
Character Creation
Playtest Character Sheet
Character Creation
ONE | Write 3 Aspects. - A Background, an Archetype, and a Trait. Use your Aspects to inform the choices in the next steps. |
TWO | Write Flaws Flaws can be invoked to cause trouble, but also restore your Action Points. |
THREE | Assign Points to Skills. - Spread them between different Skills. Skills cannot go above +3 at Character Creation. When using a skill as part of a Check, this is how many dice you roll. |
FOUR | Write Expertise - Attach them to different Skills. Expertise are narrow, specialist areas of knowledge. When an Expertise is relevant to a Check, you add 1 Advantage Die PLUS |
FIVE | Pick Starting Gear - The Tools and Augmentations of your Trade. |
SIX | Form Connections - Your Bonds with your teammates, an Ally, and a Rival. |
SEVEN | Define a Drive - An aspiration or an obligation? What makes you risk your life? |
EIGHT | Finishing Touches - Optional Details |
Background
Write Three Aspects
Who were you before, who are you now, how have you survived?
- Aspects are descriptors that define the most iconic details of your character’s life and skills.
- Your Aspects are a combination of a Background, an Archetype, and a Trait.
The following table contains example Aspects, along with suggested skills and flaws.
Pick Three Aspects, one from each category.
An Aspect can be almost anything. It’s encouraged to mix and match, re-name, re-style, and work with the GM to create something that fits your vision
- Backgrounds
- Archetypes
- Traits
Background | Example Skills | Example Flaws |
---|---|---|
Criminal | Fighting, Streetwise | Usual Suspect, Jittery, Gang Grudges |
Cultist | Influence, Medical | Unstable, Obedient, Weirdo |
Dealer | Streetwise, Influence | Shady Crossed the Wrong People |
Disgraced Bureaucrat | Influence, Knowledge | Blackmailed, Naive, Soft, Stole from the Corp |
Ex-Cop | Streetwise, Awareness | Old Wound, Arrest Record, Hot-Headed, Cold-Hearted, Corrupt |
Ex-Corp Drone | Tech, Knowledge | Still Employed, Stole from the Corp |
Ex-Corp Security | Awareness, Firearms | Stole from the Corp, Orders are Orders, Emotionless |
Former Rich Kid | Influence, Knowledge | Naive, Entitled, Cut Off |
Industrial Worker | Toughness, Engineering | Workplace Injury, Known Unionist |
Lab Rat | Medical, Survival | Monitored, Drug Dependency, Lost Years, |
Outlander | Engineering, Survival | Adrenaline Junkie, Fugitive, Obvious Outsider |
Street Kid | Streetwise, Mobility | Old Gang Ties, Criminal Record |
Vagrant | Streetwise, Survival | Poor Hygiene, Poor Health |
Veteran | Firearms, Survival | Shoot-First, PTSD, Old Wounds |
Archetype | Example Skills | Example Flaws |
---|---|---|
Backalley Brawler | Fighting, Mobility | Biggest Guy in the Yard, Soft-Hearted, Meat-Headed |
Bounty Hunter | Firearms, Awareness | Cold Hearted, Only in it for the Money, Soft Hearted |
Chopdoc | Medical, Engineering | Blunt, Merciless, Humanitarian |
Contract Killer | Firearms, Subterfuge | Cold, Unwavering Code, Calling Card |
Driver | Driving, Awareness | Collateral Damage, Fugitive, Adrenaline Junkie |
Enforcer | Toughness, Fighting | Stands Out, Mean Streak, Violence is always the Answer |
Firebrand | Mobility, Subterfuge | Attention Seeker, Wanted, In Over My Head |
Grifter | Influence, Streetwise | Greedy, Playboy/girl, Poor Reputation |
Infiltrator | Subterfuge, Awareness | Calling Card, Trusts No-One, Wanted |
Mechanic | Engineering, Driving | Risk-taker, Short-tempered, Always dirty |
Medic | Medical, Knowledge | Fugitive, Unlicensed, Callous |
NET Runner | Tech, Subterfuge | Traceable, Unfit, Socially Awkward |
Researcher | Knowledge, Tech | Arrogant, Weakling, Absent-minded |
Rockstar | Influence, Fighting | Powerful Enemies, Opinionated, Recognizable |
Street Ganger | Toughness, Streetwise | Exiled, Battle Scars, Filthy, Untrustworthy, Wanted |
Vigilante | Awareness, Mobility | Unwavering Code, Secret Vice, Altruistic, Powerful Enemies |
Traits | Example Skills | Example Flaws |
---|---|---|
Born Leader | Influence | Hangers-On, Opinionated, Authority Issues |
Cold-Blooded | Fighting, Toughness | Emotionally Distant, Hard to Trust, No Warmth |
Daredevil | Driving, Survival | Reckless, Old Injury, Never Learns |
Empathetic | Influence, Subterfuge | Easily Overwhelmed, Gullible |
Genetic Freak | Toughness | Secret Sickness, Escaped Subject, Visibly Mutated |
Genius | Knowledge, Tech | Socially Inept, Hyper-Fixation on: (Pick One) |
Hardened | Any Combat, Survival | Reckless, Overconfident, Phobia: (Pick one) |
Light-Footed | Mobility, Subterfuge | Creepy, Lives in Dark |
Sharp-Eyed | Awareness | Lost in the details, Paranoid, Blunt |
Background | Example Skills | Example Flaws |
---|---|---|
Criminal | Fighting, Streetwise | Usual Suspect, Jittery, Gang Grudges |
Cultist | Influence, Medical | Unstable, Obedient, Weirdo |
Dealer | Streetwise, Influence | Shady Crossed the Wrong People |
Disgraced Bureaucrat | Influence, Knowledge | Blackmailed, Naive, Soft, Stole from the Corp |
Ex-Cop | Streetwise, Awareness | Old Wound, Arrest Record, Hot-Headed, Cold-Hearted, Corrupt |
Ex-Corp Drone | Tech, Knowledge | Still Employed, Stole from the Corp |
Ex-Corp Security | Awareness, Firearms | Stole from the Corp, Orders are Orders, Emotionless |
Former Rich Kid | Influence, Knowledge | Naive, Entitled, Cut Off |
Industrial Worker | Toughness, Engineering | Workplace Injury, Known Unionist |
Lab Rat | Medical, Survival | Monitored, Drug Dependency, Lost Years, |
Outlander | Engineering, Survival | Adrenaline Junkie, Fugitive, Obvious Outsider |
Street Kid | Streetwise, Mobility | Old Gang Ties, Criminal Record |
Vagrant | Streetwise, Survival | Poor Hygiene, Poor Health |
Veteran | Firearms, Survival | Shoot-First, PTSD, Old Wounds |
Archetype | Example Skills | Example Flaws |
---|---|---|
Backalley Brawler | Fighting, Mobility | Biggest Guy in the Yard, Soft-Hearted, Meat-Headed |
Bounty Hunter | Firearms, Awareness | Cold Hearted, Only in it for the Money, Soft Hearted |
Chopdoc | Medical, Engineering | Blunt, Merciless, Humanitarian |
Contract Killer | Firearms, Subterfuge | Cold, Unwavering Code, Calling Card |
Driver | Driving, Awareness | Collateral Damage, Fugitive, Adrenaline Junkie |
Enforcer | Toughness, Fighting | Stands Out, Mean Streak, Violence is always the Answer |
Firebrand | Mobility, Subterfuge | Attention Seeker, Wanted, In Over My Head |
Grifter | Influence, Streetwise | Greedy, Playboy/girl, Poor Reputation |
Infiltrator | Subterfuge, Awareness | Calling Card, Trusts No-One, Wanted |
Mechanic | Engineering, Driving | Risk-taker, Short-tempered, Always dirty |
Medic | Medical, Knowledge | Fugitive, Unlicensed, Callous |
NET Runner | Tech, Subterfuge | Traceable, Unfit, Socially Awkward |
Researcher | Knowledge, Tech | Arrogant, Weakling, Absent-minded |
Rockstar | Influence, Fighting | Powerful Enemies, Opinionated, Recognizable |
Street Ganger | Toughness, Streetwise | Exiled, Battle Scars, Filthy, Untrustworthy, Wanted |
Vigilante | Awareness, Mobility | Unwavering Code, Secret Vice, Altruistic, Powerful Enemies |
Traits | Example Skills | Example Flaws |
---|---|---|
Born Leader | Influence | Hangers-On, Opinionated, Authority Issues |
Cold-Blooded | Fighting, Toughness | Emotionally Distant, Hard to Trust, No Warmth |
Daredevil | Driving, Survival | Reckless, Old Injury, Never Learns |
Empathetic | Influence, Subterfuge | Easily Overwhelmed, Gullible |
Genetic Freak | Toughness | Secret Sickness, Escaped Subject, Visibly Mutated |
Genius | Knowledge, Tech | Socially Inept, Hyper-Fixation on: (Pick One) |
Hardened | Any Combat, Survival | Reckless, Overconfident, Phobia: (Pick one) |
Light-Footed | Mobility, Subterfuge | Creepy, Lives in Dark |
Sharp-Eyed | Awareness | Lost in the details, Paranoid, Blunt |
Write Three to Six Flaws
Flaws are details that can be invoked (either by yourself, or the GM) to hinder you.
- When a Flaw is invoked during a Check, you add 1 Threat Die MINUS, making the check more difficult.
- When a Flaw impedes you in this way, you restore a single Action Point.
- Each Flaw can only be invoked once per-job. It can still impact the fiction, but it won’t apply MINUS or restore Action Points. Action Points can be spent to avoid harm and take control of the action.
- The more Flaws you have, the more likely they are to cause your character trouble, however, more Flaws means more opportunities to restore Action Points.
Pick Three to Six Flaws from the table above, or make up your own
You should have one or two for each Aspect.
Skills and Expertise
Assign Points to Skills
Skills represent broad areas of knowledge.
- Your choice of Skills should be relevant to your Aspects.
- Skills are rated from 0 - 4. Skills cannot go above +3 at Character Creation.
- When making a Check, you roll Advantage Dice (AD PLUS) equal to your Skill.
- Skills can be improved later using Advancements.
You have 8 points in total.
Spread these between each of the three categories:
Physical, Education, and Talents
You must assign at least 2 points per category.
Use your Aspects to guide you. Skills cannot go above +3 at Character Creation.
Assign Points to the Physical Skills below:
Physical | Example Expertise |
---|---|
Fighting | Brawling, Blades, Blunt, Martial Art: [X] , Disarm, Grappling, Throw, Wreck, Intimidate |
Firearms | Sidearms, Auto-Rifles, Precision Rifles, Shotguns, Heavy Weapons, Quick Draw, Close-Quarters Fire, Control, Careful Aim |
Mobility | Evasion, Climb, Parkour, Navigation, Swimming, Quick Reflexes, Sneak, Martial Art: [X], Athletics, Acrobatics |
Toughness | Pain Resistance, Drug Resistance, Augmentation Adaptation, Toxin Resistance, Athletics, Meditation Techniques, Mental Fortitude, Resist Torture |
Assign Points to the Education Skills below:
Education | Example Expertise |
---|---|
Engineering | Augmentation, Drones, Robotics, Heavy Machinery, Sabotage, Physics, Mechanics, Fabrication |
Knowledge | Corporate, History, Language, Politics, Geography, Tactics, Law, Urban Planning, Research Information, Gambling, Bureaucracy |
Medical | First Aid, Augmentation, Surgery, Pharmaceuticals, Chemistry, Diagnosis, Biology, Psychology, Meditation Techniques, Drug Resistance |
Tech | Security Systems, Drones, Electronics, Interface, Hacking, Encryption, Research Information, Coding, NET Architecture |
Streetwise | Black Market, Local Knowledge, Bribe, Scavenging, Underworld, Fixers, Smuggling, Read People, Read Situation, Question People, Blackmail |
Assign Points to the Talents below:
Talents | Example Expertise |
---|---|
Awareness | Read People, Read Situation, Notice Details, Recall Information, Intuition, Quick Reflexes, Honed [Sense], Focus |
Driving | Cars, Drones, Bikes, Boats, AVs, Military, Navigation, Pursuit, Stunt Driving, Mechanics, Control |
Influence | Persuasion, Deception, Interrogation, Negotiate, Bribe, Seduction, Leadership, Intimidation, High Society, Incite, Read People, Question People |
Subterfuge | Silent Takedown, Deception, Seduction, Disguise, Forgery, Security Systems, Sleight of Hand, Sneak, Escape Artist, Resist Torture, Sabotage |
Survival | Scavenging, Jury-Rig, Tracking, Navigation, Repair, First Aid, Foraging, Geography, Wilderness Survival, Toxin Resistance |
- GM Advice: For more/less competent characters, consider adjusting the total number of points to spend up or down.
Write Four Expertise
Expertise represent narrow, specialist areas of knowledge.
- Like Skills, Expertise should be relevant to your Aspects.
- Each Expertise should be unique. You cannot list the same Expertise twice, even across multiple different skills.
- New Expertise can be acquired later using Advancements.
- Each Skill can have at most 3 Expertise. These can be swapped out during Downtime.
- When making a Check, each relevant Expertise grants +1 Advantage Die PLUS.
- You can use multiple Expertise in a single Check, as long as they’re attached to the same Skill being used.
- If you have a relevant Expertise attached to a different Skill, you can make a case for how you apply it in a different context.
The GM has final say about whether or not it is appropriate. - The tables above include examples where an Expertise might be relevant to multiple skills, such as Intimidate (Fighting, Influence), or Sneak (Mobility, Subterfuge), judge appropriateness based on the context in which the Expertise is being used.
- If you have a relevant Expertise attached to a different Skill, you can make a case for how you apply it in a different context.
- GM Advice: For for more competent characters, consider adjusting the total number of starting Expertise to 6.
Pick Four Expertise from the examples in the previous section, or make up your own.
Write them in the space next to relevant skills.
Other Statistics
Starting Health
- Characters can take a maximum of 3 different Level 2 Wounds.
This can be increased later via Augmentation. - Characters can take a maximum of 2 different Traumas before becoming Lost or Dying.
This can be increased later via Augmentation.
See Wounds & Trauma for more information.
Maximum Action Points
- Characters have a maximum of 3 Action Points, which refresh during Downtime.
This can be increased later via Advancements.
See Downtime & Advancement for more information.
Pick Starting Gear
Characters start with an amount of gear and augmentations; useful belongings acquired in their lives up to this point.
Basic Information
Loadout
Gear Slots represented with: (◆) indicate how bulky an item is.
- Before a job begins, Characters pick a Loadout between Light (Max 3 ◆‘s worth of items), and Heavy (Max 6 ◆‘s worth of items), and declare any Heavy (◆◆◆) Items.
You don’t need to worry about this now. - A character’s loadout implies how geared-up an Character appears to observers.
The heavier your loadout, the more obviously ready for action you appear.
Features
Gear and Augmentations have Features. Details that define what actions they allow, and any specific advantages and disadvantages they may have.
- Some actions are Enabled by gear.
Meaning, the use of this gear allows you to do something you previously couldn’t.
There is no PLUS/MINUS added for these. - Some gear have Advantages
Advantages might add Advantage Dice PLUS to relevant checks, or provide some other benefit. - Likewise, some gear may have Disadvantages.
Disadvantages might reduce a Skill, add Threat Dice MINUS to relevant checks, or be purely fictional problems, (E.g. Slow, Low-Range, Noisy, etc.). - Some pieces of gear have limited uses.
This could be a limited duration (E.g. up to an hour), limited uses per-job (recovered during Downtime), or are consumed on use (E.g. Grenades, Drugs). - Features and Advantages are only applied when they become relevant.
For example, the Survival Kit’s +1PLUS to Survival checks only applies when attempting something specific to the kit. - Items and Augmentations can also be upgraded with Mods.
Mods can add features, remove disadvantages, and further individualise Gear.
Mods are not available during Character Creation, and must be acquired through play.
For more information, see: Gear System
Tools of the Trade
All characters start with 3d6x100 ₩.
Then, pick one of the following configurations:
- A. An Item related to Trademarks + a mix of 3 Drugs/Grenades
- B. A Vehicle related to Trademarks.
As well as one of the following:
- A. A Melee Weapon or Light Sidearm + Security-Grade Armour
- B. A Heavy Sidearm, Rifle, or Shotgun.
Choose from the lists below, or work with the GM to create something more bespoke.
- Items
- Drugs
- Grenades
- Vehicles
- Weapons / Armour
Items Weigh between ◇ and ◆◆◆ (0 - 3 Slots)
Name | Features | Slots |
---|---|---|
Anti-Flash GogglesProtective Goggles that block the effect of Flashbangs. | Advantages: Blocks the effect of Flashbangs | ◆ |
Binoculars Creep on people from a safe distance | Enables: Observe from Afar | ◆ |
Climbing Gear Ultralight cord, a grapnel with launcher, and climbing harness | Enables: Grapnel Launcher Advantages: +1PLUS to relevant Mobility checks Uses: 1. Consumed if not recovered. | ◆◆ |
Comm Gear Radios, Earpieces, etc. | Enables: Insecure Comms up to 15km, Secure Comms up to 40m. | ◇ |
Fake ID A fake ID. Good enough to pass a spot check, but unlikely to work well if you’re actively being hunted. | Advantages: +1PLUS to relevant Influence checks. Disadvantages: +1MINUS to each check after the first. | ◇ |
GRID A portable computing device. Allows interfacing with other devices. Can be connected to the NET. | Enables: Interface with Device, Connect to NET, Code, Hack, etc. | ◆◆ |
Lockbreaking Kit Tools for picking standard, non-electronic, non-biometric locks. | Enables: Pick Lock, Hotwire | ◆ |
Portable Lab A kit of useful field-research equipment. Can identify substances and mix small batches of compounds from base ingredients. | Enables: Mix Chemicals, Identify Substances | ◆◆ |
Surveillance Gear Portable Cameras, Microphones, Tracking Devices | Enables: Track Target up to 1km, Record Audio/Video Disadvantages: Detectable with Bug Detectors | ◆ |
Tool Kit A set of mechanic’s tools and various bits and pieces for making repairs. | Enables: Repair, Jury-Rig | ◆◆ |
All Drugs Weigh ⬖ (Half a Slot)
Name | Features | Slots |
---|---|---|
Trauma (Air Hypo) A popular cocktail of drugs used by Security forces around the world to push through combat trauma. | Advantages: - Reduce a single Trauma to a Level 2 Wound. - Remove a single Level 2 or 1 Wound. Overdose: Safe Limit: Can use up to 3 Medical Hypos per-job safely. On 4th+: Roll a Check. On a Hollow Success or Bane, immediately write a Trauma (OD’ing), and become incapacitated. Uses: Single-Use. | ⬖ |
StabilX (Air Hypo) An emergency stimulant meant to shock a person back into mobility. | Advantages: Stabilises and removes a single Trauma from a downed target. Disadvantages: Target gains “Weakened” condition. Lasts for for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Target rolls a Check. On a Hollow Success or Bane, immediately write a Trauma (Cardiac Arrest) and become incapacitated. Uses: Single-Use. | ⬖ |
Sharp (Pills) A strong mental stimulant, often used by corporate employees to gain an edge. | Advantages: - Shrug off a Mental Condition - Gain +1PLUS for any check involving smarts or reflexes. Lasts for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Brain Fog” condition for the next scene when effect ends. On 4th: Gain “Brain Fog” condition for the rest of the job. Uses: 3 Uses. | ⬖ |
Disposable ElectrocauterA ring-shaped device designed to quickly cauterise wounds in an emergency. | Advantages: - Apply to wound to rapidly stop bleeding and disinfect. - Cures Bleeding Condition or Level 1 Wound. - Reduces Trauma from missing limbs to Level 2 Wounds. Uses: - Unlimited use to stop Bleeding. - Single-Use to reduce Trauma, then discarded. | ⬖ |
Zero (Air Hypo) An addictive, black-liquid. Effective pain suppressor. Allows a user to ignore otherwise cripplingly painful injuries, temporarily. | Advantages: - Ignore Threat Dice from Conditions and Trauma for the rest of the scene. Overdose: On 2nd: Gain “Jitters” condition when effect ends, lasts until the end of the scene. On 3rd+: Roll a Check. On a Hollow Success or Bane, gain “Heart Palpitations* as a level 2 Wound. If you already have “Heart Palpitations”, immediately write a Trauma (Cardiac Arrest), and become incapacitated. Uses: Single-Use | ⬖ |
LYPs (Pills) Pronounced “Lips”. Little Yellow Pills. Sadly, not banana flavoured. | Advantages: - Shrug off any stress-related conditions. - Adds +1PLUS to influence checks. - Can be administered to a target to add +1PLUS to Influence checks against them. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Slurred Speech” condition for the next scene when the effect ends. On 4th: - Gain the “Spaced Out” condition for the rest of the job. - Gain the flaw “Loose Lipped” for the rest of the job. Uses: 3 Uses. | ⬖ |
BLITZ (Air Hypo) A powerful, but short-lived adrenaline shot. | Advantages: - Grants +3PLUS to checks related to strength and endurance for one scene. Overdose: Always: Gain “Fatigue” condition for one scene afterward. On 2nd: Only gain +2PLUS. On 3rd: Only gain +1PLUS. On 4th+: No effect. Uses: Single-Use. | ⬖ |
Shutdown (Powder) An easily dissolved powder that briefly induces severe swelling of the mucous membranes, causing suffocation. | Advantages: - Odourless, Colourless, and Tasteless. Roll a check: - On Major Success the target falls unconscious. - On Minor Success the target remains standing, but gains a condition, and their Toughness is halved. - On a Hollow Success, either nothing happens, or the target sputters and chokes to death, violently and noisily (GM’s choice). Disadvantages: - Must be administered via food or drink. Uses: Single-Use. | ⬖ |
Medusa (Air Hypo) A paralytic agent popular with corporate hitmen. | Advantages: - Roll a Check: - On a Major or Minor Success, the target gains the “Paralysed” condition after a few seconds. | ⬖ |
Purge (Pills) A fast-acting emetic and antidote drug. | Advantages: - Purges toxin and poison-related conditions and wounds. Disadvantages: - Causes severe stomach pains, sweating, and vomiting for at least one scene. | ⬖ |
All Grenades Weigh ◆ (1 Slot)
Name | Feature | Slots |
---|---|---|
Breaching Charge | Blows open doors and blasts holes in thin walls. Targets immediately in the blast zone or on the other side of the door/wall suffer a Major Consequence. | ◆ |
Grenade (EMP) | Short-Circuits nearby electrical objects and targets. Can temporarily interfere with Augmentations. Roll a number of d6 equal to the number of electrically-powered targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-6: Target gains the “Short Circuit” condition. Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Flash) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-5: Target gains the “Blinded” condition. - 6: Target gains the “Blinded” and “Stunned” conditions. Blocked by Anti-Flash gear Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Frag) | Damages objects and deals conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Incendiary) | Ignites flammable objects and inflicts conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Sleep Gas) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target shrugs it off. - 4-5: Target gains the “Exhausted” condition. - 6: Target passes out after a few seconds. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Grenade (Smoke) | Obscures an area for 30 Seconds. Grants +1 PLUS/MINUS to checks such as stealth, aiming, shooting, etc. Range: Room | ◆ |
Grenade (Stun) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-6: Target gains the “Stunned” condition. Blocked by Medium Armour Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Toxin) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target resists the toxins. - 4-5: Target gains the “Poisoned” condition. - 6: Target gains the “Poisoned” and “Suffocating” conditions. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Some Vehicles have Gear Slots as Advantages.
These allow you to draw additional gear from them during a job, despite your choice of Loadout.
Name | Features |
---|---|
Classic MotorcycleA classic motorcycle, popular among the nomadic groups of the Expanse. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: Single Seater. 2 Gear Slots. |
Consumer CarA standard, consumer-grade car. 4 seats and a decently sized trunk. A great starter car. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 4 Gear Slots. |
Consumer VanA standard consumer-grade van. Heavy chassis. Great storage space, with potential for conversion. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Heavy | +1PLUS to Drive checks to do with ramming/combat driving. Disadvantages: Heavy| +1MINUS to Drive checks to do with handling/mobility. Space: Seats up to 6 comfortably, up to 8 uncomfortably. 8 Gear Slots. |
SkiffA small skiff, useful for navigating the narrow canals of Wuhai. | Advantages: Small | Can fit along waterways that most boats can’t. Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 3 Gear Slots. |
Fishing BoatA basic fishing trawler, common to see along the Masursky Bay. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Disadvantages: Slow | Slower than many other boats. Space: Space for 8 people. 8 Gear Slots. |
Weapons & Armour Weigh between ◇ and ◆◆◆ (0 - 3 Slots)
Armour
Name | Features | Slots |
---|---|---|
Security Grade ArmourSimple, standard-issue gear worn by security and beat-cops. | Advantages: Light Armour | +2 Armour. +1PLUS to Defence checks. Concealed | Can be hidden easily below clothing. Disadvantages: Light Armour | Bonus PLUS from Armour is nullified by attacks from Auto-Rifles and Precision Rifles. | ◆ |
Melee
Name | Features | Slots |
---|---|---|
Short Blade Knives, Claws, etc. | Advantages: Quiet | +1PLUS to Silent Takedowns Sharp | On Major Success, target gains “Bleeding” condition as well as the existing consequences. Disadvantages: Bloody | Likely to make a mess. Short Range | +1MINUS in melee against targets with greater reach. | ◆ |
Long Blade Machetes, Katanas, Spears, etc. | Advantages: Parry | +1PLUS to defense against Melee Sharp | On Major Success, target gains “Bleeding” condition on top of the regular consequences from the outcome. Disadvantages: Bloody | Likely to make a mess. | ◆◆ |
Short Blunt Knuckle Dusters, Collapsable Batons | Advantages: Quiet | +1PLUS to Silent Takedowns Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. Disadvantages: Short Range | +1MINUS in melee against targets with greater reach. | ◆ |
Long Blunt Clubs, Baseball Bats, Staves | Advantages: Block | +1PLUS to defense against Melee Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. | ◆◆ |
Firearms
Name | Features | Slots |
---|---|---|
Light Sidearm Covers Light, Submachine Guns, and Auto-Pistols. | Advantages: Close Quarters | No Penalty at Close Range. Disadvantages: Low Penetration | +1MINUS against armoured targets. Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆ |
Heavy Sidearm Covers Heavy pistols and Revolvers. | Advantages: High Penetration | +1PLUS against armoured targets. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon +3MINUS. | ◆ |
Shotgun All Shotguns | Advantages: Spread | On a Major Success, up to 3 additional targets nearby suffer a Minor consequence. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆◆ |
Auto-Rifle Covers SMGs and Assault Rifles | Advantages: Long Range | No Penalty at Far Range Autofire | Target up to +3 nearby targets. +1MINUS for each. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far Extended Range: Horizon +2MINUS. | ◆◆ |
Precision Rifle Covers Hunting Rifles and Sniper Rifles | Advantages: Extreme Range | No Penalty at Horizon Range High Penetration | +1PLUS against armoured targets. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far, Horizon | ◆◆ |
Items Weigh between ◇ and ◆◆◆ (0 - 3 Slots)
Name | Features | Slots |
---|---|---|
Anti-Flash GogglesProtective Goggles that block the effect of Flashbangs. | Advantages: Blocks the effect of Flashbangs | ◆ |
Binoculars Creep on people from a safe distance | Enables: Observe from Afar | ◆ |
Climbing Gear Ultralight cord, a grapnel with launcher, and climbing harness | Enables: Grapnel Launcher Advantages: +1PLUS to relevant Mobility checks Uses: 1. Consumed if not recovered. | ◆◆ |
Comm Gear Radios, Earpieces, etc. | Enables: Insecure Comms up to 15km, Secure Comms up to 40m. | ◇ |
Fake ID A fake ID. Good enough to pass a spot check, but unlikely to work well if you’re actively being hunted. | Advantages: +1PLUS to relevant Influence checks. Disadvantages: +1MINUS to each check after the first. | ◇ |
GRID A portable computing device. Allows interfacing with other devices. Can be connected to the NET. | Enables: Interface with Device, Connect to NET, Code, Hack, etc. | ◆◆ |
Lockbreaking Kit Tools for picking standard, non-electronic, non-biometric locks. | Enables: Pick Lock, Hotwire | ◆ |
Portable Lab A kit of useful field-research equipment. Can identify substances and mix small batches of compounds from base ingredients. | Enables: Mix Chemicals, Identify Substances | ◆◆ |
Surveillance Gear Portable Cameras, Microphones, Tracking Devices | Enables: Track Target up to 1km, Record Audio/Video Disadvantages: Detectable with Bug Detectors | ◆ |
Tool Kit A set of mechanic’s tools and various bits and pieces for making repairs. | Enables: Repair, Jury-Rig | ◆◆ |
All Drugs Weigh ⬖ (Half a Slot)
Name | Features | Slots |
---|---|---|
Trauma (Air Hypo) A popular cocktail of drugs used by Security forces around the world to push through combat trauma. | Advantages: - Reduce a single Trauma to a Level 2 Wound. - Remove a single Level 2 or 1 Wound. Overdose: Safe Limit: Can use up to 3 Medical Hypos per-job safely. On 4th+: Roll a Check. On a Hollow Success or Bane, immediately write a Trauma (OD’ing), and become incapacitated. Uses: Single-Use. | ⬖ |
StabilX (Air Hypo) An emergency stimulant meant to shock a person back into mobility. | Advantages: Stabilises and removes a single Trauma from a downed target. Disadvantages: Target gains “Weakened” condition. Lasts for for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Target rolls a Check. On a Hollow Success or Bane, immediately write a Trauma (Cardiac Arrest) and become incapacitated. Uses: Single-Use. | ⬖ |
Sharp (Pills) A strong mental stimulant, often used by corporate employees to gain an edge. | Advantages: - Shrug off a Mental Condition - Gain +1PLUS for any check involving smarts or reflexes. Lasts for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Brain Fog” condition for the next scene when effect ends. On 4th: Gain “Brain Fog” condition for the rest of the job. Uses: 3 Uses. | ⬖ |
Disposable ElectrocauterA ring-shaped device designed to quickly cauterise wounds in an emergency. | Advantages: - Apply to wound to rapidly stop bleeding and disinfect. - Cures Bleeding Condition or Level 1 Wound. - Reduces Trauma from missing limbs to Level 2 Wounds. Uses: - Unlimited use to stop Bleeding. - Single-Use to reduce Trauma, then discarded. | ⬖ |
Zero (Air Hypo) An addictive, black-liquid. Effective pain suppressor. Allows a user to ignore otherwise cripplingly painful injuries, temporarily. | Advantages: - Ignore Threat Dice from Conditions and Trauma for the rest of the scene. Overdose: On 2nd: Gain “Jitters” condition when effect ends, lasts until the end of the scene. On 3rd+: Roll a Check. On a Hollow Success or Bane, gain “Heart Palpitations* as a level 2 Wound. If you already have “Heart Palpitations”, immediately write a Trauma (Cardiac Arrest), and become incapacitated. Uses: Single-Use | ⬖ |
LYPs (Pills) Pronounced “Lips”. Little Yellow Pills. Sadly, not banana flavoured. | Advantages: - Shrug off any stress-related conditions. - Adds +1PLUS to influence checks. - Can be administered to a target to add +1PLUS to Influence checks against them. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Slurred Speech” condition for the next scene when the effect ends. On 4th: - Gain the “Spaced Out” condition for the rest of the job. - Gain the flaw “Loose Lipped” for the rest of the job. Uses: 3 Uses. | ⬖ |
BLITZ (Air Hypo) A powerful, but short-lived adrenaline shot. | Advantages: - Grants +3PLUS to checks related to strength and endurance for one scene. Overdose: Always: Gain “Fatigue” condition for one scene afterward. On 2nd: Only gain +2PLUS. On 3rd: Only gain +1PLUS. On 4th+: No effect. Uses: Single-Use. | ⬖ |
Shutdown (Powder) An easily dissolved powder that briefly induces severe swelling of the mucous membranes, causing suffocation. | Advantages: - Odourless, Colourless, and Tasteless. Roll a check: - On Major Success the target falls unconscious. - On Minor Success the target remains standing, but gains a condition, and their Toughness is halved. - On a Hollow Success, either nothing happens, or the target sputters and chokes to death, violently and noisily (GM’s choice). Disadvantages: - Must be administered via food or drink. Uses: Single-Use. | ⬖ |
Medusa (Air Hypo) A paralytic agent popular with corporate hitmen. | Advantages: - Roll a Check: - On a Major or Minor Success, the target gains the “Paralysed” condition after a few seconds. | ⬖ |
Purge (Pills) A fast-acting emetic and antidote drug. | Advantages: - Purges toxin and poison-related conditions and wounds. Disadvantages: - Causes severe stomach pains, sweating, and vomiting for at least one scene. | ⬖ |
All Grenades Weigh ◆ (1 Slot)
Name | Feature | Slots |
---|---|---|
Breaching Charge | Blows open doors and blasts holes in thin walls. Targets immediately in the blast zone or on the other side of the door/wall suffer a Major Consequence. | ◆ |
Grenade (EMP) | Short-Circuits nearby electrical objects and targets. Can temporarily interfere with Augmentations. Roll a number of d6 equal to the number of electrically-powered targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-6: Target gains the “Short Circuit” condition. Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Flash) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-5: Target gains the “Blinded” condition. - 6: Target gains the “Blinded” and “Stunned” conditions. Blocked by Anti-Flash gear Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Frag) | Damages objects and deals conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Incendiary) | Ignites flammable objects and inflicts conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Sleep Gas) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target shrugs it off. - 4-5: Target gains the “Exhausted” condition. - 6: Target passes out after a few seconds. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Grenade (Smoke) | Obscures an area for 30 Seconds. Grants +1 PLUS/MINUS to checks such as stealth, aiming, shooting, etc. Range: Room | ◆ |
Grenade (Stun) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-6: Target gains the “Stunned” condition. Blocked by Medium Armour Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Toxin) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target resists the toxins. - 4-5: Target gains the “Poisoned” condition. - 6: Target gains the “Poisoned” and “Suffocating” conditions. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Some Vehicles have Gear Slots as Advantages.
These allow you to draw additional gear from them during a job, despite your choice of Loadout.
Name | Features |
---|---|
Classic MotorcycleA classic motorcycle, popular among the nomadic groups of the Expanse. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: Single Seater. 2 Gear Slots. |
Consumer CarA standard, consumer-grade car. 4 seats and a decently sized trunk. A great starter car. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 4 Gear Slots. |
Consumer VanA standard consumer-grade van. Heavy chassis. Great storage space, with potential for conversion. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Heavy | +1PLUS to Drive checks to do with ramming/combat driving. Disadvantages: Heavy| +1MINUS to Drive checks to do with handling/mobility. Space: Seats up to 6 comfortably, up to 8 uncomfortably. 8 Gear Slots. |
SkiffA small skiff, useful for navigating the narrow canals of Wuhai. | Advantages: Small | Can fit along waterways that most boats can’t. Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 3 Gear Slots. |
Fishing BoatA basic fishing trawler, common to see along the Masursky Bay. | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Disadvantages: Slow | Slower than many other boats. Space: Space for 8 people. 8 Gear Slots. |
Weapons & Armour Weigh between ◇ and ◆◆◆ (0 - 3 Slots)
Armour
Name | Features | Slots |
---|---|---|
Security Grade ArmourSimple, standard-issue gear worn by security and beat-cops. | Advantages: Light Armour | +2 Armour. +1PLUS to Defence checks. Concealed | Can be hidden easily below clothing. Disadvantages: Light Armour | Bonus PLUS from Armour is nullified by attacks from Auto-Rifles and Precision Rifles. | ◆ |
Melee
Name | Features | Slots |
---|---|---|
Short Blade Knives, Claws, etc. | Advantages: Quiet | +1PLUS to Silent Takedowns Sharp | On Major Success, target gains “Bleeding” condition as well as the existing consequences. Disadvantages: Bloody | Likely to make a mess. Short Range | +1MINUS in melee against targets with greater reach. | ◆ |
Long Blade Machetes, Katanas, Spears, etc. | Advantages: Parry | +1PLUS to defense against Melee Sharp | On Major Success, target gains “Bleeding” condition on top of the regular consequences from the outcome. Disadvantages: Bloody | Likely to make a mess. | ◆◆ |
Short Blunt Knuckle Dusters, Collapsable Batons | Advantages: Quiet | +1PLUS to Silent Takedowns Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. Disadvantages: Short Range | +1MINUS in melee against targets with greater reach. | ◆ |
Long Blunt Clubs, Baseball Bats, Staves | Advantages: Block | +1PLUS to defense against Melee Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. | ◆◆ |
Firearms
Name | Features | Slots |
---|---|---|
Light Sidearm Covers Light, Submachine Guns, and Auto-Pistols. | Advantages: Close Quarters | No Penalty at Close Range. Disadvantages: Low Penetration | +1MINUS against armoured targets. Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆ |
Heavy Sidearm Covers Heavy pistols and Revolvers. | Advantages: High Penetration | +1PLUS against armoured targets. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon +3MINUS. | ◆ |
Shotgun All Shotguns | Advantages: Spread | On a Major Success, up to 3 additional targets nearby suffer a Minor consequence. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆◆ |
Auto-Rifle Covers SMGs and Assault Rifles | Advantages: Long Range | No Penalty at Far Range Autofire | Target up to +3 nearby targets. +1MINUS for each. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far Extended Range: Horizon +2MINUS. | ◆◆ |
Precision Rifle Covers Hunting Rifles and Sniper Rifles | Advantages: Extreme Range | No Penalty at Horizon Range High Penetration | +1PLUS against armoured targets. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far, Horizon | ◆◆ |
Get Wired
Augmentation
Augs are expensive, but enable you to surpass ordinary human limits.
You can think of them like “Stunts” or “Feats” from other systems.
- Characters start with 3 Aug Slots, and each Aug takes up 1 Slot.
Each Augmentation places strain upon the body.
You can’t go beyond this limit right now, but you can later using Advancements. - Characters start with a choice of Common or Uncommon Augs.
Some Augmentations are rarer than others. Rare Augs can be acquired during play. - You can purchase, install and swap out Augs during Downtime.
Your choices now don’t have to be permanent, just go with what seems cool.
Choose some starting Augmentations. Pick one of the following configurations:
- A. Two Common Augs
- B. One Uncommon Aug
Choose from the lists below, or work with the GM to create something unique.
- Common
- Uncommon
Common Augs | Features |
---|---|
Adaptive Rebreather Breath without oxygen. Filter Toxins. Detect Radiation. | Enables: Survive without oxygen, filter toxins, detect radiation. Uses: Infinite Duration |
Auditory Enhancer Boosts quiet or distant sounds. Can also be used to block out unwanted or overly-loud noise. | Advantages: Sensitive Hearing | +1PLUS to relevant Awareness Checks Smart EQ | Blocks potentially harmful frequencies. |
Augmented Optics Advanced prosthetic eye replacement wired directly to the optic nerves. Provides greatly enhanced clarity and range of vision. | Enables: Installation of advanced Optics Mods. Advantages: 20/5 Vision | +1PLUS to relevant Awareness Checks |
Auto-Translation Translates all common, modern languages in real-time. | Enables: Real-Time Auto-Translation Disadvantages: Does not automatically enable you to speak the language in reply. |
Electrodermal Implants Allows the user to alter their temperature at will. Allows survival in extreme heat or cold. | Advantages: Mask Signature | Control body temperature, obscuring the user from thermal imaging. Endure Temperature | Endure temperatures between 50°C and -50°C for up to 12 hours. |
Integrated Comms Allows the user to transmit and receive wireless transmissions from an implanted chip, via Radio, Satellite, or DFC. | Enables: Insecure Comms up to 150km. Secure up to 200m. Advantages: Bone-Conduction | Can only be heard by the user. Concealed | Hidden beneath the skin, and shielded from scans |
Limb Mod / Retractable Gear Retracting blade, spikes, shield, gun, tool etc, that extend from ports built into prosthetic limbs. | Enables: Attach gear to body. Advantages: Integrated | Gear attached this way takes up 0 Gear Slots. Disadvantages: Welded | Switching attachments takes time and is difficult to do alone. Can be purchased once per-limb. |
Subdermal Compartment A covert compartment, camouflaged with false skin. | Advantages: Concealed | Conceals a single slot item, or two half-slot items from digital scans. Skin-Match | Adds +1PLUS to checks to avoid discovery during physical searches. |
Uncommon Augs | Features |
---|---|
AI Assistant A highly customisable AI Assistant to help with daily tasks. Upgrades provide additional knowledge-bases. | Enables: Request Assistance, answers based on installed Knowledge Banks. Knowledge Banks act as Knowledge Expertise. Advantages: Local Information | Provides public information about Mars and Wuhai. Anything available on the public NET. Admin Tasks | Assists with administrative tasks and calculations. +1PLUS to any relevant check. Uses: Capacity for three “Knowledge Banks” at any one time. |
Hand Mod / TESLA An electro-shock device built into the palm or fingertips. | Advantages: Shocking Touch | Roll a check to make contact. On a Major Success: The target is subdued and convulsing. On a Minor or Hollow Success: The target gains the “Shocked” condition. Uses: Once per Scene. |
Identity Scrambler Obfuscates the user from surveillance systems with glitches and garbage data. | Advantages: Scramble Appearance | When viewed by digital surveillance, the user is obscured by glitches and junk data. Blocking attempts to identify them visually. |
Leg Mod / Impact Dampener Reduces the sound of footfalls. | Advantages: Sound Dampening | Nullifies all sound made by footsteps. Impact Dampening | Softens the noise and impact of falls up to 10m. |
Limb Mod / Olympus Climbing SystemRetractable climbing gear for hand and foot augs. Enables the user to cling to and move across sheer surfaces. | Enables: Climb sheer surface without rope/handholds. |
Microfibral Muscle Allows the user to lift/throw/carry heavy objects, and perform these tasks for a long time. Greatly reduces muscle strain over time. | Enables: Endure prolonged strenuous activity. Advantages: Capacity | Increases Loadout Limits - Light: 1 - 3 -> 1 - 4 - Heavy: 4 - 6 -> 5 - 7 Strong | +1PLUS to relevant checks. |
Trauma Shielding Subdermal plating that reduces the impact of hits. | Advantages: Subdermal Plating | +1 Armour. Reactive Shielding | Reduces Consequences from Falls, Blasts, Crashes, and Blunt impacts by one level. - Bane -> Major Consequence -> Minor Consequence -> No Consequence |
Viper Sting A concealed drug-delivery system. | Enables: Inject Drug. - When used, declare any drug and resolve its effects. You don’t need to have purchased the drug beforehand. Advantages: Concealed | Hidden within the body (finger, tongue, etc.). Doesn’t show on scans or physical searches. Subtle | The target feels nothing. Add +2PLUS to relevant Subterfuge checks to make contact. |
Vocal Synthesizer Mimic Voices and accents. | Advantages: Mimicry | Mimic voices and accents that have previously been recorded for at least 5 minutes. Foley | Mimic previously recorded sounds. |
Common Augs | Features |
---|---|
Adaptive Rebreather Breath without oxygen. Filter Toxins. Detect Radiation. | Enables: Survive without oxygen, filter toxins, detect radiation. Uses: Infinite Duration |
Auditory Enhancer Boosts quiet or distant sounds. Can also be used to block out unwanted or overly-loud noise. | Advantages: Sensitive Hearing | +1PLUS to relevant Awareness Checks Smart EQ | Blocks potentially harmful frequencies. |
Augmented Optics Advanced prosthetic eye replacement wired directly to the optic nerves. Provides greatly enhanced clarity and range of vision. | Enables: Installation of advanced Optics Mods. Advantages: 20/5 Vision | +1PLUS to relevant Awareness Checks |
Auto-Translation Translates all common, modern languages in real-time. | Enables: Real-Time Auto-Translation Disadvantages: Does not automatically enable you to speak the language in reply. |
Electrodermal Implants Allows the user to alter their temperature at will. Allows survival in extreme heat or cold. | Advantages: Mask Signature | Control body temperature, obscuring the user from thermal imaging. Endure Temperature | Endure temperatures between 50°C and -50°C for up to 12 hours. |
Integrated Comms Allows the user to transmit and receive wireless transmissions from an implanted chip, via Radio, Satellite, or DFC. | Enables: Insecure Comms up to 150km. Secure up to 200m. Advantages: Bone-Conduction | Can only be heard by the user. Concealed | Hidden beneath the skin, and shielded from scans |
Limb Mod / Retractable Gear Retracting blade, spikes, shield, gun, tool etc, that extend from ports built into prosthetic limbs. | Enables: Attach gear to body. Advantages: Integrated | Gear attached this way takes up 0 Gear Slots. Disadvantages: Welded | Switching attachments takes time and is difficult to do alone. Can be purchased once per-limb. |
Subdermal Compartment A covert compartment, camouflaged with false skin. | Advantages: Concealed | Conceals a single slot item, or two half-slot items from digital scans. Skin-Match | Adds +1PLUS to checks to avoid discovery during physical searches. |
Uncommon Augs | Features |
---|---|
AI Assistant A highly customisable AI Assistant to help with daily tasks. Upgrades provide additional knowledge-bases. | Enables: Request Assistance, answers based on installed Knowledge Banks. Knowledge Banks act as Knowledge Expertise. Advantages: Local Information | Provides public information about Mars and Wuhai. Anything available on the public NET. Admin Tasks | Assists with administrative tasks and calculations. +1PLUS to any relevant check. Uses: Capacity for three “Knowledge Banks” at any one time. |
Hand Mod / TESLA An electro-shock device built into the palm or fingertips. | Advantages: Shocking Touch | Roll a check to make contact. On a Major Success: The target is subdued and convulsing. On a Minor or Hollow Success: The target gains the “Shocked” condition. Uses: Once per Scene. |
Identity Scrambler Obfuscates the user from surveillance systems with glitches and garbage data. | Advantages: Scramble Appearance | When viewed by digital surveillance, the user is obscured by glitches and junk data. Blocking attempts to identify them visually. |
Leg Mod / Impact Dampener Reduces the sound of footfalls. | Advantages: Sound Dampening | Nullifies all sound made by footsteps. Impact Dampening | Softens the noise and impact of falls up to 10m. |
Limb Mod / Olympus Climbing SystemRetractable climbing gear for hand and foot augs. Enables the user to cling to and move across sheer surfaces. | Enables: Climb sheer surface without rope/handholds. |
Microfibral Muscle Allows the user to lift/throw/carry heavy objects, and perform these tasks for a long time. Greatly reduces muscle strain over time. | Enables: Endure prolonged strenuous activity. Advantages: Capacity | Increases Loadout Limits - Light: 1 - 3 -> 1 - 4 - Heavy: 4 - 6 -> 5 - 7 Strong | +1PLUS to relevant checks. |
Trauma Shielding Subdermal plating that reduces the impact of hits. | Advantages: Subdermal Plating | +1 Armour. Reactive Shielding | Reduces Consequences from Falls, Blasts, Crashes, and Blunt impacts by one level. - Bane -> Major Consequence -> Minor Consequence -> No Consequence |
Viper Sting A concealed drug-delivery system. | Enables: Inject Drug. - When used, declare any drug and resolve its effects. You don’t need to have purchased the drug beforehand. Advantages: Concealed | Hidden within the body (finger, tongue, etc.). Doesn’t show on scans or physical searches. Subtle | The target feels nothing. Add +2PLUS to relevant Subterfuge checks to make contact. |
Vocal Synthesizer Mimic Voices and accents. | Advantages: Mimicry | Mimic voices and accents that have previously been recorded for at least 5 minutes. Foley | Mimic previously recorded sounds. |
Heavily Augmented Characters
For characters who’s background involves having a lot of Augmentations, discuss with the GM how to reconcile this discrepancy with the limited starting options.
For example:
- A former-corp agent may have been provided with expensive Augs, but they have since been remotely shut down by the company.
- A thug, wired up with chop-shop Augs would likely struggle with the ongoing maintenance required, leaving them to rust and fall into disrepair.
Un-Augmented Characters
For characters who prefer to remain pure and untainted by Augmentation, add two Mods to your chosen Starting Items/Weapon/Armour/Vehicle. Keeping up with the augmented competition wasn’t cheap.
Form Connections
Player Connections
Pick another player, and work together to add a detail about how you know each other.
Make something up, pick, or roll on the table below.
Write an Expertise, gained or honed in some way by that connection.
You can have as many narrative connections to other players as you want, but you only gain an Expertise for one of them.
Connection
1_ON_D20 | Had each other’s backs in a brutal fight | 11_ON_D20 | Family, by blood or by circumstance |
2_ON_D20 | Were both double-crossed on the same job | 12_ON_D20 | Shared a cell |
3_ON_D20 | One of you helped the other to get clean | 13_ON_D20 | Lab rats in the same facility |
4_ON_D20 | They came through for you at a bad time | 14_ON_D20 | Someone close to you both, died in front of you |
5_ON_D20 | Both outsiders | 15_ON_D20 | Former rival, turned close ally |
6_ON_D20 | Dated once, broke it off clean, but still close | 16_ON_D20 | They’re your former boss |
7_ON_D20 | Childhood friends | 17_ON_D20 | They stuck around after everyone else bailed |
8_ON_D20 | They’re the only one who knows your real name | 18_ON_D20 | You know each other’s terrible secret |
9_ON_D20 | Have an unspoken loyalty | 19_ON_D20 | Saved their life on a job gone bad |
10_ON_D20 | Worked for the same crew, the rest are dead, but you two survived | 20_ON_D20 | You pulled a lot of all-nighters together |
NPC Connections
Contacts
You start play knowing one close Contact.
If you can’t think of anything, or want to get to the action quicker, leave this, and invent them at a convenient moment during play.
Give them a name, an occupation, as well as a detail about how you know them.
Make something up, or roll on the table below.
1_ON_D12 | A family member with a local business | 7_ON_D12 | A smuggler operating out of Heng Fa or Seaboard B-8 |
2_ON_D12 | The trusted Chopdoc who installed your Augs | 8_ON_D12 | A radical politician with a reasonable following |
3_ON_D12 | A Fixer who trusts you | 9_ON_D12 | A journalist for an underground publication |
4_ON_D12 | A bartender or club owner | 10_ON_D12 | A mechanic with a modest garage |
5_ON_D12 | A low-to-mid ranking corporate insider | 11_ON_D12 | A retired mercenary |
6_ON_D12 | A low-to-mid ranking member of a gang | 12_ON_D12 | A jaded Cerberus beat-cop |
Rival
You also have a Rival, someone you may have wronged who hates your guts.
If you can’t think of anything, or want to get to the action quicker, leave this, and invent them at a convenient moment during play.
Give them a name, an occupation, and a detail about why they hate you.
Make something up, or roll on the table below.
1_ON_D12 | An enforcer from a Syndicate or Gang | 7_ON_D12 | The head of a notorious group of corrupt Cerberus enforcers. |
2_ON_D12 | A Chopdoc, with a kill-switch linked to your Augs | 8_ON_D12 | A dangerous loan-shark who you owe money to |
3_ON_D12 | A Corrupt Politician | 9_ON_D12 | An enforcer from a corporation, or subsidiary you used to work for |
4_ON_D12 | Someone you worked with before, who believes you betrayed them | 10_ON_D12 | A mysterious blackmailer, who knows too much |
5_ON_D12 | A hacker, with a backdoor into your augs | 11_ON_D12 | A former mentor, who sees you as an investment |
6_ON_D12 | A fixer with a dangerous reputation | 12_ON_D12 | The head of a human trafficking ring |
If it makes sense, you may also be in Debt to your rival.
Roll 3d6×₩1,000. This could be cold hard cash, or favours equivalent to it.
Define a Drive
Determine a Drive or Motivation for your character.
What are you fighting for?
This could be a personal aspiration, a pressing obligation, or an impending threat.
- If you can’t decide right now, no worries!
- One will probably develop during play, when it does, talk about it, then write it down.
Choose, make one up, or roll 1d20 on the following table.
Then add your own details to flesh it out, and make it more specific.
1_ON_D20 | You want to help a friend or family escape trouble | 11_ON_D20 | You want to realize a dream |
2_ON_D20 | You want to be in charge | 12_ON_D20 | You did something bad, you’d do anything for forgiveness |
3_ON_D20 | You’re being blackmailed, you need to deal with it | 13_ON_D20 | You want to indulge in rare and/or expensive pleasures |
4_ON_D20 | You’re being pursued by a group or individual | 14_ON_D20 | You need to escape your current life |
5_ON_D20 | You want to live a luxurious life | 15_ON_D20 | You need to carry on a legacy |
6_ON_D20 | You want the admiration and respect of group or person | 16_ON_D20 | You want to be free. |
7_ON_D20 | You’re a desperate addict, all you want is your next fix | 17_ON_D20 | You have a debt to pay, and you intend to pay it |
8_ON_D20 | You lost something precious, you’re desperate to get it back | 18_ON_D20 | You want to take revenge on a mortal enemy |
9_ON_D20 | Your past is a black hole, you need to know the truth | 19_ON_D20 | You want to burn this city down |
10_ON_D20 | You have a personal vendetta against a particular corp or gang | 20_ON_D20 | You want to pursue justice for yourself, or someone else |
If you are stuck for ideas, you can use this list for inspiration.
This can (and likely will) change over time, or once you start playing and your character’s situation changes, which is fine. Its main function is to let the GM know your Character’s ambitions so they can work it into scenarios.
Finishing Touches
Fleshing Out
Discuss these. If you have a cool idea already, great! Write it down!
If not, no worries, there’s no need to solidify these details now.
All of the following can be decided during play. Declare details when the situation calls for it.
What do you look like? What do you act like?
This can be a broad description, a general vibe of your look, behaviour and fashion choices.
Play to your Aspects and Flaws.
- What is the first thing people notice about you before you speak?
- Do you have a particular signature item of clothing, colour, or pattern?
- Do you have any openly visible scars, piercings or tattoos?
- Do you have a particular affectation, bad habit, or tic?
- Do you look to stand out, or blend in?
How did you end up in Wuhai? Establish a general idea for how and why your Character is in Wuhai.
These details help establish your character’s implied knowledge and insight about Wuhai and beyond, and the kind of groups they may have run into before.
Play to your Connections, Drive and your Aspects.
- Where were you born?
Are they a Wuhai local? Are they a Migrant from another martian city? Are they a nomad from the Expanse? - You could have been one of many unlucky souls sealed in a corporate Cryo Vault since The Exodus, recently woken up, with only hazy memories of Earth.
- Have they been here long?
- Do you have a favourite hang-out spot?
Make one up and work with the GM to place it somewhere in the city. - Where do they live? Do they have family here?
- Wuhai is hugely multi-cultural. What languages do they speak?