Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Director's main stat is usually Edge.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Director. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Director |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cybercoms |
An internal headware communications suite which allows silent, thought-activated communications.
When you have cybercoms installed, choose two of the following tags: +encrypted, +jamming, +recording, +satellite relay, +inaccessible partition. When monitoring communications or giving orders in a tactical environment, you may roll Synth for assess. |
Skillwires |
A headware expert system linked to the brain's muscle control centers that triggers specific muscular reactions which simulate the instincts and actions of an expert practitioner. The system contains a number of external slots into which skillchips can be slotted, granting a small number of skills in parallel. Skillchips often include a knowledge database covering non-physical aspects of the programmed skill.
When your slotted skillchip is appropriate to a move you are making, take +1 ongoing if your relevant stat is +1 or less. Standard skillwires come with two slots, housing one active chip each.
If you start with the skillwires augment, you also start with one chip per slot. You can acquire more skillchips in play like any other gear.
Example skillchips: martial arts, breaking and entering, rock climbing, skydiving, scuba diving, planning and logistics, firefight combat, extreme piloting, parkour, first aid, military history and tactics. |
Tactical computer |
An expert system core to calculate distance, environment and movement factors and to provide a suite of tactical tools to enhance the user's understanding of an operation within a tactical environment. When you assess in a tactical situation, hold +1, even on a miss. |
Neural interface with Targeting suite |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in.
Targeting suite: Uses a direct neural link between a hand-held gun and the user to project targeting information into the user's vision. When you fire a weapon you are +linked to, you may inflict additional harm equal to your Synth. You may also roll Synth instead of Meat to mix it up with +linked firearms. You may precisely define the area of effect for weapons with the +autofire tag to exclude or include potential targets for weapon damage. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Director starts with these two moves:
Here's the plan |
When you plan a Mission, everyone to whom you assign a task takes +1 ongoing while they act on that task according to the plan. Anyone who rolls a miss or goes off the plan loses their bonus for that mission. If you get paid, mark experience. |
I love it when a plan comes together |
At the start of a mission, roll Edge. 10+: gain 3 hold. 7-9: gain 1 hold. During the mission, spend 1 hold for one of the following effects:
- you have that piece of gear you need right now
- you appear in a scene where you are needed right now
- 6-: gain 1 hold anyway, but your opponent has predicted your every move; the GM will advance the Legwork Clock.
|
Then choose one more from the Director move list in Playbooks and Moves.
Choose starting equipment
Choose two weapons:
- Heavy pistol (3-harm close/near loud)
- Assault rifle (3-harm near/far loud autofire)
- Fragmentation grenades (4-harm near area reload loud messy)
- Flashbangs (s-harm near area loud reload)
Choose two:
- Armored vest (1-armor)
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- Communications relay or +communications armor tag (choose +encrypted or +jamming)
- Scouter or +optics armor tag (choose two: //+thermographic, +light amplification, +magnification, +flare compensation)
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Fixer's main stat is usually Style.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Fixer. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Fixer |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cybercoms |
An internal headware communications suite which allows silent, thought-activated communications.
When you have cybercoms installed, choose two of the following tags: +encrypted, +jamming, +recording, +satellite relay, +inaccessible partition. When monitoring communications or giving orders in a tactical environment, you may roll Synth for assess. |
Neural interface with Data storage |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in, but does not automatically unlock them.
Data storage: A neural interface that allows speed-of-thought communication between the user's brain and a Matrix-capable computer system. These systems usually include a useful quantity of headware storage capacity.
When you use research to search internally or externally stored data, gain an extra [intel] on a hit. Choose two of the following tags: +inaccessible partition, +encrypted, +high capacity, +high speed. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Fixer starts with these two moves:
Hustling |
You have people who work for you in various ways. Start with 2-crew and choose two jobs from the job list. See Crews and Believers for job list and explanation of Hustling mechanics during downtime. |
I know people |
Once per mission you may introduce one additional Contact. Name the contact, say what they do, then roll Style.
- 10+: You've worked with the contact before; they have talent. Write them down as a Contact.
- 7-9: You've never met them before, they're an unknown quantity.
- 6-: You know them all right. Tell the GM why they dislike you.
After you've rolled, describe how you contact them; the GM will ask some questions. |
Then choose one more from the Fixer move list in Playbooks and Moves.
Choose starting equipment
Choose one weapon:
- Holdout pistol (2-harm hand/close discreet quick reload loud)
- Semi-auto pistol (2-harm close/near loud quick)
Choose two:
- Armored coat (1-armor)
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- +Pristine skycar
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
- +Encrypted communications relay or +communications (encrypted) armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Hacker's main stats are usually Synth and Mind.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Hacker. You don't really have a choice here, since you need a Neural interface to get hacking. So choose that, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Hacker |
Neural interface with Data storage |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in, but does not automatically unlock them.
Data storage: A neural interface that allows speed-of-thought communication between the user's brain and a Matrix-capable computer system. These systems usually include a useful quantity of headware storage capacity.
When you use research to search internally or externally stored data, gain an extra [intel] on a hit. Choose two of the following tags: +inaccessible partition, +encrypted, +high capacity, +high speed. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Hacker starts with these two moves:
Jack in |
When you're jacked into the Matrix, you have access to the matrix moves described in the Navigating the Matrix section of the rules. |
Console cowboy |
When you connect a secure system, roll Mind. 10+: gain 3 hold. 7-9: gain 1 hold. While in that system, you may spend 1 hold for any of the following effects:
- prevent a construct from triggering an alert
- avoid an ICE routine executed against you, your deck or your programs
- increase your hold over compromised security or manipulated systems by 1
|
Then choose one more from the Hacker move list in Playbooks and Moves.
Choose starting equipment
Choose and name one cyberdeck:
- Defensive deck (Hardening 2, Firewall 2, Processor 1, Stealth 1) and two programs from the list below
- Performance deck (Hardening 1, Firewall 1, Processor 2, Stealth 2) and three programs from the list below
Programs:
- Lockdown (When you successfully compromise security, hold +1)
- Defend (+2 Firewall)
- Efficiency routines (+2 Processor)
- Sift (Take +1 ongoing to research or search for paydata in a secure database)
- Manipulate (When you successfully manipulate systems, hold +1)
- Alert (When you successfully assess in the matrix, choose one extra option)
- Identity protection (+2 Stealth)
- Eject (+1 forward to jack out)
- Safety cutout (Cuts power to all deck systems on a successful Black ICE attack: take no harm from the attack, your connection is severed, your deck is disabled until repaired)
Choose one weapon:
- Flechette pistol (3-harm close/near quick flechette)
- Machine pistol (2-harm close/near loud autofire)
Choose two:
- Armored coat (1-armor)
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- Armored fridge (3-armor, immobile)
- Microtronics module (you can use your omni-tool to perform field repairs on electronics and cyberware)
- +Flashy hoverbike
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Hunter's main stat is usually Edge.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Hunter. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Hunter |
Biotic amplifier |
A wetware system that enhances the user's natural biotic abilities. Since the implant interfaces directly with the user's brain, replacing or upgrading a bio-amp can be an extremely dangerous procedure if conducted in a suboptimal environment. This, together with the mortality rate of experimental bio-amp recipients, tends to restrict bio-amp development to the top echelons of galactic biotech research.
A biotic amplifier grants you access to the biotic god move, allowing you to move matter with your mind. Usage of biotic abilities in high-pressure situations may result in overexertion of the user's nervous system. |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cyberears |
Replacement ears that grant supernatural aural capabilities.
When you have cyberears installed, choose two of the following tags: +dampening, +wide frequency, +recording, +encrypted, +inaccessible partition. When your enhanced hearing helps, you may roll Synth for assess. |
Skillwires |
A headware expert system linked to the brain's muscle control centers that triggers specific muscular reactions which simulate the instincts and actions of an expert practitioner. The system contains a number of external slots into which skillchips can be slotted, granting a small number of skills in parallel. Skillchips often include a knowledge database covering non-physical aspects of the programmed skill.
When your slotted skillchip is appropriate to a move you are making, take +1 ongoing if your relevant stat is +1 or less. Standard skillwires come with two slots, housing one active chip each.
If you start with the skillwires augment, you also start with one chip per slot. You can acquire more skillchips in play like any other gear.
Example skillchips: martial arts, breaking and entering, rock climbing, skydiving, scuba diving, planning and logistics, firefight combat, extreme piloting, parkour, first aid, military history and tactics. |
Tactical computer |
An expert system core to calculate distance, environment and movement factors and to provide a suite of tactical tools to enhance the user's understanding of an operation within a tactical environment. When you assess in a tactical situation, hold +1, even on a miss. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Hunter starts with these two moves:
Ear to the ground |
You have a knack for loosening lips and picking up information. When you circulate among a neighborhood or a group of people, you may research to gather information. |
It all fits together! |
You're a master of making connections between seemingly unrelated events. At the start of a mission, roll Edge. 10+: gain 3 hold. 7-9: gain 1 hold. As you put everything together during the mission, spend 1 hold at any time to ask a question from the research list. |
Then choose two more from the Hunter move list in Playbooks and Moves.
Choose starting equipment
Choose one weapon:
- Handcannon (3-harm close/near reload loud)
- Holdout pistol (2-harm hand/close discreet loud reload quick)
- Flechette pistol (3-harm close/near quick flechette)
- Hand taser (s-harm hand reload)
- Sniper rifle (3-harm far/extreme loud clumsy)
Choose two:
- Armored coat (1-armor)
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- +Nondescript skycar
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
- Holo-shades (Choose a tag: //+light amplification, +magnification, +recording) or +optics armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Infiltrator's main stats are usually Cool and Edge.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to an Infiltrator. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Infiltrator |
Biotic amplifier |
A wetware system that enhances the user's natural biotic abilities. Since the implant interfaces directly with the user's brain, replacing or upgrading a bio-amp can be an extremely dangerous procedure if conducted in a suboptimal environment. This, together with the mortality rate of experimental bio-amp recipients, tends to restrict bio-amp development to the top echelons of galactic biotech research.
A biotic amplifier grants you access to the biotic god move, allowing you to move matter with your mind. Usage of biotic abilities in high-pressure situations may result in overexertion of the user's nervous system. |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cyberears |
Replacement ears that grant supernatural aural capabilities.
When you have cyberears installed, choose two of the following tags: +dampening, +wide frequency, +recording, +encrypted, +inaccessible partition. When your enhanced hearing helps, you may roll Synth for assess. |
Neural interface with Data storage |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in, but does not automatically unlock them.
Data storage: A neural interface that allows speed-of-thought communication between the user's brain and a Matrix-capable computer system. These systems usually include a useful quantity of headware storage capacity.
When you use research to search internally or externally stored data, gain an extra [intel] on a hit. Choose two of the following tags: +inaccessible partition, +encrypted, +high capacity, +high speed. |
Skillwires |
A headware expert system linked to the brain's muscle control centers that triggers specific muscular reactions which simulate the instincts and actions of an expert practitioner. The system contains a number of external slots into which skillchips can be slotted, granting a small number of skills in parallel. Skillchips often include a knowledge database covering non-physical aspects of the programmed skill.
When your slotted skillchip is appropriate to a move you are making, take +1 ongoing if your relevant stat is +1 or less. Standard skillwires come with two slots, housing one active chip each.
If you start with the skillwires augment, you also start with one chip per slot. You can acquire more skillchips in play like any other gear.
Example skillchips: martial arts, breaking and entering, rock climbing, skydiving, scuba diving, planning and logistics, firefight combat, extreme piloting, parkour, first aid, military history and tactics. |
Synthetic nerves |
The replacement of significant parts of the nervous system can drastically increase reaction time. Users react so quickly that they can almost dodge bullets.
If none of your enemies have synth nerves, take +1 forward to mix it up. In situations where reaction time is critical, take +1 forward to act under pressure. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Infiltrator starts with this move:
Covert entry |
When you attempt to infiltrate a secure area alone, roll Cool. 10+: gain 3 hold. 7-9: gain 1 hold. As the GM describes the infiltration and the security measures you must overcome, you may spend 1 hold to describe how you overcome the obstacle and:
- bypass a security system or guard
- disable a guard
- disable a security system you have bypassed
- escape notice
|
Then choose one of these moves:
Cat burglar |
You specialize in infiltrating unconventional access points and maneuvering through locations by unconventional routes. During your infiltration, you will have the opportunity to steal incidental portable items that may be useful later. After you have spent all your covert entry hold infiltrating a secure area through stealth and dexterity, gain [gear]. |
Face |
You specialize in infiltrating by appearing to belong in places you do not, hiding in plain sight. During your infiltration, you will have the opportunity to see or overhear information which might be relevant later. After you have spent all your covert entry hold infiltrating a secure area through charm and social graces, gain [intel]. |
Then choose one more from the Infiltrator move list in Playbooks and Moves.
Choose starting equipment
Choose three weapons:
- Sniper rifle (3-harm far/extreme loud clumsy)
- Hand taser (s-harm hand reload)
- Silenced SMG (2-harm close/near autofire)
- Silenced semi-auto pistol (2-harm close quick)
- Monofilament whip (4-harm hand messy area dangerous)
- Precision omni-blade (3-harm hand omni-tool)
- Throwing knives (2-harm close numerous)
Choose one:
- +stealth field armor tag (+1 ongoing to avoiding detection while alone and hidden)
- +holokit armor tag (+1 ongoing to avoid being detected while successfully maintaining a fake persona)
- Recording equipment
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
- Infiltration deck (Hardening 1, Firewall 1, Processor 1, Stealth 2) and three programs: Identity Protection (+2 Stealth), Lockdown (when you successfully compromise security, hold +1) and Manipulate (when you successfully manipulate systems, hold +1)
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Killer's main stat is usually either Meat or Synth.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Killer. Choose two, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Killer |
Biotic amplifier |
A wetware system that enhances the user's natural biotic abilities. Since the implant interfaces directly with the user's brain, replacing or upgrading a bio-amp can be an extremely dangerous procedure if conducted in a suboptimal environment. This, together with the mortality rate of experimental bio-amp recipients, tends to restrict bio-amp development to the top echelons of galactic biotech research.
A biotic amplifier grants you access to the biotic god move, allowing you to move matter with your mind. Usage of biotic abilities in high-pressure situations may result in overexertion of the user's nervous system. |
Cyberarm |
Replacement arms can be prosthetic replacements or elective enhancements. The former replace standard physical abilities, while the latter supplement particular abilities or incorporate tools into the body, often enhancing precision through neuro-mechanical control. Cyberarms are available in a variety of aesthetic presentations, ranging from overtly synthetic or mechanical to visually indistinguishable from natural.
Choose one of the following options. Additional choices can be added to the cyberarm later in the same way as adding a new piece of cyberware.
- Augmented strength: +2 harm when using a melee weapon that relies on physical strength.
- Implant weaponry: Either: retractable blades (2-harm hand messy implant), a holdout firearm (2-harm close loud implant) or a monofilament whip (4-harm hand messy area dangerous implant).
|
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Dermal plating |
Sub-dermal plates of synthetic armor placed over critical internal organs. When you make the harm move, subtract 2 from your roll. Subtract 3 from your roll if the harm came from a weapon with the +flechette tag. |
Implant weaponry |
Retractable or internally concealed weapons can be mounted directly into the user's body with appropriate structural anchoring and heat dissipation mechanisms. These include both regular weapons optimized for internal use or storage blades, as well as specialized weapons like the chest-stored, orally-deployed assassination implants favored by honey-trap assassins. Choose one:
- retractable blades (2-harm hand messy implant)
- holdout firearm (2-harm close loud implant)
- monofilament whip (4-harm hand messy area dangerous implant)
- internal "Yakshi's kiss" assassination implant (4-harm intimate slow implant)
|
Muscle grafts |
Synthetic fibers are grafted into natural muscle to increase muscular strength, flexibility and resilience. When you mix it up with a melee weapon, you may roll Synth instead of Meat and may also inflict +1 harm. |
Neural interface with Targeting suite |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in.
Targeting suite: Uses a direct neural link between a hand-held gun and the user to project targeting information into the user's vision. When you fire a weapon you are +linked to, you may inflict additional harm equal to your Synth. You may also roll Synth instead of Meat to mix it up with +linked firearms. You may precisely define the area of effect for weapons with the +autofire tag to exclude or include potential targets for weapon damage. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Killer starts with this move:
Custom weapon |
Your weapons are an extension of you, and you've spent the time and resources to make sure it shows. Create a customized weapon with the Custom weapon instructions in Playbooks and Moves, below the Killer move list. Remember to name your weapon. |
Then choose one more from the Killer move list in Playbooks and Moves.
Choose starting equipment
In addition to your custom weapon, choose two more weapons:
- Silenced machine pistol (2-harm close/near autofire)
- Automatic shotgun (3-harm close/near loud messy autofire)
- Handcannon (3-harm close/near reload loud)
- Assault rifle (3-harm near/far loud autofire)
- Sword (3-harm hand messy)
- Augmented omni-blade (3-harm hand omni-tool fire)
Choose one:
- Body armor (2-armor, +conspicuous)
- Armored jacket (1-armor)
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
- +Aggressive hoverbike
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Pilot's main stat is usually Cool.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Pilot. You don't really have a choice here, since you need a Neural interface to link up with your vehicles. So choose that, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Pilot |
Neural interface with Remote control module |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in.
Remote control module: An interface which includes wireless broadcast and reception capacity, allowing remote control of vehicles and drones. When you have a remote control module installed, choose two of the following tags: +encrypted, +multi-tasking, +inaccessible partition, +satellite relay. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Pilot starts with these two moves:
Wings |
You start with a cyber-linked vehicle. You start with a vehicle created according to the Vehicle rules. See Drones and Vehicles. |
Second skin |
When jacked in through your Neural Interface to a cyber-linked vehicle:
- when you act under pressure, roll Cool + your vehicle's power
- if you mix it up, roll Synth (instead of Meat) + your vehicle's power
- if you play hardball, roll Edge + your vehicle's looks
- if you help or interfere with someone, roll Links + your vehicle's power
- if someone interferes with you, add your car's weakness to their roll (in addition to their Links)
|
Then choose one more from the Pilot move list in Playbooks and Moves.
Choose starting equipment
Choose one weapon:
- Automatic shotgun (3-harm close/near loud messy autofire)
- Heavy pistol (3-harm close/near loud)
- Precision omni-blade (3-harm hand omni-tool)
Choose two:
- Armored jacket (1-armor)
- Synth leathers (0-armor, +discreet, subtract 1 when rolling the harm move)
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Pusher's main stats are usually Style and Edge.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Pusher. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Pusher |
Biotic amplifier |
A wetware system that enhances the user's natural biotic abilities. Since the implant interfaces directly with the user's brain, replacing or upgrading a bio-amp can be an extremely dangerous procedure if conducted in a suboptimal environment. This, together with the mortality rate of experimental bio-amp recipients, tends to restrict bio-amp development to the top echelons of galactic biotech research.
A biotic amplifier grants you access to the biotic god move, allowing you to move matter with your mind. Usage of biotic abilities in high-pressure situations may result in overexertion of the user's nervous system. |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cybercoms |
An internal headware communications suite which allows silent, thought-activated communications.
When you have cybercoms installed, choose two of the following tags: +encrypted, +jamming, +recording, +satellite relay, +inaccessible partition. When monitoring communications or giving orders in a tactical environment, you may roll Synth for assess. |
Implant weaponry |
Retractable or internally concealed weapons can be mounted directly into the user's body with appropriate structural anchoring and heat dissipation mechanisms. These include both regular weapons optimized for internal use or storage blades, as well as specialized weapons like the chest-stored, orally-deployed assassination implants favored by honey-trap assassins. Choose one:
- retractable blades (2-harm hand messy implant)
- holdout firearm (2-harm close loud implant)
- monofilament whip (4-harm hand messy area dangerous implant)
- internal "Yakshi's kiss" assassination implant (4-harm intimate slow implant)
|
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Pusher starts with these two moves:
Driven |
When you begin a mission that furthers your vision, roll Edge. 10+: gain 3 hold. 7-9: gain 1 hold. You may spend 1 hold before rolling any other move to take +1 or -2 forward to the move. |
Enkindler |
When you have time and space for an emotional connection with someone and you passionately advocate for your vision, roll Style. 10+: gain 2 hold. 7-9: gain 1 hold. Spend 1 hold to have the targeted NPCs:
- give you something you want
- do something you ask
- fight to protect you or your cause
- disobey an order given by someone with authority or leverage over them
When you use this move on a PC, spend your hold to help or interfere as if you had rolled a 10+ (i.e. give them +1 or -2). If you miss against a PC, they gain 2 hold against you which they can use in the same way. |
Then choose one more from the Pusher move list in Playbooks and Moves.
Choose starting equipment
Choose two weapons:
- Holdout pistol (2-harm hand/close discreet loud reload quick)
- Flechette pistol (3-harm close/near quick flechette)
- Semi-auto pistol (2-harm close/near loud quick)
Choose two:
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- +Sleek ride (choose one: hoverbike, skycar, spacecraft shuttle)
- VR recording equipment
- Musical instruments
- +Encrypted communications relay or +communications (encrypted) armor tag
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Reporter's main stats are usually Edge and Mind.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Reporter. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Reporter |
Cyberears |
Replacement ears that grant supernatural aural capabilities.
When you have cyberears installed, choose two of the following tags: +dampening, +wide frequency, +recording, +encrypted, +inaccessible partition. When your enhanced hearing helps, you may roll Synth for assess. |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cybercoms |
An internal headware communications suite which allows silent, thought-activated communications.
When you have cybercoms installed, choose two of the following tags: +encrypted, +jamming, +recording, +satellite relay, +inaccessible partition. When monitoring communications or giving orders in a tactical environment, you may roll Synth for assess. |
Neural interface with Data storage |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in, but does not automatically unlock them.
Data storage: A neural interface that allows speed-of-thought communication between the user's brain and a Matrix-capable computer system. These systems usually include a useful quantity of headware storage capacity.
When you use research to search internally or externally stored data, gain an extra [intel] on a hit. Choose two of the following tags: +inaccessible partition, +encrypted, +high capacity, +high speed. |
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Reporter starts with these three moves:
Live and on the air |
When you go live from the scene and broadcast a stream to avoid harm and expose your target, roll Edge. 10+: you get the shot you want and are "escorted" to a position of safety. 7-9: choose one:
- your story irritates your target. The GM will advance a relevant Threat Clock.
- someone on your team gets hurt off camera
- your story angers your employer
- your rushed narrative is misinterpreted by the public with unintended consequences
|
Nose for a story |
At the start of a mission, roll Edge. 10+: gain 3 hold. 7-9: gain 1 hold. During the mission, spend 1 hold to invoke one of the following effects:
- ask one question from the research list
- take +1 forward when making disingenuous assertions
- find a piece of evidence that links this mission to a current story; start a Story Clock and a linked Noise Clock or roll to gather evidence
|
Gather evidence |
When you gather evidence to break a story, roll Mind. 10+: You get the evidence you need, advance that Story Clock. 7-9: You get the evidence, but tip your hand to someone implicated in your story; tell the GM which clock to advance: a relevant Corporate Clock, the linked Noise Clock or the relevant Mission Clock (Legwork or Action, whichever you're in). 6-: The GM will advance the Noise Clock and make a move.
If the Story Clock reaches 0000 before the Noise Clock, the Reporter has broken the story before the implicated parties could cover up the evidence or stop the investigation. The exact implications of this for the game will vary based on the story, but it should have a major impact on the implicated parties and will affect at least one Corporate Clock.
If the Noise Clock reaches 0000 before the Story Clock, the implicated parties have tied up all the loose ends and the story is dead. Now that damage control is complete, they can deal with the Reporter permanently. Advance any relevant Corporate or Threat Clocks. |
Then choose one more from the Reporter move list in Playbooks and Moves.
Choose starting equipment
Choose one weapon:
- Holdout pistol (2-harm hand/close discreet loud reload quick)
- Flechette pistol (3-harm close/near quick flechette)
- Hand taser (s-harm hand reload)
Choose two:
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- +Encrypted communications equipment or +communications (encrypted) armor tag
- Recording equipment
- AR eyepiece (choose 2: +light amplification, +magnification, +recording) or +optics armor tag
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
Assign stats
Assign each stat one of these numbers: +2, +1, +1, +0, +0, -1. The Tech's main stats are usually Cool and Mind.
- Cool describes your ability to maintain your composure and continue operating efficiently despite the circumstances. Cool moves: act under pressure, apply first aid.
- Edge describes your ability to use your accrued experience to quickly size up situations and opponents, as well as project that experience towards others to intimidate them. Edge moves: assess, play hardball, get the job.
- Meat describes your ability to withstand physical exertion, whether from combat, extended running or just bleeding out on the street when your time is up. Meat moves: mix it up, acquire agricultural property.
- Mind describes your ability to process information to overcome obstacles. Mind moves: research, Matrix interactions.
- Style describes your charisma; your ability to make a positive first impression, to negotiate a better deal out of a contact, impress or frighten others and talk your way out of situations. Style moves: fast talk, hit the street.
- Synth describes your affinity with the machinery pervading this world, whether interacting with the real world through cyberware augments, or navigating the virtual world of the Matrix. Synth moves: biotic god, cyberware moves (investigation with cybereyes/cyberears, hand-to-hand combat with cyberarms), Matrix interactions.
Note that many moves and cyberware augments allow you to roll certain basic moves with a different stat, allowing you to use your strongest stats in more situations. Consider your available starting moves when finalizing your stats!
Choose starting cyberware
Below is the starting selection of cyberware available to a Tech. Choose one, then answer the questions below the table — cutting edge technology may be necessary to keep up with the competition, but it doesn't come free! You may not choose to forgo augmentation.
Starting Cyberware: Tech |
Cybereyes |
Replacement eyes that grant supernatural visual capabilities. Aesthetic considerations are also important to many buyers.
When you have cybereyes installed, choose two of the following tags: +thermographic, +light amplification, +magnification, +flare compensation, +recording, +encrypted, +inaccessible partition. When your enhanced sight helps, you may roll Synth to assess. |
Cybercoms |
An internal headware communications suite which allows silent, thought-activated communications.
When you have cybercoms installed, choose two of the following tags: +encrypted, +jamming, +recording, +satellite relay, +inaccessible partition. When monitoring communications or giving orders in a tactical environment, you may roll Synth for assess. |
Cyberarm with Implant tools |
Replacement arms can be prosthetic replacements or elective enhancements. The former replace standard physical abilities, while the latter supplement particular abilities or incorporate tools into the body, often enhancing precision through neuro-mechanical control. Cyberarms are available in a variety of aesthetic presentations, ranging from overtly synthetic or mechanical to visually indistinguishable from natural.
Implant tools: When you have time and space to interfere with a device you are attempting to fix, bypass, or tamper with, take +1 forward. |
Neural interface |
A headware interface that translates the brain's neural signals into machine control impulses. This allows a user to control an appropriately configured external device such as a vehicle, mounted weapon, recording device or hacked electronic system at instinctive neural speeds. A neural interface is needed to use the Pilot move second skin and the Hacker move jack in.
Choose one of the following options. Additional choices can be added to the headware system later in the same way as adding a new piece of cyberware.
- Data storage: A neural interface that allows speed-of-thought communication between the user's brain and a Matrix-capable computer system. These systems usually include a useful quantity of headware storage capacity.
When you use research to search internally or externally stored data, gain an extra [intel] on a hit. Choose two of the following tags: +inaccessible partition, +encrypted, +high capacity, +high speed.
- Remote control module: An interface which includes wireless broadcast and reception capacity, allowing remote control of vehicles and drones. When you have a remote control module installed, choose two of the following tags: +encrypted, +multi-tasking, +inaccessible partition, +satellite relay.]
|
After you have chosen your starting cyberware, consider the following for each augment installed:
- Augmentations are expensive. How did you cover the costs? Choose one:
- You scrimped and saved to buy it yourself, making compromises in quality. Choose one tag to apply to that piece of cyberware: +unreliable, +substandard, +hardware decay, +damaging.
- Someone else paid for it; now you owe them. You're owned. Choose your benefactor. This may be a corporation, faction or person. They will come to collect on this debt sooner or later, and they will expect you to comply without hesitating.
- You screwed someone over to get it. You're hunted. Choose your hunter. This may be a corporation, faction or person. Given half the opportunity, they will track you, hunt you down and make an example of you. It would be wise to be prepared.
- What made you decide to replace a part of your body with electronics? Was it voluntary or a necessary prosthetic? Did you do it to follow in the footsteps of someone you look up to, or does it reflect your ideology?
Remember that your starting cyberware options only apply to character creation. When you acquire cyberware in play, you can pick anything you'd like! If you acquire them through XP, you'll still need to choose who paid for it.
Choose Playbook Moves
The Techstarts with these three moves:
Expert |
Choose an area of expertise from the expertise list in Playbooks and Moves, below the Tech move list. |
Storage |
After receiving a job, you may look through your accumulated parts and supplies for equipment that might help with the current mission. Roll Mind. 10+: gain 3 [gear] relevant to your chosen area(s) of expertise. 7-9: gain 1 [gear] relevant to your chosen area(s) of expertise. |
Calibrations |
You can identify and examine new or complicated technology related to your area of expertise, and modify technology with which you are familiar. When you try to modify a piece of tech, tell the GM what you want to do and discuss what tags or game effect that modification will have. The GM will tell you the requirements in terms of time, tools, parts, help from contacts and/or more research. |
Then choose one more from the Tech move list in Playbooks and Moves.
Choose starting equipment
First of all, you start with this:
- Toolkit and gear appropriate to your area(s) of expertise
Choose one weapon:
- Holdout pistol (2-harm hand/close discreet loud reload quick)
- Assault rifle (3-harm near/far loud autofire)
- Fragmentation grenades (4-harm near area reload loud messy)
- Gas grenades (s-harm near area reload gas)
Choose two:
- Armored jacket (1-armor)
- Armored clothing (0-armor, +discreet, subtract 1 when rolling the harm move)
- Engineer's goggles or +optics armor tag (choose two: +thermographic, +light amplification, +magnification, +flare compensation, +recording)
- Heavy transport vehicle (choose one strength: +rugged, +off-road, +huge, +workhorse; and one weakness: +slow, +cramped, +loud)
- Medi-gel supply (allows the user to apply first aid to characters at 2100 harm or less) or +medbot armor tag
- +Encrypted +jamming communications relay