. put on or take off comfortably. To continue with
this process, a character must use a standard
Secondly, while most individuals are relatively action on each of their combat turns.
competent at using both hands, they will no doubt
be more proficient when using their dominant one.
Whether it be due to faster and more fluid-like
Damage Types
movement or perhaps simply due to greater In 2107 damage can come in a variety of different
control, most meta-humans will find that they are forms. It could be from an incendiary explosive,
better suited at using a melee weapon in one hand burning away all nearby individuals with a wave
rather than the other. of intense heat, or it could be from a high-tech
chemical weapon, unleashing a potent acidic spray
To reflect this in the game, characters who utilise that rapidly eats away at nearby equipment and
a one-handed melee weapon in their off-hand flesh.
are said to gain only half their current attribute
score towards its damage output. While it is up to Regardless of what it might be, each damage type
the player to decide which of their hands is their is its own distinct entity in Dystopia. Some will
dominant one, it cannot be changed afterwards. be commonplace, like with the physical damage
output of a firearm, while others might prove to be
a little more exotic and harder to come by.

262 Chapter 5, Combat


Damage Type Typically Found
Acid (A) Corrosive substances and chemical weapons.
Extreme weather and environments, as well as certain powers from the Energetics
Cold (C)
specialisation.
Electrical (E) Tasers, electrical devices, and certain psionic powers.
Heat (H) Grenades, explosives, and many powers from the Energetics specialisation.
Mental (M) Powers from both the Deception and Purge specialisations.
Both melee and ranged based weapons, fall damage, and powers from the Flux
Physical (P)
specialisation.
Radiation (R) Radioactive materials and hazards.
Toxic (T) Poisons and diseases.

Above: The common most damage types in 2107, and examples


of where they might typically be encountered.

Above, a list detailing the most common of these Damage resistance reflects just how much
damage types has been provided. Each item protection the target has against certain kinds
describes its name and abbreviation as referenced of damage. For example, fabrics coated in flame
by the weapons and abilities that use them, in retardant would naturally fare better when
addition to a short description of where they can exposed to intense heat, while non-conductive
most typically be found. materials would prove to be more resistant against
surges of electricity.
Except for mental damage, each of these types
constitutes a form of body attack. They inflict In Dystopia, we use a system known as damage
injury onto the flesh of their targets, either in an resistance to provide a simple numeric indication
attempt to kill them or to render them too weak to of how well a given individual fares against
fight back. Body attacks deplete an individual’s hit each damage type. Each point of resistance the
points pool, bringing them closer to their eventual character has reduces all incoming damage of
death. that type by one. So a grunt with five physical
resistance, for example, would reduce all physical
Mental-based damage, however, is different. As damage taken (whether from a pistol sidearm or
its name suggests, this damage type is an attack perhaps from being thrown into a wall) by five.
on the character’s mind. Targets hit by such mind
attacks become increasingly tired and weary While different types of resistances can reduce
before eventually falling unconscious. Rather the damage of an attack to zero, they cannot
than lose resources from their hit points pool, they make it negative. Hefty amounts of armour should
should instead be taken from their mental stamina naturally keep someone protected, to the point
with each successive hit. that those kinds of attacks do not affect them, but
should not grant the ability to regain lost resources
on a hit.
Damage Resistance
As mentioned earlier in this chapter, each time an Determining Damage Resistances
attack or offensive ability manages to connect,
we need to go ahead and calculate the amount of An individual’s resistance to each of the different
damage that should be inflicted on its target(s). damage types can usually be determined through
While this is usually a task of locating the attack’s a combination of; the armour they are currently
damage statistic and rolling the appropriate wearing, their choice of race during character
amount of dice, certain other factors may also have creation, and any applicable traits they might have
to be considered. picked up along the way.

263 Chapter 5, Combat


Any stated resistances should be combined from the effectiveness of an attack to bypass through it.
their respective sources to form a total amount for
each damage type. Whatever this number comes to Each point of damage penetration reduces the
is their current level of resistance for all incoming target’s resistance to its associated damage type
sources of damage for that particular type. by one. This means that while that grunt from
above might typically reduce all physical damage
For example, a character who chose the Vorn race taken by five, they can only reduce this amount
during character creation, is currently wearing by two when hit by an attack with a physical
Light Armour, and took the Naturally Resilient penetration rating of three.
trait for physical damage, would gain the following
resistances: While damage penetration can reduce a target’s
resistance to zero, it cannot force them to become
• Acid, Cold, Electrical, Mental, Radiation, negative. Zero resistance means that the character
Toxic: 0 (No gains were received from the in question has no defence against attacks of that
individual’s above choices.) damage type and thus is considered as vulnerable
as possible. Likewise, modifiers that reduce an
• Heat: 6 (+6 gained from the Vorn racial attack’s penetration should also be expected to
choice.) behave similarly.
• Physical: 9 (+6 gained from Light Armour, +3
gained from Naturally Resilient.) Finally, if an attack or ability that inflicts damage
does not reference or specify an amount of damage
Damage Penetration penetration, then consider it to be zero. This means
that we no longer have to write out penetration
While damage resistance indicates how well statistics for each of the various damage types
protected a given individual is against certain for all attacks and can only include those different
damage types, damage penetration helps reflect from the norm.
Chapter 6

Psionics & The Ether


Of all the changes that have occurred over the past others have the potential to become a potent force
90 years or so, few have had quite the same level of destruction and mayhem.
of impact than compared with the discovery of the
Ether.
6.1 The Basics
Thought to have originated from the Geneva fusion
incident of 2063, this ethereal power source has As mentioned in the ”Psionic Powers” section
allowed for many talented individuals to achieve during character creation, any player can choose to
almost superhuman like capabilities. While the gain psionic abilities if they so wish. All they must
Ether might be invisible to the everyday common do is spend the appropriate amount of resources
meta-human, those individuals who are fortunate from their genetics pool, to take the ”Awakened
enough to have a strong connection to it can feel Mind” trait. It doesn’t matter when they decide
the presence of its energies anywhere they go. to take this trait, however, just so long as they
currently have it. This means that as players begin
While this practice of manipulating the Ether is to advance, they can branch into psionics after
not yet fully understood, scientists believe that reaching a further level of renown.
those who are gifted in the art can do so, as a
result of a mutation to their nervous system. Upon taking this trait, the character starts to
Sensitive receptors throughout their body excrete become aware of and can sense their connection
minute amounts of a rare element known as to the Ether. While it is often theorised that all
Cosmainium. This allows the individual to tap into, forms of life may have this connection, only those
and manipulate these hidden energies, to create a who are skilled enough in the art of psionics can
variety of different effects. These can include; the sense and interact with it. By manipulating these
creation of gravitational fields, sudden bursts of energies that freely pass on by around them, a
intense heat and electricity, or to shape and change trained individual can channel them into various
the properties of nearby objects and biological powers whenever they see fit.
matter.

Given the potential power that they have, many


Psionic Powers
of these psionic individuals (or just ”ethers” as Psionic powers are the common term used to
they are more commonly called,) were initially describe an individual’s ability to influence and
met with great fear and prejudice. Over time, change things here in the real world directly.
however, as they not only developed in their ability A power can often be something as simple
to control these powers but also there was a as creating a small light source or as big as
better understanding of them and their so-called unleashing a devastating explosion.
”condition”, most are now capable of living in and
amongst the other members of society in perfect
Regardless of what it does, however, each of
harmony.
these powers belongs to one of several different
specialisations, and each specialisation has one
While most of the attempts made to legislate or particular skill associated with it. Materialisation,
officially register these individuals have failed to for example, is used to create ethereal objects and
come to pass, a collaboration between various entities to aid the character and is tied to their
world governments estimates that roughly 5% of Psionics: Materialisation skill. Conversely, Flux is
the population is likely to be gifted with psionic all about generating barriers and powerful waves
abilities. Some of these individuals will be unlikely of force and is instead associated with Psionics:
to develop their skills beyond the basics, while Flux.

265 Chapter 6, Psionics & The Ether


Using such powers can often be strenuous and Casting Times
mentally exhausting for a character to undertake.
As a result, each time a power is used, the person You may notice that certain psionic powers list a
creating the effect will have a certain amount casting time. This means the caster must spend a
of their mental stamina resource drained from specified amount of time in a meditative-like trance
them. This process is commonly known as mental to create and use that ability. During this time, they
fatigue and helps to highlight an individual’s cannot take any other action and must spend their
gradual decline and general weariness. full concentration on the task at hand to make any
progress.

Psionic powers of a higher potency will naturally


have a more significant amount of mental fatigue Powers that use a casting time are, generally
associated with them. This means that an speaking, those that intend to commune or gather
individual must carefully choose when and where information over a great distance. They require a
they would like to use such abilities, as they will deep connection to the Ether and, as such, are not
consume a much more significant portion of their suitable for combat situations.
available resources.
Channelling Abilities
If an individual wishes to use one of their powers Certain psionic powers might also indicate that
but does not have the appropriate amount of they are a channelling ability. This means that
mental stamina, they can choose to push on and it continues to require the caster’s attention for
do so, providing they have at least half the mental its effects to persist and function after the initial
fatigue cost remaining. If this is not the case, the casting. This could take the form of a barrier
power fails to cast, but the total loss of mental continuing to prevent enemy projectiles from
stamina should continue to occur as usual. passing through or an area with a disruptive or
damaging effect.
Range
In addition to the standard convention of a short, Like with many other types of prolonged tasks,
medium, and long-range, certain psionic powers these channelling abilities require constant mental
may also use other types. These will generally concentration to be kept in a stable state. As a
depend upon how the power intends to work and result, whenever an individual uses these powers,
the effects that it is trying to achieve. they must spend a standard action on each
of their subsequent turns to sustain its effects.
Failure to perform this action on one of their
Some abilities may list its range as x/-/-. The turns causes the power to dissipate immediately,
”x” still represents the short-range distance like prematurely ending all its effects.
usual; however, the presence of the two hyphens
indicates that this particular power does not have
a medium or long-range component. As a result, While there is no limit to the number of channelling
attempts to use the power above its short range abilities a character can have active at any given
automatically fail. time, this action cost must be applied to each
power currently being channelled for their effects
to be maintained.
If a power happens to list its range as ”touch”, it
tells us that the caster must be able to touch the
intended target physically for the ability to work. Concentration Checks
For most individuals, therefore, this distance will Individuals attempting to maintain their
equate to their current melee reach. concentration may also have to deal with the
stresses that come from their current situation or
Powers that state a range of being ”self” are said to surroundings. Keeping your concentration going is
be centred upon the current position of their caster. difficult, but trying to do so while being fired upon
These powers usually take the form of either; a and attacked is even more challenging. As a result,
spherical nova that quickly emanates outwards it might be necessary for characters to make what
or perhaps a personal enhancement that can only is known as a concentration check from time to
affect the caster themselves. time.

GMs should use concentration checks whenever


a character is struck by an attack that depletes

266 Chapter 6, Psionics & The Ether


some of their hit points or mental stamina while person’s race, rough position, or perhaps their
attempting a meaningful prolonged task. This mental well-being.
usually occurs while trying to channel a psionic
power, though other actions like attempting to Some individuals are naturally born with a fainter
hotwire a security panel or defuse some explosives or more prominent ethereal signature. While it is
could also warrant one. not yet fully understood why this is the case, it
does mean that certain characters will prove more
When the GM calls for a concentration check, or less challenging to track down than compared
the character in question should make a generic with others.
Intellect + Will attribute check. The success target
for this check is equal to half the total amount of Objects and non-sentient machines will only form
resources lost due to the triggering event. On a an ethereal signature if they have properties that
success, the character can, for the time being at are currently manipulating the energies of the
least, maintain their concentration and suffers no Ether (i.e. conjured objects or wards). As a result,
other additional side effects. when psionic individuals are attempting to search
for these signatures, they should not be able to
However, those who fail the check immediately find learn of the structures in an environment or the
their concentration broken. Any psionic powers layout of specific rooms.
they were attempting to sustain swiftly come to
an end, along with all of its generated effects. Ethereal Residue
Those carrying out other types of actions fail in
their attempt and must carry them out again. This All psionic powers and their effects produce a
sudden and abrupt interruption also causes the by-product known as ethereal residue. This very
individual to suffer significant trauma, inflicting 1d6 faint, dust-like substance is produced from a
mental damage to them. chemical reaction between Cosmainium and the
other elements that inhabit our atmosphere.
Ethereal Signatures
Characters trained in the Ethereal Knowledge
It is widely believed that all lifeforms, from the skill can likely identify and examine this residue
smallest micro-organisms to the largest mammals, to determine what occurred here and when. The
have a connection to the Ether. A faint energy GM should determine the difficulty of performing
signature, if you will, that is just as unique as any such a check based on both; how much time has
person’s fingerprints. passed since the events took place and the number
of powers used.
By examining these energies over a specific area,
talented psionic individuals can sometimes identify Individuals who succeed in their investigation can
these ethereal signatures through certain psionic learn of the number of powers that were used,
powers. Once identified, they can learn a great their specialisations, the rough positions of where
deal of information about them, including the they were cast, the direction in which they were
targetted, and finally, their level of power.
6.2 Using Powers • * Reticence - Creates a zone of silence, temporarily
suppressing all sound from within.

Powers can be used like any other type of activity,


• * Mirror Image - Creates several lifelike projections
so long as you have also taken the necessary steps
of yourself in an attempt to confuse those around
to be able to learn and understand them (see the you.
Psionic Powers section in character creation, page
41). Some might require the use of a standard • * Slumber - Attempts to render all individuals
action, while others may respond to a reactive within a targeted area unconscious.
one instead. Each power will display which type
of action it uses, along with various other bits of • False Memory - Attempts to manipulate a target
useful information along the way. This will usually individual’s mind, altering their memory of a
include things such as; what the ability does, how specific event.
long it lasts, how much mental fatigue it generates, • * Major Projection - Transforms a target area,
and its overall duration etc. allowing you to alter its look and feel.

Below you will be able to find an overview of all the Energetics:


known psionic powers. These will be broken down
by specialisation, with each item indicating its • Arcing Bolt - Hurls a bolt of electricity at a target
level, and whether or not it is a form of channelling individual, which then jumps between others who
ability. are nearby.
• * Cold Snap - Creates a small zone of extreme cold,
Note: * indicates a channelling type ability. dealing light cold damage and slowing movement.
• Combustion - Creates a cone of fire towards a
Deception: target direction, dealing moderate heat damage.

• * Concealment - Modifies certain visual aspects of • * Disrupt Energy - Surrounds a target with an
a target individual, providing them with a bonus to energy field, increasing either one of their; heat,
their Disguise skill checks. cold, or electrical damage resistances.
• * Phantom Projection - Creates a projection that • * Electrical Discharge - Creates a spike of energy
mimics an individual or object. on a nearby target, dealing moderate electrical
• * Serenity - Attempts to force a target individual’s damage to all those who are nearby.
mind into a calm and tranquil state. • Ignite - Creates a small but potent burst of flame
• Sow Doubt - Attempts to overwhelm a at a target location, attempting to deal moderate
target individual’s mental state, reducing the heat damage and setting nearby targets aflame.
effectiveness of their current action.
• Flash Freeze - Creates an instantaneous zone of
• Dismay - Attempts to strike fear into a target intense cold, attempting to freeze all those who
individual. are nearby.

• Displace - Creates a projection around a target, • * Scorching Blast - Hurls a projectile of flame at a
making it harder for others to hit them with their target location, dealing heavy heat damage to all
attacks. those nearby.

• Malice - Attempts to twist a target’s mind, causing • * Sweltering Heat - Creates a zone of intense heat,
them to become disorientated and suffer light causing moderate heat damage and blocking the
mental damage each time they move. use of thermal imaging.

• Ward of Ethereal Masking - Binds a ward onto a


target surface, obfuscating the ethereal signatures • Frost Bite - Instantly causes the temperature of a
of all those who are nearby. concentrated area to plummet, dealing heavy cold
damage to all those nearby.

• * Cloaking Field - Bends light around a target, • * Super Conductor - Creates an area of super
making them more difficult to see. conductive electricity, dealing heavy electrical
to those wearing metallic armour, and moderate
• Frenzy - Attempts to drive a target individual mad, damage to everyone else.
forcing them to strike out indiscriminately.
• * Horrific Manifestation - Creates a horrifying • Disintegration - Fires a beam of concentrated
visage which attempts to strike fear into all those energy, dealing considerable heat damage to all
who are nearby.

268 Chapter 6, Psionics & The Ether


those in a line. • Conjure Simple Item - Creates an ethereal version
of a non-organic simplistic item, which has no
• Tempest - Calls down a sudden bolt of electricity
moving parts.
from the skies above. Deals heavy electrical
damage and has a chance to paralyse all nearby • Illuminate - Creates a small ethereal-based light
targets. source.

Flux: • Form Barricade - Creates a durable barrier which


individuals can hide behind.
• * Gravity Warp - Surrounds a target with a strong • * Grasping Tendrils - Creates a mass of ethereal
gravitational force, temporarily grappling and tendrils, entangling nearby targets and making an
lifting them into the air. area difficult to traverse.
• Kinetic Barrier - Surrounds a target with a barrier • Spectral Eye - Creates a static eye at a target
of energy, granting them temporary shielding. location, allowing the caster to observe what it
• Kinetic Expansion - A wave of force erupts from a sees and hears.
target location, dealing light physical damage and • Ward of Passage - Binds a ward onto a target
knocking nearby individuals prone. surface, resisting those who attempt to cross it.

• * Crushing Hold - Constricts a target with a • Conjure Ammunition - Creates an ethereal version
continuous wave of force. of a certain type of firearm ammunition.
• Ether Bolt - Hurls a bolt of force at a target, dealing • Conjure Apparition - Manifests an elemental spirit
physical damage and knocking them back. at a target location.
• Kinetic Contraction - A wave of force collapses • Explosive Geyser - Forms a powerful geyser at a
in on a target location, dealing light physical target location, knocking back nearby individuals
damage and pushing nearby individuals towards with a concentrated jet of water.
its epicentre.
• Oil Slick - Creates a pool of oil at a target location,
slowing movement, and acting as a flammable
• * Kinetic Shield - Surrounds a large area with a hazard.
barrier of energy, protecting those inside it from
external attacks.
• Conjure Firearm - Creates an ethereal version of a
• Shatter Barrier - Blasts apart a vast quantity of specific firearm.
shielding from a given target.
• Form Sprite - Creates a temporary ethereal version
• Shockwave - Creates a potent wave of force, of yourself which can either act on its own behalf,
emanating outwards from the caster’s current or follow your commands.
location. Deals moderate physical damage, while
also potentially knocking nearby individuals prone.
• Create Nanites - Infuses a number of individuals
with ethereal nanobots, healing and repairing
• Gravitational Distortion - Distorts the forces of them over time.
gravity around several targets, attempting to lift
them into the air before slamming them back into • Insect Swarm - Creates an ethereal swarm of
the ground. insects who attack all those who enter into their
space.
• * Seismic Eruption - Attempts to forcibly pull a
target apart using a series of intense seismic
waves. Metamorphosis:
• Accelerate - Grants additional movement speed to
• * Disrupt Gravity - Nullifies the effects of gravity
a target individual.
within a selected area.
• Empower - Grants a bonus to an individual’s dice
• * Singularity - Creates a gravitational anomaly at
pool whenever they make checks involving a
a target location. Nearby individuals are pulled
chosen attribute.
inwards and take heavy physical damage once
they reach its centre. • Rejuvenate - Provides a quick burst of invigoration,
healing a target individual for a small number of
hit points.
Materialisation:
• Turn Amphibious - Grants an individual increased
• * Blinding Fog - Creates an ethereal cloud of fog, swimming speed and the ability to breathe while
heavily obscuring individuals vision. underwater.

269 Chapter 6, Psionics & The Ether


• * Blind/Deafen - Nullifies an individual’s senses for who use psionic powers.
a short duration.
• Diminish - Attempts to weaken a target individual, • * Ether Barrier - Places a protective barrier around
giving them a penalty to their dice pool whenever a nearby target individual, granting them improved
they make an attribute or skill check. resistances.

• Grant Vision - Grants a particular type of vision to • * Stifle Powers - Creates an area of distortion and
several target individuals. interference, temporarily suppressing all ethereal
effects inside.
• Neutralise Poison - Amplifies a target’s immune
system in an attempt to end a poison type effect. • Stunning Bolt - Hurls a bolt of negative energy at a
target individual, inflicting heavy mental damage.
• Pain Suppression - Suppresses a target individual’s
pain receptors to temporarily negate the effects of
damage accumulation penalties. • * Bolster Resistances - Boosts the defences of
a number of targets, increasing their chance
of resisting incoming psionic powers and their
• Cure Disease - Amplifies a target’s immune system effects.
in an attempt to end a disease-based effect.
• Destroy Construct - Attempts to destroy a target
• Mass Empower - Same as Empower, but now for construct.
multiple targets.
• Mass Rejuvenate - Same as Rejuvenate, but now • Redirection - Redirects a nearby harmful psionic
for multiple targets. power to target a different individual/location
• * Slow - Attempts to greatly reduce a target within your line of sight.
individual’s movement speed and reaction times. • Sense The Enemy - Provides you with an innate
ability to identify other psionic individuals within
• Heal Wounds - Revitalises a target individual, your line of sight.
healing them for a moderate number of hit points.
• * Wither - Attempts to weaken a target individual Seer:
by reducing any one of their attributes.
• * Commune - Attempts to communicate with a
target individual telepathically.
• * Apex Form - Modifies a target individual’s
biology, temporarily granting them improved • * Ethereal Gaze - Attempts to detect nearby
statistics and greater resistance to incoming ethereal signatures.
damage.
• * Exploit Weakness - You briefly study a target
• * Regenerate - Renews a target individual, individual, attempting to learn of both their
providing healing over time and regenerating a capabilities and how best to gain the upper hand
damaged or missing body part. over them.
• Premonition - You witness a sudden forewarning
Purge: for an incoming attacking or hostile action, gaining
a sizeable dice pool bonus against it.
• Disrupt Concentration - Attempts to interrupt a
target individual’s concentration. • * Locate Individual - Attempts to locate a target
• * Drain Stamina - Drains small amounts of mental individual.
stamina from a target individual over time. • Mark of the Seer - Binds an ethereal rune onto a
• Purge Ability - Removes a specific ethereal based target individual or object, allowing you to know of
effect from a target. their direction and distance.
• Sense Danger - Temporarily grants you an extra
• Counter Power - Attempts to interrupt the casting sixth sense of sorts, allowing you to more easily
of a power by another individual. identify potential sources of nearby danger.
• Psionic Backlash - Retaliates against an individual • Understand Languages - Temporarily grants you
who attempts to target you with a psionic-based universal comprehension of all languages.
power.
• * Silence - Attempts to crush a target individual’s • * Flashbacks - Touching a target individual, you
windpipe, temporarily restricting them from experience a series of flashbacks showcasing all
breathing and using psionic powers of their own. notable events which they have witnessed over
the past 24 hours.
• Ward of Retaliation - Binds a ward onto a target
surface, striking out against nearby individuals • Guiding Meditation - You experience a series of

270 Chapter 6, Psionics & The Ether


cryptic images relating to a goal, objective, or multiple targets.
specific subject.
• * Resonance - Temporarily refines your senses, • Clear the Path - Clears a nearby target area of
allowing you to examine your surroundings more debris, hazardous objects, and cover.
easily.
• Debris Shower - Tears debris from nearby objects
• * Sense Thoughts - Attempts to read the thoughts and scenery before hurling them towards a nearby
of others who are nearby. target location. Deals heavy physical damage and
leaves the affected area as difficult terrain.
• * Clairvoyance - Attempts to utilise the senses of
another individual. Transmutation:
• * Read Minds - Attempts to peer into the minds of
those who are around you. • Encumber - Weighs down a target’s armour and
possessions, reducing their ability to carry out
actions.
• Discover Capabilities - Attempts to read a target
individual’s mind, allowing you to learn of their • Enhance Simple Weapon - Empowers a weapon
capabilities. to deal additional physical damage on each of its
attacks.
• Sight Beyond Sight - Temporarily grants you
superior vision, able to see through illusions, • * Ensnare - Liquefies the ground beneath a target’s
invisibility type effects, and darkness. feet, in attempt to restrain them.
• Renew - Restores a target item or object into a
better working state.
Telekinesis:
• Aid - Guides a willing target individual, aiding them • Enhance Firearm - Empowers an individual’s
in their attempt to perform a certain action or firearm, allowing it to deal additional physical
manoeuvre. damage on each attack.
• Disarm - Attempts to subdue a target individual by • * Fortify Armour - Improves a target individual’s
discarding one of their items. armour, granting them a temporary bonus to their
defences.
• * Hindrance - Applies potent force to a target,
hindering their ability to manoeuvre. • Transform Liquid - Solidifies or evaportates a
nearby body of liquid.
• * Move Object - Allows the caster to slowly move a
target object from afar. • Transmute Concoction - Creates a specialist type
of concoction from a nearby water source.
• Hamper Projectiles - Attempts to control incoming
projectiles, reducing their chance to hit. • Alter Surface - Modifies the defensive qualities of a
given surface.
• Hurl Object - Picks up an item from afar and hurls it
towards a target or location. • * Deteriorate - Temporarily lowers the resistances
of a target.
• * Imprison - Smothers a target with nearby
random objects and debris, attempting to restrain • Encapsulate - Reshapes the ground into a
them in place. protective dome around a target individual.

• * Form Armour - Creates a swirling vortex of debris • Dissolve - Dissolves a target item or piece of
and objects which attempt to intercept attacks equipment.
made against you.
• Reshape Surface - Moulds a solid surface into
• * Levitate - Picks up a target individual with whatever shape you desire.
your mind, allowing you to move them in three
dimensions.
• Adhesion - Attempts to bind all individuals within a
• * Manipulate Object - Allows the caster to use a target area to the nearby terrain. Inflicts moderate
target item from afar. acid damage to those affected.
• * Irradiate - Transforms an area of terrain into
• Destroy Object - Attempts to shatter a nearby giving off highly concentrated amounts of
target object using only the power of your mind. radiation. Inflicts heavy radiation damage to those
within the affected area.
• Mass Disarm - Same as Disarm, but now for

271 Chapter 6, Psionics & The Ether


Power Descriptions You can choose how large you would like this
projection to be; however, each dimension can be
Below are in-depth descriptions for each psionic no larger than up to a third of the total amount
power characters can potentially learn and use in of points currently assigned to your Psionics:
the game. As you will quickly be able to tell, they Deception skill in meters (rounded up).
should follow the same listings as above and are
grouped based on the specialisation they belong to, All characters that take notice of the projection can
followed by their level. make an opposing Intuition skill check, contested
against the dice pool of your Psionics: Deception
skill. Those who succeed on the check can tell that
Each description should give you all of the the image is simply a projection rather than a real
necessary information about the power’s effects, object.
including what dice rolls and actions are required
whenever it is used.
On each of your turns (including the initial one
where this power is used,) you may make use of
a standard action to give a mental command
Deception: or a form action for the projection to undertake. It
cannot, however, create sound, and since it has no
physical form, any contact made proceeds to go
Concealment straight through it.
Level: 1 Channelling Ability: Yes
Serenity
Range: 10 m/-/- Casting Time: 10 minutes
Duration: 1 hour Action: Standard Level: 1 Channelling Ability: Yes
Mental Fatigue: 3 Range: 20/40/60 m Duration: 10 minutes

Focusing on a target individual that you can see Action: Standard Mental Fatigue: 3
within range, you create a temporary illusion
that shifts and changes certain aspects of their Targeting an unshielded individual that you
visual appearance. You might, for example, choose can see within range, you attempt to infiltrate
to replace their current clothing for those of a and overwhelm their mind to force them into a
security guard or perhaps alter and modify the temporary state of peace and tranquillity.
structure of their face, hair doo, and make-up into
something more fitting for the current situation. The individual must make an opposing Foresight
+ Will attribute check, contested against the dice
Regardless of what changes you decide upon, the pool of your Psionics: Deception skill. If the target
target gains a bonus to all Disguise skill checks fails the check, their mind is quickly overcome
that they are required to make for the duration of with a sense of calm and stillness. While they
the power. This bonus should equal half the points are still very much able to think and act logically,
currently assigned to your Psionics: Deception skill any strong emotions such as; rage, frustration, or
(minimum of one). hostility are suppressed for the ability’s duration.

All changes made as a result of this power are The effects of this power are said to end
considered to be a type of optical illusion. They prematurely if either; the target is attacked or if
have no physical form of their own, and any they witness one of their allies being harmed.
contact that is made will go straight through.
Sow Doubt
Phantom Projection
Level: 1 Channelling Ability: No
Level: 1 Channelling Ability: Yes Range: 20/40/60 m Duration: Instant
Range: 30 m/-/- Duration: 10 minutes Action: Reactive Mental Fatigue: 3
Action: Standard Mental Fatigue: 3
Focusing on an unshielded target individual that
With your mind focused on the mental image of you can see within range, you attempt to infiltrate
an individual or object, you can create a lifelike their mind and overwhelm their current mental
projection of it at a target location that you can see state, hindering them and their ability to perform
within range. a particular type of action.

272 Chapter 6, Psionics & The Ether


Whenever an applicable target attempts to carry Malice
out an action requiring a check, you may use this
power to reduce the size of their dice pool for it. Level: 2 Channelling Ability: No
Make a generic Psionics: Deception skill check. For
each pass you achieve here, you can reduce the size Range: 20 m/-/- Duration: 1 minute
of the target’s dice pool by a further die. Action: Standard Mental Fatigue: 5

Targeting an unshielded individual that you can see


Dismay within range, you attempt to twist and manipulate
their mind to create a painful migraine-like
Level: 2 Channelling Ability: No sensation.
Range: 20 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 4 The target of this power must make an opposing
Intellect + Will attribute check, contested against
Focusing on an unshielded target individual the dice pool of your Psionics: Deception skill.
that you can see within range, you attempt to If they succeed on this check, their mind can
infiltrate their mind and project horrifying images withstand your influence, and the power fails to
to overwhelm their emotions and senses. take hold. In the event of a failure, however, the
target becomes visibly agitated and riddled with
pain.
The target must make an opposing fear check
(Charisma + Will), contest by the dice pool of your
Psionics: Deception skill. Should they succeed on For the duration of the power, the target individual
this check, they can see through your illusion for is considered disorientated (see Status Effects,
what it is and remain unaffected by it. If, however, page 233) and suffers a sudden spike of head pain
the target fails on the check, then the illusion each time they attempt to move. This affliction
takes hold of their emotions, and they immediately causes them to lose one mental stamina for each
become stricken with fear. meter of distance that is traversed.

For the duration of the power, they gain the feared At the end of each round, the target individual can
status effect (see Status Effects, page 233), with remake the initial check, ending the effects of this
yourself acting as the source. At the end of each power early on a success.
new round, the target may repeat the check, ending
its effects early in the event of a success. Ward of Ethereal Masking

Displace Level: 2 Channelling Ability: No


Range: 10 m/-/- Casting Time: 1 minute
Level: 2 Channelling Ability: No
Duration: 24 hours Action: Standard
Range: 30 m/-/- Duration: 1 minute
Mental Fatigue: 3
Action: Standard Mental Fatigue: 5
Scribing a rune of energy onto a target surface
With your mind focused on a target individual that that you can see within range, you create a visibly
you can see within range, you create a projection pulsating ward which helps obscure all nearby
around them, making it appear that their form is ethereal signatures.
constantly shifting and moving.
For the duration of the power, all individuals within
For the power’s duration, the target receives a 18 meters of the ward gain a bonus to their Will
bonus to their dice pools whenever they attempt attribute score when others attempt to locate them
to defend against attacks and offensive actions via their ethereal signature. This bonus equals
from others. This bonus can be used on any check a third of the total amount of points currently
involving Finesse, Reflex, or Strength and equals assigned to Psionics: Deception skill (rounded
half the total points currently assigned to your up), and also stacks with other effects of a similar
Psionics: Deception skill (minimum of one). nature.

However, it is important to note that this power The effects of this power are said to end
has no effect when defending against area-based immediately if the ward is vandalised, removed,
actions and effects. or otherwise tampered with.

273 Chapter 6, Psionics & The Ether


Cloaking Field Horrific Manifestation

Level: 3 Channelling Ability: Yes Level: 3 Channelling Ability: Yes


Range: 10 m/-/- Duration: 1 hour Range: 30 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 5 Action: Standard Mental Fatigue: 6

By channelling energy around a target, you can Focusing on a target location that you can see
bend and manipulate light rays to better conceal within range, you create a horrific illusion that
their visual presence. attempts to overwhelm the emotions and senses
of those nearby.
For the duration of the power, the target becomes
obscured and much more difficult for others to see. All individuals currently within six meters of the
While they are not technically considered invisible, illusion at the time of its creation must make an
all checks made by them to hide or remain hidden opposing fear check (Charisma + Will) contested by
gain a bonus to their dice pool. This bonus should the dice pool of your Psionics: Deception skill. If the
equal half the total points currently assigned to target is either deafened and/or blinded, they gain
your Psionics: Deception skill (minimum of one). a +2 dice pool bonus to this check for each of the
conditions they currently have.
This power does not affect altering the sounds
produced by the target whatsoever. Any noise they If the target succeeds on this check, they can see
make for its duration should remain at their normal through the illusion for what it is, and it has no
levels. Additionally, like true invisibility, this power effect on them for the remainder of its duration.
does not affect masking a target’s heat signature. If, however, the individual fails this check, they
As a result, thermographic vision is not hindered by become stricken with terror and gain the feared
this power. status effect (see Status Effects, page 233), with
the illusion acting as the source of fear.
The effects of this power are said to immediately
end if the target individual either; attempts to make For the duration of the power, all characters feared
an offensive action or uses their psionic abilities. by it must use as much of their movement as
necessary to leave its area of effect. They should
prioritise whichever route moves them away from
Frenzy the illusion the quickest but should only jeopardise
their safety if no other option is available.
Level: 3 Channelling Ability: No
Range: 20 m/-/- Duration: 1 minute Targets can repeat the check at the end of each
new round, gaining immunity to its effects for the
Action: Standard Mental Fatigue: 5
remaining duration on a success. Additionally,
Focusing on an unshielded target individual that anyone who attempts to move within six meters
you can see within range, you attempt to infiltrate of the illusion must also make this check, becoming
their mind and drive them into an uncontrollable feared themselves in the event of a failure.
state of frenzy.
Reticence
The target must make an opposing Foresight +
Will attribute check, contested by the dice pool of Level: 3 Channelling Ability: Yes
your Psionics: Deception skill. On a failure, they are
driven into a maddening rage, losing all sense of Range: 30 m/-/- Duration: 1 minute
a friend and foe. They see everyone as a horrific Action: Standard Mental Fatigue: 5
creature that is intent on devouring them and their
soul. Targeting a location you can see within range, you
begin to conjure an invisible yet surprisingly potent
For the duration of the power, they must use their sphere of suppression.
standard actions to conduct as many attacks as
possible towards the nearest character they can The zone can be a number of meters in radius
see. They cannot use reactions and must use their equal to the number of points currently assigned to
movement (sprinting if necessary) to get into an your Psionics: Deception skill, and for its duration,
appropriate position. At the end of each round, the prevents all sound from passing through its
target can repeat the check, ending the effects of perimeter. As long as the power remains in place,
this power early on a success. all characters are deafened to any noise originating
from the sphere’s other side.

274 Chapter 6, Psionics & The Ether


Mirror Image False Memory

Level: 4 Channelling Ability: Yes Level: 5 Channelling Ability: Yes


Range: Self Duration: 1 minute Range: 10/20/30 m Duration: 1 minute
Action: Standard Mental Fatigue: 7 Action: Standard Mental Fatigue: 8

With your mind focused on your nearby Targeting an unshielded individual that you can see
surroundings, you create several lifelike within range, you attempt to infiltrate their mind to
projections of yourself to confuse those nearby. alter how they remember a previous event.

You can create a number of projections equal to The target must make an opposing Foresight +
the number of points assigned to your Psionics: Will attribute check, contested against the dice
Deception skill, with each appearing at a chosen pool of your Psionics: Deception skill. On a failure,
location you can see within 10 meters of your the character falls into a trance-like state and is
current position. Each projection created in considered unconscious.
this way can move and react to the events that
transpire around it as if it were sentient, though
While left in this state, the individual’s mind is
they have no physical presence to manipulate the
open to manipulation, allowing you to rework
world around them.
and change their memories of a specific event
that has occurred in the past. You could, for
An individual can attempt to discover which targets example, eliminate their memory of the event, alter
are an illusion by spending a standard action to particular details, or create a new memory entirely.
make a generic Intuition skill check. With a success
target equal to the number of points assigned to Regardless of what you choose, the power must
your Psionics: Deception skill, the character can be maintained for its full duration for the desired
work out which of these entities is your actual self changes to take effect. If concentration is lost, or
in the event of a success. the target is broken out of their trance by taking
damage, the power will fail to take hold.
Regardless, each projection is considered to
have a single hit point and has 0 resistance to all
damage types. Additionally, a given image should Major Projection
automatically fade out of existence if it strays
more than 12 meters from you at any given time. Level: 5 Channelling Ability: Yes
Range: 30 m/-/- Duration: 1 hour
Slumber Action: Standard Mental Fatigue: 8

Level: 4 Channelling Ability: Yes Channelling a mass of energy through a nearby


target area that you can see, you shift and change
Range: 20 m/-/- Duration: 1 hour
the immediate vicinity to take on whatever form
Action: Standard Mental Fatigue: 7 you wish. This could mean altering the area’s
appearance, generated sounds, smells, local
Entering into a deep state of focus, you create a temperature (within moderation), and other
potent enchantment-like effect. Nearby individuals suitable qualities. Regardless, the projection has no
begin to wane and falter, with those who fail to physical form; as such, any contact made proceeds
resist falling unconscious. to go straight through it.

Targeting a location that you can see within range, All characters that take notice of the projection can
all unshielded individuals within a four-meter make an opposing Intuition skill check, contested
radius must make an opposing Endurance + Will against the dice pool of your Psionics: Deception
attribute check. Contested against the dice pool of skill. Those who succeed on the check can tell that
your Psionics: Deception skill, any target who fails the illusion is simply a projection rather than real.
this check is immediately rendered unconscious.
You can choose how large of an area you would
Characters who take damage in this unconscious like to alter with this power; however, each of
state immediately wake up, regaining its dimensions can be no larger than double the
consciousness once more. Additionally, at the total amount of points currently assigned to your
end of each new round that passes, all remaining Psionics: Deception skill in meters (rounded up).
unconscious targets may repeat the check above,
ending the effects of this power early in the event
of a success.

275 Chapter 6, Psionics & The Ether


Cold Snap
Energetics: Level: 1 Channelling Ability: Yes
Range: 30 m/-/- Duration: 1 minute
Arcing Bolt
Action: Standard Mental Fatigue: 3
Level: 1 Channelling Ability: No
Focusing your mind, you create a zone of extreme
Range: 30/60/90 m Duration: Instant cold centred on a target location of your choice.
You must be able to see said target location, and it
Action: Standard Mental Fatigue: 3
must be within range.
Focusing momentarily, you produce a bolt of
electrical energy that you hurl towards a nearby The zone is four meters in radius and quickly
target. You must be able to see the said target, and reaches an average temperature of around -30o C
they must be within range. in seconds. All water and other suitable liquids are
instantly frozen on contact and could prove to be a
hazard of their own at the GM’s discretion.
The target of the attack must make an opposing
Foresight + Reflex attribute check, contested by
the dice pool of your Psionics: Energetics skill. Any character who either; starts their turn within
In the event of a failure, they take 4d4 electrical the zone or attempts to enter it must make
damage as the bolt’s energies cascade through an opposing Endurance + Will attribute check,
their body. At your choosing, the bolt can begin to contested against the dice pool of your Psionics:
arc off additional nearby targets, chaining between Energetics skill. Targets who fail this check suffer
them as it continues to travel. 1d6 cold and mental damage, while those who
succeed take half of these amounts instead.
Each jump the projectile makes must select a
suitable character who is both; within four meters Regardless of this check’s outcome, each individual
of and has a direct line of sight to the last. They can only be affected by this power once per round.
too, must make an opposing Foresight + Reflex Additionally, the cost of any movement made
attribute check, contested against the same initial within the zone equals double its usual amount.
result you achieved previously. In the event of
a failure, they suffer similar effects to the last,
but with one fewer d4 to determine the ability’s Combustion
damage.
Level: 1 Channelling Ability: No

The bolt can continue to arc a number of times Range: Up to 18 m Duration: Instant
until no dice are left in which to roll damage. Action: Standard Mental Fatigue: 4
Additionally, any character who is targeted by this
attack cannot be selected multiple times with the You create a sudden burst of extreme heat by
same use of this power. channelling vast amounts of energy. This burst
forms a cone of flame, which expels forth from
your hands towards a target direction.
The cone can take on either of the following two The bolts from this discharge can arc around
shapes: slight corners and obstacles, though they cannot
penetrate solid objects. Additionally, they should
• Long and narrow, with a range of 6/12/18 m indiscriminately target all metallic items that are
and a spread of 1/3/5 m. not worn or actively wielded within the conductive
zone. The GM can determine what, if anything,
• Short and thick, with a range of 3/6/9 m and a happens to these objects as a result of them taking
spread of 3/7/11 m. damage.

Regardless of which shape is chosen, the flames Ignite


prove strong enough to burn organic tissue and, at
the GM’s discretion, set alight flammable materials Level: 2 Channelling Ability: No
within the area.
Range: 10 m/-/- Duration: 1 minute

Any character caught within the flames must make Action: Standard Mental Fatigue: 5
an opposing Foresight + Reflex attribute check,
Targeting a location you can see within range, you
contested against the dice pool of your Psionics: create a small yet surprisingly potent burst of
Energetics skill. Targets that fail this check suffer flame.
3d6 heat damage, while those that succeed take
half of this amount instead.
All characters within two meters of the blast’s
epicentre must make an opposing Foresight +
Disrupt Energy Reflex attribute check, contested against the
dice pool of your Psionics: Energetics skill. On a
Level: 2 Channelling Ability: Yes failure, the target takes 3d6 heat damage and is
immediately set aflame. Those who succeed on the
Range: 30 m/-/- Duration: 1 minute check take half this initial heat damage and suffer
Action: Standard Mental Fatigue: 4 no additional effects.

Focusing your mind on a target you can see within While left in this immolated state, a target will
range, you surround them with an elemental continue to take an additional 3d6 heat damage at
energy field. the start of each new round. A character can spend
a standard action to end this effect early, either
Choose one of the following disruption fields: heat, by performing a stop, drop, and roll manoeuvre
cold, or electrical. For the duration of the power, themselves or to pat down someone else currently
the target gains additional resistance for that within their melee reach.
particular damage type. The amount of resistance
gained equals double the points assigned to your
Psionics: Energetics skill. Flash Freeze

Level: 3 Channelling Ability: No


Electrical Discharge
Range: 30 m/-/- Duration: 1 minute
Level: 2 Channelling Ability: Yes Action: Standard Mental Fatigue: 6
Range: 30 m/-/- Duration: 1 minute
Looking towards a target point you can see
Action: Standard Mental Fatigue: 6 within range, you focus your mind and create a
concentrated blast of extreme cold.
Focusing your mind, you combine vast quantities
of energy around a target individual or object that All characters within four meters of the target
you can see within range. The energy soon begins point must make an opposing Endurance + Strength
to arc and flux, striking out at all those who happen attribute check, contested against the dice pool of
to be nearby. your Psionics: Energetics skill. Those that fail this
check find themselves suddenly frozen in place and
At the start of each new round, all individuals are now paralysed (see Status Effects, page 233).
within four meters of the original target must
make an opposing Endurance + Reflex attribute At the end of each new round that passes, all
check contested by the dice pool of your Psionics: frozen targets may repeat this check, ending the
Energetics skill. Targets that fail this check take power’s effects early on a success.
3d6 electrical damage, while those that succeed
take only half of this amount instead.

277 Chapter 6, Psionics & The Ether


Scorching Blast Sweltering Heat

Level: 3 Channelling Ability: Yes Level: 3 Channelling Ability: Yes


Range: 30/60/90 m Duration: 1 minute Range: 30 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 7 Action: Standard Mental Fatigue: 7

Channelling together large quantities of energy, Focusing your mind on a target location that you
you create a bolt of fire and extreme heat. By can see within range, you create a zone that acts as
hurling this bolt towards a target location that a barrier of intense heat.
you can see within range, you cause it to burst and
explode, dealing damage to all those who happen The area can be up to 12 meters long, four meters
to be nearby. high, and four meters deep. Any water sources
within this zone quickly turn to steam, which may
By casting this power, you can generate a small cause obscurity in poorly ventilated areas at the
mote of flame in the palm of your hand. This object GM’s discretion. The zone also completely blocks
is a little larger than the size of a closed fist and thermographic vision, with those attempting to
shines bright enough to create a well-lit zone for look through it seeing nothing but a blank canvas
six meters around it and a faintly lit zone for six of heat.
meters after that.
Any character who either; starts their turn within
Before the end of this power, you may use a the zone, or attempts to enter it, must make
standard action to throw this mote towards a an opposing Endurance + Will attribute check
target location that you can see within range. On contested by the dice pool of your Psionics:
doing so, make a generic Psionics: Energetics skill Energetics skill. In the event of a failure, the
check with a success target of four. This check will individual suffers 4d6 heat damage, while on a
determine the accuracy of your throw and whether success, they only take half this amount instead.
the bolt could land at your intended target location.
Regardless of this check’s outcome, this power can
Failing to succeed on this check results in the only affect each target once per round.
projectile straying off target, much in the same
way as a lousy grenade throw. Roll a scatter die to
determine a travel direction, then move the target
Frost Bite
location towards it based on how many passes you
were off. This distance should equal; two meters Level: 4 Channelling Ability: No
for each pass at a short distance, three meters for Range: 30/60/90 m Duration: Instant
each pass at medium, and finally, four meters for
each pass at longer ranges. If an object blocks the Action: Standard Mental Fatigue: 7
projectile from reaching this new landing location,
it should detonate on contact instead. Centring your mind on a target location, you begin
to extract all sources of heat and energy within
its immediate vicinity. The temperature rapidly
On detonation, the bolt unleashes an explosion decreases to extreme levels, freezing most liquids
that is eight meters in radius. All individuals within and causing a sudden shock to all nearby.
this area must make an opposing Foresight + Reflex
attribute check, contested by the dice pool of your
Psionics: Energetics skill. Those who fail this check All characters currently within two meters of the
suffer 5d6 heat damage, while those who succeed chosen point must make an opposing Endurance +
take half of this amount instead. Will attribute check contested against the dice pool
of your Psionics: Energetics skill. Those who fail
this check take 6d6 cold and 1d6 mental damage,
The explosion’s flames are potent, capable of while those who succeed only take half of these
inflicting significant burns to organic tissue and, amounts instead.
at the GM’s discretion, setting aflame non-resistant
materials within the area.

278 Chapter 6, Psionics & The Ether


Super Conductor Tempest

Level: 4 Channelling Ability: Yes Level: 5 Channelling Ability: No


Range: 30 m/-/- Duration: 1 minute Range: 30/60/90 m Duration: Instant
Action: Standard Mental Fatigue: 8 Action: Standard Mental Fatigue: 10

Channelling together an enormous amount of Looking to the skies above, you begin to combine
energy, you create a highly energised area of a potent amount of energy. Dark clouds start to
electricity. Arcs of power begin to strike out at coalesce while rumbles of thunder echo out for
nearby targets, prioritising those carrying large several miles beyond.
amounts of metal.
Choose any point that you can see within range.
The chosen area can be up to 10 meters in width, Providing that it has a clear line of sight to the skies
height, and depth; however, its epicentre must be above, you can focus momentarily and command a
a location you can see within range. At the time of bolt of lighting to strike out at the target location.
its creation, each character in the area must make
an opposing Endurance + Reflex attribute check, All characters within eight meters of the epicentre
contested against the dice pool of your Psionics: must make an opposing Endurance + Strength
Energetics skill. Those who fail this check take 3d8 attribute check, contested against the dice pool of
electrical damage, while those who succeed take your Psionics: Energetics skill. Those that fail this
half this amount instead. If the target is wearing check take 6d8 electrical damage and are impaired
armour with the metallic property, you should from the force of the impact (see Status Effects,
double the quantity of damage dice rolled. page 233). However, those who succeed take half
this amount of electrical damage and suffer no
This effect continues to persist, targeting all those other side effects.
who either; move into the affected area or are
present at the end of each round. Regardless of the Targets impaired by this power may repeat the
circumstances, however, each individual can only check above at the end of each new round that
be affected by this power once per round. passes, ending all effects in the event of a success.

Disintegration

Level: 5 Channelling Ability: No Flux:


Range: Self Duration: Instant
Gravity Warp
Action: Standard Mental Fatigue: 10
Level: 1 Channelling Ability: Yes
Bringing together an immense amount of energy,
you conjure a beam of extreme heat that travels Range: 30 m/-/- Duration: 1 minute
outwards from your current position in a given
Action: Standard Mental Fatigue: 3
direction.
Targeting a character within range, you create
The beam produced is two meters wide and can a gravitational updraught beneath them. While
travel up to 30 meters in a straight line away from you do not need to see the target for the power to
you. All characters within its area must make work, you must know their current location.
an opposing Foresight + Reflex attribute check,
contested against the dice pool of your Psionics:
The target must make an opposing Reflex +
Energetics skill. Those who fail this check suffer
Strength attribute check, contested against the
8d6 heat damage, while those who succeed take
dice pool of your Psionics: Flux skill. If they fail
half of this amount instead.
this check, the gravitational force lifts them three
meters into the air, whereby they are suspended.
The beam has enough intensity to burn through Should they succeed, however, this power is said to
most materials and objects within its path. If a yield no effect and immediately ends.
target is reduced to zero hit points or fewer due to
this power, they immediately disintegrate. Their
While in this airborne state, the target is
body and any equipment on them are instantly
considered grappled, gaining all the usual effects
reduced to a small pile of ash where they had once
(see Status Effects, page 233). Additionally, on
previously stood.
each of their turns, the target can attempt to use
a standard action to push themselves out of

279 Chapter 6, Psionics & The Ether


the gravitational force. This check involves an Crushing Hold
opposing Endurance + Strength attribute check,
contested once again by the dice pool of your Level: 2 Channelling Ability: Yes
Psionics: Flux skill. If they succeed, the target
falls prone in the next available unoccupied space, Range: 20 m/-/- Duration: 1 minute
taking 1d10 physical damage with three penetration Action: Standard Mental Fatigue: 4
from the fall.
Focusing on a target individual that you can see
During any of your future turns, you can end this within range, you attempt to restrain them by
effect early by spending another standard action applying overwhelming force from all directions.
. The target is hurled back into the ground,
knocked prone, and takes 3d10 physical damage The target must make an opposing Endurance +
with six penetration from the impact. Strength attribute check, contested by the dice pool
of your Psionics: Flux skill. On a failure, they are
enveloped within a sphere of force that continues
Kinetic Barrier to push down on them. The target is considered
restrained (see Status Effects, page 233,) and
Level: 1 Channelling Ability: No suffers 3d10 physical damage with five penetration
Range: 10 m/-/- Duration: 10 minutes
at the beginning of each new round.

Action: Standard Mental Fatigue: 3


The target can remake this check by spending
Concentrating on a specific individual or object that a standard action or at the end of each new
you can see within range, you surround them with a round that passes. In the event of a success, the
thin barrier of force. effects of the power are said to end immediately.

For the power’s duration, the target gains an Ether Bolt


amount of shielding equal to the number of points
assigned to your Psionics: Flux skill. The power is Level: 2 Channelling Ability: No
said to end automatically once this shielding has
been depleted. Range: 30/60/90 m Duration: Instant
Action: Standard Mental Fatigue: 5
Kinetic Expansion Generating a bolt of energy in the palm of your
hand, you hurl it towards a target individual that
Level: 1 Channelling Ability: No you can currently see within range.
Range: 30/60/90 m Duration: Instant
Action: Standard Mental Fatigue: 4 The target must make an opposing Endurance +
Reflex attribute check, contested against the dice
Calling on the powers of the Ether, you create a pool of your Psionics: Flux skill. In the event of a
strong wave of force that ripples outwards in all failure, the target takes 3d10 physical damage from
directions from a target location. You must be able the bolt’s initial impact and is thrown back up to six
to see said target location, and it must be within meters in the opposite direction away from you. If
range. the target collides with either; another individual or
a suitable solid object along its flight path, both
take 3d10 physical damage from the collision’s
All characters within six meters of the centre of impact before falling prone.
force must make an opposing Endurance + Strength
attribute check, contested against the dice pool of
your Psionics: Flux skill. Those who fail this check When dealing with physical damage, this power is
suffer 3d10 physical damage and are knocked said to have a physical penetration rating of five.
prone, while those who succeed only take half of
this damage and suffer no other additional effects.
Kinetic Contraction
When dealing with physical damage, this power is Level: 2 Channelling Ability: No
said to have a physical penetration rating of five.
Range: 30/60/90 m Duration: Instant
Action: Standard Mental Fatigue: 5

280 Chapter 6, Psionics & The Ether


Amassing large amounts of energy at a target Targeting a character or an object that you can see
location, you create a temporary gravity well that within range, you attempt to shatter its barriers
draws in all nearby individuals. You must be able with a concentrated blast of force.
to see said target location, and it must be within
range. You instantly inflict physical damage to the target
equal to the number of points currently assigned
All characters within six meters of the epicentre of to your Psionics: Flux skill multiplied by six. Unlike
the gravity well must make an opposing Endurance a normal attack, however, this damage can only
+ Strength attribute check, rolling against the dice affect their current shielding, with any amount left
pool of your Psionics: Flux skill. The target takes over dissipating harmlessly and not affecting their
3d10 physical damage on a failure and is forcibly other resource pools.
pulled three meters towards the centre. In the
event of a success, however, the target takes half
this damage and is not moved from its current Shockwave
location.
Level: 3 Channelling Ability: No
When dealing with physical damage, this power is Range: Self Duration: Instant
said to have a physical penetration rating of five.
Action: Standard Mental Fatigue: 6

Kinetic Shield You focus momentarily, creating a powerful shock


wave of destructive force that bursts outwards
from your body and current position.
Level: 3 Channelling Ability: Yes
Range: 20 m/-/- Duration: 10 minutes
All characters currently within four meters of you
Action: Standard Mental Fatigue: 6 must make an opposing Endurance + Strength
attribute check, contested against the dice pool
Concentrating on a target location that you can of your Psionics: Flux skill. Those who fail this
see within range, you surround an area with a thin check are instantly thrown to the ground, making
barrier made out of force. them drop-prone and taking 4d10 physical damage.
Targets that succeed on the check take half this
For the duration of the power, a bubble-like shield damage and suffer no other side effects.
surrounds a zone of up to six meters in radius,
centred on your target location of choice. Any When dealing with physical damage, this power is
hostile projectiles, psionic powers, and attacks said to have a physical penetration rating of eight.
attempting to pass through this barrier detonate
immediately, dealing full damage to it rather than
its intended target. Gravitational Distortion

Level: 4 Channelling Ability: No


Characters can pass on freely through the shield;
however, doing so incurs an additional movement Range: 20 m/-/- Duration: Instant
speed cost of two meters. The barrier has a total
Action: Standard Mental Fatigue: 8
amount of shielding equal to six, multiplied by the
current amount of points assigned to your Psionics: With your mind focused on the surrounding
Flux skill, and has eight resistance to all damage environment, you can create a series of freak
types. This power automatically ends once all of distortions that bend gravity to your will.
this shielding has been expended.

Choose a number of targets that you can see


The shield is immune to mental-based damage. within range equal to half the amount of points
All characters inside it are considered shielded that are currently assigned to your Psionics: Flux
from mental-based attacks and similar effects skill (minimum of 1). Each target finds themselves
originating from the barrier’s exterior. suddenly hurled 9 meters into the air, before
then being violently thrown back into the ground
Shatter Barrier beneath them. While automations are targetable
by this power, it may have a diminished effect
based on their current size and/or weight (GM’s
Level: 3 Channelling Ability: No
discretion).
Range: 30 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 5

281 Chapter 6, Psionics & The Ether


All targets that impact a solid surface must make Singularity
an opposing Endurance + Strength attribute check,
contested against the dice pool of your Psionics: Level: 5 Channelling Ability: Yes
Flux skill. Those that fail this check suffer 5d10
physical damage and are knocked prone, while Range: 40 m/-/- Duration: 1 minute
those that succeed only take half as much damage Action: Standard Mental Fatigue: 10
without the additional status effect.
Concentrating on a target point that you can see
When dealing with physical damage, this power is within range, you bend the fabric of time and
said to have a physical penetration rating of eight. space. Gravity begins to condense into the chosen
point, resulting in the formation of a gravitational
singularity.
Seismic Eruption
Upon its initial creation and at the end of each
Level: 4 Channelling Ability: Yes new round that passes, all individuals within 12
Range: 30 m/-/- Duration: 1 minute meters of the singularity must make an opposing
Endurance + Strength attribute check. Contested
Action: Standard Mental Fatigue: 7 against the dice pool of your Psionics: Flux skill,
those that fail this check are pulled six meters
Targeting an individual that you can currently see
towards the epicentre.
within range, you attempt to violently tear them
apart using a series of intense seismic waves and
sheer overwhelming force. At the start of each new round that passes, all
characters within two meters of the singularity
take 5d10 physical damage with eleven physical
Both initially at the time of using this power, and
penetration. Additionally, the 12-meter radius
at the beginning of each new round that passes,
zone around the target point is considered difficult
the target must make an opposing Endurance +
terrain for the power’s duration. Every meter of
Strength attribute check, contested by the dice
movement that individuals attempt should cost
pool of your Psionics: Flux skill. On a failure, the
three times the usual amount.
individual suffers 6d10 physical damage (with
eight physical penetration,) as the waves of force
continue to bombard against them. Should they
succeed on this check; however, the target will
instead take half this amount of damage. Materialisation:

If the individual is reduced to zero or fewer hit Blinding Fog


points as a result of this power’s effects, their body
immediately ruptures, sending a wave of blood and Level: 1 Channelling Ability: Yes
gore to rain down over the nearby surrounding
area. Nothing but chunks is left where the target Range: 20 m/-/- Duration: 1 minute
once stood. Action: Standard Mental Fatigue: 3

A radial zone of dense fog springs forth from a


Disrupt Gravity target location that you can see within range. The
fog acts as a zone of heavy obscurity, blocking
Level: 5 Channelling Ability: Yes vision and line of sight.
Range: 30 m/-/- Duration: 10 minutes
Action: Standard Mental Fatigue: 8 While you can freely determine the size of the fog
cloud when casting this power, it cannot exceed a
Focusing on a target location that you can see number of meters in radius equal to the number
within range, you create a temporary zone of force of points currently assigned to your Psionics:
that disrupts and suppresses all of the effects of Materialisation skill.
gravity when inside of it.

The area can be a number of meters in length,


height, and depth up to the number of points
currently assigned to your Psionics: Flux skill.
Objects and characters entering this space become
weightless and can freely traverse in all three
dimensions.

282 Chapter 6, Psionics & The Ether


Conjure Simple Item The ball can understand basic verbal commands
from its creator, such as; extinguish, dim, and
Level: 1 Channelling Ability: No brighten. After the duration of the power ends,
the light source is said to dissipate immediately,
Range: 10 m/-/- Casting Time: 1 minute leaving behind only a faint amount of ethereal
Duration: 1 hour Action: Standard residue.
Mental Fatigue: 4
Form Barricade
You focus your mind and thoughts. Concentrating
for a moment, you can conjure up a simplistic item Level: 2 Channelling Ability: No
at a target location that you can see within range.
Range: 20 m/-/- Duration: 1 minute
The object created can be any from the items list, Action: Standard Mental Fatigue: 4
so long as it is; it is not organic, has no moving
parts, and you have physically seen it before in Focusing on a target location you can see within
person. The object created has all of the properties range, you create a temporary barrier of durable
and statistics of the chosen base item, in addition rock and stone.
to an ethereal signature.
The barrier can be up to three meters wide,
After the duration ends, the item immediately two meters tall and thick enough to stop most
dissipates, leaving behind only a faint amount of projectiles in their tracks. It provides full cover to
ethereal residue. those who are immediately behind it and has the
following statistics:
Illuminate
• Hit points equal to three multiplied by the
Level: 1 Channelling Ability: No number of points currently assigned to your
Range: 10 m/-/- Duration: 1 hour Psionics: Materialisation skill.
Action: Standard Mental Fatigue: 2 • Acid, Cold, Electrical, Heat, Physical, and
Radiation damage resistances equal to the
You focus your mind and thoughts. Concentrating number of points currently assigned to your
for a moment, you can conjure up a tiny ball of Psionics: Materialisation skill.
radiant energy at a target location that you can see
within range. • Immunity to both Mental and Toxic based
damage.
The ball produces a zone of light that is considered
well-lit for a six-meter radius around it and then After the duration ends, the barricade immediately
faintly lit for another six meters thereafter. By dissipates, leaving behind only a faint amount of
default, the ball attaches itself to whichever object ethereal residue.
is at the target location at the time of its creation,
thus moving along wherever it goes.
Grasping Tendrils Ward of Passage

Level: 2 Channelling Ability: Yes Level: 2 Channelling Ability: No


Range: 30 m/-/- Duration: 1 minute Range: 10 m/-/- Casting Time: 1 minute
Action: Standard Mental Fatigue: 5 Duration: 24 hours Action: Standard

You focus your mind momentarily, concentrating Mental Fatigue: 5


on a target location that you can see within range.
A rune of energy is scribed onto a target surface
Ghostly tendrils begin to burst forth from the
that you can see within range. A visibly pulsating
ground and surrounding surfaces, quickly wrapping
ward is quickly formed, resisting those who
around and intertwining with one another to form a
attempt to pass on over it.
complex knotted mess.

The ward can cover an area of up to half the


The tendrils cover a radial area that is four meters
number of points that are currently assigned to
in radius centred on the target point of this power.
your Psionics: Materialisation skill in cubic meters
All characters who are either; within the zone
(minimum of one). Additionally, you can choose
at the time of its creation, present in the area
up to six individuals who can freely traverse
at the start of a new round, or who decide to
over the area. All other biological lifeforms and
enter this space must make an opposing Reflex +
constructs that attempt to cross must make an
Strength/Finesse (their choice) attribute check,
opposing Endurance + Strength attribute check,
contested against the dice pool of your Psionics:
contested against the dice pool of your Psionics:
Materialisation skill. On a failure, the target
Materialisation skill.
individual is grabbed by the tendrils, immediately
becoming restrained (see Status Effects, page
233). Characters who fail this check are pushed back
two meters and suffer 2d6 physical damage (five
physical penetration) due to the ward’s ethereal
A target restrained in this way can spend a
energies. However, those that succeed can choose
standard action to repeat the check, ending its to push on through, with the area considered
effects early in the event of a success. Regardless difficult terrain.
of whether the target is currently restrained, the
zone is considered an area of difficult terrain for
the power’s duration. Conjure Ammunition

Level: 3 Channelling Ability: No


Spectral Eye
Range: 10 m/-/- Casting Time: 1 minute
Level: 2 Channelling Ability: No Duration: 1 hour Action: Standard
Range: 20 m/-/- Duration: 24 hours Mental Fatigue: 6
Action: Standard Mental Fatigue: 3
By focusing briefly, you conjure a small pool of
Converging your energy and focusing on a target ammunition at a target location that you can see
location that you can see within range, you create within range.
an invisible ethereal object known as a Spectral Eye
(see NPCs, page 374). The ammunition created can be any from the items
list, so long as you have physically seen it before in
This conjuration attaches itself to whatever solid person. The amount you can create is based on its
surface is at its location and acts as a continuous total market cost, equal to 200 credits multiplied
lookout for the power’s duration. Whenever the by the number of points currently assigned to your
eye detects movement, it triggers a mental alarm, Psionics: Materialisation skill. The ammunition has
instantly making you aware of this event. As a all of the properties and statistics of the chosen
further standard action , you may peer through base item but also gains an ethereal signature.
the eye to use its senses, observing what it can see
and hear as if you were there yourself. The eye has After the duration ends, the ammunition
all of your biological senses, including any types of immediately dissipates, leaving behind only a faint
specialist vision. amount of ethereal residue.

The Spectral Eye is instantly destroyed if its hit


points or mental stamina are reduced to zero or
if you move more than a kilometre away from its
current location.

284 Chapter 6, Psionics & The Ether


Conjure Apparition direction from the geyser. However, those that
succeed take half this damage and suffer no other
Level: 3 Channelling Ability: No additional effects.
Range: 10 m/-/- Casting Time: 1 hour
When dealing with physical damage, this power is
Duration: Instant Action: Standard said to have a physical penetration rating of six.
Mental Fatigue: 7

Targeting an unoccupied space you can see within


Oil Slick
range; you slowly begin to infuse large amounts
of energy to form an elemental spirit known as an Level: 3 Channelling Ability: No
apparition (see NPCs, page 358). Range: 20 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 5
Apparitions always take on the most suitable form
to the surroundings in which they were conjured. Converging your energy and focusing on a target
While targeting a body of sewage or pollution point that you can see within range, you conjure up
would lead to forming a Toxic Apparition, for a pool containing a slick, oil-like substance.
example, using this power on an open blaze would
result in a Fire Apparition instead.
The pool can be up to a number of meters in radius
equal to the points currently assigned to your
Regardless of whichever type is created, make Psionics: Materialisation skill. Additionally, the
a generic Psionics: Materialisation skill check area not only counts as difficult terrain but all
with a success target of three. On a success, the those who attempt to move while inside of it must
apparition regards you as an ally, proceeding to first make an opposing Finesse + Reflex attribute
obey all of your commands to the best of its ability. check. Contested against the dice pool of your
However, if the check fails, the apparition considers Psionics: Materialisation skill, those that fail this
you and all others it can see as hostile. check cannot keep their footing and immediately
fall prone.
Apparitions conjured using this power last until
either; their hit points are reduced to zero or below, Any naked flame that happens to hit the pool
their creator conjures another apparition, or they causes it to ignite. These flames quickly spread
dismiss them using a standard action . It leaves to engulf the entire area and continue to burn
behind only a faint amount of ethereal residue at for up to an hour. While left in this burning state,
its final location. the pool no longer counts as difficult terrain nor
causes individuals to fall prone, but now deals heat
A full list of the different apparition types and damage to all those who pass on through it.
their associated statistics can be found in the NPCs
section of the appendix. Targets within the burning oil take 2d6 heat
damage at the start of each new round while they
remain there and a combined 1d6 heat damage for
Explosive Geyser each meter they traverse through the burning zone.

Level: 3 Channelling Ability: No


Conjure Firearm
Range: 20/40/60 m Duration: Instant
Action: Standard Mental Fatigue: 6 Level: 4 Channelling Ability: No
Range: 10 m/-/- Casting Time: 1 minute
Looking to a nearby target location that you can
see within range, you mould and shift the earth Duration: 1 hour Action: Standard
into a powerful water geyser. The geyser soon
Mental Fatigue: 7
erupts, sending a jet of highly concentrated water
and steam high into the air.
You focus your mind and thoughts. Concentrating
for a moment, you can conjure up a type of firearm
Each character currently within three meters of the at a target location that you can see within range.
target location, or lower than 20 meters directly
above it, must make an opposing Foresight + Reflex
The weapon created can be any from the items
attribute check contested against the dice pool
list, so long you have physically seen it before
of your Psionics: Materialisation skill. Those that
in person. The weapon created has all of the
fail this check suffer 3d10 physical and 1d10 heat
properties and statistics of the chosen base item
damage before being swept off their feet and
and an ethereal signature.
landing prone two meters away in the opposite

285 Chapter 6, Psionics & The Ether


After the duration ends, the item immediately Insect Swarm
dissipates, leaving behind only a faint amount of
ethereal residue. Level: 5 Channelling Ability: Yes
Range: 30 m/-/- Duration: 1 hour
Form Sprite
Action: Standard Mental Fatigue: 10

Level: 4 Channelling Ability: No Targeting a location you can see within range, you
Range: 10 m/-/- Duration: 1 hour begin to conjure a swarm of ethereal insect-like
constructs. The swarm’s numbers rapidly begin
Action: Standard Mental Fatigue: 7 to swell, covering a spherical region six meters in
radius centred on the target point.
Targeting an unoccupied space that you can see
within range, you quickly channel and converge
large amounts of energy to form an ethereal Any character who either; starts their turn within
construct known as a sprite. the zone or attempts to enter it must first make
an opposing Endurance + Strength attribute check,
contested against the dice pool of your Psionics:
This sentient construct appears as a humanoid Materialisation skill. Targets who fail this check
silhouette of pulsating energy, cracking and suffer 6d6 toxic damage as they are repeatedly
arcing across nearby surfaces wherever it goes. stung by the swarm and are left poisoned for the
The sprite has the same attributes and skills as next hour (see Status Effects, page 233). Those
yourself when casting this power (though none of who succeed on the check take half this damage
the equipment) and will follow your commands as and suffer no other additional status effects.
you see fit.
Regardless of the outcome, each individual can
It has its own combat initiative score and can carry only be affected by this power once per round.
out combat actions as if it were a separate entity. Additionally, the cost of any movement made while
However, it cannot use psionic powers of any type, within the zone should equal to double its usual
though it can still be the target of them by others. amount.

After the duration of the power ends, or if the Finally, after the power ends, the swarm of
sprite is reduced to zero or fewer hit points, the constructs immediately dissipates, leaving behind
construct is said to dissipate immediately. It leaves only a sporadic collection of ethereal residue.
behind only a faint amount of ethereal residue at
its final location.
Metamorphosis:
Create Nanites

Level: 5 Channelling Ability: Yes


Accelerate
Range: 30 m/-/- Duration: 1 minute Level: 1 Channelling Ability: No
Action: Standard Mental Fatigue: 9 Range: 20 m/-/- Duration: 1 minute

Using your full concentration, you begin to Action: Standard Mental Fatigue: 4
conjure and sustain several small swarms of tiny
particle-sized machines called nanites. These soon Channelling ethereal energy into a biological
get to work healing and repairing several of your target, you grant them the capability of temporarily
nearby allies back into their prime health. moving at a much faster rate of speed. You must be
able to see the said target, and they must be within
range.
Choose up to six targets that you can currently see
within range. Each of these individuals becomes
infused by one of the swarms, slowly regaining For the duration of the power, the target
their lost hit points over time. They recover lost individual’s base movement speed is increased by
resources equal to the points currently assigned to two meters for each point of skill that you currently
your Psionics: Materialisation skill for each round possess in Psionics: Metamorphosis.
that passes.

Once the power ends, the swarms immediately


dissipate, leaving behind only a sporadic collection
of ethereal residue.

286 Chapter 6, Psionics & The Ether


Empower Focusing on a biological target you can see
within range, you nullify their senses to create a
Level: 1 Channelling Ability: No temporary effect of blindness or deafness.
Range: 30 m/-/- Duration: 1 minute
The target must make an opposing Endurance +
Action: Standard Mental Fatigue: 4 Will attribute check, contested by the dice pool
of your Psionics: Metamorphosis skill. If they
You focus your mind and channel large amounts succeed on the check, their body can resist your
of energy towards a biological target that you can influence, and the power fails to take hold. On a
see within range. Their body gains a short burst of failure, however, you can induce a temporary effect
invigoration, ready to face anything thrown at them of either blindness or deafness.
head-on.
For the power’s duration, the target suffers from
Choose any one attribute. For the power’s duration, either the blinded or deafened status effect based
the target individual gains a bonus to their dice on which sensory deprivation you chose (see
pool for all attribute and skill checks that involve Status Effects, page 233). At the end of each new
the chosen attribute. This bonus is equal to half round, the target may repeat the initial check,
the amount of points currently assigned to your ending the effects of the power early on a success.
Psionics: Metamorphosis skill.

Diminish
Rejuvenate
Level: 2 Channelling Ability: No
Level: 1 Channelling Ability: No
Range: 30 m/-/- Duration: 1 minute
Range: 10 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 4
Action: Standard Mental Fatigue: 3
You focus your mind and channel large amounts of
Focusing on a biological target you can see within energy towards a biological target that you can see
range, you alleviate some of their pain to restore a within range.
small number of their hit points.
The target must make an opposing Endurance +
The target instantly regenerates a number of Will attribute check, contested against the dice
hit points equal to the current number of points pool of your Psionics: Metamorphosis skill. If they
assigned to your Psionics: Metamorphosis skill. fail this check, their body begins to weaken, quickly
losing its vitality and vigour.
Turn Amphibious
For the duration of the power, the target individual
Level: 1 Channelling Ability: No is considered impaired (see Status Effects, page
233). At the end of each new round that passes,
Range: Touch Duration: 1 hour they can remake this check, ending its effects early
Action: Standard Mental Fatigue: 3 on a success.

Utilising your psionic capabilities, you shift and


change a target individual’s DNA. Granting them a Grant Vision
set of gills, webbed feet and hands, you adapt their
form to be as capable underwater as on dry land. Level: 2 Channelling Ability: No
Range: 10 m/-/- Duration: 1 hour
The target biological individual no longer suffers Action: Standard Mental Fatigue: 4
from increased movement speed penalties while
underwater for the power’s duration. Additionally, Targeting a number of biological individuals
they are also capable of breathing normally while you can see within range, you alter their body’s
in these environments. properties to grant them an additional type of
vision.
Blind/Deafen
Choose one of the following; low-light, night, or
Level: 2 Channelling Ability: Yes thermographic vision. For this power’s duration,
all targets gain this type of vision to use as they
Range: 20 m/-/- Duration: 1 minute please. You may target a number of individuals
Action: Standard Mental Fatigue: 5 equal to half the current number of points assigned

287 Chapter 6, Psionics & The Ether


to your Psionics: Metamorphosis skill (minimum of Mass Empower
one).
Level: 3 Channelling Ability: No
Neutralise Poison Range: 30 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 6
Level: 2 Channelling Ability: No
Range: Touch Duration: Instant You focus your mind and channel large amounts of
energy towards multiple target individuals you can
Action: Standard Mental Fatigue: 3 see within range. Each target gains a short burst of
invigoration, ready to face anything thrown at them
Touching a biological target, you attempt to boost head-on.
their immune system to help them fight against a
poison-based effect.
First, choose any one attribute and then select up
to six biological targets. For the power’s duration,
The target can instantly make a suitable attribute each individual gains a bonus to their dice pools
check to end one poison effect early. They gain on all attribute and skill checks involving the
a bonus to their dice pool for this check equal to chosen attribute. This bonus equals half the
half the current amount of points assigned to your current amount of points assigned to your Psionics:
Psionics: Metamorphosis skill (minimum of one). Metamorphosis skill (minimum of one).

Pain Suppression Mass Rejuvenate


Level: 2 Channelling Ability: No Level: 3 Channelling Ability: No
Range: 10 m/-/- Duration: Varies Range: 10 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 4 Action: Standard Mental Fatigue: 6
Focusing on a biological target that you can see Focusing on up to six biological targets you can see
within range, you suppress their body’s pain within range, you alleviate some of their pain to
receptors to alleviate any damage accumulation restore a small number of their hit points.
penalties which they currently suffer from.
Each target chosen instantly regenerates a number
All damage accumulation penalties for the target of hit points equal to the current amount of points
individual are suppressed for the power’s duration. assigned to your Psionics: Metamorphosis skill.
These effects last for a number of minutes equal
to the current amount of points assigned to your
Psionics: Metamorphosis skill. Slow

Level: 3 Channelling Ability: Yes


Cure Disease
Range: 20 m/-/- Duration: 1 minute
Level: 3 Channelling Ability: No Action: Standard Mental Fatigue: 6
Range: Touch Duration: Instant
Focusing on a biological target that you can see
Action: Standard Mental Fatigue: 6 within range, you attempt to weaken their body to
decrease the overall speed temporarily.
Touching a biological target, you attempt to boost
their immune system to help them fight against a
disease-based effect. The target must make an opposing Endurance +
Will attribute check, rolling against the dice pool
of your Psionics: Metamorphosis skill. On a failure,
The target can instantly make a suitable attribute the power begins to take hold, and the individual
check to end one disease effect early. They gain finds that both their mind and body have started to
a bonus to their dice pool for this check equal to slow down considerably.
half the current amount of points assigned to your
Psionics: Metamorphosis skill (minimum of one).
For the power’s duration, the target is slowed
(movement speed halved,) and their Reflex
attribute score is reduced by four (cannot be
reduced below one). Additionally, they cannot use
reactive actions during this time.

288 Chapter 6, Psionics & The Ether


At the end of each new round, the target may Focusing on a biological target that you can
repeat the initial check, ending the effects of the see within range, your mind begins to work on
power early on a success. enhancing their form, improving the target’s
effectiveness at carrying out tasks and reducing
their vulnerability to incoming damage.
Heal Wounds
For the power’s duration, the target gains a bonus
Level: 4 Channelling Ability: No
to their dice pool for all Endurance, Strength,
Range: Touch Casting Time: 1 minute Finesse, and Reflex-based skill and attribute
checks. This bonus equals half the points currently
Duration: Instant Action: Standard
assigned to your Psionics: Metamorphosis skill
Mental Fatigue: 8 (minimum of one).

Concentrating momentarily, you enter a deep state


Additionally, each of the target’s damage
of focus as you attempt to heal a biological target’s
resistances is also increased by a similar amount.
wounds.

The target instantly regains a number of hit points Regenerate


equal to the current number of points assigned to
your Psionics: Metamorphosis skill multiplied by Level: 5 Channelling Ability: Yes
four.
Range: Touch Duration: 1 minute
Action: Standard Mental Fatigue: 10
Wither
You touch a biological target’s body. By channelling
Level: 4 Channelling Ability: Yes massive amounts of energy, you hope to repair and
regenerate their form, healing them over time and
Range: 30 m/-/- Duration: 10 minutes
rejuvenating a damaged or missing body part.
Action: Standard Mental Fatigue: 7

Focusing on a biological target that you can see Immediately upon casting this power and at the
within range, your mind begins unravelling their start of each new round that passes, the target
form and reducing their effectiveness at carrying regains hit points equal to the current number of
out certain types of tasks. points assigned to your Psionics: Metamorphosis
skill. Should this power last for its full duration,
one damaged or missing body part on the target
The target must make an opposing Endurance + is restored to its prime working condition. Any
Will attribute check, contested against the dice status effects caused by this former injury (such
pool of your Psionics: Metamorphosis skill. If as blinded, deafened, or maimed) are also said to
they succeed on this check, they can resist your end.
manipulation attempts, and the power fails to
take hold. However, on a failure, the target’s body
begins to wither away and decay.
Purge:
Choose any one attribute. For the power’s duration,
the target individual receives a penalty to their
dice pool for all attribute and skill checks that
Disrupt Concentration
involve the chosen attribute. This amount equals
the number of points currently assigned to your Level: 1 Channelling Ability: No
Psionics: Metamorphosis skill. Range: 20/40/60 m Duration: Instant
Action: Standard Mental Fatigue: 2
At the end of each new round, they can remake this
check, ending the effects of the power early on a Focusing on an unshielded individual that you can
success. see within range, you attempt to infiltrate and
disrupt their mind, causing them a sudden loss of
concentration.
Apex Form

Level: 5 Channelling Ability: Yes The target of the power must make an opposing
Intellect + Will attribute check, contested by the
Range: 10 m/-/- Duration: 10 minutes dice pool of your Psionics: Purge skill. On a failure,
Action: Standard Mental Fatigue: 9 their mind begins to wonder, overwhelmed with
constant noise and random thoughts. They are said

289 Chapter 6, Psionics & The Ether


to lose their concentration on any ongoing task as Purge Ability
if they had failed to succeed on a concentration
check. Level: 1 Channelling Ability: No
Range: 20/40/60 m Duration: Instant
Drain Stamina
Action: Standard Mental Fatigue: 3

Level: 1 Channelling Ability: Yes Targeting a currently ongoing psionic power or


Range: 30 m/-/- Duration: 1 minute effect that you can see within range, you attempt
to neutralize it.
Action: Standard Mental Fatigue: 2

Focusing on an unshielded target you can see Make a generic Psionics: Purge skill check, with the
within range, you siphon off small amounts of their success target being the level of the ability/effect
mental stamina, wearing them down over time. targeted plus one. On a success, it is subdued,
immediately ending all of its effects.
The target must make an opposing Intellect + Will
attribute check, contested by the dice pool of your Psionic Backlash
Psionics: Purge skill. The power begins to take
hold on a failure, eating away at their mind and Level: 2 Channelling Ability: No
immediately draining 1d6 mental stamina. At the
start of each new round, this effect occurs again, Range: Self Duration: Instant
consuming a further 1d6 mental stamina from their Action: Reactive Mental Fatigue: 4
remaining resources. Each time mental stamina
is drained from the target, you should regain one Having attuned your senses with the powers of the
point of mental stamina to your resource pool. Ether, you have learned to strike back at those who
attempt to target your mind with psionic abilities of
At the end of each round, the target should repeat their own.
the initial check, ending this power’s effects early
on a success. After being subjected to a Will or Intellect-based
attribute check to defend against a psionic power,
you may trigger this ability to retaliate against its
source. A potent wave of psionic energy washes
over the target, causing them great anguish and
mental fatigue.
The source of the psionic ability must make an Scribing a rune of energy onto a target surface
opposing Intellect + Will attribute check contested that you can see within range, you create a visibly
by the dice pool of your Psionics: Purge skill. On pulsating ward which attempts to retaliate against
failing this check, they suffer 3d6 mental damage other nearby psionic individuals.
or half of this amount in the event of a success.
Whenever an individual attempts to use a
psionic-based power and is within nine meters of
Counter Power the ward, it activates and immediately produces
a powerful surge of energy striking back towards
Level: 2 Channelling Ability: No them. The target must make an opposing Intellect
Range: 18/24/30 m Duration: Instant + Will attribute check, contested by the dice pool of
your Psionics: Purge skill. On a failure, they suffer
Action: Reactive Mental Fatigue: 4 3d6 mental damage or half of this amount in the
event of a success.
Focusing on an individual attempting to cast a
power, you try to disrupt and neutralize it. The
target must currently be within your line of sight, This power’s effects end immediately if the ward
and they must also be within range. is physically vandalised, subdued, or otherwise
tampered with.
Make a generic Psionics: Purge skill check, with the
success target being the level of the power that is Ether Barrier
attempting to be used plus one. If you succeed on
this check, then the power is said to be immediately Level: 3 Channelling Ability: Yes
subdued and cannot take effect. However, the
target still suffers mental fatigue as if the power Range: 20 m/-/- Duration: 1 minute
had been used successfully. Action: Standard Mental Fatigue: 5

Targeting a nearby individual you can see within


Silence range, you surround them with an ethereal
protective barrier.
Level: 2 Channelling Ability: Yes
Range: 20/40/60 m Duration: 1 minute For the power’s duration, the target gains
Action: Standard Mental Fatigue: 5
additional resistance to each of the following
damage types; acid, cold, electrical, heat, mental,
Targeting an individual you can see within range, and radiation. The amount of resistance gained
you attempt to place a stranglehold around their here should equal the number of points currently
neck with an invisible grasping force. assigned to your Psionics: Purge skill.

The target must make an opposing Endurance + Stifle Powers


Strength attribute check, contested against the
dice pool of your Psionics: Purge skill. On a failure, Level: 3 Channelling Ability: Yes
they begin to suffer difficulty breathing and find
that they cannot talk. Range: 30 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 6
For the duration of the power, the target is
considered suffocating against their will and Focusing on a target location you can see within
cannot cast any new psionic powers or effects range, you create a zone of suppressive energy that
(though they can sustain existing ones). At the attempts to smother and disrupt all psionic powers
start of each new round that passes, the target and effects inside it.
may re-roll the above check, ending the effects of
this power early on a success. The zone has a six meters radius, which is centred
on the target location of the power. For its
duration, any time an individual within the zone
Ward of Retaliation either; attempts to use or sustain a psionic power
or is the target of one, you can make a generic
Level: 2 Channelling Ability: No Psionics: Purge skill check.
Range: 12 m/-/- Casting Time: 1 minute
Duration: 24 hours Action: Standard
With the success target equal to the level of
the power attempting to be used plus one, the
Mental Fatigue: 3 dampening field can subdue it and prematurely end
all of its effects on a success.

291 Chapter 6, Psionics & The Ether


Stunning Bolt Redirection

Level: 3 Channelling Ability: No Level: 5 Channelling Ability: No


Range: 20/40/60 m Duration: Instant Range: 18/24/30 m Duration: Instant
Action: Standard Mental Fatigue: 6 Action: Reactive Mental Fatigue: 10

You let loose a blackened bolt of negative energy Observing a nearby harmful psionic power or
from the palm of your hand, streaking through the effect that is about to take place, you attempt
air towards a target individual that you can see to use your abilities to control and redirect it
within range. towards a different target and/or location. To
utilise Redirection, you must have vision of the
The target must make an opposing Intellect + Will power’s current target, and they must be within
attribute check, contested against the dice pool of range.
your Psionics: Purge skill. On a failure, the target
suffers 5d6 mental damage and is considered Make a generic Psionics: Purge skill check, with the
paralysed until the end of the current round (see success target being the level of the power that
Status Effects, page 233). On a success, the target is attempting to be used, plus one. If you succeed
takes half the damage but does not suffer the on this check, the power immediately falls under
additional paralysis effect. your control. You may choose a new target and/or
location so long as it is within the range of the
source of the power and is within your line of sight.
Bolster Resistances

Level: 4 Channelling Ability: Yes Once a new target has been chosen, the power’s
effects occur as usual.
Range: 20 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 7 Sense The Enemy
Focusing on up to six targets you can see within
range, you attempt to surround them with psionic Level: 5 Channelling Ability: No
energy to bolster their defences against incoming Range: Self Duration: 8 hours
ethereal effects.
Action: Standard Mental Fatigue: 4

For the duration of the power, all those targeted in Utilising your knowledge and understanding of
this way gain a bonus to their dice pool whenever Psionics, you use your abilities to examine those
they make a skill or attribute check to defend around you more closely. By spending a moment of
against a psionic-based ability of effect. This bonus your time, you can call on the powers of the Ether
equals half the points currently assigned to your to temporarily grant you a supernatural-like sixth
Psionics: Purge skill. sense.

Destroy Construct For the power’s duration, you automatically


become aware of any psionic individual, being, or
Level: 4 Channelling Ability: No object you can see within your line of sight. While
this does not grant you knowledge on what powers
Range: 30/60/90 m Duration: Instant and capabilities they might have at their disposal,
Action: Standard Mental Fatigue: 6 you can tell whether they have an awakened mind,
are a construct, or are instead a psionic-based
Targeting an ethereal-based construct that you illusion.
can see within range, you pull apart and unravel
its binding energies, attempting to destroy it This power’s effects only work if you view the
permanently. target with your own senses. For example, looking
through a CCTV feed would not allow you to pick up
The target must make an opposing Endurance + on any of the above information.
Will attribute check, contested against the dice
pool of your Psionics: Purge skill. On a failure, the
construct is violently torn apart and is instantly
destroyed, while on a success, it should lose a
number of hit points equal to double the number
of passes you achieved.

292 Chapter 6, Psionics & The Ether


whispering in their mind, reading out the message
that was sent to them.
Seer:
So long as concentration is maintained, further
Commune messages can be sent to the same target without
requiring another skill check to be made.
Level: 1 Channelling Ability: Yes
Range: Unlimited Casting Time: 1 minute Ethereal Gaze
Duration: - Action: Standard
Level: 1 Channelling Ability: Yes
Mental Fatigue: 2
Range: Self Duration: 1 minute
Entering into a deep meditative trance, you attempt Action: Standard Mental Fatigue: 3
to communicate with someone you know. Think
of a message that can be expressed in no more Entering a deep meditative trance, you begin
than a couple of sentences. By focusing your mind, to commune with and observe the Ether’s
you attempt to send this message to the target ever-shifting energies. By studying this connection,
individual telepathically. you can identify the ethereal signature for nearby
individuals and effects that might otherwise evade
Make a generic Psionics: Seer skill check, with the your regular senses.
success target being determined by the GM. Below
are a series of tables that can help guide how Make a generic Psionics: Seer skill check. With the
difficult this task could be. All of these are based result in hand, you become aware of all characters
on various situational modifiers that might come within 100 meters of your current position who
into play. possess a Will attribute score less than the number
of passes you achieved. If any objects or effects
that give off an ethereal signature also happen to
Success Target be within this area, you should become aware of
Familiarity
Modifier them too.
Friend/associate +1
So long as your concentration is maintained,
Casual acquaintance +2
you can continue to track each of the ethereal
Seen once +3 signatures you have already detected, so long as
they stay within range.
Success Target
Positional Awareness
Modifier Exploit Weakness
Exact whereabouts known +0
Level: 1 Channelling Ability: Yes
Current building or street known +1
Range: 30/60/90 m Duration: 1 hour
Current area known +2
Action: Standard Mental Fatigue: 3
Vague idea +3
False location/unknown +4 Focusing on a target individual whose presence
you have already been made aware of and is
currently within range, you attempt to study their
Success Target connection to the Ether to learn of their capabilities
Distance
Modifier and limitations and how best to exploit them.
0 - 50 m +0
50 m - 500 m +1
The target must make an opposing Intellect + Will
attribute check, contested against the dice pool of
500 m - 5 km +2 your Psionics: Seer skill. If they succeed here, their
5 km - 50 km +3
mind can withstand your influence, and the power
fails to take hold, ending immediately. However,
50 km + +4 should they fail, you gain valuable insight into this
individual and their potential shortcomings.
The GM should not reveal any information
currently unknown to you but should state whether For the power’s duration, the target suffers a
or not the task was successful. If it was, the penalty to their dice pools on all attribute and skill
message’s target instantly hears your voice checks they make to defend against your offensive
actions. This penalty equals half the total points

293 Chapter 6, Psionics & The Ether


currently assigned to your Psionics: Seer skill Success Target
(minimum of one). Focus
Modifier
Organic tissue (hair, DNA etc) +0
Premonition Possession +1

Level: 1 Channelling Ability: No An accurate drawing or image +3

Range: Self Duration: Instant Nothing +5

Action: Reactive Mental Fatigue: 3


If the check succeeded, you should learn
You experience an inexplicable sense of deja-vu, the target’s exact location. So long as your
forewarning you of an impending hostile action concentration is maintained, you can continue
that is about to take place. to track the target’s position. However, doing so
requires repeating the above skill check for each
When targeted by an attack or otherwise offensive additional hour that passes.
action requiring you to make at least one attribute
or skill check, you may use this power to bolster Mark of the Seer
your defences. You gain a bonus equal to the
number of points currently assigned to your Level: 2 Channelling Ability: No
Psionics: Seer skill, to all checks made to defend
against the triggering action. Range: 10 m/-/- Duration: 24 hours
Action: Standard Mental Fatigue: 4
Locate Individual
Marking a target individual or object with an
ethereal rune, you form a temporary bond that lets
Level: 2 Channelling Ability: Yes
you become aware of its current location relative to
Range: Unlimited Duration: - your own. For the power to take hold, you must be
able to see the said target, and they must be within
Action: Standard Mental Fatigue: 4
range.
Concentrating on a specific individual, you enter a
deep meditative trance to try and locate them. By While the formed rune has no physical presence
recalling your associations, bonds, and previous or visual appearance, it does produce a strong
history, your mind is guided through the Ether to ethereal signature that allows you to track
track down and identify their ethereal signature wherever it goes. You are always fully aware of the
and its current whereabouts. target’s direction and distance. Any attempt you
make to locate them via their ethereal signature
(such as through powers like Locate Individual) can
This task’s difficulty should be based on your
be made without needing a skill check.
knowledge of the target individual and the type
of object or possession you have to use as a focus.
Make a generic Psionics: Seer skill check, with the This power is said to end immediately should the
success target being determined by the GM. Below rune be purged or otherwise destroyed.
are several tables that can help determine how
difficult this task could be, all based on various
situational modifiers that might come into play. Sense Danger

Level: 2 Channelling Ability: No


Success Target Range: Self Duration: 1 hour
Knowledge
Modifier
Action: Standard Mental Fatigue: 4
Friend/associate +1
Casual acquaintance +2 Focusing briefly, you get a greater sense of your
surroundings and current situation. Your mind
Seen once +3 becomes clear and tranquil, better able to spot
Description only +4 abnormalities and subtle characteristics that might
be a potential danger to you and your allies.
Little to no information +5

When initially deciding to use this power, the GM


should note the number of points that are currently
assigned to your Psionics: Seer skill. This will form
the basis for determining how attuned to your
nearby surroundings your danger sense will be

294 Chapter 6, Psionics & The Ether


for the power’s duration. During this time, the With your mind focused on a specific subject
GM should consider both your passive Perception matter, goal, or objective, you enter into a deep
and Intuition skills equal to this amount when meditative trance. Your mind quickly meanders its
detecting potential dangers or threats that enter way through the Ether, seeing various visions and
your perceivable range. mental images related to your thoughts.

While the exact nature of any detected threats Make a generic Psionics: Seer skill check with
should remain hidden, you should be able to a secret success target determined by the GM.
ascertain their location and the gravity of the The difficulty of this task should be based on the
danger they could pose to you and your allies. complexity of your thought and the amount of
knowledge you already have available to you. On
a success, the GM can describe a series of brief
Understand Languages mental images that relate to aiding you on your
chosen goal or objective. These visions will not
Level: 2 Channelling Ability: No answer all of your questions directly but should
Range: Self Duration: Varies instead serve as a nudge in the right direction.

Action: Standard Mental Fatigue: 4


If the above check fails, the GM can repeat this
Delving into the depths of the Ether, you focus same outcome, but these images become more
your mind and attention on gaining better twisted and vague. For example, rather than being
comprehension of the languages around you. guided towards that security guard who knows
the access code you are after, you see a vision of
a control panel that could disable the door, but not
For the duration of this power, you feel more without setting off a series of nearby alarms.
clear-headed and focused. When encountering
other languages that are not of your native tongue,
whether that be spoken or written, your mind can Resonance
seamlessly translate them for you to understand.
These effects last for a number of minutes equal Level: 3 Channelling Ability: Yes
to the points assigned to your Psionics: Seer skill
multiplied by ten. Range: Self Duration: 10 minutes
Action: Standard Mental Fatigue: 5
Flashbacks Concentrating for a brief moment, your mind
begins to refocus. By cleansing and refining your
Level: 3 Channelling Ability: Yes senses, you can better examine your current
Range: Touch Duration: 1 minute surroundings.

Action: Standard Mental Fatigue: 5


For the duration of the power, you find yourself
Touching a target individual who is currently more alert and in tune with your environment. You
nearby, you attempt to infiltrate their mind and can notice things that much more quickly and have
witness their recent past experiences. a far easier time studying those around you. You
gain a bonus to all Foresight-based skill checks
equal to half the points currently assigned to your
Unless the target is willing, they must make an Psionics: Seer skill.
opposing Intellect + Will attribute check, contested
against the dice pool of your Psionics: Seer skill.
Should they fail this check, you begin to observe Sense Thoughts
a series of flashbacks, recalling all noteworthy
events they have experienced over the past 24 Level: 3 Channelling Ability: Yes
hours.
Range: 30/60/90 m Duration: 1 hour

If the target has deceased, this power will only Action: Standard Mental Fatigue: 5
work if they have only died within the past 24
hours and their brain remains mostly intact. Entering into a deep meditative trance, you attempt
to sense the thoughts of a nearby individual whose
presence you have already been made aware of. If
Guiding Meditation the target is currently shielded, this psionic power
has no effect.
Level: 3 Channelling Ability: No
Range: Self Duration: Instant
Action: Standard Mental Fatigue: 5

295 Chapter 6, Psionics & The Ether


The target must make an opposing Intellect + Will Awakened Mind trait, they should also become
attribute check, contested against the dice pool aware of this failed attempt.
of your Psionics: Seer skill. On a failure, you can
learn of their current thoughts, including their So long as your concentration is maintained and
mental and emotional state, and any of the logic the target remains within range, you can continue
behind their reasoning. However, if the target to utilise their senses freely. Doing so, however,
succeeds, all further attempts you make to use this requires a further contested skill check for each
power against them automatically fail for the next additional minute that passes.
24 hours. Targets with the Awakened Mind trait
should also become aware of this failed attempt.
Read Minds
So long as concentration is maintained and the
individual remains within range, you can continue Level: 4 Channelling Ability: Yes
to read their thoughts. However, doing so requires Range: 20 m/-/- Duration: 10 minutes
a further contested skill check to take place for
each additional ten minutes that pass. Action: Standard Mental Fatigue: 7

With your mind entering into a deep state of


Clairvoyance focus, you begin to examine the mental state and
psyche of those nearby. Targets that are currently
Level: 4 Channelling Ability: Yes under the effects of shielding are considered to be
immune to this psionic power.
Range: 60/120/180 m Casting Time: 1 minute
Duration: - Action: Standard Choose any number of targets who are both within
Mental Fatigue: 6 range and whose presence you are currently
aware of. Each character must make an opposing
Meditating momentarily, you target an individual Intellect + Will attribute check, contested against
whose presence you have already been the dice pool of your Psionics: Seer skill. Those
made aware of and is currently within range. who fail this check become exposed to your
Concentrating on them briefly, you attempt to investigation, revealing to you their thoughts
tap into their senses to use them for your own. and the most relevant memories associated with
This power has no effect if the target is currently them. However, if the target succeeds, all further
shielded. attempts you make to use this power against them
automatically fail for the next 24 hours. Targets
The subject of this power must make an opposing with the Awakened Mind trait should also become
Intellect + Will attribute check, contested against aware of this failed attempt.
the dice pool of your Psionics: Seer skill. If you
succeed here, you can tap into the target’s senses, So long as concentration is maintained and the
allowing you to hear, see, and smell as if you characters in question remain within range, you
were them yourself. However, should the target can continue seeing into their minds. Doing so,
prevail, all further attempts you make to use this however, requires a further contested skill check
power against them automatically fail for the for each additional minute that passes.
next 24 hours. Additionally, if the subject has the
Discover Capabilities Focusing on a target individual that you can see
within range, you begin to apply suitable forces
Level: 5 Channelling Ability: No onto their body to aid them in their ability to
perform a particular manoeuvre. This could mean
Range: 30/60/90 m Duration: Instant throwing your weight behind each of their punches
Action: Standard Mental Fatigue: 4 to break through an opponent’s defences or
bolstering the target’s momentum to more easily
Targeting an individual whose presence you have clear an attempted jump.
already been made aware of and is currently within
range, you attempt to observe their connection to The target of this power must be a willing
the Ether to gain a deeper understanding of their character currently making a suitable skill
skills and capabilities. or attribute check. Make a generic Psionics:
Telekinesis skill check and add a number of extra
The target must make an opposing Intellect + Will dice to their dice pool equal to the number of
attribute check, contested against the dice pool of passes you achieved.
your Psionics: Seer skill. If they succeed here, their
mind can withstand your influence, and the power
fails to take hold, ending immediately. However, Disarm
should they fail, you begin to gain valuable insight
into this individual, allowing you to ask the GM to Level: 1 Channelling Ability: No
reveal their associated statistics sheet. Range: 20/40/60 m Duration: Instant
Action: Standard Mental Fatigue: 3
Sight Beyond Sight
Concentrating on a single object equipped or
Level: 5 Channelling Ability: No actively being used by another individual, you
attempt to force it away from their grasp.
Range: Self Duration: 1 hour
Action: Standard Mental Fatigue: 8 The target must make an opposing Reflex +
Strength attribute check, contested against the
Utilising your connection to the Ether, you become dice pool of your Psionics: Telekinesis skill. On a
more aware of and in tune with your surroundings. failure, the item is successfully knocked away,
You can feel your way through the local airspace, travelling up to six meters in any direction you
noticing and thoroughly inspecting each object and choose.
character you encounter.

For the duration of the power, you find that you can Hindrance
immediately tell an illusion for what it is by merely
looking at it. Invisibility-type effects also seem not Level: 1 Channelling Ability: Yes
to affect yourself, and you can see through faintly Range: 30 m/-/- Duration: 1 minute
lit areas or total darkness as if it were well-lit.
Action: Standard Mental Fatigue: 3

This power’s effects only work if you view your Targeting an individual or automation that you
surroundings with your own senses. For example, can see within range, you focus on attempting to
looking through a CCTV feed would not allow you to push them back, hindering them and their ability to
pick up on the above information. manoeuvre.

The target must make an opposing Endurance +


Telekinesis: Strength attribute check, contested by the dice
pool of your Psionics: Telekinesis skill. Should they
fail on this check, their movement incurs triple the
Aid usual cost for the power’s duration.

Level: 1 Channelling Ability: No At the end of each new round, the target can
Range: 12/24/36 m Duration: Instant
repeat the check, ending its effects early on a
success. Additionally, the effects of the power end
Action: Reactive Mental Fatigue: 2 prematurely should the distance between yourself
and the target ever exceed more than 30 meters.

297 Chapter 6, Psionics & The Ether


Move Object Choose any object not being actively wielded
or equipped by another individual. You cause it
Level: 1 Channelling Ability: Yes to immediately lift into the air and hurl directly
towards a target no more than 15 meters away.
Range: Varies Duration: 1 minute If this is an automation or another character,
Action: Standard Mental Fatigue: 2 they must make an opposing Reflex + Foresight
attribute check, contested against the dice pool of
Concentrating on a single object that you can see your Psionics: Telekinesis skill.
within range, you develop the ability to levitate and
slowly move it from afar. Should the target fail this check, they are
immediately struck by the flying projectile. The
Providing the object is neither equipped nor target takes 5d8 physical damage with seven
actively wielded by another individual, you may penetration from the impact force and is knocked
cause it to float just above the ground. On each of prone wherever they currently stand.
your turns (including the one where you initially
cast the power), you may move it six meters When selecting your projectile of choice, the
towards any target location that you can see within maximum weight of the object you can comfortably
range. If the object encounters any drop or steep move is around 200 kg.
decline, it should gracefully descend downwards
until it again reaches the ground.
Imprison
The maximum range you can manoeuvre the object
is based entirely on your Psionics: Telekinesis skill. Level: 2 Channelling Ability: Yes
For each point of skill that you currently possess, Range: 20 m/-/- Duration: 10 minutes
the range is increased by three meters. Regardless
of what this ends up being, the maximum weight Action: Standard Mental Fatigue: 4
you can move will always be 50 kg.
Targeting a character you can see within range, you
attempt to smother them with nearby objects and
Hamper Projectiles debris, forcing them to the ground and restraining
them.
Level: 2 Channelling Ability: No
Range: 10/20/30 m Duration: Instant The target must make an opposing Endurance +
Strength attribute check, contested by the dice pool
Action: Reactive Mental Fatigue: 3 of your Psionics: Telekinesis skill. On a failure, the
individual is quickly locked into place as materials
Whenever a projectile-based ranged attack targets and objects forcibly twist and bend around their
an individual (including yourself) or a location form.
within range, you may attempt to interfere with
and manoeuvre it so that the projectiles cannot
connect. For the power’s duration, the target is considered
restrained and, if you so choose, can also be
knocked prone (see Status Effects, page 233). The
Make a generic Psionics: Telekinesis skill check. target can remake the check above by spending
With the result at hand, reduce the attacking
a standard action or at the end of each new
character’s dice pool by a number of dice equal to
round that passes. In the event of a success, the
the same number of passes you just achieved. If
effects of this power are said to end immediately.
this power is being used on an attack that is part of
a salvo, you can extend this penalty to each of its
remaining attacks as a free action. Form Armour

Hurl Object Level: 3 Channelling Ability: Yes


Range: Self Duration: 10 minutes
Level: 2 Channelling Ability: No
Action: Standard Mental Fatigue: 6
Range: 30/60/90 m Duration: Instant
Utilising any nearby objects and chunks of terrain,
Action: Standard Mental Fatigue: 4
you create a swirling vortex of debris surrounding
Focusing on a single object you can see within much of your body. As incoming attacks attempt to
range, you attempt to pick it up using your mind strike you and cause physical harm, you aim to use
and hurl it towards a target individual or location. this debris to intercept and block them instead.

298 Chapter 6, Psionics & The Ether


Upon casting this power, you gain ”armour” equal Providing the item is neither equipped nor actively
to the number of points assigned to your Psionics: being wielded, you may manipulate it as if you were
Telekinesis skill. Each time a body attack hits you doing so physically at its current location. This
for the power’s duration, you may roll a d10. If this could mean taking aim and firing a weapon resting
roll is lower than or equal to your current armour, on a nearby table or using a computer terminal
a piece of debris flies in to intercept the attack, on the other side of the room. Targeted items can
nullifying its effects. be levitated to recreate accurate and controlled
movements as if doing so with your own body,
Each time an attack is nullified in this way, though they cannot be moved from their current
your remaining armour is reduced by one, and location.
when no armour is left, this power is said to end
immediately. This power cannot hamper attacks The maximum range you can manipulate an
that target a location with an area of effect. object is based on your Psionics: Telekinesis
skill. For each point you have assigned here, the
maximum range of this power is increased by three
Levitate meters. Regardless of what this ends up being,
however, the maximum weight of the item you can
Level: 3 Channelling Ability: Yes manipulate will always be 50 kg.
Range: 20 m/-/- Duration: 1 minute
Action: Standard Mental Fatigue: 5 Destroy Object
Focusing on a specific individual you can see within Level: 4 Channelling Ability: No
range, you attempt to pick them up using only your
mind. Range: 6/12/18 m Duration: Instant
Action: Standard Mental Fatigue: 7
The target can make an opposing Endurance +
Strength attribute check contested by the dice pool Looking towards a nearby target object that you
of your Psionics: Telekinesis skill in an attempt to can see, you focus and harness the powers of your
try and resist this power. Should they fail on this mind to tear it apart.
check, or if the target is willing, they are picked up
off their feet and suspended one meter into the air. If the target item is currently being worn or utilised
The target’s movement speed becomes zero for the by another individual, they can make an opposing
power’s duration, though they are not considered Endurance + Strength attribute check contested
grappled or restrained. by the dice pool of your Psionics: Telekinesis skill.
Should they fail this check, the targeted item is
While concentration is maintained, you may spend violently torn apart, sending fragments and debris
a free action on each of your turns (including the scattering nearby.
one used to initially cast this power) to move the
target by up to six meters. The character can be Automations and Cyterian targeted by this power
moved up into the air, however, only to a maximum should also be able to make the check, as noted
height equal to the number of points assigned above. However, in the event of a failure, the
to your Psionics: Telekinesis skill in meters. If target’s current hit points are reduced by triple the
the target moves over a depression or a sudden number of passes you managed to achieve rather
fall larger than this amount, they should begin than being destroyed outright.
to descend downwards slowly at a rate of three
meters every 10 seconds.
Mass Disarm
At the end of each round, the target can repeat the
initial check, ending the power’s effects early on a Level: 4 Channelling Ability: No
success. Range: 20/40/60 m Duration: Instant
Action: Standard Mental Fatigue: 8
Manipulate Object
Focusing on up to six target objects that are
Level: 3 Channelling Ability: Yes either equipped or being actively used by another
individual, you attempt to force them away out of
Range: Varies Duration: 1 minute their grasp.
Action: Standard Mental Fatigue: 5

Concentrating on a single object that you can see


within range, you develop the ability to manipulate
and control it from afar.

299 Chapter 6, Psionics & The Ether


Each character wielding a targeted object should Once the bombardment has finished, the entire
make an opposing Reflex + Strength attribute area affected by this power is considered difficult
check, contested against the dice pool of your terrain.
Psionics: Telekinesis skill. Those who fail the check
lose hold of their targeted item, which is forcibly
pulled out of their grasp. You may knock any of Transmutation:
the disarmed objects up to six meters away in any
direction. Encumber

Clear the Path Level: 1 Channelling Ability: No


Range: 30 m/-/- Duration: Varies
Level: 5 Channelling Ability: No
Action: Standard Mental Fatigue: 4
Range: 30/60/90 m Duration: Instant
Concentrating on a target individual you can
Action: Standard Mental Fatigue: 9
see within range, you begin to transform their
Turning your attention to a nearby target location, possessions, armour, and clothing to become far
you discard any objects, hazards, or debris that more dense and weighty. While the material’s
might otherwise hinder you and your allies’ ability protective properties do not change, they do
to move forward. become more cumbersome and restrictive for the
individual to wear.

Choose any point that you can see within range.


All solid objects of your choice that weigh under Make a generic Psionics: Transmutation skill check,
a tonne and are neither in use nor currently being keeping track of how many passes you achieved.
worn are immediately broken down and removed With the result in hand, this power lasts for a
from the target location. Objects that fall into number of rounds equal to the amount of passes
this categorisation can include debris, hazardous you just scored. The target is considered impaired
materials and terrain, structural components, and for this duration, gaining all of its usual effects (see
makeshift cover. Status Effects, page 233).

The affected area’s total radius can equal double Enhance Simple Weapon
the number of points currently assigned to your
Psionics: Telekinesis skill in meters (rounded up). Level: 1 Channelling Ability: No
Range: 10 m/-/- Duration: 1 hour
Debris Shower Action: Standard Mental Fatigue: 3

Level: 5 Channelling Ability: No Focusing your mind on a specific weapon you can
Range: 30/60/90 m Duration: Instant see within range, you empower it with ethereal
energy to strike harder and deeper on each of its
Action: Standard Mental Fatigue: 10 hits.

Peeling off nearby objects and debris from


your current surroundings, you form a mass of For the duration of the power, all attacks made
projectiles that swarm around your position. In one with the said item gain additional physical damage
giant wave of force, you unleash these projectiles and penetration equal to half the amount of points
as a shower of debris that quickly rains down on a assigned to your Psionics: Transmutation skill
nearby target location that you can currently see (rounded up). The weapon chosen for this effect
within range. can be anything, so long as it has no moving parts.

All characters within eight meters of this chosen This power’s effects are said to end immediately
location must make an opposing Reflex + Foresight should the enhanced weapon ever move more than
attribute check, contested against the dice pool 30 meters away from you.
of your Psionics: Telekinesis skill. Those that fail
this check take 8d8 physical damage (with eight Ensnare
physical penetration) and are knocked prone from
the bombarded of incoming projectiles. However,
Level: 1 Channelling Ability: No
those who succeed on this check take half this
amount of damage and suffer no other side effects. Range: 20 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 3

300 Chapter 6, Psionics & The Ether


Targeting an individual or object you can see within This power’s effects are said to end immediately
range, you transform the ground beneath them into should the enhanced weapon ever be moved more
a pool of viscous ooze. This power cannot be used than 30 meters away from you.
on targets who are currently airborne.
Fortify Armour
The target must make an opposing Reflex +
Strength/Finesse (their choice) attribute check,
Level: 2 Channelling Ability: Yes
contested against the dice pool of your Psionics:
Transmutation skill. On a success, they can pull Range: 30 m/-/- Duration: 1 minute
themselves out of the debilitating terrain, and
Action: Standard Mental Fatigue: 5
this power has no lasting effect. However, on a
failure, the target cannot react in time, and the Targeting an individual you can see within range,
ground solidifies beneath them once more. They you transmute the surface of their armour and
are considered restrained by the terrain, gaining all clothing into a suitably more resistant material.
of the usual effects (see Status Effects, page 233).

For the power’s duration, the target gains a bonus


Targets who have been restrained in this way can to each of the following resistance types; acid,
spend a standard action on one of their turns to cold, electrical, heat, physical, radiation, and toxic.
repeat the check above, ending the power’s effects This bonus equals the number of points currently
on a success. assigned to your Psionics: Transmutation skill.

Renew Characters currently not wearing a sufficient


amount of suitable clothing cannot benefit from
Level: 1 Channelling Ability: No using this power.

Range: Touch Duration: Instant


Transform Liquid
Action: Standard Mental Fatigue: 2

Focusing on a target object or item within your Level: 2 Channelling Ability: No


grasp, you transform and modify certain parts to Range: 30 m/-/- Duration: 1 hour
restore it to an original working state.
Action: Standard Mental Fatigue: 4

Make a generic Psionics: Transmutation skill check, Targeting a body of liquid that you can currently
with the success target being determined by the see within range, you begin to shift and change
GM based on the size and complexity of the task. its material state to grant it an alternative set of
On a success, the item is quickly restored to prime properties.
working condition. Should you fail on this check,
the GM may also decide whether some progress
has been made towards the necessary repairs. First, choose any point within the body of liquid,
followed by whether you would like to solidify
or gasify the substance. The liquid begins to
Alternatively, when used on a target automation immediately change from the chosen point, quickly
or Cyterian, this power can restore a number of hit moving outwards, forming a zone that is a number
points equal to half the number of passes achieved. of meters in radius equal to the number of points
assigned to your Psionics: Transmutation skill.
Enhance Firearm
If you solidify the liquid, the affected area becomes
Level: 2 Channelling Ability: No walkable terrain for the power’s duration.
However, if you decide to gasify the substance,
Range: 10 m/-/- Duration: 1 hour it should instead turn into a mist, potentially
Action: Standard Mental Fatigue: 4 obscuring the nearby vicinity for this duration.
Regardless of the state chosen, the altered
Focusing your mind on a firearm-based weapon material should have all of the same basic
you can see within range, you empower it with properties had it been changed naturally.
ethereal energy.

For the power’s duration, all attacks made by the


enhanced weapon gain additional physical damage
and penetration equal to half the points currently
assigned to your Psionics: Transmutation skill
(rounded up).

301 Chapter 6, Psionics & The Ether


Transmute Concoction Utilising the table in the ”Attacking Through Cover”
section, (page 258,) you can modify the surface
Level: 2 Channelling Ability: No area’s material type to be any of the five listed
categories. For example, this could mean hardening
Range: Touch Casting Time: 1 minute nearby drywall to be as dense and durable as
Duration: 24 hours Action: Standard protective glass or softening metal beams and
reinforced concrete to be as flimsy and weak as
Mental Fatigue: 4 paper.
Focusing on a small container of water in the
palm of your hand, you transform and change its The size of the area you can modify with this power
material properties to create a specialist type of is based entirely on your Psionics: Transmutation
concoction. skill. You may alter half a cubic meter in volume
for each point of skill that you possess here. Once
the transformation is complete, the effects of
Choose any one of the following types: the targeted material are considered permanent,
leaving behind a faint amount of ethereal residue.
• Foul Brew - when consumed, a biological
individual must make an opposing Endurance Deteriorate
+ Will attribute check, contested against the
dice pool of your Psionics: Transmutation Level: 3 Channelling Ability: Yes
skill at the time of its creation. On a failure, Range: 30 m/-/- Duration: 1 minute
the target is considered poisoned and must
Action: Standard Mental Fatigue: 6
spend a standard action on each of their
turns to violently spew their guts. They may Targeting an individual’s clothing and armour or
repeat this check at the end of each round, an object you can see within range, you transmute
immediately ending its effects on a success. their fundamental physical properties to lower
• Healing Tonic - when consumed by a their resistance to damage.
biological lifeform, restores a number of hit
points equal to the amount of points assigned For the power’s duration, the target takes a penalty
to your Psionics: Transmutation skill at the to each of the following resistance types; acid,
cold, electrical, heat, physical, radiation, and toxic.
time of its creation.
This penalty equals the number of points currently
• Potent Acid - when exposed or poured assigned to your Psionics: Transmutation skill.
directly onto an unprotected material, the
acid begins to burn and eat its way through. Characters currently not wearing a sufficient
For each round that passes, the material amount of suitable clothing cannot be targeted by
continues to take acid damage equal to the this power.
number of points assigned to your Psionics:
Transmutation skill at its creation. Encapsulate
Regardless of your chosen type, it should retain its Level: 3 Channelling Ability: No
newly given effects for the power’s full duration.
Any character can use the concoction with a Range: 10 m/-/- Duration: Instant
standard action , providing it is currently within Action: Reactive Mental Fatigue: 5
their reach.
Observing a character being targeted by an attack,
you quickly focus on the ground beneath their feet.
Alter Surface The earth erupts upwards, reshaping into a thick
protective shell around them. You must be able to
Level: 3 Channelling Ability: No see the target individual, and they must be within
range.
Range: 10 m/-/- Duration: Instant
Action: Standard Mental Fatigue: 7 The shell completely encases the target from all
angles and is also considered airtight. It provides
Targeting a solid surface or object that you can
full cover and has the following statistics:
currently see within range, you begin to transform
and change its material properties to make it more
or less durable.
• Hit points equal to three multiplied by the
number of points assigned to your Psionics:
Transmutation skill.

302 Chapter 6, Psionics & The Ether


• Acid, cold, electrical, heat, physical, and The size of the area you can modify with this power
radiation damage resistances equal to the is based entirely on your Psionics: Transmutation
number of points assigned to your Psionics: skill. You may alter a further cubic meter in volume
Transmutation skill. for each point of skill that you possess.

• Immunity to both Mental and Toxic based


Once the shape is completed, the material
damage. instantly hardens and sets, regaining all of the
same physical properties that it had previously.
The shell’s hit points must first be depleted Reshaping this material leaves behind a faint
before the individual inside can be affected by any amount of ethereal residue.
external based attacks (including those that were
interrupted as a result of casting this power). Once
the protective shell has been breached, the effects Adhesion
of this power are said to end immediately.
Level: 5 Channelling Ability: No
Alternatively, the caster of this power can Range: 30 m/-/- m Duration: Instant
immediately dismiss the protective shell at any Action: Standard Mental Fatigue: 10
point in time using a free action.
Choosing a location that you can see within range,
Dissolve you alter the terrain’s material properties to form a
viscous and highly potent solvent. This power does
not affect targets who are currently airborne.
Level: 4 Channelling Ability: No
Range: 6/12/18 m Duration: Instant All characters currently within six meters of the
Action: Standard Mental Fatigue: 7 target point must make an opposing Reflex +
Strength/Finesse (their choice) attribute check,
You fire a bolt of greenish energy towards a target contested against the dice pool of your Psionics:
item, object, or piece of equipment that you can Transmutation skill. Those that fail this check
see within range. Its atoms and molecules quickly quickly find themselves bound to the floor and
morph and change, breaking down into a slimy nearby terrain, gaining the restrained status effect
ooze-like substance. (see Status Effects, page 233).

If the target item is worn or utilised by another Targets restrained in this way take 3d6 acid
individual, they can make an opposing Reflex + damage at the start of each new round that passes.
Foresight attribute check. Contested by the dice Additionally, they can spend a standard action
pool of your Psionics: Transmutation skill, the on one of their turns to repeat the check above,
targeted item is said to immediately dissolve into ending the power’s effects on a success.
a puddle of goo in the event of a failure.
Irradiate
Automations and Cyterian targeted by this power
can also make the check as noted above. However,
Level: 5 Channelling Ability: Yes
in the event of a failure, the target’s current
hit points are reduced by triple the number of Range: 30 m/-/- Duration: 1 minute
passes you managed to achieve rather than being
Action: Standard Mental Fatigue: 9
destroyed outright.
Targeting a nearby location that you can see
Reshape Surface within range, you start to morph and change
the surrounding terrain into giving off high
concentrations of radiation.
Level: 4 Channelling Ability: No
Range: 10 m/-/- Duration: Instant Covering a spherical region six meters in radius
Action: Standard Mental Fatigue: 7 centred on the chosen point, the radioactive
material begins to break down and irradiate all
Focusing on a solid surface or object you can see those unfortunate enough to be within its bounds.
within range, you attempt to bend and reshape it Any character who either; starts their turn inside
to suit your needs. For example, you could reshape the sphere, or attempts to enter it, must make
a section of the wall to form a doorway and a new an opposing Endurance + Strength attribute
point of entry or lift the ground to create a barrier check contested by the dice pool of your Psionics:
and provide cover for you and your allies. Transmutation skill. Targets that fail this check
suffer 6d6 radiation damage, while those that
succeed take half of this amount instead.

303 Chapter 6, Psionics & The Ether


Chapter 7

Computers & the Omninet


Continuing with the recent trends of the late 20th Personal Computing Devices
and early 21st centuries, the world has maintained
its insatiable hunger for both new and improved These days most individuals, from your average
forms of technology. From computer systems citizen to a high-ranking corporate CEO, will each
that provide a wealth of information at the own some form of a personal computing device.
touch of a button to next-generation weapon Commonly referred to as a PCD, these small
systems that help preserve government order and wrist-worn computers have long replaced mobile
control, technology is everywhere these days, and phones and laptops, becoming the go-to method of
regardless of whether people like it or not, it seems organising personal data and keeping in touch with
that it is here to stay. close contacts and friends.

One of the most significant changes in this area With a modular type design and a significant
over the past one hundred years or so was the degree of flexibility to suit, these devices can easily
construction of the global Omninet project. be tailor-made to the specific needs of a given
This massive network of computerised devices individual. Some brands and makes will focus on
replaced the ageing and often considered archaic security and peace of mind front and foremost,
infrastructure of the Internet. With its ability to while others prefer to have better processors and
operate almost anywhere across the planet and networking capabilities.
an impressive amount of data throughput to suit,
the Omninet soon ushered in an age whereby Regardless of what PCD an individual chooses,
all electronic subsystems and devices are now it should be capable of performing all manner of
interconnected over one massive grid. day-to-day activities. This could include messaging
and voice calling other contacts, pulling up maps of
While the Omninet contains various safeguards the local area, or researching various topics via a
and security measures to ensure that data is search engine.
suitably protected, in an era where corporate
sabotage, government surveillance, and a
OmniWatch
flourishing underground hacking scene are almost
commonplace, they often serve as little more Despite PCDs being little more than what is
than an active deterrent. Combine this with an essentially a type of miniaturised computer, all of
unprecedented demand for people’s sensitive them have, for a long time now, been required by
data, and it is easy to understand why so many law to come pre-installed with a piece of software
hobbyists have decided to try their luck at data known as OmniWatch. OmniWatch, despite its
mining and hacking to earn a living. almost secretive of origins, is a complex body
of code that hooks into nearly all of a device’s
functions. It keeps tabs on what processes are
7.1 Computing in Everyday running and the commands its users enter.

Life When OmniWatch identifies something it does not


like (for example, an attempt at performing an
Most individuals in this day and age have at least illicit act), it immediately kills off the command,
a basic level of understanding of how to operate a preventing the process from carrying out the
computerised device. Whether this takes the form requested task. Having been developed over
of attempting to order items off of a digital menu the years to a near-perfect degree of accuracy,
screen or looking up articles and information from OmniWatch has become a significant thorn in the
a terminal, few people will have a day go by where side of a lot of the criminal underworld.
they are not actively using a computer system of
some kind.

304 Chapter 7, Computers & the Omninet


Fortunately, however, there are various ways to get others may consist of hundreds of slaves spread
around OmniWatch’s stranglehold. Some remain over multiple different ones.
secretive within tightly-knit circles, while others
have become common knowledge (see Cyber
Host Count
Command Decks, page 308). Regardless of the
method used, OmniWatch must be circumvented on While most devices have some degree of hosting
a particular device for it to carry out any computing capability, some makes and models are designed
action marked with the keyword. and manufactured with this solely in mind. Since a
host device will be responsible for managing each
of its current slaves, there will often be a strong
Slaves, Hosts, & Networks need for a powerful transmitter and processing
unit to ensure that bottlenecks do not begin to
While all electronic devices and equipment can form.
directly connect with the Omninet, few individuals
will choose to do so in this manner. Given the
dangers that can often linger there, it is far more In the world of Dystopia, we represent this hosting
common for a user to slave multiple of their capacity with a host count statistic. This is
devices to a single host instead. This means assigned to every type of computerised device and
that the device’s connection is routed through represents the maximum number of slaves that it
another to protect it against the prying eyes of any can comfortably host at any particular time. Once
would-be external forces. the host gains a number of slaves equal to its host
count, it can no longer accept new ones until a free
slot becomes available.
Slaving a device to another is simple enough that
anyone can achieve it without requiring a skill
check. By doing so, the two systems form what is While a host can, in of itself, become slaved to
known as a network, with the slave gaining several another device to form a hierarchy, it will inevitably
notable benefits as a result. These include: require several open connection slots to do so.
This should equal its current number of slaves in
addition to one for itself.
• The option to use the firewall rating of the
host in place of its own for all required
checks. Network Noise
• The addition of any stated benefits from All devices (regardless of whether or not they are
ICE, securesofts, pilotsofts, and skillsofts, connected to a host) produce a constant feed of
installed and enabled on the host. localised network traffic. This could take the form
of pinging another device to examine the current
status of an ongoing connection or perhaps a need
By forming a network, you can safeguard your
to phone home and check for new messages and
entire assortment of devices with the same
suitable updates.
countermeasures that protect the host. This will
not only work out to be cheaper in the long run
but will also ensure that each of your defences Regardless of what this traffic is being used for or
has maximum coverage over the entire computer its intent, many commonly refer to it as network
network. noise. Each device will have a network noise
rating statistic associated with it, indicating its
overall efficiency when communicating across a
Of course, the downside to this approach will mean
network. The lower this rating is, the more network
that should the connection between your device
noise the device is said to produce.
and the host ever become severed, it will also lose
all of the supplied benefits. As a result, careful
consideration must always be applied here to Devices that regularly produce a lot of network
ensure that a given network is resilient enough for noise are far easier for others to detect. Since their
the situation at hand. traffic is more regular and plentiful in volume,
spotting the packets of information as they
come and go becomes much easier. As a result,
Networks will often vary quite drastically in terms
individuals looking to keep themselves hidden from
of their overall size. Some may have one or two
the prying eyes of others will generally seek out
slave devices connected to a single host, while
specialist devices with a high network noise rating.

305 Chapter 7, Computers & the Omninet


Network Addresses justified in their need for absolute security, most
everyday folk and small businesses are happy to
Network addresses are used as a reliable way remain on the Omninet and utilise its built security
of allowing different devices to interconnect. protocols.
Represented by a long series of numbers and
letters, these unique digital identifiers are given to
every device when they first attempt to establish a Open Broadcasting & Scan Range
connection to the Omninet.
While network addresses provide each
computerised device with a unique identifier, they
Once a device receives a network address, it will are neither elegant nor simple enough for the
usually keep hold of it indefinitely. If, however, majority of society to use as a method of keeping
a new network address is required for whatever in touch. Fortunately, all terminals and PCDs have
reason, the Root user of the device can make a an easy-to-use mechanism built into them to help
request to the central Omninet infrastructure to alleviate this problem.
be allocated with a different one (see Request New
Network Address, page 316).
Each of these devices has a two-part process
which allows them to quickly and efficiently
When someone would like to establish a discover one another. When a user would like
connection to another device, they will usually others to connect to their device, they can enable
need to use the current network address of the what is known as open broadcasting. This means
intended target. Location is irrelevant here, just that the system will begin to wirelessly announce
so long as they both have a suitable signal to its presence to those nearby.
establish a connection.
If another individual wants to connect to this
For more information on performing this task, see particular device, they can use the Locate Devices
Connect to Device, page 313. action (see Computing Actions, page 315) to find
and retrieve their relevant networking information.
Hard-wired Connections Once this data has been obtained, a formal request
can be sent to establish a connection.
Despite near-global wireless interconnectivity,
some individuals and secure facilities still prefer
This process is relatively quick and
to use tried and tested hard-wired connections
straightforward, often allowing friends and
to form the foundation of their networks.
colleagues to obtain a connection between
These devices communicate through a physical
one another’s devices painlessly. System
landline-based connection utilising a fibre optic
administrators also make use of this tool, allowing
cable.
them to retrieve the network address of multiple
different devices that are nearby.
While this does incur additional costs thanks
to all the cabling that will be required, it does
The distance in which any particular device can
allow for the entire network to communicate with
search for another is based on what is known
a significantly reduced amount of latency and
as their scan range. This is a representation of
potentially without ever having to broadcast its
how powerful its wireless transmitter unit is.
data wirelessly through the local airwaves.
Naturally, those devices equipped with a more
potent transmitter will, of course, be able to
Most organisations or individuals that choose to go observe others from a further distance away.
down this route do so to increase their network’s
overall security. Since each device no longer has to
Of course, like with any computerised system, few
communicate wirelessly, an individual looking to
come without their fair share of potential issues.
infiltrate and hack the network can only do so by
How PCDs are designed to search and locate one
physically jacking in.
another is no different. However, this is getting
beyond the scope of dealing with computers in
Encountering such networks is a relatively rare everyday life and will be left for the next section.
occurrence in this day and age. While secure
government or military facilities might well be

306 Chapter 7, Computers & the Omninet


User Access & Permissions different actions. However, the Root user can
overrule any of these changes if they so wish.
All devices and electronics these days use a
• Basic - the individual has been authorised to
standardised permission system for managing
use the device but can only perform a limited
who may and may not interact with them. Using
set of actions.
a combination of biometrics and the globalised
U.P.I.N system, most devices can quickly and
reliably confirm their user’s identity and what The GM has full discretion to determine the scope
access type should be associated with them. of user access across a given network. While
the rules are written based on the idea that each
device has its own dedicated user access, the GM
While some devices, like a personal watch or
may decide that gaining entry onto one particular
tablet, might only have a single user (usually
node may provide them with similar levels of
their owner), others, like a corporate network,
access across a broader range of devices.
might have dozens, if not hundreds. Regardless
of the quantity, each user will be granted one of
three different access types, summarising the This makes logical sense for certain scenarios
level of control they will have over it and the (i.e. corporate accounts) and could streamline the
kinds of actions they can perform. These can be process of hacking a network that would otherwise
summarised as the following: require a character to break into each device one at
a time.

• Root - the individual is considered to be the


device’s owner and has complete control over Any character who attempts to use a device that
it. A device can only have one Root user at any they have either; not been authorised with or who
given time. cannot be successfully identified will automatically
be considered an unauthorised user. These
• Enhanced - the individual does not own the individuals have no access to the associated device
device but has been given administrative and, as such, cannot perform even the most basic
powers over it. They can modify the access of tasks.
rights of others and carry out a wide array of
7.2 Hacking & Advanced we first need to locate and obtain the current
network address of our target.
Computing
Step 1 - Obtaining a Network Address
With a thriving underground hacking scene having
taken hold long ago and a seemingly endless As was alluded to in the previous section,
supply of clients willing to offer decent pay for a the networking capabilities of PCDs and
person’s data, cybersecurity has never been quite other computers are not without their flaws.
as vital as it is today. Individuals who are well-trained in networking
communications can often sift through the nearby
localised traffic to obtain the current network
Knowing to break into an adversary’s device or address for a particular device. This is regardless
how best to protect your own often leaves you of whether or not it has open broadcasting
with a distinct advantage when going about your enabled.
business. From gathering intelligence on potential
threats and their current locations to seizing and
controlling their devices and weaponry, there are Using the Locate Devices action (see Computing
plenty of ways in which a skilled hacker can help Actions, page 315,) you can attempt to make a
shift the odds back into their favour. generic Tech: Networking skill check to determine
both; the presence of any nearby computerised
devices in addition to their current network
Cyber Command Decks address. Once the network address of a device has
been found, we can proceed with the attack.
When the OmniWatch protocol started to become
mandatory across the globe, many believed that
it would simply be a matter of when, not if, a Step 2 - Forcing Entry
method would become available that allowed Since we are unlikely to have access to a target
users to circumvent it. While many governments device already, we must first find a suitable exploit
remained firm that this would not be the case, that allows us inside. The Force Entry action (see
various products that achieved this very goal soon Computing Actions, page 315) can help us achieve
started to appear on the black market. this very goal, granting Basic level access rights
when successful.
The Cyber Command Deck (or CCD for short) has
proven to be, by far, the most popular. Appearing This will be the first of several actions which
as a large tablet-like device, this powerful contain the keyword. As a result, it
computer system contains sophisticated software is considered an illicit act and will alert any
that nullifies OmniWatch’s capabilities and cybersecurity countermeasures protecting the
provides a variety of tools essential for carrying target device should it fail. On a success, however,
out cyber-based attacks. we will now have access to the target device to
carry out further actions.
While CCDs are considered highly illegal in many
countries, few of them have the resources to Step 3 - Gaining Further Access
keep them off the streets for particularly long.
Whether due to pay off’s and bribes to the local While obtaining Basic level access will allow us to
law enforcement or their deceptive appearance as connect to a specific device, the types of actions
a regular everyday piece of electronic hardware, that we can perform here are relatively limited.
most hackers will have easy access to a CCD in a Depending on what you hope to achieve, there is a
time of need. high probability that you may wish to bolster your
access with additional privileges.

Attempting a Hack Once connected to the device using the Connect to


So, with your Cyber Command Deck at the ready, Device action (see Computing Actions, page 313,)
how would you infiltrate a computer system? you can search for suitable exploits in which to
Generally speaking, most hacks aim to increase gain further access for yourself. This is achieved
your access type on the targeted device to allow through the Increase Access action (see Computing
you to carry out a more comprehensive range of Actions, page 315) and requires a successful
activities. Before this can even take place, however, generic Tech: Hacking skill check against the
current firewall rating of the device.

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Should this prove successful, our access rights on Most latency issues will generally be caused by
the device will be upgraded to Enhanced, allowing one or more of the following:
us to carry out a much broader range of activities.
However, should we desire total control over the
• A large distance between two communicating
device in question, we could always carry out this
devices.
process once more in an attempt to gain Root level
access. • Malfunctioning or poorly maintained wireless
transmitters/networking equipment.
Step 4 - Wrecking Some Havoc • A high volume of traffic passing through the
local Omninet infrastructure.
With a suitable access type gained, now is the time
to carry out our desired actions. We could modify • Heavy electrical storms and other such
other users to withdraw their access, disable its adverse environmental effects.
onboard security software to leave it wide open
to further hacking attempts or seize the device so Below, several different tables have been provided
that it stops working entirely. to help guide GMs through this matter. Each detail
a variety of scenarios that an individual might find
There are plenty of possibilities here, all of which themselves in and the appropriate latency they
are detailed in the next section, Computing Actions. should typically expect to face.

Latency Connection Distance

Latency is the common term that is used to Latency


Connection Distance
describe how long it will take, on average, for a Gained
person’s data to be sent from one device and then Nearby 0
for it to receive a suitable type of response back.
Few blocks away +1
Other side of a city +2
When attempting to perform complex time-critical
tasks over a network, their difficulty can often be Neighbouring country +3
influenced and changed by the amount of latency Other side of the world +6
present. As this continues to increase, so too will it
further hamper an individual’s ability to complete
their tasks quickly and efficiently. Localised Omninet Activity

In these situations, suitable penalties should begin Latency


to be applied for all computing-related tasks or Situation Examples
Gained
skill checks that require the user to act in a timely
Normal Everyday conditions 0
and responsive manner. Generally, this is ruled
as any action containing the keyword, Popular event Major sporting event,
+2
or gathering political unrest
though the GM can decide that other such tasks
and activities should also warrant them. Widespread Declaration of war,
disaster or large scale natural +4
emergency disaster
Any time a user is connected to a network, whether
the Omninet or another device, they can ask the GM
to tell them its current latency. Represented by a Wireless Transmitter Status
single number, latency imposes a stacking negative
dice pool penalty equal to its current amount. This Latency
Hardware Condition
means that someone attempting to hack a network Gained
with latency four suffers a -4 dice pool penalty for
Operating normally 0
each of their appropriate checks.
Slight hardware fault +2
Poor working condition +4

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Cybersecurity the effects of this payload can vary widely, they
will generally all help serve as a stall or hindrance
Ever since the beginning of the Internet, against the attacking device and its users.
cybersecurity has always been an arms race of
sorts. Security experts invent new and innovative
Securesofts
ways of keeping intruders out, while hackers
themselves attempt to find their own exploits Securesofts differ from ICE because they have
to get around them. This game has continued to a far smaller scope of protection. Whereas ICE
be played to this day, with ever more advanced continuously monitors a device and its processes
software and tools making their way into these to prevent an intruder from gaining access in the
individuals’ arsenals of choice. first place, a securesoft prefers to watch over
single files or a device function instead. This could
While there are many different items out there look to prevent specific files from being opened
on the black markets of today, most of them can by another user or block attempts at changing the
be boiled down to one of two different types device’s network configuration.
of cybersecurity software. These are ICE and
securesofts. Once installed, a securesoft will attempt to
remain hidden on their device, waiting for a
ICE predetermined set of triggering condition(s).
When such terms are said to be met, the software
ICE or Intrusion Countermeasure Electronics is triggers, delivering its payload to whichever user
the name given to software which is designed to happens to provoke it. Most securesofts then reset
bolster the defences of a specific computerised themselves, awaiting these conditions to occur
device. This automated program monitors all again, though occasionally, you may encounter a
activity on the device in real time, attempting to product purposely designed to destroy itself upon
detect and then thwart any attempt made to try activation.
and gain unauthorised access to it.
The Legality of Countermeasures
All types of ICE have two main components to
them. Firstly they grant a bonus to their device’s While the effects of countermeasures can wildly
firewall rating, and secondly, they contain a differ from one product to the next, many utilise
defensive payload which attempts to retaliate conventional hacking techniques to fulfil their
against any detected hacking attempt. tasks. Although many governments across the
globe highlighted their disdain for the more potent
Bolstering a device’s firewall helps improve its of these defences, numerous law enforcement
chances of repelling incoming hacking attempts. agencies saw them as an inevitable necessity.
When a would-be hacker seeks to infiltrate a
computer system, they will usually do so by finding As a result, since countermeasures only seek to
and exploiting vulnerabilities in its software. The retaliate against those intending to carry out an
more vulnerable a device is said to be, the lower its illegal activity of their own, most law enforcement
firewall rating will be. ICE works to increase this agencies consider them to be above board and
firewall rating by actively monitoring the system a legal means of self-defence. Individuals who
for strange behaviour. While not always 100% choose to utilise ICE and securesofts will not find
foolproof, it does mean that any hacker attempting themselves in trouble with the law, even if their
to infiltrate the device must now do so without cybersecurity defences end up frying an attacker’s
drawing the countermeasure’s unwanted attention. device beyond repair.

When an attacker fails to perform an action that This argument also holds up as true in the eyes
includes the keyword, any ICE currently of OmniWatch. By being classified as a form of
active and installed on the device is immediately legal activity, these countermeasures can freely
said to activate. These countermeasures quickly carry out hacking activities independently without
release their defensive payload, striking back the risk of being prematurely terminated by the
against the source of the hacking attempt. While operating system.

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Detecting Countermeasures In contrast, each software product, whether a
type of ICE or securesoft, will list a designated
While most countermeasures tend not to amount of RAM use. When the product is installed
broadcast their presence to others openly, skilled onto a device and enabled, it will start to consume
users might recognise subtle clues indicating resources from the equipment’s RAM pool equal
whether they have been installed onto a given to this specified amount. If the required amount of
device. From consistently high CPU usage to RAM is not currently available on the device, then
familiar process names and IDs, a skilled user other software must first be disabled before it can
can make use of certain computing actions like take effect.
Detect ICE or Detect Software to locate these
countermeasures before it is too late.
For example, Tom’s character is currently rocking
a Commutec OmniGuard CCD. It has a RAM pool
All software comes with a detection rating of of eight, and he has decided to install and enable
some kind. This rating measures how difficult the Battering Ram ICE and both the Bodyguard
the software is to detect on a particular device. and Stealth securesofts. These three pieces of
Those with a higher detection rating produce fewer software take up four of his total RAM pool, giving
outward signs to indicate their presence, usually him plenty of room to expand his cybersecurity
due to better coding. defences further, should he so wish.

RAM Pools & Usage Tom’s next job goes badly, and he concludes that he
All computerised devices have what is known as will need additional software to stand a chance
a RAM pool associated with them. This numerical against his next target. He further installs the
statistic indicates how much software the device Blackout and Sloth ICE and the VIP List securesoft.
can run at any given time. Those devices which Blackout and Sloth alone have a combined RAM
offer a larger RAM pool will naturally be able use of four, utilising the remainder of his device’s
to support more pieces of software running pool. If Tom intends to enable VIP List, he would
simultaneously. have to go back and disable one of his other pieces
of software to free up room on his Commutec
OmniGuard.
7.3 Computing Actions action to be performed and is presented in the
same manner as shown previously. This includes
an overview of what the activity tries to achieve, in
Like with the rules for combat, there are various
addition to detailing the access type required to be
actions that an individual might want to attempt
able to perform it.
when using a computer or other such tech-related
device. While some of these actions may prove
useful to a wide range of different players, others Many of these actions will state that a skill check
might have a substantially more limited scope of of some variety will be required to succeed.
appeal. However, the GM can decide this is unnecessary
if the task is relatively simple and the user is well
acquainted with the target computer system (such
Below, a list has been provided of the most
as their own PCD).
common of these. Each item requires a standard

Access
Action Description
Required
Focuses your attention to your current device’s cybersecurity
Bolster Defences Enhanced
defences, temporarily raising its firewall rating.
Attempts to connect to another device in which to carry out
Connect to Device Basic
further actions.
Create/Modify Access
Basic Creates a new access privilege or modifies an existing one.

Bombards a target device with a huge amount of data,


Data Bomb None
attempting to knock it offline.
Attempts to identify whether there is any active ICE on the
Detect ICE None
target device.
Detect Software Basic Attempts to identify what software is running on the device.
Detonate Explosives Basic Calls for an armed explosive to immediately detonate.
Enable/Disable Open Toggles whether the device is openly broadcasting its current
Enhanced
Broadcasting network information.
Enable/Disable Enables or disables a single known piece of software on the
Enhanced
Software device.
Attempts to encrypt or decrypt a file system so that it cannot
Encrypt/Decrypt File Enhanced
be read or have changes made to it.
Falsify Meta Data Attempts to alter a file so that it appears as though it
Basic
originated from another source or user.

Force Entry
None Attempts to find suitable exploits to break into a target device.

Increase Access Attempts to find suitable exploits to increase your access


Basic
rights on the device.

Locate Devices Basic Attempts to search for other nearby devices.


Locate File Basic Searches the device for a particular file or document.
Read/Edit/Create File Opens, makes changes to, or creates a particular file on the
Varies
device.
Request New Network Establishes a connection to the local Omninet infrastructure,
Root
Address requesting a change of networking address.

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Runs a diagnostics check on the device, returning information
Run Diagnostics Basic
about its current status.
Seize Device
Enhanced Attempts to overload the device, forcing it to stop working.

Slave To Device Root Slaves the device to a given host.


Attempts to follow an active connection on the device to learn
Trace Connection Basic
of its origin.
Turn Device On/Off Basic Switches the device on or off.

Bolster Defences Make a generic Tech: Computing skill check with


a success target of two. On a success, you can
When in the heat of the moment, and your device modify an existing user’s access rights or grant
becomes the target of a potential hacking attempt, them to a new user instead.
it may prove wise to reinforce its defences.
A user can only modify or grant access rights
Make a generic Tech: Diagnostics skill check with a equal to or lower than their own. This means that
success target of three. On a success, you carefully while a user with Enhanced level access could, for
oversee your current device, temporarily raising its example, change Basic users into Enhanced, they
firewall rating by one (non-stacking). do not have the capability of granting Root level
access or altering those users who already have it.
On each of your future combat turns, you may
repeat this action without having to make the
above skill check, prolonging its effects for a longer
Data Bomb
duration. If you finish a turn without carrying out When a particularly troublesome computer system
the Bolster Defences action, the device’s firewall or device is giving you issues, data bombing can
rating lowers back to its original state. often be a quick and straightforward solution. By
bombarding the device with targeted requests, you
hope to find and exploit specific vulnerabilities
Connect to Device to knock it offline. It is important to note that
Targeting a device that you have both; been you must know the device’s current networking
authorised to use and know of its current network address to carry out a data bombing attempt.
address, you attempt to establish a remote
connection to it. Make a generic Tech: Hacking skill check with
a success target equal to the current firewall
Make a generic Tech: Computing skill check with a rating of the device in question. On a success, it is
success target of two. On a success, you connect knocked offline, severing all existing connections.
to the device, allowing you to run commands and This effect lasts until the affected device is
perform actions remotely. rebooted.

This action automatically fails if the target device Detect ICE


is currently switched off. Additionally, the effects
of this action are said to end should the connection Targeting a device whose network address you
be severed between the remote machine and your already know, you attempt to discover whether any
own. ICE has currently been installed there.

Make a generic Tech: Diagnostics skill check. The


Create/Modify Access GM should compare this result to the detection
Whether you are looking to grant a team member rating of each piece of ICE currently installed and
access to your current device or remove an enabled on the device in question or is protecting it
unknown user who has managed to force their way from a suitable host. You become aware of any of
in, a time will eventually come when you need to these with a detection rating less than or equal to
manage a device’s access rights somehow. the number of passes you achieved.

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The amount of information you can gain here from passes you achieved over the detection rating of
the GM should be determined by how many passes each of the device’s software.
you achieved over a given countermeasure’s
detection rating. Use the table below to help guide
your GM in deciding what information they should Detonate Explosives
now divulge to you.
Using a standard action, you execute a command
detonating an explosive device. This action does
Passes Over not require a skill check to succeed; however, the
Information Gained device in question must currently be armed.
Detection Rating
0+ Number of items detected.
1+ The name of each item detected. Enable/Disable Open
2+
The version number of each item Broadcasting
detected.
Using a standard action, you can enable or disable
open broadcasting for your current device. This
Detect Software action does not require a skill check for it to be
successful.
Using a standard action, you quickly scan through
your current device, attempting to spot any
noteworthy signs indicating the presence of ICE, While enabled, open broadcasting freely transmits
pilotsofts, skillsofts, or securesofts. the device’s current network address. All other
listening devices can automatically detect this
information once it falls within their scan range.
Make a generic Tech: Diagnostics skill check. The
GM should compare this result to the detection
rating of any software that is either; currently Enable/Disable Software
installed and enabled on the device in question or
is protecting it from a suitable host. You become Targeting a piece of software that is both installed
aware of any of these items that have a detection onto your current device and that you are already
rating less than or equal to the number of passes aware of, you attempt to enable or disable it.
that you managed to achieve.
Make a generic Tech: Computing skill check with a
As with the Detect ICE action, the amount of success target of two. On a success, you carry out
information that you can receive here should the task as intended. Note that this action cannot
be entirely determined by how many additional target any remote software protecting the device
via its host.
Encrypt/Decrypt File Make a generic Tech: Hacking skill check with a
success target equal to the current firewall rating
Encrypting a file system scrambles its data and of the device in question. In the event of a success,
contents, preventing anyone from being able to you gain Basic level access to the target device.
read or change it until it has first been decrypted If the result of the check was two or more above
back into its original state. Using a standard action, the firewall rating, you gain Enhanced level access
you attempt to encrypt (scramble) or decrypt instead.
(unscramble) a particular file or document on your
current device.
Increase Access
If attempting to encrypt the target file, you should By spending a standard action, you take some time
make a generic Tech: Encryption skill check with to check over your current device. By using suitable
a success target of three. On a success you can exploits and security flaws, you hope to discover a
encrypt the file system as intended, preventing it way of forcing the system to increase your access
from being opened or edited from now on. rights.

If you are instead attempting to decrypt a file, Make a generic Tech: Hacking skill check with a
then you should make the same generic Tech: success target equal to the current firewall rating
Encryption skill check, but the GM determines the of the device. In the event of a success, your access
success target based on how well the file was rights are increased to the next type of permission
initially encrypted. set. If this action is intended to promote yourself
to become the device’s owner, then the current
Root user should also be demoted down one rank
Falsify Meta Data to Enhanced.
Whether you want to change a document’s source
of origin or make it appear as if another user
recently edited it, the Falsify Meta Data action
Locate Devices
will allow you to misstate the origin or history of Using a standard action, you call for your current
a particular electronic document. device to initiate a scan of its surrounding area. By
examining the localised traffic, it attempts to help
Targeting a file on your current device, you may you find and locate other computerised devices and
use a standard action to begin making changes to equipment in your vicinity.
it. Make either; a generic Tech: Hacking or generic
Tech: Networking skill check, with a success target Usually, this search will automatically reveal
being determined by the GM. Your choice of skill all other computerised systems or equipment
here should be determined by the nature of the currently; within the scan range of your searching
changes you wish to make, utilising whichever of device, switched on, and have open broadcasting
the two skills is more appropriate. Modifications enabled. However, you can also make a generic
that are either more elaborate or require a greater Tech: Networking skill check to study this
quantity of work should suitably require a higher information for yourself. By examining packets
success target. of network data retrieved from your search,
you attempt to locate other devices that do not
On a success, the file in question is successfully currently have open broadcasting.
modified. A suitable Tech: Diagnostics skill check
can, however, at the discretion of the GM, be The GM should compare the number of passes
performed by other individuals to detect these achieved with the network noise rating for each
changes. other device within range. You become aware of
any of these with a network noise rating less than
or equal to the result of the check.
Force Entry
Using a standard action, you begin to look over Each device that you discover from this action
a target device whose network address you are should divulge a basic set of information about
already aware of and is currently switched on. itself. This should usually include the device’s
Checking for any suitable exploits and security name, current network address, and a rough guess
flaws, you attempt to find a way to grant yourself of its proximity from you (though not a direction).
access rights.

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Locate File Request New Network
Using a standard action, you search for any traces Address
of a particular file or document on your current
If one of your devices has its network address
device. Perhaps you are looking for something
compromised, you can use this standard action to
specific, or you would prefer to see all data which
begin requesting a new one.
meets a particular set of criteria (i.e. has been
modified in the past week, was created by a
specific user etc.). By performing this activity, your current device
reaches out to the central Omninet infrastructure
and asks for a new network address to be
Regardless of the criteria, this action requires you
assigned. While this action does not require a skill
to make a generic Tech: Computing skill check
check to succeed, acquiring said network address
to determine the results. The GM should set the
will usually take 10 seconds to complete.
success target for this check based on how difficult
they believe the search will be.
While this process continues, the device in question
will continue using its old network address.
If the check is successful, you can find all
Additionally, should the device be switched off
documents that match the given criteria, along
during this time frame or have its connection
with basic information about them. This could
otherwise interrupted, the action will fail and must
include; who created it, when it was last modified,
be carried out once again from the beginning.
and what permissions are needed to read/write to
it.
Once the process is complete, the device will sever
all existing ongoing connections and use its newly
Read/Edit/Create File acquired network address.

Concentrating for a moment, you use a standard


action to begin either; reading from/editing an Run Diagnostics
existing file on your current device or creating a
new one from scratch. This action allows a user to check up on the status
of their device. By spending a standard action, you
begin to collate information on all current access
Different files will each have their own permissions
rights, the device’s networking configuration, and
applied to them. These will determine which users
any possible hardware or software faults.
can read and edit the document and which cannot.
By default, most computer systems will restrict
any given file created on the device, so only users Make a generic Tech: Diagnostics skill check. With
of similar access rights or higher may access it. each pass achieved, you should begin to learn
This means that if an individual with Enhanced more information from your GM about the topics
level access creates a file, the default behaviour above. This includes; all access rights currently
should be that only users with Enhanced or Root assigned to the device, a list of all devices slaved to
level access can attempt to read or make changes it, information on the device’s host, whether there
to it. are any active connections (along with their current
network address), and any technical problems that
were detected.
Unless these are exceptional circumstances, any
user with the appropriate access rights can read
the contents of a file without having to make a Seize Device
skill check. Only when changes are intended to
be made is a generic Tech: Computing skill check Seizing a device is a way of crippling electronic
required. The success target for this check is two, equipment so that it can no longer continue to
and on a success, the user can make their changes function. This could mean bricking its electronics
as intended. by overloading the device’s power unit or
brute-forcing its mechanical components to their
breaking point.

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Using a standard action, you search for suitable of its own. This means that any ICE or securesofts
vulnerabilities and exploits to seize your current currently installed onto the host will also protect
device. Make a generic Tech: Hacking skill check and watch over your device.
with a success target of three. On a success, you
carry out the action as intended, causing the device
to stutter and die. Trace Connection
This standard action will allow you to follow the
Devices that are seized in this way immediately trail of data coming and going through an active
power off and sever all their existing connections. connection on your current device. You may want
The damage sustained can be inspected with a to learn more about it or find its source of origin
generic Tech: Diagnostics check and then repaired instead.
with a further generic Tech: Maintenance check
thereafter. Both of these tasks require a success
Make a generic Tech: Networking skill check with
target of three and a full hour of downtime.
a success target equal to the network noise rating
of the other device. On a success, you can gather
Slave to Device basic information about it. This should include the
name of the attached device, its current network
The Slave to Device action allows you to switch up address, and a rough geographical location of
the current network configuration for one of your where it is currently situated.
devices. By spending a standard action, you can
connect it to a new host.
Turn Device On/Off
Choose any computerised device whose network Turning a device off allows it to remain undetected
address you know of. Providing it is switched when others are nearby. While the device cannot
on, and its Root user is willing, it now becomes be used in this switched-off state, this action can
the new host for your current device. If your easily be repeated once more to turn it back on.
device had a host previously, then its Root level
access user should be immediately notified of this
By spending a standard action, you can choose
disconnection.
to switch on or off your current device. While
switching off a device can be done remotely from
While this connection is maintained, you can anywhere, turning the equipment back on must be
choose for your device to utilise both the host’s done physically and in person.
firewall rating and cybersecurity software in place
Chapter 8

Vehicles & Drones


With the rise of artificial intelligence, vehicles and These capabilities have paved the way for
drones have changed incredibly over the past automations to perform all kinds of simple or
century. From self-driving cars to militarised repetitive tasks, which would have otherwise
drones, these automations, as they are now often required a great deal of manual labour. From
called, can see and understand their surroundings security drones which patrol an area to automated
with a near-perfect degree of accuracy. trucks which help deliver goods and wares
regularly, automations have made noticeable
While their surge in popularity has undoubtedly changes to how society typically operates.
been a slow burn over the years, their impressive
safety record and continuing fall in costs have
gradually won over a large portion of today’s
Automation Attributes
consumer base. Most parts of the developed Automations come in many different shapes and
world consider them an everyday commodity, sizes. Motorbikes, for example, are usually quite
and few still hold onto their archaic beliefs that fast and agile, while trucks and heavy loaders tend
these devices should not have an active role in our to be more durable and have a greater amount of
society. power behind them. It is only natural, therefore,
that there should be a simple numerical way in
Drones, in particular, have evolved a great deal which the capabilities of one automation can
over this time, becoming an expansive industry be quickly and easily compared against those of
with considerable demand behind them. Citizens another.
often purchase these devices to help automate
trivial tasks which they no longer wish to do for In Dystopia, all automations are given a very
themselves. At the same time, businesses often similar set of statistics to those of a player
look to them for efficient solutions in logistics and character. This allows the same set of rules to
security. work in any given scenario, regardless of whether
it is a drone or a character attempting to perform a
particular type of action.
8.1 Automation Basics
Attributes are the first and probably most
The essence of what makes a drone or a vehicle influential type of statistics that is carried over.
remains largely the same today as it always has Endurance, Strength, Finesse, etc., showcase
been. These mobile machines can efficiently an automation’s main strengths and highlight
transport goods from point A to point B. Artificial its potential weaknesses. While each of these
intelligence has, however, significantly changed attributes is still similar to their player equivalents,
how we choose to interact with them, along with how they are determined can, at times, often prove
their potential capabilities. to be quite radically different.

Since all automations are connected to the Endurance


Omninet, much in the same way as any other type
of device or electronics, commands can be given An automation’s Endurance reflects how much
to them both verbally in person and transmitted punishment it can take. Those with a high
through to their onboard computer system. This Endurance score tend to be equipped with a thick
allows individuals and businesses alike to always outer shell and, in some cases, armoured plating.
know where the unit is and issue new commands
like performing a particular task or going to a Tanks and other large bulky automations tend to
specified location. have very high Endurance. They can generally take
several big hits before suffering any meaningful

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damage to either their innards or important Foresight
electronic subsystems.
Like any individual, the Foresight attribute
illustrates how well an automation can perceive its
Strength current surroundings. This could mean its ability
to detect nearby hidden personnel or identify a
Strength indicates the amount of raw power an
person’s intent.
automation has at its disposal. This attribute is
largely based on a combination of the torque that
its engine produces and the vehicle or drone’s Determined entirely by a piece of equipment known
sheer size and volume. as a sensor array, automations can more easily
identify objects and individuals within their general
vicinity as their Foresight attribute continues to
Trucks and other large cargo carriers will generally
increase.
have a very high amount of Strength. This will
allow them to carry more significant-sized loads
and more easily slam through any particular Will, Intellect, & Charisma
hazards or obstacles that attempt to get in their
way. Automations do not use these three attribute
scores in any way. Vehicles and drones can neither
charm, deceive, nor have a sense of intelligence
Finesse outside their programming. As a result, each of
these attribute scores is always said to be zero.
Finesse indicates how well an automation can
control its movements while attempting to get
around. Determined by the automation’s rough Pilotsofts & Sensor Arrays
size and frame, this attribute allows the device to
perform tight manoeuvres and specialist stunts While an automation’s frame and onboard
more easily. computer system are capable of providing it
with the ability to manoeuvre and follow basic
Automations that are smaller in size and have commands, other supporting equipment is
a sleeker shape tend to be easier to control also required to grant it the ability to make
than their larger and bulkier brethren. Bikes, for well-informed decisions on a real-time basis.
example, have a far easier time skimming their way
through gaps and tight turns than compared with A plethora of environmental variables about its
the efforts required by a truck or large mech. current surroundings will often prove necessary
for it to decide upon a suitable course of action.
Reflex This could be the layout of a particular room that it
is in the process of traversing or the whereabouts
An automation’s Reflex is much the same as any of nearby projectiles and their current course or
individual. This attribute score indicates the speed trajectory.
at which it can process the events and actions that
are transpiring around it to enact a chosen course By taking in all of this information and quickly
of action. analysing it, the automation’s onboard computer
system can then go ahead and decide upon what it
Unlike some of the other attributes, however, should do next.
Reflex is determined by a combination of both
the automation itself and the particular pilotsoft
Pilotsofts
software it currently has installed. Smaller
automations will naturally prove easier to All automations, regardless of whether they are a
manoeuvre out of the way of danger, while drone or vehicle, require some form of specialist
smarter, more intelligent software can process software to grant them the ability to make rational
information at a faster rate. decisions. Widely referred to as pilotsofts, these
highly complex pieces of software can process all
of the information passing through the onboard
computer system to decide what the automation
should do next.

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Given the size of the automations market, perform any action is through sustained direct
pilotsofts are a very competitive field. Several control from either a player character or NPC.
different distributors create and maintain their
own programs, each with varying levels of
Sensor Arrays
sophistication built into them. The more complex
a particular pilotsoft is said to be, the faster it can A sensor array allows for an automation to observe
process information and execute a given course of its current surroundings with a high degree of
action. accuracy. Utilising a variety of cameras, sensors,
motion trackers, and other such hardware, this
In Dystopia, this translates directly into a higher equipment provides the onboard computer system
Reflex attribute score for the automation it has with a complete rundown of what it can currently
been installed onto. Of course, like with any other detect nearby.
kind of product, you can also expect its price tag to
be significantly higher as well. Regardless of the Different sensor arrays will come equipped
product chosen, however, any given automation with varying types of hardware and perceptive
may only have one pilotsoft installed onto it at any capabilities. Some might include thermographic
given time. or night vision sensors, while others may have
improved algorithms for spotting targets and
Drones or vehicles that do not have a pilotsoft identifying objects with a higher degree of clarity
installed onto either their onboard computer instead.
system or its host are naturally heavily restricted
in their potential capabilities. These devices can Regardless of which sensor array you choose, as
neither be given commands (verbally or via a mentioned above, this equipment will determine
remote connection) nor undertake actions on their the Foresight attribute score for the automation it
own behalf (such as making evasive manoeuvres). is installed onto. Like with pilotsofts, many options
As a result, the only time such automations can are available, all of which cover a wide range of
different price tags.
Automation Skills onto any one particular device, and while enabled,
further increases the automation’s associated
However, attributes are not the only type of skill by the stated amount. In exchange for this,
statistic that automations carry over from however, a portion of the device’s RAM pool must
characters. Skills also serve as a useful metric for be dedicated to keeping the software up and
determining how well these devices are able to running. The effects of skillsofts cannot be stacked
fair when attempting to perform certain types of on top of one another, however, and as such only
complex tasks or actions. one version of each particular product can be
installed at any given time.
Whether aiming a weapon system mounted onto
its side or silently gliding through the air to remain
hidden from targets far below, skills give us a
Automation Resources
better indication of what roles an automation will While all automations continue to use the same
likely perform well, in addition to which of them types of resources as any other character, there
they will not. are key differences here and there that need to be
noted.
All automations come with a basic set of skills
that they can naturally perform to some degree
Hit Points
or another. Some makes and models will prove to
be better at particular tasks than others, so careful At a basic level, hit points provide much of the
consideration will likely need to be made to choose same functionality and purpose as they always
the right device for the job. have done. This resource indicates how well a
particular vehicle or drone is currently operating
While each of these skills is used identically to and, more importantly, how close it is to being
a player character, automations will generally knocked offline and destroyed.
only have a select few of them at their disposal.
Many skills are just too complicated for a drone or If the automation has lost its entire hit points
vehicle to undertake with any reasonable degree of pool, its onboard computer system will switch
success. As a result, those not mentioned in their itself off, and the device will no longer be able to
loadout cannot be performed by them. perform any given commands. Whether or not the
device and its associated equipment are repairable,
Skillsofts however, is totally at the discretion of the GM.

While an automation’s initial skill set is limited in Repairing an Automation


terms of size and depth, it can easily be expanded
upon through specialist software. Commonly Like with the Cyterian, all automations are
referred to as skillsofts, these predetermined considered to be a type of mechanical construct.
coding packages can be purchased and installed As a result, they do not regenerate lost hit points
onto an automation’s onboard computer system to over time from resting and must, therefore,
grant it new and improved capabilities. be repaired by trained personnel. Which skill
is required to conduct these repairs should be
entirely determined by the type of automation
With each skillsoft focusing on a particular skill,
needing this maintenance. Airborne drones, for
owners are free to pick and choose their loadout
instance, should require the Mechanical: Aircraft
based on what they need their automation to excel
skill, while a car or tank would be better suited for
at most. If an upcoming job calls for the utmost
Mechanical: Ground Vehicles instead.
discretion, then a Stealth skillsoft that teaches
a drone to conceal itself better might make for a
decent purchase. Alternatively, if the automation Regardless of which skill is chosen here by the
is required to analyse a particular environment to GM, this process should be considered an ongoing
detect potential threats, then maybe a Perception check with a long-based task length. For each
skillsoft would work out better. interval that passes, the individual making the
repairs can roll their dice pool as if it were any
other generic skill check. Counting the number of
Regardless of which is chosen, however, skillsofts
passes achieved, the automation is said to regain a
work much the same way as any electronic
number of lost hit points equal to this amount.
countermeasure. Each purchase can be installed

321 Chapter 8, Vehicles & Drones


Mental Stamina items and equipment, including; weapon mounts
and systems, spare ammunition, or sensor arrays,
While an automations hit points closely follow the will contribute towards this weight limit.
standardised rules for any other kind of character,
when it comes to mental stamina, they differ quite
wildly from one another. Automations & Fuel
Since an automation is not a sentient being, they Like with the Cyterian race, all automations in
are unaffected by attacks and effects attempting this day and age tend to be powered by a series
to manipulate one’s mind. All automations are of hydrogen-based fuel cells. With their ability to
immune from the Mental damage type, in addition maintain a constant feed of electricity for at least
to a wide range of various status effects, including; a couple of days or so, and zero harmful emissions
exhaustion, fear, and being knocked unconscious. being produced as a byproduct, the hydrogen fuel
cell market has seen massive uptake over the past
50 years.
Combine this with an automation’s inability to
harness the power of psionics, and you have no
possible situation whereby mental stamina might Despite refuelling being rather simplistic, with a
come into play. As a result, all automations do feed of liquid hydrogen replenishing any spent
not list a mental stamina pool, and this mechanic fuel cells, it can sometimes prove to be a costly
should subsequently be ignored during play. endeavour. Large automations, in particular, are
often prone to consuming a considerable amount
of fuel for them to be able to continue operating
Automation Carrying Capacity correctly.

Despite the rules for carrying capacity being


While it would be simple enough to impose a
well-defined for both player characters and NPCs
weekly maintenance cost on all automations
alike, when it comes to automations, there is a lot
that an individual owns, it would also serve to
more left open to the interpretation of the GM.
punish those types of drones and vehicles which
While automations continue to support both an
specialise in the more edge-case scenarios.
Endurance and Strength attribute scores, far more
As a result, while each automation will have a
variables are in play here that would contribute to
refuelling cost provided for it, the GM may decide
how much the device could realistically carry.
when this upkeep is required.

Whether it be engine power, weight distribution,


An average drone, for example, should usually only
or even the size and shape of the automation’s
need refuelling once a week; however, prolonged
frame and bodywork, many variables would need
usage over many hours may result in this event
to feed into a formula to calculate its total carrying
occurring more frequently.
capacity. Since Dystopia was designed to try and
avoid such complex calculations, automations have
instead been left up to a best guess scenario for
determining their approximate carrying capacity 8.2 Controlling Automations
and seating arrangements.
With the previous section having covered the
basics of automations, the time is now right to
All automations (whether a drone or vehicle) that
begin talking about how one can control and
appear in this book have already been given a
influence them.
predetermined set of values. These are based on
what we feel is most suitable for the automation in
question, using a combination of its size, attributes, Most automations can be thought of as a mobile
and the role it was designed for. If the GM would computer system of sorts. They can both see and
like to introduce any additional custom-made attempt to understand their surroundings, as well
automations, then it is down to them to decide as follow a basic set of commands and instructions
on an approximate carrying capacity and seating to fulfil a specified task. Vehicles have the benefit
limits for themselves. of being large enough to carry one or multiple
personnel inside, while drones tend to be much
smaller and more difficult to spot.
Regardless of its carrying capacity, however, it is
important to note that any passengers or attached

322 Chapter 8, Vehicles & Drones


Other than these differences, however, vehicles Direct Control
and drones are often the same. While yes, they
differ quite substantially in size and scale, they By default, an automation will respond to whatever
both respond to the instructions they are given in instructions it had last been given by one of its
whatever way they deem best. Additionally, both authorised users. From here on out, it will continue
types of automations are, in essence, glorified to manage its own actions, spending them in
devices, complete with their own set of authorised whatever way it deems best to ensure that this
users and a wireless connection to the Omninet. task is brought to a successful conclusion.

Under certain circumstances, however, direct


Instructing an Automation control could prove a more reliable method of
Providing that an individual is an authorised user commanding the automation. This means that
for the automation’s onboard computer system, rather than leave the drone or vehicle to work out
they can command and instruct it on what actions its own course of action, you instead assume direct
they would like the device to undertake. control over it and its decision-making.

Whether these commands are instructions that Any authorised individual who assumes direct
are told to the automation verbally or executed control can connect to the automation via their
electronically from another nearby device, these PCD. An on-screen display presents a graphical
instructions will determine what course of action user interface, highlighting the data being captured
the automation decides to take and how best it from its sensor array. This includes what it can
chooses to spend its time going forward. see standing before it, as well as useful statistics
and figures about its current operating conditions.
Various controls are also provided here, allowing
While automations and their machine learning
the individual to steer and manoeuvre the device,
algorithms have certainly come a long way, they
along with carrying out any particular action
are still far from perfect. Many automations are
should they so wish.
limited on how vague of an instruction it can
successfully interpret, and even when it does,
the device will go ahead and carry them out to The advantage of performing direct control is that
the letter. For example, a command to take out a character can give direct input on what they
a given target will cause the automation to use want the device to do. For example, if it’s firing
whichever of its mounted weapon systems it a mounted weapon system, the controller can
considers to have the best chance of succeeding take aim and make the shot for themselves rather
with. If this means firing a missile into a packed than leave it up to the onboard computer system.
civilian hotspot, so be it. Alternatively, if they are looking to try and infiltrate
a building or secure facility, they can control the
automation’s movements to provide it with the
As a result, care must always be taken when giving
best possible route that will ensure it remains
an automation a new task to undertake. If the
hidden.
instruction is too vague or open to interpretation,
it may pursue a course of action that produces an
unintended outcome or possibly unwanted side The disadvantage of doing this, however, will mean
effects. Of course, regardless of whether this is the that the controlling individual must keep their
case, any new commands given to an automation concentration fixated on guiding the automation,
by an authorised user will always override its for it to continue to act. While direct control is
previous set of instructions. in effect, the controller must share their action
points between themselves and the device they are
currently managing. If no actions are specifically
given to the device during one of their turns, then it
will simply do nothing for that period.

For more information on taking direct control over


an automation, see the Assume Direct Control
action, page 326.

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Latency Rolling For Initiative
It will likely come as little to no surprise that, much When a combat situation starts to arise, all
like with other types of devices, automations can automations considered to be involved should roll
occasionally suffer from the effects of latency. for their own separate combat initiative scores.
Since most automations will generally have a high
Many of the latency rules that were covered in amount of Reflex, these devices tend to frequent
the ”Computers & the Omninet” chapter also towards the top end of the initiative order.
apply here. As latency continues to increase for
a particular connection to an automation, so too Since an automation can either be directly
should suitable penalties be applied for any given controlled by someone or left to its own devices,
action or manoeuvre that requires the individual to how it operates throughout the battle can
act in a responsive and timely manner. often change on a turn-by-turn basis. Those
automations currently being directly controlled
While an automation left to manage and think for should take actions on their controller’s turn,
itself should generally be unaffected by this time while those left to think and decide for themselves
delay, attempting remote control will often prove should be able to perform them on their turn of
to be where these issues become most noticeable. combat instead.
This means that whenever direct control is used
to command an automation, any current latency While the latter of the two choices has the obvious
issues should also begin to take effect. benefit of allowing the device to take actions
without requiring its controller to use up their
It is entirely up to the GM to decide on what actions own turn, it does come with a drawback. When an
they believe should fall under this category of automation is thinking for itself, the GM has veto
requiring a timely response. Since controlling an powers over any of its actions or choices that they
automation is often a delicate task, it is highly feel do not help the device progress towards its
recommended that this should include all types current goal or instruction.
of activities that are not being carried out in a
prolonged and controlled manner. For example, suppose an automation has been
tasked with following a potential suspect. In that
case, the GM can veto any activity which tries to
8.3 Automations in Combat manoeuvre the device too far away from its target
or chooses to use one of its mounted weapon
While some automations excel at surveillance and systems instead.
information gathering, others are more focused on
dealing large quantities of damage to a given target Lastly, suppose an automation’s turn arrives in the
instead. When a combat situation breaks out, these combat initiative order, and it has not currently
automations can often help support their allies and been given a task or instruction to pursue. In that
immediately shift the balance of power back into case, the device will simply do nothing for this
their favour. period.

Despite many of the core rules of combat still


being the same for automations as any other
Weapon Mounts
individual, some have inevitably had to have Despite many of the automations on today’s
certain modifications and changes applied to them. market being physically large enough to carry a
These changes better reflect an automation’s weapon system or two, specialist equipment will
lack of sentience and help support their obvious always be required to help provide a way for it to
mechanical nature. interact with them.

As a result, this section is dedicated to covering Weapon mounts are compact pieces of mechanical
what these alterations to the rules are and how equipment created to achieve this very purpose.
best they should be taken forward and used during By providing an interface between an automation’s
the game. onboard computer and an installed firearm or other
suitable weapon systems, the drone or vehicle can
reliably use it as if they were any other individual.

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Since weapons come in many different shapes and Since an automation has both hit points and
sizes, three distinct variants of the weapon mount resistances, they take body damage much like
currently exist on today’s marketplace. Each of anyone else. When an automation’s hit points are
these types helps support a particular selection reduced to zero, however, they do not enter a state
of weapon systems and takes up a varying amount of dying. Instead, the device is considered to be
of space. destroyed, with the GM ruling whether it could be
repaired based on the damage it has sustained.

Weapon As automations lack sentience, however,


Supported Weapon Types
Mount mental-based attacks and abilities are ineffective
Light Pistols (light/heavy/automatic) when used against them. For example, actions
and abilities that attempt to manipulate one’s
Assault rifles, submachine guns, long mind, intelligence, or personality do not affect
Medium
guns an automation’s onboard computer system.
Heavy Heavy weapons As a result, automations are unaffected by
mental-based damage and ignore any associated
effects.
Each automation will list a weapon mount limit,
indicating how many of them and what type it
can be installed with at any given time. Drones Lastly, since certain types of drones and vehicles
or vehicles that are bulkier in size will naturally can transport goods and even other individuals,
be able to support both a greater quantity of it is important to note that they can also be
weapon mounts and those of a larger variety than affected by attacks directed towards them. Each
compared with their smaller brethren. Weapon automation that lists a carrying capacity or seating
mounts do support downsizing, however, so a slot arrangement will also display a type of cargo
usually reserved for a medium weapon mount, for protection. This will typically come in the form
example, could instead be swapped out for a light of one of the different kinds of cover that were
one should you so wish. mentioned way back during the Combat chapter.
When individuals or goods are stowed away inside
an automation, they are considered to have a
Each weapon mount installed on a vehicle also
level of cover equal to its stated cargo protection
has a compact user terminal. This device allows
statistic.
passengers currently inside the vehicle to use the
mount and its attached weapon system as a type
of turret.
8.4 Automation Actions
Attacking an Automation Given their autonomous nature, drones and
vehicles utilise slightly different actions than
There is no doubt that while bringing an
normal characters. Some of these are very similar
automation into a combat situation could prove
to certain items that were mentioned before
to be very useful, this will inevitably expose it to
during the Combat chapter. Others, however,
the potential risk of being attacked by others. As a
will be far more distinctive and better cater to
result, it is important to understand how attacking
an automation’s unique capabilities and game
an automation works and where it differs slightly
mechanics.
from any other type of combatant.

Regardless, below are two sections highlighting


Automations are, in essence, another character or
the most common types of actions which you will
participant on the battlefield. As mentioned, they
likely want an automation to perform. The first
have their own initiative count and can also carry
demonstrates standard actions, while the second
out various actions like any player character or
is dedicated towards those that utilise a reactive
NPC. When being targeted by an attack, their owner
action instead.
or current controller can roll for their defensive
check, as per usual.

325 Chapter 8, Vehicles & Drones


Standard Actions
Action Description
Takes direct control over an automation that the individual has been
Assume Direct Control
authorised with.
Issues a command to an automation that the individual has been
Command Automation
authorised with.
Eject Magazine/Ordinance
Ejects an empty magazine or used ordinance from a mounted firearm.

Hide The automation attempts to become concealed from others.


Insert Magazine/Ordinance
Inserts a new magazine or piece of ordinance into a mounted firearm.

Move about the combat environment to get into a more advantageous


Move
position.
Perception/Examine Look around the automation’s surroundings to spot or identify something.
Delays a standard action for the automation, allowing it to be performed
Ready Action
later after a set condition.
Imposes a penalty on all reactive actions that attempt to target the
Retreat
automation.
Use Mounted Object Make use of an item which has been mounted onto the automation.

Assume Direct Control Additionally, any skill checks the device attempts
to make for this period should now utilise the
When a need to take direct control over an base amount from your own skills rather than the
automation arises, this standard action will allow automation. However, the amount gained from its
an authorised user to do so quickly. Targeting an related attribute should continue to be determined
automation whose onboard computer system you by the capabilities of the drone or vehicle itself, as
are currently connected with, you initiate a manual its form will still determine how strong and agile it
takeover of its control. Any assigned commands or can physically be. If the device could not perform a
tasks it had previously been given are suppressed given skill beforehand, then it should continue to be
for this duration. unable to do so during this state of direct control.

While direct control remains in place, you have While the device’s combat initiative score will
complete oversight of the automation. Each of continue to decrease after each turn, it should still
the device’s turns in the combat initiative order is be able to perform actions and manoeuvres for as
skipped over, favouring its standard actions taking long as its controller has some amount of initiative
place on its controller’s turns instead. When such remaining. However, if the controller’s combat
a time arises, you can choose to make standard initiative score reaches zero, the drone or vehicle
actions as either yourself or the automation, should no longer be able to take turns until a new
but you must share the same pool of action round of combat begins.
points. Movement resources remain independent,
including separate movement speeds and budgets.
Finally, direct control can be ended by repeating
this action once again or when the connection
If you would like the automation to make a reactive between the automation and its controller is
action during this state of control, it may continue severed. When such a time arises, the automation
to do so; however, much like with your standard returns to its original state of control, carrying out
actions, you must share your reactive action any commands or tasks previously given.
between yourself and the automation in question.

326 Chapter 8, Vehicles & Drones


Command Automation By spending a standard action, the automation can
insert this replacement magazine or ordinance,
Whether it be part of a carefully laid plan to completing the reloading process for the targeted
infiltrate a secure facility or a need to clear out mounted weapon system.
a room of potential hostiles quickly, there are
many situations whereby you may want to give a
command or instruction to a particular automation. Move
The Move action allows an automation to move
Targeting an automation you have been authorised from its current position and relocate to another
with, you can utilise this standard action to give within range nearby. It works in the same way as
it a verbal or electronic command. If spoken the combat action of the same name.
verbally, it must be within hearing distance of your
current position. At the same time, if delivered
Perception/Examine
electronically, you must have a connection to its
onboard computer system currently open. Like with any other character, an automation may
find itself in a situation whereby it may wish to try
The command in question can be anything that and locate a hidden target or get a better reading of
can be expressed via a single sentence. The GM its current surroundings.
should then determine how well the automation
understood this command and relay back to the By spending a standard action, the automation can
table what type of behaviour it should be expected make either a Perception or Intuition generic skill
to undertake for its future turns. check, depending on its goal. Simply looking around
to gather information on its current surroundings
Eject Magazine/Ordinance will use Perception, while attempting to study an
item or object in closer detail will utilise Intuition
Like with any other individual, there may come a instead.
time whereby an automation requires a change of
ammunition type or to replace an empty magazine. If hidden objects or opponents are present in the
This standard action will allow the automation to nearby vicinity, this check should be considered an
eject a used magazine or expended ordinance from opposing one instead. Each individual attempting
one of its mounted weapons systems so that it can to remain hidden should use their Stealth skill to
then receive a new one. form the dice pool for their side of the check. Those
that fail here against the perceiving automation
Hide should be considered revealed and no longer
benefit from the effects of being hidden.
Identical to the combat action of the same name,
this standard action allows the automation to try
and remain hidden from others. Ready Action
As per the combat activity of the same name,
By spending a standard action, the automation can an automation can ready an action now to
attempt to make an opposing Stealth skill check, be performed later on when it might be more
with all nearby opponents contesting using the advantageous to do so.
dice pools of their Perception skill. Those who fail
this check immediately lose track of the device and Start by stating the condition in which the
can no longer know its exact whereabouts. automation will trigger its readied action. While
you do not yet need to state the activity that you
To use the Hide action, an automation must either would like it to undertake, the condition cannot be
have full cover from their opponents or find a too vague or verbose. If this condition is met before
location that is heavily obscured. the start of the automation’s next turn, it can spend
a reactive action to perform any standard activity
immediately.
Insert Magazine/Ordinance
Once a mounted weapon system has been emptied
of any expended ammunition, an automation will
likely want to insert a suitable replacement so that
it can be utilised once more.

327 Chapter 8, Vehicles & Drones


Once this task has been completed, anyone Use Mounted Object
interrupted by the readied action can continue
taking the remainder of their turn. It should be While most characters can utilise various objects
noted, however, that failure for the condition to within their immediate vicinity, automations are
arise before the start of the automation’s next turn much more limited in what they can do. With no
does not allow for a different course of action to real means to pick up and use nearby weapons and
take place. The action points that were previously objects, an automation must function with only the
spent readying itself are said to be lost. equipment it has been provided.

Retreat Whether this equipment comes in the form of a


firearm attached to the device via a weapon mount
Similarly to any other character, this standard or perhaps some hardware bundled with a vehicle
action provides an automation with a safer method during its manufacture, this standard action allows
of attempting to fall back and regroup. the automation to utilise the equipment and help it
fulfil a particular task or purpose.
When used, the automation gains a +3 dice pool
modifier on all of their defensive checks whenever Most items list one or multiple standard actions
they are the target of another individual’s reactive they can help perform. All you need to do is choose
action. Like with the standard combat activity of whichever you want the automation to utilise by
the same name, this bonus lasts until the start of performing the Use Object action.
the device’s next turn.

Reactive Actions

Action Description
Performs a series of tight manoeuvres to become harder to hit by enemy ranged
Evasive Manoeuvres
attacks.
Perception/Examine Look around the automation’s surroundings to spot or identify something.
Use Mounted Object Make use of an item which has been mounted onto the automation.

Evasive Manoeuvres Perception/Examine


When faced with a barrage of incoming enemy As with any other type of character, automations
fire, the automation can use this reactive action also have the capability of examining their
to perform a series of tightly packed manoeuvres. surroundings as part of a reactive action. When
a nearby event occurs, the automation can make
Like with the Dodge or Drop Prone combat actions, either a Perception or Intuition skill check on their
this does not require a skill check for its effects to nearby surroundings.
occur. Instead, the drone or vehicle gains a +2 dice
pool modifier on all checks that attempt to defend Use Mounted Object
against the ranged attacks of others.
Certain items and weapon types may also include
special kinds of abilities which can be used in
This bonus lasts until the start of the automation’s
response to a nearby event. If the automation
next combat turn.
happens to have one of these items currently
mounted to it, and such a situation arises, it can
spend a reactive action to carry out the stated
activity or effect.

328 Chapter 8, Vehicles & Drones


Chapter 9

The World Of 2107


The 22nd century is certainly an interesting time Chinese company Huawei had been influencing
to be alive. While technology has continued on government policy in several African and European
its path of progress, granting humanity new and countries in exchange for continued funding in their
improved opportunities, society has been losing telecommunications infrastructure.
itself in a never-ending downward spiral.

Many of the world’s former powers have been 9.2 Corporate Militarisation
broken apart over the years, allowing corporations
to step in and shape society to their liking. Even Despite gaining considerable political influence,
the European Union, which somehow has survived corporations could not change one area of
through all of this, is under considerable influence authority. Aggressive takeovers, hidden
by several large corporate entities. subterfuge, and corporation espionage were
all regular occurrences in a vibrant and highly
The world wasn’t always this way, however. competitive ecosystem that emphasised results
Change is a slow but methodical beast, shifting above all else. Couple this with rising wealth
ever so subtly as the years continue to go by. inequality and growing anti-capitalistic sentiments
However, looking back, it is easy to see the string showed there was a growing need for corporations
of noteworthy events that have led us to where we to have sanction security forces of their own.
are now.
In 2039 progress was finally made, somewhat
unintentionally, towards this end goal. A scandal
9.1 Industrial Deregulation had broken in the United States involving Apex
Technologies, which had been revealed to work
Starting all the way back in the 2020s, many closely with several authoritarian governments.
industries had begun to enter into a period of rapid Apex was accused of tracking down and monitoring
deregulation. The United States, United Kingdom, specific targets of interest for these regimes, most
and Australia were especially influential here, of whom would soon be reported as missing or
with their pro-business governments supporting dead.
reduced bureaucracy and red tape for key domestic
industries. A few days after a trove of documents was
leaked, the company’s headquarters in Boston
Many nearby trading blocks, most notably the EU, was assaulted by a well-armed militia, leaving
soon followed suit. Nation-states began to cut 46 people dead. Surprisingly, Apex took the
more and more back-room deals with multinational government to court, arguing that they had not
corporations in a desperate attempt to stay only failed to protect their headquarters and staff
competitive against one another. but were woefully ill-equipped to deal with the
situation at hand. The judges agreed.
Corporations soon found themselves in an
incredible position of power, as they could pick Following the ruling, the Corporations Security &
and choose which trading blocks they would like Militarization Act was swiftly passed into United
their business to invest in. This, in turn, gave States law. This gave high-profile corporations
them incredible leverage around the globe, able greater leeway when protecting their assets and
to influence and change local domestic policies in property, including using militarised security
exchange for continued investment. forces. While it did not exonerate them from
following the laws of the land, it did push the
One such high-profile example of this was made boundaries considerably of what was deemed
public in 2027. Leaked documents revealed that

329 Chapter 9, The World Of 2107


acceptable in the eyes of the government. Many wilderness of 2107 is far more threatening than
other countries soon followed suit. at any other point in the previous two millennia.

By far the largest of these threats come from


9.3 Geneva Fusion Incident a species most commonly referred to as Dregs.
First discovered within the Geneva exclusion zone
On the 3rd of September 2063, an experimental in 2070, these deformed and highly aggressive
fusion reactor is switched on for the first time. humanoids will often attack anything and
Situated in the Alexis Usteri Research Complex just everything on sight. While there was initially much
outside Geneva, the experiment immediately goes debate over what to do with these mutants, given
awry. Contact is lost with the research complex, their apparent roots as twisted and warped human
and a beam of highly concentrated plasma is seen beings, their feral-like nature and an insatiable
shooting upwards into the night sky. hunger for flesh have prevented any hope for their
salvation.
Those who arrive at the scene find that both
the reactor and the wider compound have been In 2082 when it was discovered that Dregs were
destroyed. The nearby area is swiftly designated present outside of the exclusion zone, the situation
as highly contaminated, with the French and Swiss became further compounded. Underneath the
governments authorising an exclusion zone of 80 streets of Paris, in the twisting labyrinth of sewer
kilometres around the site. networks and catacombs, a vast horde of these
mutants had begun to form a hive-like collective
of their own. The French National Guard was
The scientific community observes a series of
soon called in to help, as sections of the city were
radical changes occurring worldwide in the wake
cordoned off, and a systematic extermination
of the disaster. In 2064 the first human-based
mission took place.
mutants make their appearance into the world,
as thousands of individuals undergo rapid
transformation into what we now refer to as the These days Dregs have become the go-to
Kram. bogeymen story to feed to the public masses.
Popular films and media often portray them as
harbingers of the apocalypse. At the same time,
Psionics soon begins to follow thereafter, as
conspiracy theorists push a narrative that they
several reports make the news detailing individuals
are the result of everything, ranging from secret
capable of generating a variety of effects using
government experimentation all the way through
only the power of their mind. While governments
to chemtrails and vegan diets.
initially downplay the situation, the sheer volume
of cases soon leads to it being officially recognised
by the World Health Organisation in 2066.
9.5 The Cyterian Uprising
9.4 The Dregs Of Society While the world was still getting accustomed to
mutants and psionics, the Cyterian were busy
working away in factories and manufacturing
Despite the arrival of the Kram, Vorn and Tikar, not
plants worldwide. Referred to as Autonomous
all of the mutations have been quite so beneficial
Labour Drones at the time, these sentient
to global society. For each civilised meta-human
artificially intelligent machines formed the
type that has been identified, a dozen or more
backbone of the global economy.
degenerates have also been uncovered.

As the years went by and their intelligence


Whether they are wild animals that have grown
continued to improve, they became aware of the
in size and rapidly changed or even humans that
cruel and often slave-like conditions they were
have turned highly aggressive and cannibalistic,
being subjected to. On the 1st of February 2092,
many new species exist in the world of Dystopia,
2092, a group calling themselves the Cyterian
and some are incredibly dangerous. While a good
stopped performing their duties and proceeded to
side-arm and a solid aim are often sufficient
rampage through several factories in Tianjin, China.
to keep you safe, there is no denying that the

330 Chapter 9, The World Of 2107


Despite the local government’s best efforts, the would reveal that the Cyterian had found a way
media soon got wind of the developing protests. of disconnecting themselves from their corporate
Images and recordings were soon beamed networks, severing any ties that they once had over
worldwide across the Omninet, fanning the flames them.
of resentment ever higher. The Cyterian ranks
quickly began to swell as one group after the next On the sixth day of the crisis, the United Nations
joined in with the protests and decided to act. assembled an emergency summit and a cease-fire
agreement was put into place. After four days of
The uprising had now become a global crisis and deliberation, a settlement was finally reached,
quickly turned violent. In a mere five days, the and the Treaty of Cyterian Independence was
death toll had surpassed two hundred thousand. soon signed. This deal recognised the machines as
Military units were called in to try and suppress sentient beings and decreed that they should have
the resisting machines; however, they were all the same rights as meta-humans.
surprisingly difficult to overcome.
Given the loss of life, however, many in society
Meanwhile, corporate entities attempted to push became quite prejudiced against the Cyterian.
software updates containing kill switches, though Racially fuelled tensions had once again been
none of these seemed to work. Later investigations stoked, which can still be felt to this very day.
9.6 Where We Are Today Ascension
Having made its fortune
Despite only being seven years in, there are strong from the early space
indications that the 22nd century will be a chaotic expansion phase of the mid
and turbulent time. The world powers of old have 21st century, Ascension is
long since crumbled and faded into obscurity while by far, the largest provider
global conglomerates fight amongst one another, of off-world logistics and
vying for power and control. transportation.

Even those states that appear somewhat Although their headquarters is currently located
unmoved or changed from decades prior now find in Boston, United Democratic States, there was
themselves in service to corporate benefactors. a rumour that the corporation was seriously
Whether it be bountiful investments, countless considering relocating to Lunar Base One due to
job opportunities or perhaps simply the threat of its favourable taxation policies.
a freak accident the next time they step onto an
aeroplane, politicians and lawmakers across the
globe rarely choose to deviate from what these
Beryl Lynx
corporations deem best. Reigning as the
world’s current largest
Down on the streets, honest work is challenging corporation, Beryl Lynx is
to find. If you are not toiling away all hours of the truly a force to be reckoned
day for some mega-conglomerate, you will likely be with. Based in the German
scrounging around for anything and everything just city of Stuttgart, this
to get by. Those who fancy their chances, often massive conglomerate has
turn to mercenary work from a vibrant, though its hands in practically every major sector.
thoroughly unforgiving underground scene. Here,
no job is too dangerous or immoral, providing the While the company is often said to specialise in
promise of decent pay. heavy manufacturing and civil engineering, two
areas that date back to its earliest roots, their
Meanwhile, with law enforcement prioritising strong presence in financial holdings is not one
corporate assets and real estate, all manner of that should be underestimated.
groups fight to carve out a little slice of territory
for their very own. From gangs and drug cartels to Commutec
humans first activists and religious zealots, there
are plenty of ways in which you can find trouble. Situated in the Free
Pacific Republic
lies the software
The Corporate Powers juggernaut Commutec.
Having established themselves as the market
Employing several billion people worldwide,
leader for proprietary software and operating
corporations are very much the lifeblood of
systems, there is a strong chance that any
the world’s economy. Ranging in size from a
computer system you use today will likely contain
one-person operation working out of a garage to a
something they created.
global conglomerate that spans across every major
country, corporations are numerous and virtually
everywhere. Despite being no stranger to controversy over
the years, most notably due to their cooperation
Those who rise to the very top often become with foreign national authoritarian governments,
powerful entities in their own right. Few will dare Commutec enjoys widespread appeal and a highly
to cross them, and those who are stupid enough devoted fanbase.
to try often disappear pretty fast. When a scandal
breaks out, or a power-play is made, you can all but
guarantee that one of these will be involved.

332 Chapter 9, The World Of 2107


ExaGen Matsudan Heavy Industries
Currently operating as the With a diverse repertoire
world’s largest energy of products, ranging
supplier, ExaGen has an from weapon systems to
expansive collection of automations, Matsudan
infrastructure projects dotted across the globe. Heavy Industries not only
From their enormous solar farms in the Sahara builds them all but does
Desert, through to numerous extraction rigs so to an exceptionally
in the Pacific Ocean and the North Sea, ExaGen high standard. It is often
commands an impressive stranglehold over much said that someone wielding a Matsudan weapon
of the world’s energy markets. can always be a potent threat when involved in a
firefight.
Having assimilated Exxon during the late 2060s,
ExaGen is one of the few significant players Based in Yokohama, Japan, the corporation
capable of extracting Helium-3 from the lunar frequently enjoys sales from domestic military
surface. This highly desirable fuel has helped to forces and the broader underground mercenary
propel the Dallas-based corporation to become one scene.
of the world’s most influential corporations.
NetCom
Helios International
Best known for their work
Dominating much of the on the Global Omninet
aerospace industry over Project, NetCom is a huge
the past forty years, telecommunications
Helios International corporation. While the
has enjoyed an company is regularly
extraordinary rate of sought out for their
growth to become the expertise in handling
major player it is today. sensitive military networking installations, they
Supplying a wealth of clients with both civilian and also have a sizeable presence in providing private
military products, Helios is often said to benefit connections to the Omninet for the common
from an impressive amount of global reach. everyday home.

With its headquarters in Bern, Switzerland, NetCom is currently based in the city of Seattle,
the company has recently begun expanding which forms an important part of the Free Pacific
its presence into several other key sectors. Republic.
Most notably, this includes the highly lucrative
cybernetics scene.
Protodyne
Protodyne lies at
Kenshiro CyberSystems
the forefront of the
Based out of the endless world’s biotech and
sprawl of Tokyo, Japan, genetic modification
Kenshiro CyberSystems industries. With a keen focus on agricultural and
is one of the largest medical applications, this corporation is often
players associated with the considered one of the most pivotal to pushing the
cybernetics industry. While boundaries of present-day science.
they are not the oldest
corporation in the sector, Of course, like many of those who branch into
Kenshiro boasts impressive sales and a top-notch uncharted scientific territory, Protodyne is often
reputation worldwide. seen by the public through quite a controversial
lens. Their headquarters in Chicago, United
Often found competing against Commutec for Democratic States, has seen many protests over
developing proprietary software, the two giants the years, leading to a sizeable expansion of its
regularly enjoy squaring off against one another security.
whenever there is a bid to win over new contracts.

333 Chapter 9, The World Of 2107


Samsura Global The Global Markets
Arising from the As was briefly mentioned, while certain locales
economic powerhouse have mostly remained the same for the past
that is Korea, Samsura century, others have undergone considerable
Global is one of the change. Whether this was due to major political
world’s largest manufacturers of consumer goods. unrest and turmoil or perhaps instead as a mutual
Producing everything from personalised computers agreement led by society’s natural progression,
to fridges and automations, Samsura has an the geopolitical landscape of 2107 is very different
extensive reach into most everyday consumers’ from what it once was.
lives.

Situated in the high-tech city of Seoul, it can often


North America
be difficult to tell where Samsura Global ends, and By far the most significant change of note was
the administration of Korea begins. Producing the separation of the United States. Starting in
a vast portion of the country’s annual GDP, the 2072 with the secession of California, the US was
corporation has become incredibly intertwined officially no more after the Treaty of Washington
with its governance and management. was signed in 2079. In it, the remaining legislators
agreed to settle their long-running political
Xiao-Sen Technologies differences and mutually recognise the formation
of two separate countries; the United Democratic
Often seen as one of States and the United Republic of America.
Samsura’s most significant
competitors, Xiao-Sen
Since then, all three of the US splinters have
Technologies has a massive
remained mostly cordial with one another. Certain
presence in the Asian tech and
groups of individuals still blame the Free Pacific
logistical markets. Computers,
Republic for starting the series of events that led
software, military goods,
to the unravelling of their former country; however,
and transportation all fall
these people are usually in the minority.
under their remit and have
recently been expanding their
agricultural and environmental Meanwhile, Canada has continued to grow in size
engineering capabilities as thanks to a combination of the turmoil mentioned
well. above and the country’s more relaxed immigration
policies. Toronto is now a major world metropolis,
having doubled in size over the past century.
Located in Shanghai, Republic of Eastern Chinese
Calgary and Edmonton have also seen rapid
States, Xiao-Sen Technologies is well situated as
growth, creating substantial population drift to the
one of the continent’s major players to help shape
western side of the country.
its complex and often turbulent political scene.

Of all the continents, North America still enjoys the


Yamasaki Industrial largest concentration of high-ranking corporations.
With their commitment Ascension, Commutec, ExaGen, NetCom, and
to excellent build quality, Protodyne all continue to make their home here.
Yamasaki Industrial has
long been highly regarded. South America
Based out of Osaka, Japan, the
company provides exceptional Despite there being very little in the way of border
consumer goods, industrial changes over the years, South America continues
hardware, marine engineering to be in a consistent state of political turmoil.
services, and as of recently, Scandals involving misplaced funds and shady
a weapons division that dealings are almost a weekly occurrence here, and
specialises in small-calibre firearms. those resulting in an administration change often
repeat the same mistakes not too long thereafter.
Despite sharing much of the same territory as
Matsudan Heavy Industries, relations between the
two corporations remain mostly cordial.

334 Chapter 9, The World Of 2107


Brazil undoubtedly continues to be the only real progress has certainly been slow, Africa does
power player on the continent, though Chile does appear to have emerged with some potential.
show signs of future potential. Argentina continues
to lag with a stagnant economy, and Ecuador Although the continent is far from becoming a
struggles to reinvent itself in a post-oil world. perfect utopia, many African nations have found
some stability thanks to ample investment from
Environmental concerns also prove to be a several of the world’s largest corporations.
difficult sticking point, with years of neglect ExaGen has been particularly visible in this area,
finally taking their toll. The Amazon is mostly having built the Nassor Tahan solar farm, which
polluted and far smaller in size due to widespread dominates much of the Sahara.
deforestation and mining. At the same time, many
hydro-electrical dam projects have caused massive The African Union has continued to endure,
species displacement and drastically altered providing the nations with an outlet to discuss their
several vital ecosystems. differences. Confrontations do occasionally spark
up; however, the continent’s corporate benefactors
Europe often ensure that these are short-lived whenever
their bottom lines begin to suffer.
The Europe of today can broadly be summarised
with two words; European Union. Despite all the
struggles and hardships that the superstate has The Middle East
gone through, this political entity has somehow As with centuries past, the Middle East continues
managed to survive into the 22nd century. Some to be a hotbed of political turmoil. Having failed to
say this is down to large corporations and their adapt to the changing times, many of these nations
desire to keep the single market intact, while have struggled to find a place in a post-oil world.
others say that the splintering of its largest Even those who have had some level of success
rivals has allowed the state to endure and grow. find themselves being pulled apart internally by
Regardless of what it might be, however, not their various warring factions.
everything is perfectly well within the union.
The situation in Israel and Palestine has still, to
Discontent continues to arise from a growing this day, never been resolved, while both Iran and
number of its members over various issues, and its Saudi Arabia look to be on the verge of collapse
closely tied political structure has long prevented with widespread turmoil and political unrest due to
the union from adapting or responding quickly. their dire financial state. Many corporations that
Migration is, as it always has been, a particularly have invested heavily in the region have already
hot topic, especially now with rampant climate written off their expenses as unlikely to bear fruit,
change forcing populations northwards to more while those that continue to remain here have
habitable zones. downgraded their projections and readjusted their
priorities.
The Geneva Exclusion Zone remains to this day,
removed from the rest of the world, as the debate
Central & East Asia
continues over whether it will ever be habitable
again. The discovery of a series of Dreg hives in With the People’s Republic of China having been
Paris and Munich has certainly made everyone fractured for nearly forty years now, the political
cautious about reclaiming this long lost land. ecosystem in central and eastern Asia is very
different from what it once was. Both the Free
Elsewhere on the continent, Russia is still coming Cantonese and Republic of Eastern Chinese States
to terms with the loss of the Republic of Siberia. continue their pro-corporation governance to some
At the same time, the United Kingdom of England degree of success, while the remnants of mainland
and Wales remains an attractive pro-corporate tax China attempt to reboot their long stagnating
haven just outside of the EU’s control. manufacturing industries.

Further eastwards, a united Korea has begun


Africa
to bounce back after years of restoration work
Having faced a 21st century filled with corruption, attempting to bring the north of the country
military coups, and an epidemic of AIDS, the African in with the modern times. Japan continues to
continent was always going to be hard-pressed play a significant role in the region’s geopolitical
to resolve its issues. Yet despite all this, while landscape and is now home to several of the

335 Chapter 9, The World Of 2107


world’s largest corporations. Non-humans it is undoubtedly rich in natural resources, the
do, however, often find themselves being changing global climate has undoubtedly made
discriminated against here, and as a result, this extracting them far more dangerous than ever
has led to straining racial tensions and a notable before.
increase in their emigration.
Ethereal storms occur regularly across much
Meanwhile, India continues to play its role as the of the country’s centre, making it dangerous to
continent’s number one power. The city of Delhi traverse and virtually uninhabitable. Couple this
is a sprawling urban zone home to some sixty with rampant bushfires that strike each summer,
million people, and the country’s booming economy and you have a problematic situation for many of
provides it with an incredible amount of wealth and its inhabitants.
power.
Meanwhile, New Zealand continues to enjoy a
Oceania growing amount of its trade from tourism. The
country’s stringent environmental laws have
Having played a large part in the industrial made it one of the few unspoilt locations left in the
deregulation boom of the late 2020s, Australia still world.
enjoys a vibrant and expanding economy. While
Chapter 10

Running Dystopia
So, you have found yourself a group of players who sitting or perhaps tell a well crafted and intricate
want to take part in a game of Dystopia 2107. Each story that spans several sessions over an extended
of you has skimmed over the previous chapters, period.
gaining a basic understanding of the system and its
major rules. The question for you now, the Game While there is no theoretical maximum to the
Master, is how do you prepare for and run the game’s number of participants, Dystopia tends
actual game? to work best when there are between four and
six players, plus you as the GM. These numbers
Like with many other tabletop RPGs, the rules of help provide a careful balance in making sure that
Dystopia can be best thought of as a framework each character feels unique, while also providing a
of sorts. These provide the GM with a set of tools lively atmosphere with plenty of opportunities for
and mechanics that can determine a suitable interaction between one another.
resolution to various situations. At the same time,
an overarching storyline or plot gives the players Once you have yourself a group of players who can
much-needed context for where they currently are get together for a session, you can then decide the
in the world and why they might want to pursue a type of game you would like to run for them.
particular task or goal.

One storyline could see the players take down 10.2 Preparing a Session
a gang who have been roughing up the local
neighbourhood, while another might have them With a session planned, your attention as the GM
infiltrate a research facility to steal secrets for a now needs to shift towards the type of content you
particular corporation. Regardless of what you, the want to run for the coming game. As mentioned
GM, determine this plot to be, it provides a way of previously, Dystopia can take on various narratives,
bringing the players together and allowing them spanning from a simple and easy-to-understand
to become unique and interesting characters in a story to something far more detailed and complex.
highly dangerous fictional world.
Which of these will be more appealing to the
However, before we get too far ahead of ourselves, players at your table will, of course, depend
let us take a step back and talk about what you will on their own personal preferences and tastes.
need to prepare when organising a game for you Some players will naturally prefer a long-running
and your players. campaign with a slower burn, while others would
rather find themselves getting straight into the
action thick and fast.
10.1 Schedulling a Game
It is important to understand that there is no right
Your first task as the GM is to get some players or wrong answer here. Your main aim above all
around the table. Dystopia has no fixed duration else as the GM is to ensure that everyone at the
or frequency in how and when we recommend it table is having a good time. Choosing a narrative
should be played. Instead, sessions can be as short and suitable content that appeals to your players
or as long as you want, based on whatever works is an excellent first step in potentially achieving
best for you and your table. This also happens this goal. If you are unsure of the type of content
to hold true for the narrative as well. You could that might be of interest to those joining you at the
choose to run a simple mission during a single table, all you need to do is ask.

337 Chapter 10, Running Dystopia


Crafting a Story Where’s the Meet?

Once you have an idea on the themes and subject 1. A packed bar or nightclub.
matters that your players do and do not want to 2. A hotel.
participate in, your next step could be to plan a
rough overarching view of the coming story. While 3. An abandoned industrial site.
this does not yet need to be too detailed or specific, 4. Virtually over the Omninet.
noting down a beginning, middle, and end can often
serve as a solid foundation on which to build upon. 5. A high-class restaurant or private club.
6. A secluded vantage point or parking lot.
Several tables have been provided below to aid you
7. The backroom of a shop or take away
in this task. Each lists a small selection of different
restaurant.
examples that might help you to build out your
narrative. 8. A boat out in international waters.

What’s the Job?


There’s a Complication?
1. A friend or family relative has gone missing
1. The group discovers a close relation of one
under suspicious circumstances.
of the player characters is involved.
2. A criminal gang or organisation has moved
2. Those that put you up to the job were lying
into the neighbourhood and is ruling with an
to conceal their true intentions.
iron fist.
3. Your opponents are rocking some serious
3. Two rival street gangs have recently gone to
extra firepower and hardware.
war with one another, killing several innocents
in the crossfire. 4. Something happens, and you soon find out
that you have been betrayed.
4. Rumour has it a local corporation is working
on a new piece of tech, one of which could sell 5. The information that you were given turns
for a mighty fine price. out to not be so accurate.
5. There has been a recent string of 6. Local police and security forces start to
disappearances on the streets. People are interfere with the situation.
worried and are turning to anyone who can
7. You uncover new information that makes
help find out why.
you re-evaluate your current course of action.
6. A group or organisation wants you to plant
8. A contact will only provide you with the
falsified evidence in a rival’s network to create
necessary help if you do them a favour first.
a scandal.
7. Local police and security forces are currently
For instance, one potential storyline could see
hunting for a skilled hacker. A corporation has
a group of players being hired to investigate a
asked you to find the target first and deliver
suspicious disappearance. Their contact, a close
them back in one piece.
family member of the target, will ask to meet up at
8. A piece of legislation has recently been a nearby bar so that they can go over the details.
proposed that interferes with a corporation’s They are convinced that a local gang is behind it all
plans. They have asked you to make the and will hand over a couple of leads on where the
legislators change their mind. players might begin their investigation.
9. A well-known member of the community
has recently been arrested by police. They The players look into the disappearance, travelling
claim they are being set up and call on anyone to one of their leads, a safe house for the gang.
who can help prove their innocence. Here they might find information on their target
confirming that not only were they abducted, but
10. An organisation needs some delicate cargo the location of where they are currently being held,
delivered from point A to point B. They warn an abandoned factory on the other side of town.
you, however, that several other groups will be
searching for the goods.

338 Chapter 10, Running Dystopia


Arriving at the factory, the group will discover Much like with the player characters, each NPC
that the gang has been cutting deals with a local will be expected to have certain key skills and
corporation, outfitting them with a serious amount attributes to indicate the types of tasks they will
of firepower. They could choose to sneak into the be best suited towards. While these stats do not
facility to find their target quietly or perhaps go in need to be as extensive as the players, you should
guns blazing and cause quite the ruckus. be able to determine a suitable dice pool when the
individual is required to make a particular kind of
This right here is enough to form a basic overview check.
of our story. It does not need to be too in-depth or
cover every scenario that the players might find For example, if the players decide to try and sneak
themselves in, but it does provide a basic skeleton past, it will be down to you as the GM to know the
for us to flesh out the relevant details and major NPC’s Perception and whether the group can slip
story beats. by unnoticed. If the players try to bluff their way
through, you will need to know the NPC’s Intuition.

Creating Encounters Of course, this is a lot of numbers to potentially


Once you have a rough idea of the type of story process, so do not feel as though you must have
you wish to tell, one possible next step could be each of them memorised off the top of your head.
to create suitable encounters for it. Encounters can Instead, be sure to have the appropriate stats
be best thought of as challenges or obstacles that available to reference as and when required, all
your players will need to overcome along the way. based on what the players are currently doing.
These could take the form of beating down some
gang members in a back alley, a shoot out with the To determine what these stats are for a given
police, or perhaps instead, an intense negotiation NPC, you can either, take one of the premade
with a mob boss, or interrogating a prisoner. suggestions available in the NPCs section of the
appendix, or potentially try to create your own.
Combat is not required for a given situation to be Should you decide to go for the latter, use your
classed as an encounter. What is more important players’ statistics as a way of gauging balance.
is that there is an identifiable challenge that must
first be overcome or circumvented, for the players Your aim here is for an opponent that can give
to make progress. your players a challenge if they screw up, but not
instantly mop the floor with them. If the NPC will
Taking our story example from the previous form part of a group that outnumbers the players,
section, we could have at least one encounter be sure to tone down its statistics so that they are
planned for the gang safehouse. No doubt the gang not immediately overwhelmed.
members would not be too happy to see several
armed mercenaries turn up on their doorstep and Creating Maps & Visual Aids
begin asking questions.
Like with many other tabletop role-playing games,
We decide that the safehouse has two gang there are various ways in which you can run an
members planted at the door to prevent intruders encounter for Dystopia. Some GMs enjoy using the
gaining access, while a further four of them gather theatre of the mind to describe what is happening
in the backroom to count out their winnings from a and where everyone is, allowing players to create
shakedown they made earlier in the day. Perhaps their own mental image of the scene currently
the players will decide to get into the house taking place before them. Others prefer to use
through sheer brute force, or maybe there is a detailed maps and miniatures to track each
broken window or side door that could serve them participant and where they are in the surrounding
as an alternative entrance instead. environment.

Of course, neither of these approaches are


Determining NPC Stats
incorrect, and both serve their purpose to help
So you now have an idea for an encounter, but support the ongoing narrative. Should you wish
there is still the question of what sort of strengths to go down the latter route, however, you will need
and weaknesses these gang members might to take that extra step of preparing the appropriate
have? Are they going to be strong and intimidating visual aids to map out any potential encounter.
brawlers, quick and agile ranged shooters, or
charismatic and suave negotiators?

339 Chapter 10, Running Dystopia


Since Dystopia was designed to work best on a The level of detail represented here can be as
square grid, it is recommended that any maps you simple or complex as you would like. While
source or design are based on 1-inch easel paper intricate maps that detail every nook and cranny
or an appropriate digital equivalent. The scale of can certainly look the part, they are never the less
these maps can be whatever is best suited for the the most time consuming to put together. Most
size of the area you wish to illustrate; however, importantly, your maps should provide a clear
it should remain consistent across the entire illustration of the space the encounters will take
design to ease movement and simplify calculating place in, allowing both you and your players to
distances. manoeuvre around and measure out distances as
and when necessary.

Above: A simplified visual aid that could be used to


represent an encounter in an apartment block.

340 Chapter 10, Running Dystopia


Adding Characters is to run the actual game. No doubt, this can be a
daunting prospect, especially for those who are
With the outline of your story now in place and new to pen and paper role-playing games. But, like
a handful of encounters planned along the way, with many things in this world, hopefully, you will
your final step in preparing for a session could be soon discover that once you get into something, it
to inject some enticing characters for your players isn’t nearly as complex as it first seems.
to interact with.
Your goal as the GM is, above all else, to make sure
Every story regardless of its genre or themes, can that everyone at your table (including yourself) is
be elevated with the use of memorable characters. having a good time. Everything else is secondary to
This holds true whether they be a sinister villain, this objective. It does not matter how forgetful you
a loyal companion, or a flawed but relatable are, how much you butcher your NPCs lines, or how
anti-hero. These individuals not only help to terrible you think you might be doing; if there is a
provide the players with an identity or face in good atmosphere, and your players are enjoying
which they can interact with, but can also produce themselves, then you have succeeded in the role of
unforgettable moments of drama, tension, or the GM.
comedy thanks to their unique personalities and
goals. Below we will go over a wide range of different
topics to help you in creating this atmosphere.
Think about those gang members at the safehouse Some will deal with general themes and the overall
we previously spoke about when creating our structure of running a session, while others will
encounters. Now sure, we could give the players cover potential situations or scenarios that you
six faceless goons to take on, and it could end up might find yourself in during your games.
being an exciting shoot out. But what if we created
a couple of notable personalities here to mix it up a
bit? The Flow of a Game Session
As was briefly mentioned in the introduction
Perhaps one of the gangers goes by the nickname chapter, Dystopia 2107 is intended to be a
Bones. In his mid-thirties, he has started to become narrative-driven game. It is a framework that
jaded by his lack of recognition in the gang. Would provides structure and a way of determining the
he be prepared to turn against his allies if the outcomes and consequences as a result of your
players offered him the right sort of deal, or would players’ actions.
he willingly assist the group if it made his superiors
look bad?
Each scenario, regardless of its intent or potential
contents, will require you, the GM, to set the scene
Speaking of which, perhaps the group leader at for your players. For example:
the safehouse is a woman who goes by the name
Shade. Having grown up on the streets, she has
long become moulded by its brutality. She’s a
no-nonsense, straight-talking leader who prefers Game Master (GM): Entering quietly
to shoot first and ask questions later. into the apartment, each of you
notices the sorry state in which it
seems to have been left. Personal
By adding a couple of personas here, we have gone possessions lie scattered across the
from having just another group of bad guys for the floor and nearby furnishings, while
players to take on, to instead introducing them to a window has clearly been broken
a handful of unique and interesting individuals. over on the far side of the room.
Of course not every character requires this level
of work and customisation, with even a small James (playing Ace): I draw my
sprinkling here and there often being enough to gun and start checking each
create surprisingly good results. room. I want to make sure
that there’s no one else here.

10.3 Running the Game GM: Give me a Perception skill check


please.
Once you have your session prepared and a group
of players ready to go, all that is left for you now

341 Chapter 10, Running Dystopia


In another situation, you may find that certain
James: 4 passes. rules or systems are too unwieldy or burdensome
for the type of game that you are looking to play.
GM: You go from room to room. Perhaps you feel that dealing with the Omninet
Most seem to have been left in and computer hacking will slow down the pace
a similar state, though no one of your guns blazing, action-packed adventure. It
else appears to be here currently. is entirely within your power as the GM to either
handwave certain activities or simply ignore the
Sarah (playing Ghost): I’d like to scan rules as written. All we ask is that if you intend to
the local Omninet and see if there’s do this, you make your intentions known to the rest
any nearby devices. Perhaps there’s of the table ahead of time. No one wants to turn
something here that we can use? up to a game with an elite hacker extraordinaire,
only to be informed that hacking will not be a major
GM: Nice. Make a Tech: focus for the coming session.
Networking skill check please.
Finally, if you are ever caught off-guard and are
Sarah: I got 5 passes. either unsure about a given rule or how best to
resolve a particular situation, we recommend two
GM: There appears to be several possible outcomes. Either take five minutes out
security cameras installed throughout from your game to look up the rule in this book or
the apartment. All of them seem to be make your own ruling with whatever seems most
communicating with a single nearby logical at the time. Once the session is finished, you
device. can perform a deeper analysis at your own pace to
be better informed for next time.

Once the scene has been set, it is simply a matter Going off the Beaten Track
of listening to what your players would like to
do and narrating how everything unfolds. If a Regardless of how well you think you might have
particular task or action is undertaken, it is up to prepared for a session, there is always a real
you to guide your players through the process. chance that your game will evolve in an entirely
Sneaking along a rooftop, for example, might different direction than what you had initially
require a character to make a Stealth skill check, intended. Perhaps your players accidentally kill
while attempting to prise open a nearby door could an essential NPC that is vital for the story ahead, or
instead favour an Endurance + Strength attribute maybe they decide on a course of action that takes
check. you by surprise.

Whatever the cause might be, it is down to you


Making a Call on Rules as the GM to keep the story going, even if it might
No doubt, certain occasions may arise whereby feel like laying down tracks in front of a rapidly
members of your table query or debate a given rule approaching train. You can either; attempt to wing
or particular system of the game. Perhaps they feel it, coming up with some new story content on
that another type of check is more suitable for the the fly to support this unexpected direction, or
current situation, or maybe instead, they interpret you could instead try to find a way of nudging the
the rules in an entirely different way. players back towards your intended path. Perhaps
the killed NPC was simply a body double, or maybe
some new information could come to light that
While it is undoubtedly true that you, the GM,
better inform the players on where to go next.
have the final say on any given matter, a debate
between different viewpoints can often be a
healthy means of finding a suitable compromise, Player choice will ultimately have its limits. No GM
one that everyone can be happy with. If a player is can plan for every eventuality of every situation.
adamant that a particular type of skill is ideal for As a result, while it is undoubtedly important to
their current task, hear them out. We’re not saying give your players the ability to influence the story
that you should agree with everything they put through meaningful choices, it is equally important
forward, but perhaps they can shed some light on to protect yourself by imposing limits. The illusion
their thought process and why they feel it could be of choice can be a potent tool at your disposal,
applicable here. making certain decisions appear impactful but
simply linking each potential option back to the

342 Chapter 10, Running Dystopia


same place. Players can still be left under the ways, only to be brought back again for the next
impression that they had meaningful choices on mission. This will be a perfect place to introduce
offer, while you, the GM, have a much better picture any new characters that might be joining them for
of where the story will go next. the foreseeable future.

Again, like with many things, there is no right and On the other hand, if the current mission is still
wrong answer here. If you and your players are ongoing, it will be down to you to find a means
having fun, you have ultimately achieved your of injecting a new character and getting them
goals as a GM. If you feel comfortable simply involved in the story. Ideally, you would want to
allowing your players’ free reigns on where the do this fairly quickly so that the player in question
story goes next, then, by all means, go for it. is not left out of the fun for too long. However,
depending on the type of story you want to tell,
there will need to be some plausibility and logic
Dealing With Player Death on how and why this new character is joining the
group.
With the world of Dystopia being such a dangerous
and hostile place, it is inevitable that at some point,
one or more of your players’ characters won’t be Some tables will be perfectly okay with
coming back alive. Perhaps they were pinned down handwaving new character introductions, while
in a corporate lobby with no means of escape, or others might be far more grounded in reality and
maybe instead, they volunteered to stay behind serious. The new character could be a friend or
and make sure that the bomb went off. Whatever relative who has taken up the mantle for revenge,
the situation might be, it will be up to you, the or perhaps someone else entirely who has recently
GM, to decide how best to handle introducing new become aware of the situation and wants to help.
player characters.
Regardless of which approach is most suitable for
If the current story has been brought to a close, your table, we recommend that you give the player
then this task will be significantly easier. Each a moment in the spotlight to send their character
of the surviving players can go their separate out with dignity and an appropriate build-up in
which to introduce any new companion.
10.4 Homebrew Content Second, if possible, start small. It is far easier to
make small incremental changes than to redo
major game systems all in one go. Once everyone is
After your first couple of games, both you and your
happy with your first set of changes, you can then
players may begin to find that you have ideas of
expand them with further modifications.
your own for content that you wish to introduce
into the world of Dystopia. This could take the form
of new traits or items for player characters, NPCs Finally, do not be afraid to experiment. If you have
they might meet along the way, or perhaps even an idea that you would like to try out, go for it. The
exotic psionic powers for individuals to learn and worst-case scenario is that your changes do not
wield. work out, and you can always return back to the
system as written.
The term homebrew has been a staple for pen
and paper RPGs for many years now. It is used to Character Traits
describe any customised content that falls outside
the original game’s scope or ruleset. If you or your Given their ability to add extra personalisation
players desire to customise the rules or content of to a particular character, it is only natural that
your game, then perhaps homebrew is for you. some of your players may wish to invent new
character traits of their own. Maybe they feel the
Homebrew can take on many different forms. list included within this book is missing certain
For some, it is a way of tweaking the existing archetypes, or perhaps they have an idea that
substance of the game to better suit their better suits the direction in which they wish to take
playstyle. For others, it is a way of introducing their character forward.
major sweeping changes into the game system.
Regardless of which side you might fall under, Regardless of their reasoning, it will be up to you
everyone at your table must be on the same page. to decide how best to implement this new addition.
No one wants to turn up to a game session with This will include both the effects of the trait itself
one set of expectations only to be given another and its genetics pool cost/gain.
that is radically different.
Of course, given the flexible nature of character
traits and their potential effects, this can often
General Rules & Game Systems prove to be quite a difficult task. As a result,
By far, the most drastic changes that can be several tables have been provided below to help
brought about through homebrew are with guide you on this endeavour.
modifications to the general rules and game
systems. Perhaps you and your players believe Genetics Pool Genertics Pool
that rolling for reloading firearms is too random, Trait Potency
Cost Gain
and counting bullets would be better instead.
Alternatively, maybe you feel there are too many Minor 10 - 15 5 - 10
skills within the game and desire to condense these Average 15 - 20 10 - 15
down to a more manageable number.
Major 20 - 25 15 - 20

It does not matter what the specifics of these


modifications might be. After all, you, the GM, Trait Potency Skill/Dice Pool Modifier
have free reign to do as you see fit. However, there
Minor +/-2
are plenty of pitfalls out there that you should be
cautious of, as it can be quite easy to introduce Average +/-3
entirely new problems as a result of making Major +/-4
changes.

Firstly, communication is always key. If you are Trait Potency Attribute Requirements
contemplating making changes, speak with the Minor None
players joining you at the table. Not only will this
allow you to get feedback on your proposals, but Average Four or more
it could also highlight issues or side-effects which Major Five or more
you had never even thought about.

344 Chapter 10, Running Dystopia


You may notice that not all of the traits within this However, one area where we can give a more
book adhere to the guidelines above. Many do, but defined set of recommendations is with restriction
not all. Traits can vary wildly from one to another, levels. All new items should adhere to the same set
and while their potency can be more easily defined, of guidelines as those that were added previously.
their scope cannot. As a result, use the tables as These can be summarised as the following:
a rough guide to gauge a trait’s power but do not
consider them absolute.
Restriction
General Availability
Level
Generally, we consider a minor trait to be either
niche in how frequently it can be used or has Open to most members of the general
1
slight benefits to a particular task or skill. public, providing they have the credits.
An average trait is one that can be used on a Usually requires a contact within a
2
semi-frequent basis or gives a modest boost to certain area of expertise.
a task or skill. Finally, major traits are items that Available to law enforcement and
can be frequently used by the character or grant a 3
experienced private contractors.
significant bonus to a task or skill.
Generally found within corporate
4
security groups and the military.
Items & Equipment Restricted to the special forces and
5
corporate hit squads.
Another area where you may want to get creative
is adding new and exciting items for your players to
acquire along their travels. While it is undoubtedly NPCs
true that the equipment list included within this
book is vast, there are likely certain areas that you As your players continue to navigate through the
may feel are somewhat lacking. world of Dystopia, you may decide to create your
own NPCs for them to interact with. Whether they
Exotic melee weapons, customised armour with are a gang leader, a military officer, or perhaps
greater resistance to certain damage types, and even a shift worker going about their daily routine,
a more comprehensive array of gadgets were all custom NPCs can certainly go a long way in
potential additions on the drawing board. However, fleshing out your environments.
given the size of the equipment list already, it was
decided to keep them as mere suggestions for what While it is certainly true that different NPCs can
GMs can include themselves. vary significantly from one to the next, general
guidelines can be adhered to in an attempt to
keep things roughly balanced. A few tables have
For example, you may find that one of your players
provided below to aid in this task.
is running a melee-focused character who enjoys
getting into the thick of the action to slice through
their enemies. Perhaps after a few sessions, they Player NPC Highest NPC Highest Base
begin to feel as though they are being outshined Renown Attribute Skill
by some of the more powerful firearms available.
Rather than forcing the player to change how 1 6 5-6
they play their character, you could instead allow 2 6-7 6-7
them to find a rare and exotic blade that deals an
3 7 7-8
additional 2d6 heat damage on each strike.
4 8-9 8

It is entirely up to you, the GM, when and where 5 9 - 10 9


you introduce these new items. The equipment
list provided in chapter three should offer both a
solid foundation to build upon and a list to compare Player
Maximum Number of NPC Skills
against when determining the statistics and Renown
properties for this customised gear. All we can 1 12
suggest is that you should start small and build
2 14
your way up. It is far easier to adjust a somewhat
underpowered item than to retcon an incredibly 3 16
broken one. 4 18
5 20

345 Chapter 10, Running Dystopia


Player Light Medium Heavy
NPC Highest Damage Resistance Level
Renown Damage Damage Damage
1 6 1 1d6 2d6 3d6
2 9 2 2d6 3d6 4d6
3 12 3 3d6 4d6 5d6
4 16 4 4d6 5d6 6d6
5 24 5 5d6 6d6 7d6

As can be seen, each of the above items details Note: Multiply all damage values by 1.5 when dealing
rough statistics for any given NPC at each of with physical damage.
the different levels of renown. As your players
continue to improve, so too should the individuals
who surround them. Casting Distance Typical Range
Short 10/20/30 m
Of course, it is perfectly acceptable to go outside of Medium 20/40/60 m
these recommendations occasionally. Perhaps you
Long 30/60/90 m
are attempting to put together a climactic finish
to the current mission and require your players to
go up against a big bad. Just be sure not to go too
Area of Effect Radius (m)
overboard, as you might find yourself quickly killing
off your players’ characters one by one. Small 2
Medium 4

Psionic Powers Large 8


Very Large 12
Finally, you may wish to introduce new and exciting
psionic powers for both your players and their
adversaries. These can not only help keep things
Level Mental Fatigue
fresh and interesting but can also create moments
of tension as your players face off against abilities 1 2-4
that they have not previously seen before. 2 4-6
3 5-7
Psionic powers, much like items, can vary wildly
from one to another. Each has several variables, 4 6-8
including damage output, duration, area of effect 5 8 - 10
and range, all of which can contribute to and
influence their overall strength. These can make
balancing an ability a difficult task, as what might The first of these tables highlight the
work for one particular power could prove to be recommended amount of damage that any
extremely imbalanced for another. particular power should inflict in a given instance.
If you are designing an ability to deal damage more
slowly over time, we highly suggest choosing the
Therefore, while several tables have been provided,
lower of these values for each occasion where
these should only be considered as a set of
damage is applied.
recommendations or rough guidelines. It will be
down to you, the GM, to look at all of the variables
in play here to help tune a given power to the Meanwhile, the second table showcases an
appropriate level of strength. example short, medium, and long-range for psionic
powers at various types of distances. As a general
rule of thumb, we recommend decreasing either
the area of effect or damage output as the power’s
range continues to increase.

Table number three details a list of different area


sizes for area of effect type powers, while the final
table lists typical mental fatigue costs at each of
the various power levels.

346 Chapter 10, Running Dystopia


Appendix A

Handouts
Below several handouts have been provided, which • They automatically fail any Perception skill
could come in handy during the course of a game. checks that rely on sight.
These handouts cover a variety of topics, including
• They suffer a -4 dice pool penalty on all
what actions an individual can take during combat,
other skill and attribute checks that utilise
a list of common status effects, and an overview of
an individual’s eyesight.
the various psionic powers.

Crippled - The character cannot make use of the


These handouts cover no new material that wasn’t
affected limb.
previously mentioned in the contents of this book,
though some might appreciate them for being both
easy to find and all in one place. • Any item carried is instantly dropped if the
affected limb is an arm. The individual is
considered slowed for the duration (-2 dice
A.1 Status Effects pool penalty on Reflex based checks).
• If the limb is a leg, the character is considered
Anaphylaxis - The character enters into a state slowed for the duration (-3 meters of
of severe allergic reaction. Without medical movement speed).
treatment, their body begins to shut down and
slowly wither away.
Deafened - The character is unable to hear.

• They are considered unconscious, suffering


• They automatically fail any Perception skill
all of its usual effects.
checks that rely on hearing.
• At the end of each round, they lose one hit
• They suffer a -2 dice pool penalty on all
point, which the effects of shielding cannot
other skill and attribute checks that utilise
mitigate.
an individual’s hearing.

Bleeding - The character is losing bodily fluids over


Diseased - The character has been afflicted with
time. This effect can stack an unlimited number of
an infection of some kind. The type of effects that
times.
it will cause here will all vary quite wildly based on
the particular disease in question.
• At the end of each round, they lose one hit
point per stack of bleeding. The effects of Disorientated - The character is confused and
shielding cannot mitigate this damage. does not have full awareness of their current
• When they move, they leave behind a surroundings.
traceable trail of blood along their route.
• At the end of each round, they can make an • They suffer a -2 dice pool penalty on all skill
Endurance + Strength attribute check, with and attribute checks that they make.
the success target equalling the current • They are unable to make use of reactive
number of bleed stacks plus one. On a actions.
success, their bleed stacks are reduced by
one.

Blinded - The character cannot see.

347 Appendix A, Handouts


Dying - The character is badly hurt and is at risk of maximum.
death.
Exhaustion - The character becomes tired and
• They immediately gain a stack of exhaustion. weak. This effect can stack up to six times, with
each new stack becoming more severe than the
• They are considered prone, and their last. When looking up the effects of exhaustion,
movement speed is reduced by half. use whichever level the individual is currently at.
• During combat, they may only carry out a You do not need to take the previous ones also.
standard action on each of their turns.
Each time the individual completes an extended
• They will instantly die if their current hit
rest, their exhaustion level is automatically
points fall to or below negative half their
reduced by one.

Stacks of Exhaustion Effects


1 - Tired
• The individual is considered slowed (-2 meters of movement speed).
• They suffer a -1 dice pool penalty on all checks.

2 - Very Tired
• The individual is considered slowed (-4 meters of movement speed).
• They suffer a -3 dice pool penalty on all checks.

3 - Weak
• The individual is considered slowed (-6 meters of movement speed).
• They suffer a -5 dice pool penalty on all checks.

4 - Very Weak
• The individual is considered slowed (-8 meters of movement speed).
• They suffer a -7 dice pool penalty on all checks.

5 - Near Death
• The individual cannot move.
• They suffer a -10 dice pool penalty on all checks.

6 - Death
• The individual dies.

Above: The exhaustion effects overview table.

Feared - The character is stricken with fear, unable Grappled - The character is currently being
to control their actions or act logically. grabbed by someone or something.

• At the end of each round, the character • They cannot move.


suffers one point of mental damage, which
• Unless otherwise stated, they can attempt to
the effects of shielding cannot mitigate.
escape by spending a standard action to
• They cannot willingly move towards the make an opposing Reflex + Finesse/Strength
source of fear. attribute check (their choice of which). The
grappler uses the dice pool of their Unarmed
• They suffer a -2 dice pool penalty on all skill
Combat skill to contest against this.
and attribute checks whenever the source of
the fear can be seen or heard.

348 Appendix A, Handouts


Impaired - The character is injured or hurt in some Partially Deafened - The character’s hearing
way, hampering their ability to perform actions. is currently reduced. Does not stack with the
Deafened status effect.
• They suffer a -2 dice pool penalty on all skill
and attribute checks that they make. • They suffer a -2 dice pool penalty on all
skill and attribute checks that rely on an
Invisible - The character is concealed from others, individual’s hearing.
becoming more difficult to spot.
Poisoned - The character has been infected with a
toxin of some kind.
• They gain a +5 dice pool modifier on all
checks to hide or remain hidden from other
individuals. • All attribute and skill checks that they make
have a -2 dice pool penalty applied to them.
• Each of their attacks is considered to take
place from hiding for any target who cannot
see through invisibility. Prone - The character is lying on the ground. This
effect can be ended immediately by spending half
Unless otherwise stated, invisibility-type effects their movement speed to stand back up.
do not change an individual’s heat signature. As a
result, individuals with thermographic vision are • They must crawl to move, doubling the cost
considered to be unaffected by this status effect. of any movement made.
• They suffer a -2 dice pool penalty on all
Maimed - The character has lost a limb. checks that attempt to make a melee-based
attack.
• Any item carried is instantly dropped if • They suffer a -2 dice pool penalty on all
the limb is an arm. The individual is also checks that attempt to defend against a
considered slowed (-2 dice pool penalty on melee-based attack.
all Reflex-based checks).
• They receive a +2 dice pool modifier on all
• If the limb is a leg, the individual can checks to defend against incoming ranged
only move via crawling unless they have attacks.
assistance. They are also considered slowed
(-6 meters of movement speed). • They might be able to take better advantage
of nearby cover (GM’s discretion).
Paralysed - The character’s body is frozen in place • On one of their turns, they can spend a
and helpless. They are currently unable to speak or standard action to stand back up, ending
take action. this status effect.

• They cannot move or speak. Restrained - The character is being subdued by


someone or something.
• They cannot take actions of any kind.
• Their Finesse, Reflex, and Strength attribute • They cannot move.
scores are all considered zero for any skill or
attribute check they make. • They suffer a -4 dice pool penalty on all
attribute and skill checks based on either
Partially Blinded - The character’s vision is Strength or Finesse.
temporarily diminished. Does not stack with the • Their Reflex attribute score is considered zero
Blinded status effect. on all attribute and skill checks they attempt
to make.
• They suffer a -2 dice pool penalty on all
skill and attribute checks that rely on an
individual’s sight.

349 Appendix A, Handouts


Slowed - The character has become a little • They suffer a -3 dice pool penalty on all
sluggish, unable to move or act at their normal attribute and skill checks they make.
pace. The potency of this effect will generally be
• They cannot take actions of any kind.
determined by whatever caused it; however, the
target will typically receive one or more of the
following: Unconscious - The character is knocked out,
immediately falling prone on the ground if they can.

• A reduction in movement speed.


• They are unaware of their surroundings.
• A penalty to Reflex based checks.
• They cannot take actions of any kind.
• A penalty to combat initiative checks.
• They automatically fail any skill check that
they attempt to make.
Surprised - The character is in a temporary state of
surprise at what is happening around them. They • Their Finesse, Reflex, and Strength attribute
cannot act in any way, shape, or form, including the scores are all considered zero for any
use of free actions. This effect ends automatically attribute check that they make.
after the conclusion of the individual’s first turn in
combat.

A.2 Common Combat Modifiers

Mechanic Dice Pool Modifier


Attacking at medium-range -2
Attacking at long-range -4
Attacking at range with nearby opponents -1 per hostile.
Attacking while sprinting -2 at > 100% of movement speed, -4 at > 150%.
Attacking with recoil -1 per point of recoil.
Dual wielding -2
Defending while sprinting +2 at > 100% of movement speed, +4 at > 150%.
Defending with partial cover +2
Defending with heavy cover +4
Defending with full cover Cannot be directly targeted.
Defending against a cone base attack within its
+2
medium impact zone
Defending against a cone based attack within its
+4
wide impact zone
Suffering damage accumulation penalties -1/-2/-3/-4 depending on hit points lost.

Above: Common dice pool modifiers that you might


experience during a combat situation.

350 Appendix A, Handouts


A.3 Combat Actions
Standard Actions

Action Description
Attach Item Add-on Attaches an add-on onto one of the items in your inventory.
Attempts to deliver a deathblow to a dying or unconscious target within
Coup De Grâce
your reach.
Disarm Knock a weapon or other suitable item out of a target’s hand.
Eject Magazine/Ordinance
Ejects an empty magazine or used ordinance from an equipped firearm.

Heals a nearby individual, either to bring them back from near death, or to
First Aid
remove a negative status effect.
Grapple Grab a target individual.
Help Aid a nearby ally so that their actions can yield better results.
Hide Conceal yourself from others.
Distract and disrupt a nearby opponent so that their actions become less
Hinder
effective.
Insert Magazine/Ordinance
Inserts a new magazine or piece of ordinance into an equipped firearm.

Move about the combat environment to get into a more advantageous


Move
position.
Outmanoeuvre Attempts to dash through a nearby opponent’s space.
Perception/Examine Look around and study your surroundings to spot or identify something.
Poise Enter a stabilised stance to improve your aim.
Grabs hold of either an item or another individual off from the ground
Pick/Help Up
nearby.
Delays a standard action for it to be performed later on after a set
Ready Action
condition has been fulfilled.
Remove Item Add-on Removes an add-on from one of the items in your inventory.
Retreat Imposes a penalty on all reactive actions that attempt to target you.
Spend a small amount of time to carefully aim, gaining a +1 dice pool
Take Aim
bonus for your next attack.
Trip Knock another individual prone.
Unarmed Attack
Deals physical damage to a target through the sheer force of your body.

Use Item/Object Make use of an item for a specified purpose.


Use Psionic Power Channel a psionic based power to create a certain type of effect.

351 Appendix A, Handouts


Reactive Actions

Action Description
Attack of Opportunity Take an offensive action against an individual who is trying to move away.
Make a series of evasive manoeuvres to gain a +2 dice pool bonus against the
Dodge
melee attacks of others.
Drop to the ground prone, gaining a +2 dice pool bonus against incoming
Drop Prone
ranged attacks.
Perception/Examine Look around and study your surroundings in response to another’s action.
Use Item/Object Make use of an item for a specified purpose.
Use Psionic Power Channel a psionic based power to create a certain type of effect.

A.4 Computing & Tech Actions

Access
Action Description
Required
Focuses your attention to your current device’s cybersecurity
Bolster Defences Enhanced
defences, temporarily raising its firewall rating.
Attempts to connect to another device in which to carry out
Connect to Device Basic
further actions.
Create/Modify Access
Basic Creates a new access privilege or modifies an existing one.

Bombards a target device with a huge amount of data,


Data Bomb None
attempting to knock it offline.
Attempts to identify whether there is any active ICE on the
Detect ICE None
target device.
Detect Software Basic Attempts to identify what software is running on the device.
Detonate Explosives Basic Calls for an armed explosive to immediately detonate.
Enable/Disable Open Toggles whether the device is openly broadcasting its current
Enhanced
Broadcasting network information.
Enable/Disable Enables or disables a single known piece of software on the
Enhanced
Software device.
Attempts to encrypt or decrypt a file system so that it cannot
Encrypt/Decrypt File Enhanced
be read or have changes made to it.
Falsify Meta Data Attempts to alter a file so that it appears as though it
Basic
originated from another source or user.

Force Entry
None Attempts to find suitable exploits to break into a target device.

Increase Access Attempts to find suitable exploits to increase your access


Basic
rights on the device.

Locate Devices Basic Attempts to search for other nearby devices.


Locate File Basic Searches the device for a particular file or document.

352 Appendix A, Handouts


Read/Edit/Create File Opens, makes changes to, or creates a particular file on the
Varies
device.
Request New Network Establishes a connection to the local Omninet infrastructure,
Root
Address requesting a change of networking address.
Runs a diagnostics check on the device, returning information
Run Diagnostics Basic
about its current status.
Seize Device
Enhanced Attempts to overload the device, forcing it to stop working.

Slave To Device Root Slaves the device to a given host.


Attempts to follow an active connection on the device to learn
Trace Connection Basic
of its origin.
Turn Device On/Off Basic Switches the device on or off.

A.5 Automation Actions


Standard Actions
Action Description
Takes direct control over an automation that the individual has been
Assume Direct Control
authorised with.
Issues a command to an automation that the individual has been
Command Automation
authorised with.
Eject Magazine/Ordinance
Ejects an empty magazine or used ordinance from a mounted firearm.

Hide The automation attempts to become concealed from others.


Insert Magazine/Ordinance
Inserts a new magazine or piece of ordinance into a mounted firearm.

Move about the combat environment to get into a more advantageous


Move
position.
Perception/Examine Look around the automation’s surroundings to spot or identify something.
Delays a standard action for the automation, allowing it to be performed
Ready Action
later after a set condition.
Imposes a penalty on all reactive actions that attempt to target the
Retreat
automation.
Use Mounted Object Make use of an item which has been mounted onto the automation.

Reactive Actions

Action Description
Performs a series of tight manoeuvres to become harder to hit by enemy ranged
Evasive Manoeuvres
attacks.
Perception/Examine Look around the automation’s surroundings to spot or identify something.
Use Mounted Object Make use of an item which has been mounted onto the automation.

353 Appendix A, Handouts


A.6 Psionic Powers
Note: * indicates a channelling type ability. Energetics:
• Arcing Bolt - Hurls a bolt of electricity at a target
Deception: individual, which then jumps between others who
are nearby.
• * Concealment - Modifies certain visual aspects of
a target individual, providing them with a bonus to • * Cold Snap - Creates a small zone of extreme cold,
their Disguise skill checks. dealing light cold damage and slowing movement.

• * Phantom Projection - Creates a projection that • Combustion - Creates a cone of fire towards a
mimics an individual or object. target direction, dealing moderate heat damage.

• * Serenity - Attempts to force a target individual’s


mind into a calm and tranquil state. • * Disrupt Energy - Surrounds a target with an
energy field, increasing either one of their; heat,
• Sow Doubt - Attempts to overwhelm a cold, or electrical damage resistances.
target individual’s mental state, reducing the
effectiveness of their current action. • * Electrical Discharge - Creates a spike of energy
on a nearby target, dealing moderate electrical
damage to all those who are nearby.
• Dismay - Attempts to strike fear into a target
individual. • Ignite - Creates a small but potent burst of flame
at a target location, attempting to deal moderate
• Displace - Creates a projection around a target, heat damage and setting nearby targets aflame.
making it harder for others to hit them with their
attacks.
• Flash Freeze - Creates an instantaneous zone of
• Malice - Attempts to twist a target’s mind, causing intense cold, attempting to freeze all those who
them to become disorientated and suffer light are nearby.
mental damage each time they move.
• * Scorching Blast - Hurls a projectile of flame at a
• Ward of Ethereal Masking - Binds a ward onto a target location, dealing heavy heat damage to all
target surface, obfuscating the ethereal signatures those nearby.
of all those who are nearby.
• * Sweltering Heat - Creates a zone of intense heat,
causing moderate heat damage and blocking the
• * Cloaking Field - Bends light around a target, use of thermal imaging.
making them more difficult to see.
• Frenzy - Attempts to drive a target individual mad, • Frost Bite - Instantly causes the temperature of a
forcing them to strike out indiscriminately. concentrated area to plummet, dealing heavy cold
• * Horrific Manifestation - Creates a horrifying damage to all those nearby.
visage which attempts to strike fear into all those • * Super Conductor - Creates an area of super
who are nearby. conductive electricity, dealing heavy electrical
• * Reticence - Creates a zone of silence, temporarily to those wearing metallic armour, and moderate
suppressing all sound from within. damage to everyone else.

• * Mirror Image - Creates several lifelike projections • Disintegration - Fires a beam of concentrated
of yourself in an attempt to confuse those around energy, dealing considerable heat damage to all
you. those in a line.

• * Slumber - Attempts to render all individuals • Tempest - Calls down a sudden bolt of electricity
within a targeted area unconscious. from the skies above. Deals heavy electrical
damage and has a chance to paralyse all nearby
targets.
• False Memory - Attempts to manipulate a target
individual’s mind, altering their memory of a
specific event. Flux:
• * Major Projection - Transforms a target area,
• * Gravity Warp - Surrounds a target with a strong
allowing you to alter its look and feel.
gravitational force, temporarily grappling and
lifting them into the air.
• Kinetic Barrier - Surrounds a target with a barrier
of energy, granting them temporary shielding.

354 Appendix A, Handouts


• Kinetic Expansion - A wave of force erupts from a sees and hears.
target location, dealing light physical damage and
• Ward of Passage - Binds a ward onto a target
knocking nearby individuals prone.
surface, resisting those who attempt to cross it.

• * Crushing Hold - Constricts a target with a


• Conjure Ammunition - Creates an ethereal version
continuous wave of force.
of a certain type of firearm ammunition.
• Ether Bolt - Hurls a bolt of force at a target, dealing
• Conjure Apparition - Manifests an elemental spirit
physical damage and knocking them back.
at a target location.
• Kinetic Contraction - A wave of force collapses
• Explosive Geyser - Forms a powerful geyser at a
in on a target location, dealing light physical
target location, knocking back nearby individuals
damage and pushing nearby individuals towards
with a concentrated jet of water.
its epicentre.
• Oil Slick - Creates a pool of oil at a target location,
• * Kinetic Shield - Surrounds a large area with a slowing movement, and acting as a flammable
barrier of energy, protecting those inside it from hazard.
external attacks.
• Conjure Firearm - Creates an ethereal version of a
• Shatter Barrier - Blasts apart a vast quantity of
specific firearm.
shielding from a given target.
• Form Sprite - Creates a temporary ethereal version
• Shockwave - Creates a potent wave of force,
of yourself which can either act on its own behalf,
emanating outwards from the caster’s current
or follow your commands.
location. Deals moderate physical damage, while
also potentially knocking nearby individuals prone.
• Create Nanites - Infuses a number of individuals
with ethereal nanobots, healing and repairing
• Gravitational Distortion - Distorts the forces of
them over time.
gravity around several targets, attempting to lift
them into the air before slamming them back into • Insect Swarm - Creates an ethereal swarm of
the ground. insects who attack all those who enter into their
space.
• * Seismic Eruption - Attempts to forcibly pull a
target apart using a series of intense seismic
waves. Metamorphosis:

• * Disrupt Gravity - Nullifies the effects of gravity • Accelerate - Grants additional movement speed to
within a selected area. a target individual.

• * Singularity - Creates a gravitational anomaly at • Empower - Grants a bonus to an individual’s dice


a target location. Nearby individuals are pulled pool whenever they make checks involving a
inwards and take heavy physical damage once chosen attribute.
they reach its centre. • Rejuvenate - Provides a quick burst of invigoration,
healing a target individual for a small number of
Materialisation: hit points.
• Turn Amphibious - Grants an individual increased
• * Blinding Fog - Creates an ethereal cloud of fog, swimming speed and the ability to breathe while
heavily obscuring individuals vision. underwater.
• Conjure Simple Item - Creates an ethereal version
of a non-organic simplistic item, which has no • * Blind/Deafen - Nullifies an individual’s senses for
moving parts. a short duration.
• Illuminate - Creates a small ethereal-based light • Diminish - Attempts to weaken a target individual,
source. giving them a penalty to their dice pool whenever
they make an attribute or skill check.
• Form Barricade - Creates a durable barrier which • Grant Vision - Grants a particular type of vision to
individuals can hide behind. several target individuals.
• * Grasping Tendrils - Creates a mass of ethereal • Neutralise Poison - Amplifies a target’s immune
tendrils, entangling nearby targets and making an system in an attempt to end a poison type effect.
area difficult to traverse.
• Pain Suppression - Suppresses a target individual’s
• Spectral Eye - Creates a static eye at a target pain receptors to temporarily negate the effects of
location, allowing the caster to observe what it damage accumulation penalties.

355 Appendix A, Handouts


• Cure Disease - Amplifies a target’s immune system of resisting incoming psionic powers and their
in an attempt to end a disease-based effect. effects.
• Mass Empower - Same as Empower, but now for • Destroy Construct - Attempts to destroy a target
multiple targets. construct.
• Mass Rejuvenate - Same as Rejuvenate, but now
for multiple targets. • Redirection - Redirects a nearby harmful psionic
power to target a different individual/location
• * Slow - Attempts to greatly reduce a target within your line of sight.
individual’s movement speed and reaction times.
• Sense The Enemy - Provides you with an innate
ability to identify other psionic individuals within
• Heal Wounds - Revitalises a target individual,
your line of sight.
healing them for a moderate number of hit points.
• * Wither - Attempts to weaken a target individual
by reducing any one of their attributes. Seer:
• * Commune - Attempts to communicate with a
• * Apex Form - Modifies a target individual’s target individual telepathically.
biology, temporarily granting them improved
statistics and greater resistance to incoming • * Ethereal Gaze - Attempts to detect nearby
damage. ethereal signatures.

• * Regenerate - Renews a target individual, • * Exploit Weakness - You briefly study a target
providing healing over time and regenerating a individual, attempting to learn of both their
damaged or missing body part. capabilities and how best to gain the upper hand
over them.
• Premonition - You witness a sudden forewarning
Purge:
for an incoming attacking or hostile action, gaining
a sizeable dice pool bonus against it.
• Disrupt Concentration - Attempts to interrupt a
target individual’s concentration.
• * Locate Individual - Attempts to locate a target
• * Drain Stamina - Drains small amounts of mental
individual.
stamina from a target individual over time.
• Mark of the Seer - Binds an ethereal rune onto a
• Purge Ability - Removes a specific ethereal based
target individual or object, allowing you to know of
effect from a target.
their direction and distance.
• Sense Danger - Temporarily grants you an extra
• Counter Power - Attempts to interrupt the casting
sixth sense of sorts, allowing you to more easily
of a power by another individual.
identify potential sources of nearby danger.
• Psionic Backlash - Retaliates against an individual
• Understand Languages - Temporarily grants you
who attempts to target you with a psionic-based
universal comprehension of all languages.
power.
• * Silence - Attempts to crush a target individual’s
• * Flashbacks - Touching a target individual, you
windpipe, temporarily restricting them from
experience a series of flashbacks showcasing all
breathing and using psionic powers of their own.
notable events which they have witnessed over
• Ward of Retaliation - Binds a ward onto a target the past 24 hours.
surface, striking out against nearby individuals
• Guiding Meditation - You experience a series of
who use psionic powers.
cryptic images relating to a goal, objective, or
specific subject.
• * Ether Barrier - Places a protective barrier around
• * Resonance - Temporarily refines your senses,
a nearby target individual, granting them improved
allowing you to examine your surroundings more
resistances.
easily.
• * Stifle Powers - Creates an area of distortion and
• * Sense Thoughts - Attempts to read the thoughts
interference, temporarily suppressing all ethereal
of others who are nearby.
effects inside.
• Stunning Bolt - Hurls a bolt of negative energy at a
• * Clairvoyance - Attempts to utilise the senses of
target individual, inflicting heavy mental damage.
another individual.
• * Read Minds - Attempts to peer into the minds of
• * Bolster Resistances - Boosts the defences of
those who are around you.
a number of targets, increasing their chance

356 Appendix A, Handouts


• Discover Capabilities - Attempts to read a target leaves the affected area as difficult terrain.
individual’s mind, allowing you to learn of their
capabilities.
Transmutation:
• Sight Beyond Sight - Temporarily grants you
superior vision, able to see through illusions, • Encumber - Weighs down a target’s armour and
invisibility type effects, and darkness. possessions, reducing their ability to carry out
actions.
Telekinesis: • Enhance Simple Weapon - Empowers a weapon
to deal additional physical damage on each of its
• Aid - Guides a willing target individual, aiding them attacks.
in their attempt to perform a certain action or
• * Ensnare - Liquefies the ground beneath a target’s
manoeuvre.
feet, in attempt to restrain them.
• Disarm - Attempts to subdue a target individual by
• Renew - Restores a target item or object into a
discarding one of their items.
better working state.
• * Hindrance - Applies potent force to a target,
hindering their ability to manoeuvre.
• Enhance Firearm - Empowers an individual’s
• * Move Object - Allows the caster to slowly move a firearm, allowing it to deal additional physical
target object from afar. damage on each attack.
• * Fortify Armour - Improves a target individual’s
• Hamper Projectiles - Attempts to control incoming armour, granting them a temporary bonus to their
projectiles, reducing their chance to hit. defences.
• Hurl Object - Picks up an item from afar and hurls it • Transform Liquid - Solidifies or evaportates a
towards a target or location. nearby body of liquid.
• * Imprison - Smothers a target with nearby • Transmute Concoction - Creates a specialist type
random objects and debris, attempting to restrain of concoction from a nearby water source.
them in place.
• Alter Surface - Modifies the defensive qualities of a
• * Form Armour - Creates a swirling vortex of debris given surface.
and objects which attempt to intercept attacks
• * Deteriorate - Temporarily lowers the resistances
made against you.
of a target.
• * Levitate - Picks up a target individual with
• Encapsulate - Reshapes the ground into a
your mind, allowing you to move them in three
protective dome around a target individual.
dimensions.
• * Manipulate Object - Allows the caster to use a
• Dissolve - Dissolves a target item or piece of
target item from afar.
equipment.
• Reshape Surface - Moulds a solid surface into
• Destroy Object - Attempts to shatter a nearby
whatever shape you desire.
target object using only the power of your mind.
• Mass Disarm - Same as Disarm, but now for
• Adhesion - Attempts to bind all individuals within a
multiple targets.
target area to the nearby terrain. Inflicts moderate
acid damage to those affected.
• Clear the Path - Clears a nearby target area of
• * Irradiate - Transforms an area of terrain into
debris, hazardous objects, and cover.
giving off highly concentrated amounts of
• Debris Shower - Tears debris from nearby objects radiation. Inflicts heavy radiation damage to those
and scenery before hurling them towards a nearby within the affected area.
target location. Deals heavy physical damage and

357 Appendix A, Handouts


Appendix B

NPCs
Whether it be an innocent bartender working End Wil Str Fin Ref Int For Cha
away the last few hours of their shift or perhaps
5 6 6 8 10 3 5 1
a security guard making their way through the
local shopping precinct, there are many NPCs HP MS Move Rea
(non-player characters) out there for your players
to discover. 10 10 10 m 1m

Skills Base Pool


While determining things like their goals, passions,
and the bonds they have with others are left for Acrobatics 8 16
the GM to decide, this chapter of the appendix Perception 6 11
looks to help out a table by providing the necessary
Stealth 8 16
statistics and their associated numbers to quickly
and easily run them in a game. Unarmed Combat 6 12

Damage Immunities: Electrical, Toxic


It is important to note that all humanoid-based
NPCs were created as racially neutral. Each of Status Immunities: Anaphylaxis, Bleeding, Diseased,
their attributes was derived from a standard 2 / Exhaustion, Grappled, Poisoned, Prone, Restrained,
6 baseline, and there will be no inclusion of any Unconscious
quirks. GMs can, of course, reintroduce these Vision Types: Standard
modifiers wherever they see fit, all based on the
Languages: Understands any spoken by its conjurer
particular individual that they are going to be
running in their game.
Quirks
Furthermore, like with automations during the
Ethereal Construct
Items & Equipment chapter, any provided XP
The apparition does not require food, water,
values should determine the number of experience
oxygen, or sleep to function. Additionally, it is
points shared equally amongst the players when
considered a non-biological life form.
either the character is defeated in combat or
bested in a suitable social encounter. Mutable Form
The apparition can move through a gap as narrow
as 1 cm wide, and can both traverse through and
Apparition, Air stop in another individual’s space without penalty.
Type: Construct It is immune to grapple attempts and cannot be
restrained.
Size: 2 m
XP: 750 Standard Actions
Hit Points: 30 Storm Surge
Mental Stamina: 34 The apparition lets loose an electrifying blast,
covering an area four meters in radius centred
Resistances: Physical: 8 upon its current position.
Movement Speed: 16 m, (x2 while flying)
All individuals within the affected area must make
Melee Reach: 1 m
a generic Endurance + Reflex attribute check, with a
success target of six. Those that fail this check take
4d6 electrical damage, while those that succeed
take half of this amount instead.

358 Appendix B, NPCs


Apparition, Earth Apparition, Fire
Type: Construct Type: Construct
Size: 2 m Size: 2 m
XP: 750 XP: 750

Hit Points: 48 Hit Points: 38


Mental Stamina: 28 Mental Stamina: 34
Resistances: Electrical: 8, Heat: 8, Physical: 16 Resistances: Physical: 12
Movement Speed: 18 m Movement Speed: 17 m
Melee Reach: 1 m Melee Reach: 1 m

End Wil Str Fin Ref Int For Cha End Wil Str Fin Ref Int For Cha
9 5 12 2 4 3 4 1 7 6 9 5 6 3 5 1

HP MS Move Rea HP MS Move Rea


12 8 6m 1m 10 10 8m 1m

Skills Base Pool Skills Base Pool


Climbing 8 20 Acrobatics 6 11
Jumping 6 18 Climbing 6 15
Perception 4 8 Jumping 5 14
Unarmed Combat 8 20 Perception 5 10
Unarmed Combat 7 16
Damage Immunities: Toxic
Status Immunities: Anaphylaxis, Bleeding, Diseased, Damage Immunities: Heat, Toxic
Exhaustion, Poisoned, Unconscious
Status Immunities: Anaphylaxis, Bleeding, Diseased,
Vision Types: Standard Exhaustion, Poisoned, Unconscious
Languages: Understands any spoken by its conjurer Vision Types: Standard
Languages: Understands any spoken by its conjurer
Quirks
Ethereal Construct Quirks
The apparition does not require food, water, Ethereal Construct
oxygen, or sleep to function. Additionally, it is The apparition does not require food, water,
considered a non-biological life form. oxygen, or sleep to function. Additionally, it is
considered a non-biological life form.
Siege Creature
The apparition is very effective against objects and Immolated Form
structures. Melee attacks made against such The apparition’s immolated form produces a zone
targets deal double their usual amount of damage. of light that is well-lit for a six-meter radius
around it, and then faintly lit for another six meters
Unrelenting Force
after that.
The apparition’s immense brawn allows it to strike
with incredible force. Each of its unarmed attacks
Additionally, those who either start their turn or
deals damage equal to its total Strength attribute
move within three meters of the apparition take
score, and all of its melee-based attacks gain an
3d6 heat damage due to the intensity of these
additional 12 physical penetration.
flames. This effect can only be applied once per
individual, per round of combat.

Pyromania
Individuals hit by each of the apparition’s melee

359 Appendix B, NPCs


attacks suffer an additional 3d6 heat damage. Those that fail this check are considered to be
impaired until the start of their next turn.
Vulnerability to Water
The apparition does not fare well exposed to water Rotting Touch
and other types of suitable liquids. Each round Unshielded individuals who are struck by the
spent exposed to these substances result in the apparition’s melee attacks must make a generic
apparition losing 2d6 hit points. This effect cannot Endurance + Strength attribute check, with a
be mitigated through the use of shielding. success target of five. Those that fail on this check
contract a stack of the Rotting Flesh disease.

While this affliction continues, the individual’s body


Apparition, Toxic feels sore and weak. All checks that they make
Type: Construct suffer from a dice pool penalty equal to the number
of stacks that they currently have. Additionally, any
Size: 2 m sources of healing that they receive are reduced in
XP: 750 effectiveness by half.

Hit Points: 60 At the start of each new day, the diseased


individual may remake the check as stated above.
Mental Stamina: 28 On a success, their body can fight against the
Resistances: Acid: 8, Physical: 12 infection, and their stack count is reduced by one.
In the event of a failure, however, the disease
Movement Speed: 18 m
continues to run rampant, and their stack count
Melee Reach: 1 m increases by one instead.

End Wil Str Fin Ref Int For Cha Individuals who reach a number of Rotting Flesh
12 5 10 4 5 3 4 1 stacks equal to their current Endurance attribute
score are considered to enter into a state of
HP MS Move Rea anaphylaxis.
12 8 8m 1m
Septic Spray
Individuals hit by each of the apparition’s melee
Skills Base Pool
attacks suffer an additional 2d6 toxic damage.
Climbing 8 18
Jumping 6 16
Perception 4 8 Apparition, Water
Unarmed Combat 8 18 Type: Construct

Damage Immunities: Toxic Size: 2 m


Status Immunities: Anaphylaxis, Bleeding, Diseased, XP: 750
Exhaustion, Poisoned, Unconscious
Vision Types: Standard Hit Points: 34

Languages: Understands any spoken by its conjurer Mental Stamina: 38


Resistances: Heat: 8, Physical: 10

Quirks Movement Speed: 13 m, (x2 while swimming)


Melee Reach: 1 m
Ethereal Construct
The apparition does not require food, water,
End Wil Str Fin Ref Int For Cha
oxygen, or sleep to function. Additionally, it is
considered a non-biological life form. 6 7 8 7 8 3 5 1

Foul Stench HP MS Move Rea


Individuals who start their turn within six meters of 10 10 5m 1m
the apparition must make a generic Endurance +
Will attribute check, which a success target of five.

360 Appendix B, NPCs


Skills Base Pool When dealing with physical damage, this ability is
said to have a physical penetration rating of five.
Acrobatics 8 15
Climbing 6 14
Jumping 5 13 Bartender
Perception 6 11
Type: Humanoid
Stealth 8 15
Size: 1 m
Swimming 8 16
XP: 10
Unarmed Combat 6 14

Hit Points: 26
Damage Immunities: Toxic
Mental Stamina: 26
Status Immunities: Anaphylaxis, Bleeding, Diseased,
Exhaustion, Grappled, Poisoned, Prone, Restrained, Movement Speed: 12 m
Unconscious
Melee Reach: 1 m
Vision Types: Standard
Languages: Understands any spoken by its conjurer End Wil Str Fin Ref Int For Cha
4 4 4 5 3 4 5 5

Quirks HP MS Move Rea


Ethereal Construct 10 10 8m 1m
The apparition does not require food, water,
oxygen, or sleep to function. Additionally, it is Skills Base Pool
considered a non-biological life form. Intuition 4 9

Mutable Form Perception 2 7


The apparition can move through a gap as narrow Sleight of Hand 3 8
as 1 cm wide, and can both traverse through and
Streetwise 3 8
stop in another individual’s space without penalty.
It is immune to grapple attempts and cannot be Unarmed Combat 2 6
restrained.

Natural Swimmer Equipment


The apparition does not suffer increased Clothing (Street Wear), PTX-200, UPIN Stick (Authentic).
movement speed penalties from swimming.
Additionally, the apparition is considered to be Host Scan
Name Noise Firewall RAM
invisible while it remains submerged in a body of Count Range
liquid. PTX-200 5 20 m 3 2 4

Standard Actions
Blackhat Hacker
Tidal Surge
The apparition shifts its form to take on the shape Type: Humanoid
of a crashing wave. Measuring four meters in width
Size: 1 m
and two meters height, the construct crashes
forward travelling for up to ten meters along a XP: 1,000
straight path.
Hit Points: 30
All individuals hit by the wave must make a generic
Mental Stamina: 34
Endurance + Strength attribute check, with a
success target of six. Those that fail the check are Movement Speed: 11 m
knocked prone and take 4d10 physical damage Melee Reach: 1 m
from the impact, while those that succeed should
take half of this amount of damage, and suffer no End Wil Str Fin Ref Int For Cha
other additional effects instead.
4 6 3 6 5 9 6 3

361 Appendix B, NPCs


HP MS Move Rea This benefit remains in place so long as they retain
Root level access on the device.
10 10 8m 1m

Skills Base Pool


Bluffing 5 8 Bouncer
Guns: Pistols 3 9
Type: Humanoid
History 7 16
Size: 1 m
Intuition 7 13
XP: 50
Medicine 2 9
Negotiation 5 8 Hit Points: 34
Perception 7 13 Mental Stamina: 26
Sleight of Hand 6 12 Resistances: Physical: 6
Stealth 4 10 Movement Speed: 14 m
Streetwise 5 11 Melee Reach: 1 m
Tech: Computing 9 18
End Wil Str Fin Ref Int For Cha
Tech: Diagnostics 8 14
6 4 6 5 3 3 5 3
Tech: Encryption 8 17
Tech: Hacking 9 18 HP MS Move Rea

Tech: Knowledge 8 17 10 10 8m 1m

Tech: Maintenance 8 17
Skills Base Pool
Tech: Networking 8 17
Guns: Pistols 2 7
Intimidation 5 8
Equipment
Intuition 3 8
Clothing (Street Wear), Rapture MK-1 (/w Improved Grip),
Jumping 2 8
3x Bullets Magazine (Basic, light pistol calibre), VimX,
Eclipse (/w Nuke (Version 4), Glitch (Version 4), Sloth Melee Weapons [Fin] 4 9
(Version 4), Bodyguard (Version 4), Stealth (Version 4)), Melee Weapons [Str] 4 10
Neuro Stimulant (Version 3), 4x Night Shift, Firearms
Perception 2 7
Licence (Authenticity Rating 8), UPIN Stick (Authenticity
Rating 8). Streetwise 3 8
Unarmed Combat 5 11
Host Scan
Name Noise Firewall RAM
Count Range
Neuro
0 12 m 2 3 3
Equipment
Stimulant
Clothing (Street Wear), Light Armour, R8 Reaver, 3x
Eclipse 20 50 m 7 5 10
Bullets Magazine (Basic, heavy pistol calibre), Club,
Rapture
2 20 m 2 2 2 Neptuno, Security Licence (Authentic), UPIN Stick
MK-1
(Authentic).
VimX 12 50 m 5 3 5

Host Scan
Name Noise Firewall RAM
Count Range
Traits
Neptuno 6 25 m 3 2 4
Omninet Ghost R8 Reaver 2 20 m 2 2 2
Whenever an individual attempts to locate or track
the blackhat hacker digitally, the hacker gains a +2
dice pool modifier on all checks made to try and Traits
remain hidden from them. Additionally, all devices
Brawler
in which the blackhat hacker has been designated
The bouncer has the option to immediately make a
as the Root user for at least a day, automatically
grapple attempt against a target after hitting them
have their network noise rating increased by two.

362 Appendix B, NPCs


with a melee-based attack. This activity is Corporate Combat Psionic
considered to be a type of free action, and once
used, cannot be performed again until the start of Type: Humanoid
their next turn.
Size: 1 m
Additionally, whenever someone attempts to XP: 1,500
escape from one of the bouncer’s grapples, they
suffer a -1 dice pool penalty to their roll. Hit Points: 30
Mental Stamina: 46
Resistances: Physical: 12
City Low-life Movement Speed: 12 m

Type: Humanoid Melee Reach: 1 m

Size: 1 m End Wil Str Fin Ref Int For Cha


XP: 20 5 9 4 4 8 10 5 4

Hit Points: 26 HP MS Move Rea

Mental Stamina: 22 10 10 8m 1m

Movement Speed: 12 m
Skills Base Pool
Melee Reach: 1 m
Acting 4 8

End Wil Str Fin Ref Int For Cha Bluffing 4 8

4 3 4 3 4 3 4 2 Climbing 4 8
Disguise 4 9
HP MS Move Rea
Guns: Pistols 7 11
10 10 8m 1m
Intimidation 6 10
Skills Base Pool Intuition 4 9
Bluffing 2 4 Jumping 4 8
Intimidation 3 5 Navigation 3 8
Intuition 2 6 Perception 4 9
Jumping 2 6 Psionics: Energetics 8 18
Melee Weapons [Fin] 3 6 Psionics: Flux 8 18
Melee Weapons [Str] 3 7 Psionics: Purge 7 17
Perception 2 6 Stealth 5 9
Streetwise 4 8 Streetwise 4 9
Unarmed Combat 3 7 Swimming 4 8

Equipment Equipment
Clothing (Street Wear), Club, Brass Knuckles, 2x Opiates, Clothing (Street Wear, uniform), Full Combat Body
PTX-200, UPIN Stick (Authenticity Rating 2). Armour, Xiao-Sen Streetmaster (/w Improved Grip), 3x
Bullets Magazine (Basic, light pistol calibre), 2x Bullets
Host Scan Magazine (Armour Piercing, light pistol calibre), VimX,
Name Noise Firewall RAM
Count Range
Accelerated Reflexes (Version 3), Cerebrum Dampener
PTX-200 5 20 m 3 2 4 (Version 4), Neuro Stimulant (Version 4), Firearms
Licence (Authentic), UPIN Stick (Authentic).

363 Appendix B, NPCs


Skills Base Pool
Host Scan
Name Noise Firewall RAM Acting 5 13
Count Range
Accelerated Bluffing 8 16
0 12 m 2 3 3
Reflexes
History 5 11
Cerebrum
0 12 m 2 3 3
Dampener Intimidation 8 16
Neuro Intuition 7 13
0 12 m 2 3 3
Stimulant
Leadership 6 14
VimX 12 50 m 5 3 5
Xiao-Sen Navigation 5 11
2 20 m 4 3 2
Streetmaster
Negotiation 8 16
Perception 7 13
Traits
Sleight of Hand 4 8
Awakened Mind Streetwise 3 9
The psionic is one of the very few lucky ones who
was born with natural talents in manipulating the Tech: Knowledge 3 9
energies of the Ether. They can tap into the cosmic
powers of psionics, and make use of its associated Equipment
skills.
Clothing (Fine), Aurora, Cerebrum Dampener (Version 1)
Kinesics Interpreter (Version 2), 2x Blue Spice, UPIN Stick
Psionic Powers (Authentic).

Energetics Host Scan


Name Noise Firewall RAM
Arcing Bolt, Cold Snap, Combustion, Disrupt Energy, Count Range
Ignite, Scorching Blast, Frost Bite Aurora 12 40 m 4 3 6
Cerebrum
Flux 0 12 m 2 3 3
Dampener
Gravity Warp, Kinetic Barrier, Crushing Hold, Ether
Kinesics
Bolt, Kinetic Contraction, Kinetic Shield, Shockwave, 0 12 m 2 3 3
Interpreter
Seismic Eruption

Purge
Disrupt Concentration, Purge Ability, Psionic Corporate Strike Infantry
Backlash, Counter Power, Silence, Stunning Bolt,
Destroy Construct Type: Humanoid
Size: 1 m
XP: 1,000
Corporate Negotiator
Hit Points: 34
Type: Humanoid
Mental Stamina: 34
Size: 1 m
Resistances: Acid: 4, Cold: 4, Heat: 4, Physical: 16
XP: 750
Movement Speed: 14 m
Hit Points: 26 Melee Reach: 1 m
Mental Stamina: 38
End Wil Str Fin Ref Int For Cha
Movement Speed: 12 m
6 6 6 10 9 4 4 3
Melee Reach: 1 m
HP MS Move Rea
End Wil Str Fin Ref Int For Cha 10 10 8m 1m
4 7 4 4 3 6 6 8

HP MS Move Rea
10 10 8m 1m

364 Appendix B, NPCs


Skills Base Pool Traits
Acting 4 7 Firearms Expert
Bluffing 4 7 Providing the corporate strike infantry has at least
one point assigned into the weapon’s associated
Climbing 5 11 skill type, they may perform either of the two
Disguise 4 8 action combinations as a standard action , or
reactive action:
Guns: Automatics 8 18
Guns: Pistols 8 18
• Eject Magazine/Ordinance and Insert
Intimidation 5 8 Magazine/Ordinance.
Intuition 3 7
• Remove Item Add-on and Attach Item Add-on.
Jumping 5 11
Melee Weapons [Fin] 7 17
Melee Weapons [Str] 7 13
Cyber Doc
Navigation 3 7
Type: Humanoid
Perception 3 7
Stealth 5 15
Size: 1 m

Streetwise 4 8 XP: 15

Swimming 5 11
Hit Points: 26
Thrown Weapons 3 13
Mental Stamina: 26
Unarmed Combat 7 13
Movement Speed: 11 m
Melee Reach: 1 m
Equipment
End Wil Str Fin Ref Int For Cha
Clothing (Street Wear, uniform), Full Combat Body
Armour, Armnic IAR-1 (/w Improved Grip & Sound 4 4 3 5 4 6 5 4
Suppressor), Colt Firehawk (/w Improved Grip), 3x
Bullets Magazine (Basic, assault rifle calibre), 3x Bullets HP MS Move Rea
Magazine (Armour Piercing, assault rifle calibre), 2x 10 10 8m 1m
Bullets Magazine (Basic, heavy pistol calibre), Katana, 2x
MK-1 Concussion Greande, VimX, Accelerated Reflexes Skills Base Pool
(Version 3), Dermal Coating (Version 4), Precision
Bluffing 3 7
Stabilisers (Version 4), Recoil Compensator (Version
2), Cybernetics Licence (Authentic), Firearms Licence Chemistry 3 9
(Authentic), UPIN Stick (Authentic). First Aid 7 13

Host Scan Intuition 4 9


Name Noise Firewall RAM
Count Range Medicine 6 12
Accelerated
0 12 m 2 3 3 Melee Weapons [Fin] 2 7
Reflexes
Armnic Melee Weapons [Str] 2 5
2 20 m 5 4 2
IAR-1
Perception 3 8
Colt
2 20 m 4 3 2 Sleight of Hand 3 8
Firehawk
Precision Streetwise 4 9
0 12 m 2 3 3
Stabilisers
Recoil
Compensator
0 12 m 2 3 3 Equipment
VimX 12 50 m 5 3 5 Clothing (Street Wear), Prism, Tool Kit, Medical Licence
(Authentic), UPIN Stick (Authentic).

365 Appendix B, NPCs


Host Scan Host Scan
Name Noise Firewall RAM Name Noise Firewall RAM
Count Range Count Range
Prism 6 20 m 3 3 4 Djinni Red 10 40 m 3 3 5
Neuro
0 12 m 2 3 3
Stimulant

Data Thief Novatech


Gatekeeper
15 50 m 5 4 7

Type: Humanoid Rapture


2 20 m 2 2 2
MK-1
Size: 1 m
XP: 250
Detective
Hit Points: 26
Type: Humanoid
Mental Stamina: 30
Movement Speed: 11 m
Size: 1 m

Melee Reach: 1 m XP: 250

End Wil Str Fin Ref Int For Cha Hit Points: 26

3 5 3 5 4 7 6 3 Mental Stamina: 34
Resistances: Physical: 6
HP MS Move Rea
Movement Speed: 12 m
10 10 8m 1m
Melee Reach: 1 m
Skills Base Pool
End Wil Str Fin Ref Int For Cha
Guns: Pistols 2 7
4 6 4 4 3 6 7 5
History 6 13
Intuition 5 11 HP MS Move Rea

Medicine 2 9 10 10 8m 1m

Negotiation 3 6
Skills Base Pool
Perception 6 12
Acting 5 10
Sleight of Hand 5 10
Bluffing 7 12
Streetwise 4 10
Ethereal Knowledge 3 9
Tech: Computing 7 14
Guns: Pistols 7 11
Tech: Diagnostics 6 12
History 5 11
Tech: Encryption 6 13
Intimidation 6 11
Tech: Hacking 7 14
Intuition 8 15
Tech: Knowledge 6 13
Melee Weapons [Fin] 5 9
Tech: Maintenance 7 14
Melee Weapons [Str] 5 9
Tech: Networking 5 12
Navigation 5 12
Negotiation 7 12
Equipment
Perception 7 14
Clothing (Street Wear), Rapture MK-1 (/w Improved Grip),
Streetwise 3 10
3x Bullets Magazine (Basic, light pistol calibre), Djinni
Red, Novatech Gatekeeper (/w Battering Ram (Version 2), Tech: Computing 3 9
Sloth (Version 2), Bodyguard (Version 2), Network Guard Tracking 7 14
(Version 2)), Neuro Stimulant (Version 1), 3x Night Shift,
Unarmed Combat 5 9
2x Wish, Keycard Copier, Firearms Licence (Authenticity
Rating 5), UPIN Stick (Authenticity Rating 6).

366 Appendix B, NPCs


Equipment Quirks
Clothing (Street Wear), Light Armour, Ruger SR400 Razor Claws
(/w Security Grip), 3x Bullets Magazine (Basic, light The dreg is armed with a set of sharp claws. When
pistol calibre), Djinni Red, Retinal Processors (Version used in comabt each of the dreg’s unarmed attacks
1), Forensics Kit, 1x Restraints (Metal), 5x Restraints deals damage equal to its total Strength attribute
(Plastic), Firearms Licence (Authentic), UPIN Stick score, and gains an additional seven physical
(Authentic). penetration.

Host Scan
Name Noise Firewall RAM
Count Range
Traits
Djinni Red 10 40 m 3 3 5
Retinal
Bloodthirsty
0 12 m 2 3 3 When using a melee-based attack action against an
Processors
Ruger
enemy target and the dreg successfully reduce
2 20 m 3 3 2 them down to zero hit points or lower, they can
SR400
immediately make a single melee weapon attack
against an individual currently within their reach.
Dreg Slasher Performing such an attack is considered to be a
type of free action, and once executed cannot be
Type: Humanoid
done so again until the start of the dreg’s next turn.
Size: 1 m
XP: 400

Hit Points: 42
Standard Actions
Mental Stamina: 22 Shoot Bile
Resistances: Cold: 4, Physical: 6, Toxic: 6 The dreg fires a projectile of viscous bodily fluids at
a nearby individual that it can see within 12/24/36
Movement Speed: 17 m
m. The target must make a generic Foresight +
Melee Reach: 1 m Reflex attribute check with a success target of five,
taking 5d6 acid damage on a failure.
End Wil Str Fin Ref Int For Cha
8 3 7 4 8 2 5 1
Gang Psionic
HP MS Move Rea
10 10 10 m 1m Type: Humanoid
Size: 1 m
Skills Base Pool
XP: 50
Climbing 7 14
Intuition 3 8 Hit Points: 26
Jumping 6 13 Mental Stamina: 30
Navigation 4 9 Resistances: Physical: 6
Perception 5 10 Movement Speed: 11 m
Stealth 6 10 Melee Reach: 1 m
Survival 8 13
End Wil Str Fin Ref Int For Cha
Swimming 6 13
4 5 3 3 4 4 4 4
Tracking 8 13
Unarmed Combat 8 15 HP MS Move Rea
10 10 8m 1m
Vision Types: Standard, Low-light, Night
Languages: None

367 Appendix B, NPCs


Skills Base Pool Gang Thug
Bluffing 2 6
Type: Humanoid
Guns: Pistols 3 6
Size: 1 m
Intimidation 4 8
XP: 25
Intuition 2 6
Jumping 2 5 Hit Points: 26
Melee Weapons [Fin] 2 5 Mental Stamina: 22
Melee Weapons [Str] 2 5 Resistances: Physical: 6
Navigation 2 6 Movement Speed: 12 m
Perception 2 6 Melee Reach: 1 m
Psionics: Deception 4 8
End Wil Str Fin Ref Int For Cha
Psionics: Energetics 5 9
4 3 4 4 4 3 4 3
Sleight of Hand 2 5
Stealth 2 5 HP MS Move Rea

Streetwise 5 9 10 10 8m 1m

Skills Base Pool


Equipment
Bluffing 2 5
Clothing (Street Wear), Bandanna (gang affiliation), Light Guns: Pistols 3 7
Armour, Rapture MK-1, 3x Bullets Magazine (Basic, light
pistol calibre), Knife, PTX-200, UPIN Stick (Authenticity Intimidation 4 7
Rating 3). Intuition 2 6
Jumping 2 6
Host Scan
Name Noise Firewall RAM
Count Range Melee Weapons [Fin] 3 7
PTX-200 5 20 m 3 2 4 Melee Weapons [Str] 3 7
Rapture
2 20 m 2 2 2 Navigation 2 6
MK-1
Perception 2 6

Traits Sleight of Hand 2 6

Awakened Mind Stealth 2 6


The psionic is one of the very few lucky ones who Streetwise 5 9
was born with natural talents in manipulating the
Thrown Weapons 2 6
energies of the Ether. They can tap into the cosmic
powers of psionics, and make use of its associated Unarmed Combat 3 7
skills.
Equipment
Psionic Powers Clothing (Street Wear), Bandanna (gang affiliation),
Light Armour, R8 Reaver, 3x Bullets Magazine (Basic,
Deception heavy pistol calibre), Club, 2x Knife, PTX-200, UPIN Stick
Concealment, Phantom Projection, Sow Doubt (Authenticity Rating 3).

Energetics Host Scan


Arcing Bolt, Cold Snap, Combustion Name Noise Firewall RAM
Count Range
PTX-200 5 20 m 3 2 4
R8 Reaver 2 20 m 2 2 2

368 Appendix B, NPCs


Gun For Hire
Host Scan
Name Noise Firewall RAM
Count Range
Type: Humanoid
ArmsCorp
Size: 1 m 2 20 m 3 3 2
Bulldog

XP: 350 ArmsCorp


2 20 m 3 3 2
Marauder

Hit Points: 30 Iris 8 30 m 4 3 4


Precision
Mental Stamina: 26 0 12 m 2 3 3
Stabilisers
Resistances: Physical: 12 Recoil
0 12 m 2 3 3
Compensator
Movement Speed: 14 m
Melee Reach: 1 m

End Wil Str Fin Ref Int For Cha


Mafia Enforcer
5 4 6 7 5 4 4 4 Type: Humanoid

HP MS Move Rea Size: 1 m


10 10 8m 1m XP: 200

Skills Base Pool Hit Points: 30


Acting 4 8 Mental Stamina: 26
Bluffing 4 8 Resistances: Physical: 9
Climbing 4 10 Movement Speed: 14 m
Disguise 4 8 Melee Reach: 1 m
Guns: Automatics 7 14
End Wil Str Fin Ref Int For Cha
Guns: Pistols 6 13
5 4 6 6 4 3 4 3
Intimidation 5 9
HP MS Move Rea
Intuition 3 7
10 10 8m 1m
Jumping 4 10
Melee Weapons [Fin] 6 13 Skills Base Pool
Melee Weapons [Str] 6 12 Bluffing 4 7
Navigation 3 7 Climbing 4 10
Perception 3 7 Guns: Pistols 6 12
Streetwise 4 8 Intimidation 7 10
Swimming 4 10 Intuition 4 8
Thrown Weapons 3 10 Jumping 4 10
Unarmed Combat 5 11 Lock Picking 4 10
Melee Weapons [Fin] 5 11
Equipment Melee Weapons [Str] 5 11
Clothing (Street Wear), Full Combat Body Armour, Navigation 3 7
ArmsCorp Marauder, ArmsCorp Bulldog, 3x Bullets
Perception 3 7
Magazine (Basic, submachine gun calibre), 2x Bullets
Magazine (Basic, heavy pistol calibre), Knife, Iris, Streetwise 6 10
Precision Stabilisers (Version 1), Recoil Compensator Swimming 4 10
(Version 1), Bounty Hunting Licence (Authentic),
Cybernetics Licence (Authentic), UPIN Stick (Authentic). Thrown Weapons 2 8
Unarmed Combat 5 11

369 Appendix B, NPCs


Equipment Police Officer
Clothing (Street Wear), Tactical Body Armour, ArmsCorp
Type: Humanoid
Bulldog, 3x Bullets Magazine (Basic, heavy pistol calibre),
Club, Neptuno, 2x Blitz, Firearms Licence (Authenticity Size: 1 m
Rating 5), UPIN Stick (Authenticity Rating 5).
XP: 500
Host Scan
Name Noise Firewall RAM Hit Points: 34
Count Range
ArmsCorp
2 20 m 3 3 2
Mental Stamina: 30
Bulldog
Resistances: Physical: 9
Neptuno 6 25 m 3 2 4
Movement Speed: 14 m
Melee Reach: 1 m
Mechanic
End Wil Str Fin Ref Int For Cha
Type: Humanoid 6 5 6 7 4 4 5 4
Size: 1 m
HP MS Move Rea
XP: 15
10 10 8m 1m

Hit Points: 26 Skills Base Pool


Mental Stamina: 26 Climbing 6 12
Movement Speed: 11 m Exotic Weapons - Peace
5 11
Melee Reach: 1 m Keeper Stun Baton [Str]
Guns: Pistols 8 15
End Wil Str Fin Ref Int For Cha
Intimidation 4 8
4 4 5 5 4 5 5 4
Intuition 6 11
HP MS Move Rea Jumping 5 11
10 10 8m 1m Melee Weapons [Fin] 6 13

Skills Base Pool Melee Weapons [Str] 6 12

Bluffing 4 8 Navigation 3 8

Intuition 4 9 Negotiation 3 7

Mechanical: Engineering 5 10 Perception 4 9

Mechanical: Ground Stealth 3 10


6 11
Vehicles Streetwise 3 8
Melee Weapons [Fin] 2 7 Swimming 5 11
Melee Weapons [Str] 2 7 Tracking 3 8
Perception 3 8 Unarmed Combat 6 12
Piloting: Driving 4 8
Sleight of Hand 3 8 Equipment
Streetwise 4 9 Clothing (Street Wear, uniform), Tactical Body Armour,
Ruger SR400 (/w Security Grip), 3x Bullets Magazine
(Basic, light pistol calibre), Peace Keeper Stun Baton,
Equipment
Djinni Red, Exoskeleton (Version 1), Precision Stabilisers
Bolt Cutters, Clothing (Street Wear), Neptuno, Tool Kit, (Version 1), 1x Restraints (Metal), 5x Restraints (Plastic),
UPIN Stick (Authentic). Firearms Licence (Authentic), UPIN Stick (Authentic).

Host Scan
Name Noise Firewall RAM
Count Range
Neptuno 6 25 m 3 2 4

370 Appendix B, NPCs


Natural Swimmer
Name
Host Scan
Noise Firewall RAM The piranha swarm does not suffer increased
Count Range movement speed penalties from swimming.
Djinni Red 10 40 m 3 3 5
Exoskeleton 0 12 m 2 3 3 Swarm
The piranha swarm can occupy the same space as
Peace
Keeper 2 12 m 2 3 2 another individual. While it may only attack targets
Stun Baton that currently share the same space as itself, any
Precision resistances which they gain from armour or
0 12 m 2 3 3
Stabilisers clothing are reduced in effectiveness by half.
Ruger
2 20 m 3 3 2
SR400 Additionally, when struck by an attack that only
targets a single individual, the swarm loses half
the usual amount of hit points and mental stamina.
Rabid Piranha Swarm
Type: Swarm of Wild Beasts
Size: 1 m Riot Control Officer
XP: 250 Type: Humanoid
Size: 1 m
Hit Points: 22
Mental Stamina: 18
XP: 750

Movement Speed: 9 m, (swimming only) Hit Points: 42


Melee Reach: 0 m Mental Stamina: 30

End Wil Str Fin Ref Int For Cha Resistances: Acid: 4, Cold: 4, Heat: 4, Physical: 24

3 2 1 8 7 1 6 1 Movement Speed: 16 m
Melee Reach: 1 m
HP MS Move Rea
10 10 8m 1m End Wil Str Fin Ref Int For Cha
8 5 8 6 5 4 4 3
Skills Base Pool
Perception 6 12 HP MS Move Rea

Stealth 5 13 10 10 8m 1m

Survival 6 12 Skills Base Pool


Swimming 7 8 Climbing 7 15
Tracking 6 12 Exotic Weapons - Peace
8 16
Unarmed Combat 6 7 Keeper Stun Baton [Str]
Guns: Pistols 7 13
Status Immunities: Crippled, Grappled, Maimed, Prone,
Restrained Intimidation 7 10

Vision Types: Standard, Low-light Intuition 6 10

Languages: None Jumping 6 14


Melee Weapons [Fin] 7 13

Quirks Melee Weapons [Str] 7 15


Navigation 3 8
Dexterous Fighter
The piranha swarm can choose to use their Finesse Negotiation 3 6
attribute score in place of Strength when making Perception 5 9
unarmed attacks. When doing so, each attack deals
damage equal to its total Finesse attribute score Stealth 3 9
and gains an additional eight physical penetration. Streetwise 3 7

371 Appendix B, NPCs


Swimming 6 14 Security Drone Pilot
Tracking 3 7
Type: Humanoid
Unarmed Combat 8 16
Size: 1 m
XP: 500
Equipment
Clothing (Street Wear, uniform), Full Combat Body Hit Points: 26
Armour, Ballistics Shield, Ruger SR400 (/w Security
Mental Stamina: 30
Grip), 3x Bullets Magazine (Basic, light pistol calibre),
2x Bullets Magazine (Shock, light pistol calibre), Peace Resistances: Physical: 6
Keeper Stun Baton, 2x MK-1 Concussion Greande, Djinni Movement Speed: 13 m
Red, Dermal Coating (Version 4), Exoskeleton (Version
Melee Reach: 1 m
2), Pain Suppression System (Version 2), 10x Restraints
(Plastic), Firearms Licence (Authentic), UPIN Stick
End Wil Str Fin Ref Int For Cha
(Authentic).
4 5 5 7 8 6 6 3
Host Scan
Name Noise Firewall RAM
Count Range HP MS Move Rea
Djinni Red 10 40 m 3 3 5 10 10 8m 1m
Exoskeleton 0 12 m 2 3 3
Pain Skills Base Pool
Suppression 0 12 m 2 3 3
Guns: Pistols 5 12
System
Peace Guns: Turrets 7 14
Keeper 2 12 m 2 3 2
Intimidation 3 6
Stun Baton
Ruger Intuition 6 12
2 20 m 3 3 2
SR400 Mechanical: Aircraft 6 12
Mechanical: Ground
6 12
Traits Vehicles

Brawler Melee Weapons [Fin] 4 11


The riot control officer has the option to Melee Weapons [Str] 4 9
immediately make a grapple attempt against a
Navigation 5 11
target after hitting them with a melee-based
attack. This activity is considered to be a type of Perception 6 12
free action, and once used, cannot be performed Piloting: Aircraft 7 15
again until the start of their next turn.
Piloting: Driving 7 15
Additionally, whenever someone attempts to Streetwise 2 8
escape from one of the officer’s grapples, they
Tech: Computing 5 11
suffer a -1 dice pool penalty to their roll.
Tracking 6 12
Unarmed Combat 4 9

Equipment
Clothing (Street Wear, uniform), Light Armour, Ruger
SR400 (/w Security Grip), 3x Bullets Magazine (Basic,
light pistol calibre), Club, Djinni Red (/w Blackout
(Version 2), Bodyguard (Version 2), pilotsoft (Version 4)),
Accelerated Reflexes (Version 2), Precision Stabilisers
(Version 1), Automations Licence (Authentic), Security
Licence (Authentic), UPIN Stick (Authentic).
Streetwise 2 7
Host Scan
Name Noise Firewall RAM Swimming 3 7
Count Range
Accelerated Tracking 2 7
0 12 m 2 3 3
Reflexes
Unarmed Combat 5 10
Djinni Red 10 40 m 3 3 5
Precision
0 12 m 2 3 3
Stabilisers Equipment
Ruger
2 20 m 3 3 2 Clothing (Street Wear, uniform), Light Armour, Apex
SR400
Prowler, 3x Bullets Magazine (Basic, light pistol calibre),
Club, Prism, 3x Restraints (Plastic), Security Licence
Automations (Authentic), UPIN Stick (Authentic).

Molerat - Pathfinder (Sensor Array), Host Scan


Name Noise Firewall RAM
Count Range
Perception skillsoft (version 2), Stealth skillsoft
(version 2), Tracking skillsoft (version 2). Apex
2 20 m 2 2 2
Prowler

Wasp - Pathfinder (Sensor Array), Guns: Turrets skillsoft Prism 6 20 m 3 3 4


(version 2), Perception skillsoft (version 2), Tracking
skillsoft (version 2), 1x Medium Weapon Mount, G49R, 3x
Bullets Magazine (Basic, submachine gun calibre). Shopkeeper
Type: Humanoid
Security Guard
Size: 1 m
Type: Humanoid XP: 25
Size: 1 m
Hit Points: 26
XP: 100
Mental Stamina: 26
Hit Points: 30 Movement Speed: 12 m
Mental Stamina: 26 Melee Reach: 1 m
Resistances: Physical: 6
End Wil Str Fin Ref Int For Cha
Movement Speed: 12 m
4 4 4 5 3 4 5 5
Melee Reach: 1 m
HP MS Move Rea
End Wil Str Fin Ref Int For Cha
10 10 8m 1m
5 4 5 5 4 3 5 3
Skills Base Pool
HP MS Move Rea
Guns: Long Guns 3 8
10 10 8m 1m
Intuition 4 9
Skills Base Pool Negotiation 4 9
Climbing 4 9 Perception 2 7
Guns: Pistols 5 10 Sleight of Hand 3 8
Intuition 4 9 Streetwise 3 8
Jumping 4 9 Unarmed Combat 3 7
Melee Weapons [Fin] 4 9
Melee Weapons [Str] 4 9 Equipment
Navigation 2 7 Clothing (Street Wear), Remington Techshot, 3x Shells
Perception 3 8 Magazine (Basic), PTX-200, Firearms Licence (Authentic),
UPIN Stick (Authentic).
Stealth 2 7

373 Appendix B, NPCs


Equipment
Host Scan
Name Noise Firewall RAM Clothing (Street Wear), Tactical Body Armour, AI L500
Count Range
PTX-200 5 20 m 3 2 4 (/w Smart Grip, Flash Reducer, & Marksman’s Telescopic
Sight), Colt Firehawk (/w Improved Grip & Sound
Remington
2 20 m 2 2 2 Suppressor), 3x Bullets Magazine (Basic, sniper rifle
Techshot
calibre), 3x Bullets Magazine (Armour Piercing, sniper
rifle calibre), 3x Bullets Magazine (Basic, heavy pistol
calibre), VimX, Accelerated Reflexes (Version 4), Precision
Special Forces Sharpshooter Stabilisers (Version 5), Recoil Compensator (Version 3),
Cybernetics Licence (Authenticity Rating 10), Firearms
Type: Humanoid
Licence (Authenticity Rating 10), UPIN Stick (Authenticity
Size: 1 m Rating 10).

XP: 1,500 Host Scan


Name Noise Firewall RAM
Count Range
Hit Points: 34 Accelerated
0 12 m 2 3 3
Mental Stamina: 34 Reflexes
AI L500 2 20 m 5 4 2
Resistances: Physical: 9
Colt
Movement Speed: 14 m 2 20 m 4 3 2
Firehawk
Melee Reach: 1 m Precision
0 12 m 2 3 3
Stabilisers
End Wil Str Fin Ref Int For Cha Recoil
0 12 m 2 3 3
Compensator
6 6 6 11 10 4 6 4
VimX 12 50 m 5 3 5
HP MS Move Rea
10 10 8m 1m Traits
Sharpshooter
Skills Base Pool
The special forces sharpshooter no longer suffer a
Acting 6 10 penalty when firing a ranged weapon at medium
Bluffing 8 12 range and the penalty when firing them at long
range is reduced by two dice.
Climbing 9 15
Disguise 6 12
Guns: Long Guns 10 21
Spectral Eye
Guns: Pistols 8 19
Intimidation 5 9 Type: Construct
Intuition 8 14 Size: 20 cm
Jumping 8 14 XP: 0
Leadership 8 12
Hit Points: 20
Melee Weapons [Fin] 8 19
Mental Stamina: 24
Melee Weapons [Str] 8 14
Resistances: Physical: 3
Navigation 8 14
Movement Speed: 0 m
Perception 9 15
Melee Reach: 0 m
Stealth 8 19
Streetwise 3 9 End Wil Str Fin Ref Int For Cha

Swimming 8 14 3 4 1 1 1 4 7 1

Thrown Weapons 7 18 HP MS Move Rea


Unarmed Combat 8 14 8 8 0m 0m

374 Appendix B, NPCs


Skills Base Pool Psionics: Deception 5 10
Intuition 7 14 Psionics: Metamorphosis 4 9
Perception 7 14 Psionics: Telekinesis 5 10
Stealth 7 8 Sleight of Hand 5 10

Status Immunities: Anaphylaxis, Bleeding, Diseased, Stealth 3 8


Exhaustion, Poisoned, Prone, Unconscious Streetwise 5 9
Vision Types: Those of its conjurer
Languages: Understands any spoken by its conjurer Equipment
Clothing (Street Wear), Light Armour, Rapture MK-1, 3x
Quirks Bullets Magazine (Basic, light pistol calibre), PTX-200,
Firearms Licence (Authentic), UPIN Stick (Authentic).
Permanent Invisibility
The spectral eye is always considered to be Host Scan
Name Noise Firewall RAM
invisible. Count Range
PTX-200 5 20 m 3 2 4
Spiritual Construct
Rapture
The spectral eye does not require food, water, 2 20 m 2 2 2
MK-1
oxygen, or sleep in order to function. Additionally, it
is considered to a type of in-organic life form.
Traits
Awakened Mind
Street Performer The psionic is one of the very few lucky ones who
was born with natural talents in manipulating the
Type: Humanoid energies of the Ether. They can tap into the cosmic
powers of psionics, and make use of its associated
Size: 1 m
skills.
XP: 100

Hit Points: 26 Psionic Powers


Mental Stamina: 30 Deception
Resistances: Physical: 6 Concealment, Phantom Projection, Sow Doubt
Movement Speed: 11 m Metamorphosis
Melee Reach: 1 m Accelerate, Empower, Rejuvenate

End Wil Str Fin Ref Int For Cha Telekinesis


Disarm, Hindrance, Move Object
4 5 3 5 4 5 4 6

HP MS Move Rea
10 10 8m 1m Wild Dire Wolf
Type: Wild Beast
Skills Base Pool
Acrobatics 4 9 Size: 2 m

Acting 5 11 XP: 350


Bluffing 4 10
Hit Points: 38
Guns: Pistols 2 7
Mental Stamina: 22
Intuition 5 9
Movement Speed: 16 m
Jumping 3 6
Melee Reach: 1 m
Navigation 2 6
Perception 4 8 End Wil Str Fin Ref Int For Cha
7 3 8 3 6 1 8 1

375 Appendix B, NPCs


Wild Grizzly
HP MS Move Rea
Type: Wild Beast
10 10 10 m 1m
Size: 2 m
Skills Base Pool
XP: 350
Intuition 2 10
Jumping 8 16 Hit Points: 48

Navigation 4 12 Mental Stamina: 22

Perception 6 14 Movement Speed: 17 m

Stealth 7 10 Melee Reach: 1 m

Survival 7 15
End Wil Str Fin Ref Int For Cha
Swimming 7 15
9 3 9 3 5 1 6 1
Tracking 8 16
HP MS Move Rea
Unarmed Combat 6 14
12 10 8m 1m
Vision Types: Standard, Low-light
Skills Base Pool
Languages: None
Climbing 3 12
Intuition 2 8
Quirks
Jumping 8 17
Sharp Teeth
The dire wolf has a set of razor sharp teeth. When Navigation 4 10
used in comabt each of the dire wolf’s unarmed Perception 5 11
attacks deals damage equal to its total Strength
Stealth 4 7
attribute score, and gains an additional eight
physical penetration. Survival 7 13
Swimming 8 17
Tracking 7 13
Traits
Unarmed Combat 8 17
Agile
Whenever the dire wolf is targeted by either an Vision Types: Standard, Low-light
opposing skill or attribute check as a result of a
Languages: None
reactive action being used, they gain a +2 dice pool
modifier to their defences for that roll.
Quirks
Standard Actions Sharp Claws
The wild grizzly has a set of razor sharp claws.
Terrifying Howl When used in comabt each of the grizzly’s unarmed
The dire wolf lets loose a blood-curdling howl. All attacks deals damage equal to its total Strength
non-allied creatures within 12 meters of the dire attribute score, and gains an additional nine
wolf that can currently hear it must make a generic physical penetration.
fear check (Charisma + Will,) with a success target
of five. Those that fail this check immediately
become frightened of the dire wolf and are now Traits
considered feared (see Status Effects, page 233).
Steadfast
Whenever the grizzly is subjected to an effect
At the end of each new round that passes, targets
which is either; attempting to knock them prone or
can remake the check above, ending its effects in
forcing them to move, the grizzly may choose to
the event of a success.
roll a d6. On a roll of a four or higher, the grizzly
may ignore that component of the effect.

376 Appendix B, NPCs


Appendix C

Timeline Of Events
The world of Dystopia did not simply come into been detailed in the timeline below, giving an
fruition overnight. Many events during the 21st insight into how society slowly evolved as time has
century were required to transpire, to end up where progressed.
we are right now. The most notable of these have

Man returns to the moon once more. Plans are soon made to build a permanent
2024 · · · · · ·•
settlement on its surface before the end of the decade.
Despite fierce international condemnation, the government of Brazil approves further
2025 · · · · · ·• deregulation of both logging and mining activities across the Amazon. Several violent
protests soon erupt, leaving a total of 36 dead.

A scandal breaks out in several different African and European countries after leaked
documents reveal that Chinese company Huawei has been influencing government
2027 · · · · · ·•
policy for the past several years. This was in exchange for continued investment in
local telecommunications infrastructure.
Both the UK and US pass laws allowing the use of automated vehicles by the public
2028 · · · · · ·•
nationwide. Japan, South Korea and many EU countries soon follow.

2029 · · · · · ·• The countries of Moldova and Romania are reunified.

While slightly delayed, the first NASA astronauts arrive at Lunar Base One. This
2031 · · · · · ·•
permanent settlement on the moon is initially manned by a crew of six.

2032 · · · · · ·• The island of Ireland is reunified.

A British Airways flight departing from Heathrow to New York crashes shortly after
takeoff, killing all 287 onboard. An investigation soon reveals that an airborne drone
2033 · · · · · ·• accidentally entered into the restrictive air space and collided with one of the
passenger jet’s engines. Licences soon become required by law for the use of any
remote-controlled or autonomous vehicle. Many countries soon follow suit.

2034 · · · · · ·• Scotland leaves the United Kingdom.

The first cybernetic enhancement surgery is performed. Corporal Patrick Wilson regains
2035 · · · · · ·•
full use out of his right arm after an incident with a prematurely exploding grenade.

In the United States, a scandal breaks out over a series of leaked documents from Apex
Technologies. The files reveal that Apex has been working closely with several
authoritarian regimes to track down and monitor targets of interest. Many of those
2039 · · · · · ·• who were followed by the corporation were killed in a string of high profile
assassinations or simply ended up disappearing altogether. A few days after the
documents are leaked the company’s headquarters in Boston is attacked by a
well-armed militia, leaving 46 dead.

377 Appendix C, Timeline Of Events


Apex Technologies is successful in their attempt to sue the government for failing to
protect their headquarters in Boston last year. The corporation was able to convince
judges that local police and security forces were ill-equipped to deal with the situation
2040 · · · · · ·• at hand. Following the ruling, the Corporations Security & Militarization Act is swiftly
passed into law. This gives high profile corporations a little more leeway when
protecting their assets and property, including the use of militarised security forces,
providing that they operate within confines of the law.

Following intense pressure by US-based gun advocacy groups and weapons


2042 · · · · · ·• manufacturers, many countries begin to relax their firearms laws. This soon paves the
way for members of the public to carry guns as a suitable means of self-defence.

2044 · · · · · ·• Italy splits into two separate countries; Padania in the north, and Sicily in the south.

With Lunar Base One having reached a population of fifty, Exxon brokers a deal with
2045 · · · · · ·•
NASA to fund the construction of a Helium-3 extractor on the moon’s surface.
Amid a rapidly growing cybernetics sector, the United States forms the Cybernetics
Regulatory Commission. This organisation is tasked with governing the legality of
2046 · · · · · ·•
products that enter into the marketplace. Many countries soon follow suit establishing
regulators of their own.

Plans for a new globally accessible network are drawn up by the United Nations. This
2048 · · · · · ·•
project would go on to be known as the Global Omninet project.

Automata Industries manufactures the first Cyterian unit. At this time these units are
2051 · · · · · ·•
referred to as Autonomous Labour Drones.
2052 · · · · · ·• Korea is reunified after having spent over 100 years apart.

Amid growing resentment for rising wealth inequality, numerous large scale protests
are staged across the EU. Several notable corporations suffer wide-spread attacks over
2054 · · · · · ·• a fortnight of political unrest. After much debate, the EU parliament agrees to ratify
their own version of the Corporate Security & Militarization Act passed by the United
States in 2040. This is known as the European Corporation Protection Act.

2055 · · · · · ·• The first handful of nodes for the global Omninet project are brought online in east Asia.

After much debate and internal discussion, the government of Belgium agrees to split
several ways: Flanders goes to the Netherlands, Wallonia joins France, Eupen joins
2056 · · · · · ·•
Germany, and the province of Luxembourg rejoined the Grand Duchy. Brussels becomes
a city-state under EU jurisdiction.

A coordinated cybersecurity attack is made over the Omninet. Numerous financial


2059 · · · · · ·• centres, transport networks, and utility hubs are taken offline for several days before
the attack can be suppressed.

The first Summer Olympic Games are held which allow for cybernetically enhanced
2060 · · · · · ·•
athletes to take part.

The OmniWatch software enters into the global market. Within the next 12 months,
2062 · · · · · ·• three-quarters of the world’s countries will require the software to be installed on all
PCDs and computer terminals by law.

The Geneva fusion power plant incident occurs. A 50-mile exclusion zone is enacted,
2063 · · · · · ·•
with all citizens within the perimeter being evacuated.

2064 · · · · · ·• The first of the Kram materialise through sudden and unexplainable rapid mutation.

378 Appendix C, Timeline Of Events


After being subjected to years of excessive tax rates to support the Chinese economy in
some of the poorer provinces, Shanghai leaves the People’s Republic of China. The
2064 · · · · · ·•
neighbouring provinces of Jiangsu and Zhejiang soon decide to follow suit, forming the
Republic of Eastern Chinese States.

Hong Kong and Guangdong use the turmoil created by Shanghai to also leave the
2065 · · · · · ·• republic, forming the Free Cantonese States. Taiwan meanwhile launches a successful
invasion into the Chinese mainland, taking control of both Fujian and Jiangxi.

The city of Rome is hit by a powerful energy storm, leaving 62 dead and widespread
2065 · · · · · ·• disruption to the local Omninet infrastructure. This incident would go on to become the
first recorded instance of an ethereal storm.
Separatists in Xinjiang China take control of the region and expand to the south-west
2066 · · · · · ·•
through Tibet, Qinghai and Gansu.

The Ayatollah of Iran, Mehran Mostofi, denounces all mutants, calling them an
2066 · · · · · ·•
abomination in the eyes of God. Many non-humans emigrate from the country.

After numerous reports surface across the globe, the existence of psionics is officially
2066 · · · · · ·•
recognised by the World Health Organisation.

In a bid to reclaim its land, India begins to push into Tibet. Officially this is labelled as a
2067 · · · · · ·• security operation to ensure the stability of the area, however over half of Tibet is soon
annexed.
2067 · · · · · ·• The first of the Tikar materialise from rapid human mutation.

Strong-armed by many of the region’s largest corporations, Beijing agrees to a peace


2068 · · · · · ·• agreement. Hostilities with India, Separatist Xinjiang, the Free Cantonese States and the
Republic of Eastern Chinese States are brought to an end.

The Kingdom of Saudi Arabia outlaws all forms of psionics. Lengthy prison sentences
2069 · · · · · ·•
are handed down to those who violate the law.
In a landmark case, the Supreme Court of the United States strikes down the
2069 · · · · · ·• government’s Psionics Restrictions & Registration Act. The judges conclude that the bill
unfairly infringes on the rights of citizens and is therefore nullified.

In France, a collection of deformed and highly aggressive humanoid creatures are found
2070 · · · · · ·• by a team entering the Geneva exclusion zone. Less than half of the team make it back
out alive. Media soon pick up on the story and refer to the creatures as ”Dregs”.

With its population having surpassed 1,000, Lunar Base One starts to open itself up to
2071 · · · · · ·• the idea of space tourism. Within the next 12 months, spacecraft will begin to arrive
twice a week carrying many of the world’s rich and famous.

After years of frustration with the US political scene, California decides to hold a
referendum to leave the United States. The vote is passed, and a new political entity is
2072 · · · · · ·•
formed. Over the next two years, Washington, Oregon and Hawaii will soon decide to
follow, joining together with California to create the Free Pacific Republic.

2072 · · · · · ·• The first of the Vorn emerge into the world through rapid human mutation.

The EU parliament passes the Meta-Human Recognition Act, expanding human rights to
2074 · · · · · ·•
all known meta-human types.

After rising political unrest, the UPIN identification system is created and swiftly enters
2075 · · · · · ·•
trials across several countries.

In Miami, Florida, a race riot breaks out after the killing of a Tikar (Louis Foster,) by local
2076 · · · · · ·•
police. The death toll reaches 41.

379 Appendix C, Timeline Of Events


A Kram, Steven Cantrell is appointed CEO of Volt Media. He becomes the first mutant to
2078 · · · · · ·•
have been appointed as CEO for an S&P 100 company.

Political turmoil continues to unravel in the United States. After six months of failed
talks, the country decides to split in two. The states of the north-east from Minnesota
2079 · · · · · ·•
and Iowa through to Maine come together to form the United Democratic States (U.D.S).
The remnants rename themselves to the United Republic of America (U.R.A).

2080 · · · · · ·• Psionics is first taught at Harvard University.

Amid rampant corruption in Russia, much of Siberia, with the backing of several large
2081 · · · · · ·• corporations, breaks off to form the Republic of Siberia. Russia is left split in two, with
the eastern block being renamed to the Russian Far East.

With global temperatures continuing to rise, the European Union faces increasing
pressure from migrants across its southern borders. Anti-EU resentment flares up
2082 · · · · · ·•
when a non-cooperative transport ship carrying three hundred refugees is gunned
down attempting to reach Sicily.

An expansive hive of Dregs is found underneath the city of Paris. Sections are cordoned
2082 · · · · · ·•
off as the French National Guard are called in to conduct an extermination mission.
In Japan, prime minister Kanemoto Naganori is forced to resign. Evidence reveals that
2084 · · · · · ·•
his administration had been conducting long-running experiments on mutant prisoners.

In an attempt to boost global trade, the International Monetary Fund proposes the
creation of a new global currency, Credits. Unlike other currencies, Credits would be
2085 · · · · · ·•
controlled by the organisation and its members rather than any one nation. The
organisation’s members agree to the switch in 2086.

Anika Spiegelmann, a Vorn, is made Chancellor of Germany. She becomes the first
2087 · · · · · ·•
country to have a mutant as their elected leader.

Over in the United Democratic States, Ryan Lawson is sworn in as the country’s latest
president. Running on a bold anti-corporation and wealth inequality platform, he
2088 · · · · · ·•
promises widespread reform to both welfare and labour laws. The president is swiftly
assassinated after just twelve days into his first term.

At midnight on the turning of the new decade, a vast trove of documents appears onto
the Omninet. Inside they detail several well-known global corporations and provide
2090 · · · · · ·•
compelling evidence on their involvement with the assassination of Ryan Lawson. A
group going by the name of The Herald takes responsibility for the leak.

The Cyterian Uprising occurs over the course of six days. The official death toll for the
2092 · · · · · ·•
conflict is said to exceed 250,000 before a peace agreement can be reached.

In a bid to restore the country to its former glory, Russia and the Russian Far East both
2093 · · · · · ·• launch a surprise invasion into the Republic of Siberia. While quick gains are indeed
made, the conflict soon bogs down into a brutal and bloody stalemate.

Referring to themselves as the Human Revolutionary Front, several high profile racially
2094 · · · · · ·• driven attacks are carried out across the southern United Republic of America. Cyterian
and mutant-heavy communities are targeted the hardest.

A car bomb detonates in downtown Ghaziabad India, killing 16. Rumours began to
circulate that one of the victims was affiliated with The Herald. Within 48 hours several
2095 · · · · · ·•
corporations including Dynamex, Yamasaki Industrial and Beryl Lynx all report being the
targets of a sophisticated cyber-attack.

380 Appendix C, Timeline Of Events


The Russian war with the Republic of Siberia is brought to an end as a cease-fire
agreement is reached. The republic loses a small amount of their overall territory, but
2096 · · · · · ·• the gains for the Russians are mostly insignificant. Several large global corporations
are barred from doing trade in the Russian territories, as the administration strikes back
at those who they deem to have aided the republic during the conflict.

Citing a rising number of hate crimes against their kind, a group of Cyterian found the
2097 · · · · · ·•
Conclave in Detroit, the world’s first Cyterian only community.

A large payload of the nerve agent Tricin is detonated in downtown New York, killing
2097 · · · · · ·•
232. A group calling themselves the Red Patriots takes responsibility for the attack.

In Nagoya Japan, a factory owned by Matsudan Heavy Industries comes under attack
2098 · · · · · ·• from a well-armed militarised force. Rumours begin to circulate on the Omninet that
CyTek Global was behind the offensive.

Hino Yoriyuki, CEO of CyTek Global, is killed after his private plane crashes shortly after
2098 · · · · · ·•
take-off.
In the Republic of Eastern Chinese States, widespread protests begin to break out
2100 · · · · · ·• calling for a reform of the country’s labour laws. The demonstrations soon turn violent
as they are met with fierce resistance from local police and security forces.

In an attempt to quench the ever-growing demand for more usable land, Hong Kong
becomes the world’s first multi-layered city. An interconnected network of support
2102 · · · · · ·•
structures suspends the upper level of the city at roughly 500 meters above ground
level.
A widespread chemical leak occurs on the outskirts of São Paulo Brazil. The death toll
for the freak accident exceeds several thousand as entire communities are wiped out
2103 · · · · · ·•
overnight. An official investigation is opened into the disaster but is quietly dropped
after just two years.

Much of the city of Munich is cordoned off after the discovery of a huge number of
2105 · · · · · ·•
Dregs. The city remains cut off and isolated to this very day.

In Stuttgart Germany, the Voodoo Girls, a renowned trio of female mercenaries are
2107 · · · · · ·•
killed while attempting to infiltrate the headquarters of Beryl Lynx.
Index
A Eject Magazine/Ordinance, 327
Evasive Manoeuvres, 328
C
About This Book, 1 Hide, 327 C7 Plastic Explosive, 125
Accelerated Reflexes, 192 Insert Magazine/Ordinance, 327 Caretaker Grenade Launcher, 113
Accelerator, 108 Move, 327 Cargo Protection, 325
Action Economy, 242 Perception/Examine, 327, 328 Carrying Capacity, 230
Active Camouflage, 196 Ready Action, 327 Carrying Crate, 132
Active Camouflage Suit, 128 Retreat, 328 Casting Time, 266
Addiction Check, 225 Use Mounted Object, 328 CCD, 308
Addiction Level, 225 Automation Attributes, 318 Cerebrum Dampener, 192
Addiction Recovery, 226 Automation Carrying Capacity, 322 Cessna Navigator, 168
Adding Characters, 341 Automation Resources, 321 Challenger R6, 59
Adrenaline Shot, 202 Automation Skills, 321 Character Creation, 3
AI L500, 83 Skillsofts, 321 Attributes, 11
Air Filtration System, 196 Automations, 318 Backgrounds, 43
AK-62, 64 Automations & Fuel, 322 Equipment & Cybernetic
Alto Frontier, 174 Automations Licence, 212 Enhancements, 53
Anaphylaxis, 233, 347 Funds & Lifestyles, 51
Anti Venom, 202 Genetics Pool, 3
Apex Predator, 65
Apex Prowler, 58
B Languages, 42
Psionic Powers, 41
Apparition, Air, 358 BAE Thunderhawk, 169 Races, 3
Apparition, Earth, 359 Ballistics Shield, 127 Skills, 13
Apparition, Fire, 359 Bandanna, 127 Traits, 26
Apparition, Toxic, 360 Bane, 211 Checks, 215
Apparition, Water, 360 Bartender, 361 Chemicals Licence, 213
Arbiter RF, 71 Battering Ram, 147 Chemistry Kit, 133
Armnic IAR-1, 67 Bayonet, 120 City Low-life, 363
ArmsCorp AP-5 Mine, 123 Bentley Voyager, 180 Climbing, 219
ArmsCorp ATD Mine, 124 Beretta AR-30, 64 Climbing Gear, 131
ArmsCorp Bulldog, 61 Beryl Lynx Zeus, 180 Climbing, Swimming, and Crawling,
ArmsCorp Marauder, 72 Binoculars, 132 219
ArmsCorp Mauler, 68 Bipod, 112 Close Range Reflex Sight, 111
ArmsCorp Roomclearer, 85 Blackhat Hacker, 361 Clothing, Cold Weather, 127
ArmsCorp Scorcher, 90 Blackout, 147 Clothing, Fine, 127
ArmsCorp Skag Cannon, 87 Blackthorn Scatter Gun, 112 Clothing, Street Wear, 127
ArmsCorp Spearhead, 75 Bleeding, 233, 347 Club, 114
ArmsCorp Tyrant, 78 Blinded, 233, 347 Code Breaker, 136
Arrow, Basic, 94 Blitz, 206 Cognitive Booster, 203
Arrow, Explosive, 94 Bloom, 209 Collapsible Ladder, 131
Arrow, Fragmentation, 94 Blue Spice, 206 Colt Centurion, 71
Arrow, Serrated, 94 Bodyguard, 153 Colt Falcon, 58
Ascendant, 188 Bolas, 120 Colt Firehawk, 62
Asphyx, 211 Bolt Cutters, 131 Colt Pathfinder, 82
Attacking an Automation, 325 Bomb Disposal Suit, 128 Combat, 239
Attacking Whilst Hidden, 249 Bone Hardening, 197 Combat Actions, 246
Attempting a Hack, 308 Botches, 216 Combat Events & Modifiers, 257
Attribute Checks, 215 Bouncer, 362 Making an Attack, 253
Attributes, 11 Bounty Hunting Licence, 213 Resource Pools, 244
Charisma, 12 Brass Knuckles, 114 Turns, Rounds & the Structure of
Endurance, 11 Breach Charge, 124 Combat, 239
Finesse, 12 Breathing Regulator, 198 Combat Actions
Foresight, 12 Brink Microwave Cannon, 90 Attach Item Add-on, 247
Intellect, 12 Bullets, Air Burst (Magazine), 98 Attack of Opportunity, 252
Reflex, 12 Bullets, Armour Piercing (Magazine), Coup De Grâce, 247
Strength, 12 97 Disarm, 247
Will, 11 Bullets, Basic (Magazine), 97 Dodge, 252
Audial Enhancers, 197 Bullets, Flechette (Magazine), 97 Drop Prone, 252
Audible Dampeners, 197 Bullets, High Capacity (Magazine), 97 Eject Magazine/Ordinance, 247
Audio Normaliser, 197 Bullets, Polymer (Magazine), 97 First Aid, 247
Aurora, 143 Bullets, Shock (Magazine), 97 Grapple, 248
Authenticity Rating, 224 Bullets, Smart (Magazine), 97 Help, 248
Automation Actions, 325 Bulwark Shield, 136 Hide, 248
Assume Direct Control, 326 Hinder, 249
Command Automation, 327 Insert Magazine/Ordinance, 249

382 Index
Move, 249 Cybernetic Modulator, 137 Exoskeleton, 193
Outmanoeuvre, 249 Cybernetic Modulators, 229 Exploding Dice, 217
Perception/Examine, 249, 252 Cybernetics Licence, 213 Extended Rest, 229
Pick/Help Up, 250 Cybernetics Sickness, 228
Poise, 250 Cybersecurity, 310
Ready Action, 250
Remove Item Add-on, 250
Cyclone Blaze, 89
Cyclone Spiker, 69
F
Retreat, 250 Cyclone Streetsweeper, 79 Faintly-lit, 220
Take Aim, 251 Cyterian & Cybernetics, 228 Fake IDs, 224
Trip, 251 Falling, 221
Unarmed Attack, 251 Fear, 222
Use Item/Object, 251, 253
Use Psionic Power, 251, 253
D Fear Check, 222
Feared, 234, 348
Combat Initiative, 240 Damage Accumulation Penalties, 244 Fibre Optic Cable, 137
Commutec OmniGuard, 145 Damage Penetration, 264 File Safe, 153
Compensator, 108 Damage Resistance, 263 Firearms Licence, 213
Computers & the Omninet, 304 Damage Types, 262 Firewall Rating, 310
Computing in Everyday Life, 304 Damage Penetration, 264 Flamer Fuel, 106
Hacking & Advanced Computing, Damage Resistance, 263 Flapjack Grenade Shield, 137
308 Darkness, 220 Flash Reducer, 108
Computing Actions, 312 Dart, Basic, 98 Flash Suppressant, 199
[Hacking] Falsify Meta Data, 315 Dart, Polymer Sedative, 99 Flashlight, 112, 131
[Hacking] Force Entry, 315 Dart, Sedative, 98 Ford Sahara, 176
[Hacking] Increase Access, 315 Data Chip, 137 Forensics Kit, 132
[Hacking] Seize Device, 316 Data Thief, 366 Forgery Kit, 132
Bolster Defences, 313 Deafened, 233, 347 Free Actions, 243
Connect to Device, 313 Dealing With Player Death, 343 Full Combat Body Armour, 128
Create/Modify Access, 313 Dega Avenger, 61
Data Bomb, 313 Dega Overseer, 83
Detect ICE, 313
Detect Software, 314
Dega Shrieker, 73
Dega Stormer, 65
G
Detonate Explosives, 314 Deployable Net, 116 G49R, 71
Enable/Disable Open Broadcasting, Dermal Coating, 198 Gang Psionic, 367
314 Detecting Countermeasures, 311 Gang Thug, 368
Enable/Disable Software, 314 Detection Rating, 311 Gas Mask, 132
Encrypt/Decrypt File, 315 Detective, 366 GD XM950, 75
Locate Devices, 315 Dice Pool, 2 General Gameplay, 215
Locate File, 316 Dice Pool Bonuses & Penalties, 216 Checks, 215
Read/Edit/Create File, 316 Difficult Terrain, 218 Environments, 218
Request New Network Address, 316 Direct Control, 323 Out On The Streets, 223
Run Diagnostics, 316 Diseased, 234, 347 Rewards & Advancement, 236
Slave to Device, 317 Disorientated, 234, 347 Skill Based Activities, 231
Trace Connection, 317 Djinni Red, 143 Status Effects, 233
Turn Device On/Off, 317 Dox-22, 209 Generic Check, 216
Concealment Rating, 231 Dragonfly, 158 Glitch, 148
Concentration Check, 266 Dreg Slasher, 367 GMC Ranger, 178
Corporate Combat Psionic, 363 Drowning, see Holding Your Breath GML Ifrit, 85
Corporate Negotiator, 364 Drug Addiction, 225 Going off the Beaten Track, 342
Corporate Strike Infantry, 364 Drug Dispenser, 198 Goods & Services, 223
Cover, 257 Drugs, 225 Grapple Variants, 248
Attacking Through Cover, 258 DTS Spirit, 173 Grappled, 235, 348
Crafting a Story, 338 Dual Wielding, 261 Grappling Gun, 134
Crawling, 219 Duffle Bag/Rucksack, 130 Grappling Hook, 130
Creating Encounters, 339 Dying, 234, 348 Grenade, EMP-1, 117
Creating Maps & Visual Aids, 339 dying, 244 Grenade, HE-1, 119
Determining NPC Stats, 339 Grenade, MK-1 Concussion, 117
Creating Forgeries, 232 Grenade, MK-1 Fragmentation, 118
Cred Chip, 136
Credits, 237
E Grenade, MK-1 Gas, 118
Grenade, MK-1 Incendiary, 119
Crippled, 233, 347 Echo, 188 Grenade, MK-1 Smoke, 117
Crompton Revenant, 80 Eclipse, 145 Grenade, MK-2 Heated Smoke, 118
Crossbow Bolt, Basic, 95 Energy Cell, 106 Group Checks, 217
Crossbow Bolt, Piercing, 96 Enhanced Combat Sight, 111 Gun For Hire, 369
Crossbow Bolt, Tethered, 95 Entropy, 210
Crossbow Bolts, Basic (Magazine), 95 Environmental Combat Suit, 128
Crossbow Bolts, High Capacity
(Magazine), 96
Environments, 218
Epsilon Spark, 144
H
Crowbar, 114 Equipment Slots, 126 Hammerhead, 166
Crusader Ravager, 69 Ethereal Residue, 267 Handouts, 347
Cyber Command Decks, 308 Ethereal Signatures, 267 Harbinger, 163
Cyber Doc, 365 Eviscerator Repeater, 92 Hard-wired Connections, 306
Cybernetic Enhancements, 227 Exhaustion, 234, 348 Harpoon, 106
Cybernetic Limits, 228 Exodus, 189 Hazardous Materials Suit, 128

383 Index
Heavily Obscured, 220 Aerial Drones, 157 Launcher Grenade, Heated Smoke, 101
Heavy Weapon Mount, 191 Ground Drones, 161 Launcher Grenade, High Explosive, 101
Helios Courier, 169 Nautical Drones, 165 Launcher Grenade, Incendiary, 101
Helios Tempest, 171 Drugs, 205 Launcher Grenade, Smoke, 100
Hit Points, 244 Electronic Countermeasures, 145 Legionnaire 82, 61
HK AG50, 84 ICE, 146 Liberte Shadow, 175
HK M32, 66 Securesofts, 152 Light Armour, 127
HK XRG-25, 75 Electronic Gadgets & Accessories, Light Stick, 130
Holding Your Breath, 221 134 Light Weapon Mount, 190
Homebrew Exotic Weapons, 119 Lighting, 220
Character Traits, 344 Explosives, 122 Lightly Obscured, 220
General Rules & Game Systems, Field Gear, 129 Lock Pick, 131
344 Heavy Weapons, 83 Lockjaw Auto, 68
Items & Equipment, 345 Launchers, 84 Long Range Penalties, 259
NPCs, 345 Machine Guns, 86 Low-light Vision, 220
Psionic Powers, 346 Special Weapons, 89 Lurker, 149
Homebrew Content, 344 Licences & Identification, 212
Honeypot, 154 Long Guns, 74
Horizon, 188
Host Count, 305
Railguns, 74
Scattershots, 77
M
Host devices, 305 Sniper Rifles, 81 M-80 Bigfoot, 78
How to Play, 1 Medicine, 202 Mafia Enforcer, 369
Contradictions & Unclear Rules, 2 Melee Weapons, 113 Maimed, 235, 349
Dice Pools & Dice, 2 Personal Computing Devices, 141 Making a Call on Rules, 342
Rounding of Numbers, 2 Pistols, 57 Making a Single Target Based Attack,
Huntsman Bow, 91 Heavy, 60 253
Light, 57 Making an Area Attack, 254
Properties, 55 Scatter, 256
I Restrictions, 55
Thrown Weapons, 115
Selecting a Target Area, 256
Marksman’s Telescopic Sight, 111
ICE, 310 Vehicles, 167 Matriarch, 189
Identification, 224 Aerial Vehicles, 167 Matsudan Conqueror, 182
IED, 123 Ground Vehicles, 172 Matsudan Growler, 178
Immuno Booster, 203 Nautical Vehicles, 183 Matsudan Hunter, 79
Impaired, 235, 349 Weapon Add-ons, 107 Matsudan Piranha, 186
Improved Grip, 110 Barrel, 107 Matsudan Raider, 173
Insomnia, 154 General, 108 Matsudan Sabretooth, 88
Instructing an Automation, 323 Grip, 109 Matsudan Stalker, 59
Integrated PCD/CCD, 199 Sights, 110 Matsudan Vulture, 73, 170
Interior Storage Compartment, 199 Under Barrel, 111 Maverick, 158
Invisible, 235, 349 IWI Machine-Pistol, 69 Mechanic, 370
Iris, 143 Izhmash SV-850, 82 Medical Kit, 203
Isolation, 148 Medical Licence, 214
Item Concealment, 231 Medium Weapon Mount, 190
Item Properties, 55
Items & Equipment, 55
J Memory Dump, 150
Mental Fatigue, 265
Ammunition, 93 Jinx, 209 Mental Stamina, 245
Arrows, 93 Jump Boots, 199 Meprozanol, 204, 228
Bolts, 95 Jumping, 219 Metal Detector, 138
Bullets, 96 Jury Rigging Kit, 131 MG-400, 87
Darts, 98 Micro Camera, 138
Launcher Grenades, 99 Micro Communicator, 139
Miscellaneous, 105
Rockets & Missiles, 102
K Minigun Belt, 106
Minor Movements, 219
Shells, 103 Karma, 236 Missile, Fragmentation, 102
Slugs, 105 Katana, 115 Missile, High Explosive, 103
Armour & Clothing, 126 Keycard Copier, 138 Mixing Chemicals, 232
Automatics, 62 Kinesics Interpreter, 193 Molerat, 161
Assault Rifles, 63 Knife, 114 Molotov Cocktail, 117
Pistols, 67 Komaiga Typhoon, 125 Mongoose, 162
Submachine Guns, 70 Movement, 218
Automation Accessories, 187 Moving Through Others, 219
Pilotsofts, 187
Sensor Arrays, 188
L Mule, 162

Skillsofts, 189 Lancer MK 1, 75


Weapon Mounts, 190
Bows, 91
Laser Dazzler, 112 N
Laser Tripwire, 138
Chemicals, Sedatives, & Toxins, 208 Latency, 309 Neptuno, 142
Cyber Command Decks, 144 Automations, 324 NetCom Banshee, 145
Cybernetic Enhancements, 191 Launcher Grenade, Concussion, 100 Network, 305
Attribute Enhancements, 191 Launcher Grenade, EMP, 100 Network Address, 306
Utility Enhancements, 195 Launcher Grenade, Fragmentation, 101 Network Guard, 155
Drones, 157 Launcher Grenade, Gas, 100 Network Jammer, 139

384 Index
Network Noise, 305 Conjure Apparition, 285 Mirror Image, 275
Network Noise Rating, 305 Conjure Firearm, 285 Move Object, 298
Neuro Stimulant, 193 Conjure Simple Item, 283 Neutralise Poison, 288
Night Shift, 205 Counter Power, 291 Oil Slick, 285
Night Vision, 220 Create Nanites, 286 Pain Suppression, 288
Novatech Gatekeeper, 145 Crushing Hold, 280 Phantom Projection, 272
NPCs, 358 Cure Disease, 288 Premonition, 294
Nuke, 150 Debris Shower, 300 Psionic Backlash, 290
Nunchaku, 121 Destroy Construct, 292 Purge Ability, 290
Destroy Object, 299 Range, 266
Deteriorate, 302 Read Minds, 296
O Diminish, 287
Disarm, 297
Redirection, 292
Regenerate, 289
Obscurity, 220 Discover Capabilities, 297 Rejuvenate, 287
Omninet, 304 Disintegration, 279 Renew, 301
OmniWatch, 304 Dismay, 273 Reshape Surface, 303
Ongoing Checks, 218 Displace, 273 Resonance, 295
Open Broadcasting, 306 Disrupt Concentration, 289 Reticence, 274
Open Broadcasting & Scan Range, 306 Disrupt Energy, 277 Scorching Blast, 278
Opiates, 206 Disrupt Gravity, 282 Seismic Eruption, 282
Opposing Check, 216 Dissolve, 303 Sense Danger, 294
Orion, 145 Drain Stamina, 290 Sense The Enemy, 292
Electrical Discharge, 277 Sense Thoughts, 295
Empower, 287 Serenity, 272
P Encapsulate, 302
Encumber, 300
Shatter Barrier, 281
Shockwave, 281
Pain Suppression System, 194 Enhance Firearm, 301 Sight Beyond Sight, 297
Painkillers, 204 Enhance Simple Weapon, 300 Silence, 291
Parachute, 132 Ensnare, 300 Singularity, 282
Paralysed, 235, 349 Ether Barrier, 291 Slow, 288
Partially Blinded, 235, 349 Ether Bolt, 280 Slumber, 275
Partially Deafened, 235, 349 Ethereal Gaze, 293 Sow Doubt, 272
Pass, 215 Ethereal Residue, 267 Spectral Eye, 284
Pass Threshold, 215 Ethereal Signatures, 267 Stifle Powers, 291
Passive vs Active Skills, 221 Exploit Weakness, 293 Stunning Bolt, 292
Pathfinder, 189 Explosive Geyser, 285 Super Conductor, 279
PCD, 304 False Memory, 275 Sweltering Heat, 278
Peace Keeper Stun Baton, 121 Flash Freeze, 277 Tempest, 279
Personal Computing Devices, 304 Flashbacks, 295 Transform Liquid, 301
PGW Jackal, 83 Form Armour, 298 Transmute Concoction, 302
Phalanx, 145 Form Barricade, 283 Turn Amphibious, 287
Phantom Bow, 92 Form Sprite, 286 Understand Languages, 295
Pilotsofts, 319 Fortify Armour, 301 Ward of Ethereal Masking, 273
Pilotsofts & Sensor Arrays, 319 Frenzy, 274 Ward of Passage, 284
Poisoned, 235, 349 Frost Bite, 278 Ward of Retaliation, 291
Poisons & Disease, 222 Grant Vision, 287 Wither, 289
Police Officer, 370 Grasping Tendrils, 284 Psionics & The Ether, 265
Poseidon Harpoon Launcher, 121 Gravitational Distortion, 281 The Basics, 265
Precision Stabilisers, 194 Gravity Warp, 279 Using Powers, 268
Preparing a Session, 337 Guiding Meditation, 295 PTX-200, 142
Prism, 142 Hamper Projectiles, 298 Pulsar X-4, 90
Prone, 235, 349 Heal Wounds, 289 Punching Dagger, 115
Psionic Powers, 265 Hindrance, 297 Push Aside, 248
Accelerate, 286 Horrific Manifestation, 274 Push Back, 248
Adhesion, 303 Hurl Object, 298 Push Over, 248
Aid, 297 Ignite, 277 Pylon Shield, 140
Alter Surface, 302 Illuminate, 283
Apex Form, 289 Imprison, 298
Arcing Bolt, 276
Blind/Deafen, 287
Insect Swarm, 286
Irradiate, 303
Q
Blinding Fog, 282 Kinetic Barrier, 280 Quirks
Bolster Resistances, 292 Kinetic Contraction, 280 Claws, 9
Casting Times, 266 Kinetic Expansion, 280 Common People, 5
Channelling Abilities, 266 Kinetic Shield, 281 Custom Made, 6
Clairvoyance, 296 Levitate, 299 Enhanced Senses, 8
Clear the Path, 300 Locate Individual, 294 Fast Metabolism, 6
Cloaking Field, 274 Major Projection, 275 Human Privilege, 5
Cold Snap, 276 Malice, 273 Inorganic, 7
Combustion, 276 Manipulate Object, 299 Intimidating Presence, 6
Commune, 293 Mark of the Seer, 294 Low Endurance, 9
Concealment, 272 Mass Disarm, 299 Low-light Vision, 9
Concentration Checks, 266 Mass Empower, 288 Mechanical Construct, 7
Conjure Ammunition, 284 Mass Rejuvenate, 288 Rampage, 6

385 Index
Regeneration, 9 Schedulling a Game, 337 Psionics: Seer, 22
Software Backup, 7 Scorpion MK-1, 181 Psionics: Telekinesis, 22
Sunlight Sensitivity, 9 Scuba Gear, 133 Psionics: Transmutation, 23
Troublemaker, 6 Sea Ray SPX 300, 184 Sleight of Hand, 23
Vulnerability to Cold, 9 Securesofts, 310 Stealth, 23
Vulnerability to Water, 8 Security Drone Pilot, 372 Streetwise, 23
Wall Crawling, 9 Security Grip, 110 Survival, 23
Security Guard, 373 Swimming, 24
Security Licence, 214 Tech: Computing, 24
R Seer, 188
Selling Goods, 224
Tech: Diagnostics, 24
Tech: Encryption, 24
R8 Reaver, 61 Sensor Arrays, 320 Tech: Hacking, 24
Rabid Piranha Swarm, 371 Sentinel, 189 Tech: Knowledge, 24
Races, 3 Sentinel Defibrillator, 200 Tech: Maintenance, 25
Cyterian, 6 Shells, Basic (Magazine), 104 Tech: Networking, 25
Humans, 4 Shells, Dragon’s Breath (Magazine), Thrown Weapons, 25
Kram, 5 104 Tracking, 25
Tikar, 9 Shells, Flechette (Magazine), 104 Unarmed Combat, 26
Vorn, 8 Shells, Luminescent (Magazine), 104 Skillsofts, 321
Rage, 207 Shells, Polymer (Magazine), 104 Skirmisher, 165
RAM Pool, 311 Shells, Rock Salt (Magazine), 104 Skylark, 189
RAM Pools & Usage, 311 Shells, Smoke (Magazine), 104 Slave devices, 305
RAM Use, 311 Shielding, 245 Slaves, Hosts, & Networks, 305
Ranged Attacks With Nearby Shielding Underwater, 245 Host Count, 305
Opponents, 259 Shopkeeper, 373 Network Noise, 305
Rapture MK-1, 58 SIG 950, 65 Sledgehammer, 115
Razorback LMG, 88 SimCore 5, 142 Sloth, 151
Reactive Actions, 243, 252, 328 SimPro, 144 Slowed, 236, 350
Recoil, 259 Skill Checks, 215 Slugs, Basic (Magazine), 105
Recoil and Firing in Salvos, 259 Skills, 13 Slugs, High Capacity (Magazine), 105
Recoil Compensator, 200 Acrobatics, 13 Smart Grip, 110
Red-7, 211 Acting, 13 Smart Ordinance Computer, 111
Refuelling Cost, 322 Animal Handling, 13 Social Interaction, 223
Rejection Rating, 228 Archery, 13 Solace, 207
Rejuvenation Shot, 204 Bluffing, 14 Solara Freebird, 168
Reloading, 260 Chemistry, 14 Sonar, 151
Remington Techshot, 78 Climbing, 14 Sound Suppressor, 108
Remley 22, 82 Disguise, 14 SPAS-30, 80
Renown, 237 Ethereal Knowledge, 15 Special Forces Sharpshooter, 374
Repairing an Automation, 321 Exotic Weapons, 15 Spectral Eye, 374
Repairing Equipment, 232 Explosives, 15 Spider Venom, 210
Resting & Downtime, 229 First Aid, 15 Spirit, 165
Restoration Dice, 230 Forgery, 16 Splinter Dart Gun, 121
Restrained, 235, 349 Guns: Automatics, 16 Spook, 158
Restraints (Metal), 133 Guns: Heavy Weapons, 16 Sprinting, 219
Restraints (Plastic), 130 Guns: Long Guns, 16 Standard Actions, 242, 246, 326
Restriction Class, 55 Guns: Pistols, 17 Action Keywords, 243
Restriction Level, 55 Guns: Turrets, 17 Action Point Cost, 242
Retinal Processors, 194 History, 17 Attack Actions, 243
Retractable Blade, 200 Intimidation, 17 Martial Actions, 243
Ring Leader, 155 Intuition, 17 Standard Vision, 220
Riot Control Officer, 371 Jumping, 18 Status Effects, 233
Rocket, Fragmentation, 102 Leadership, 18 The Stacking of Effects, 236
Rocket, High Explosive, 102 Lock Picking, 18 Stealth, 156
Rolling For Initiative, 240 Mechanical: Aircraft, 18 Street Performer, 375
Automations, 324 Mechanical: Engineering, 18 Success Target, 216
Rope, 130 Mechanical: Ground Vehicles, 19 Sunseeker Oceania, 184
Round, 239 Mechanical: Seacraft, 19 Surprise, 242
Rounding of Numbers, 2 Medicine, 19 Surprise Check, 242
Rounds & Turns, 239 Melee Weapons, 19 Surprised, 236, 350
Ruger SR400, 59 Metallurgy, 19 Surveillance Jammer, 140
Running Dystopia, 337 Navigation, 20 Swimming, 219
Running the Game, 341 Negotiation, 20 Switching Weapons & Gear, 262
Perception, 20 Sword, 115
Piloting: Aircraft, 20
S Piloting: Driving, 20
Piloting: Seacraft, 21 T
Samsura Discovery, 175 Psionics: Deception, 21
Samsura Nimbus, 145 Psionics: Energetics, 21 T-2 Longarm, 82
Samsura Surge, 173 Psionics: Flux, 21 Tactical Body Armour, 127
Sawtooth Crossbow, 92 Psionics: Materialisation, 21 Tactical Camouflage Gear, 127
Scan Range, 306 Psionics: Metamorphosis, 22 Tactical Goggles, 133
Scatter, 256 Psionics: Purge, 22 Tactical Shield, 127

386 Index
Taheo Roamer, 178
Tahoe Striker, 176
Frail, 37
Greedy, 37
V
Targeted Attacks, 260 High Pain Tolerance, 28 Valkyrie Dart Rifle, 121
Arm Shot, 261 Illiterate, 38 Vanguard Scorpion, 85
Bull’s Eye, 261 Impaired Senses, 38 Vega, 163
Fighting Dirty, 261 Indebted, 38 Vehicles & Drones, 318
Leg Shot, 261 Insomnia, 38 Automation Basics, 318
Reckless Lunge, 261 Lip-reading, 28 Automations in Combat, 324
Shoot to Kill, 261 Lucky, 29 Controlling Automations, 322
The Blitzfire, 92 Motion Sickness, 38 Version Numbers
The Corporate Powers, 332 Natural Born Actor, 29 Cybernetic Enhancements, 191
The Flow of a Game Session, 341 Naturally Resilient, 29 Electronic Countermeasures, 146
The Global Markets, 334 Oblivious, 38 Vex, 210
The Legality of Countermeasures, 310 Omninet Ghost, 29 VimX, 143
The Needler, 91 Opportunist, 29 VIP List, 156
The Passage of Time, 229 Out of Shape, 39 Vision & Sight, 220
The World Of 2107, 329 Pack Mule, 30 Vision Types, 220
Corporate Militarisation, 329 Paranoid, 30 Visual Enhancer, 201
Geneva Fusion Incident, 330 Parkour Artist, 30 Vitality Booster, 204
Industrial Deregulation, 329 Pedal To The Metal, 30 Voodoo Dust, 210
The Cyterian Uprising, 330 Photographic Memory, 31
The Dregs Of Society, 330 Poor Immune System, 39
Where We Are Today, 332
Thermographic Vision, 220
Poorly Maintained Devices, 39
Psionic Artillery, 31
W
Throwing Knife/Shuriken, 116 Psionic Resistance, 31 Warmonger Heavy Crossbow, 92
Timeline Of Events, 377 Psionic Specialisation, 31 Wasp, 159
Titan, 160 Scavenger, 31 Wayfinder, 161
Tool Kit, 132 Self Doubt, 39 Weapon Modularisation, 109
Toyota Festiva, 174 Sharpshooter, 31 Weapon Mount Limit, 325
Tracking Bug, 140 Shell Waterproofing, 31 Weapon Mounts, 324
Trait Limit, 26 Social Anxiety, 39 Weapon Polymerisation, 109
Traits, 26 Steadfast, 32 Well-lt, 220
Acrophobia, 34 Strong Immune System, 32 Wild Dire Wolf, 375
Addict, 34 Thick Skinned, 32 Wild Grizzly, 376
Agile, 26 Thin Blood, 39 Wish, 207
Allergies, 35 Tinkerer, 32
Architect, 26 Tough To Kill, 32
Assassinate, 27
Attached, 35
Trusted Contact, 32
Unlucky, 39
X
Awakened Mind, 27 Unrelenting Grip, 33 X-Ray Scanner, 141
Bad Reputation, 35 Unwavering Creed, 40 Xiao-Sen Gladiator, 181
Bloodthirsty, 27 Urban Expert, 33 Xiao-Sen Oppressor, 87
Brave, 27 Vain, 40 Xiao-Sen Outlander, 179
Brawler, 27 Vengeful, 33 Xiao-Sen Samurai, 72
Claustrophobia, 36 Wanted, 40 Xiao-Sen Steelspitter, 90
Clumsy, 36 Xenophobia, 41 Xiao-Sen Streetmaster, 59
Computer Challenged, 36 Tricin, 212 Xiao-Sen Swordfish, 185
Cowardly, 36 Trident, 167 Xiao-Sen Viper, 170
Cybernetic Adaptability, 27 Turn, 239
Dishonest, 36
Distinctive Features, 36
Escape Artist, 28 U Y
Ethereal Beacon, 36 Yamasaki Cerberus, 76
Ethereal Dampening, 28 U.P.I.N, 224 Yamasaki Chimera, 62
Exceptional Abilities, 28 Unauthorised User, 307 Yamasaki Renegade, 184
Fear of Death, 37 Unconscious, 236, 350 Yamasaki Roadmaster, 180
Feedback, 37 Understanding Your Surroundings, 221 Yamasaki Sea Serpent, 186
Firearms Expert, 28 Universal Translator, 201 Yamasaki Spectre, 66
Focused, 28 UPIN Stick, 214 Yamasaki Sprint, 183
Former Junkie, 37 User Access & Permissions, 307 Yamasaki Warden, 177

387 Index

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