PbTA - Runners in The Shadows (Forged in The Dark)
PbTA - Runners in The Shadows (Forged in The Dark)
PbTA - Runners in The Shadows (Forged in The Dark)
998
Runners in the Shadows
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark
Logo is © One Seven Design, and is used with permission. More information: https://
bladesinthedark.com/licensing.
CREDITS
Mark Cleveland Massengale
Design, Writing, Layout, etc.
Additional Material by
Hieron_II, Jason Turgeon, & Scraigon Earhart-Stokes
Editing by
Matthew Peterson, Paul Peterson, & Jacob Garcia
THANKS
The original runners, AKA Toxic: Jaime Bauer (as Jax), Coty Beck (as Shark),
& “Natelby” (as Totes). Circa: December 2015.
Various playtesters including: Jaime Bauer, Evan Flance, Tom Delorenzi,
Goran Tomic, Genevieve Audet, Eric Melson, eskur, mib, & Jexams.
ACKNOWLEDGEMENTS
A few game designs (besides Blades in the Dark) influenced Runners in the Shadows in
various ways. This game would not exist without the contributions of their authors to
my favorite genres of tabletop games: fantasy, post-apocalypse, and cyberpunk.
Sixth World, by Chris Clouser & Tanner Yea—which I worked on hacking for a long time.
IN LOVING MEMORY OF
Jaime Bauer (April 13, 1977 - July 26, 2020)
..a close friend of mine whose runner Jax is featured within,
but who passed before she could get her printed copy
C O N TE N T S
THE BASICS 7 THE CHARACTERS 49
THE GAME 7 CHARACTER CREATION 50
The Setting . . . . . . . . . . . . . . . . . . . . . .7 Permutations . . . . . . . . . . . . . . . . . . . 59
The Players . . . . . . . . . . . . . . . . . . . . . .8 Character Creation Summary . . . . . . . . . . 60
The Characters. . . . . . . . . . . . . . . . . . . .8 Actions . . . . . . . . . . . . . . . . . . . . . . . 62
The Crew . . . . . . . . . . . . . . . . . . . . . . .9 STANDARD ITEMS 64
The Game Master . . . . . . . . . . . . . . . . . 10 PLAYBOOKS
Playing a Session . . . . . . . . . . . . . . . . . 10 FACE 65
Before You Start . . . . . . . . . . . . . . . . . . 11 HACKER 69
Touchstones . . . . . . . . . . . . . . . . . . . . 11
MUSCLE 73
THE CORE SYSTEM 12
PUNK 77
The Conversation . . . . . . . . . . . . . . . . . 12
RIGGER 81
Judgment Calls . . . . . . . . . . . . . . . . . . . 12
SNAKE 85
Rolling the Dice . . . . . . . . . . . . . . . . . . 13
Types of Rolls . . . . . . . . . . . . . . . . . . . 13 TRIGGER 89
The Game Structure . . . . . . . . . . . . . . . 14 SUPERNATURAL PLAYBOOKS
Blades Player Primer . . . . . . . . . . . . . . . 15 ADEPT 93
SR Player Primer . . . . . . . . . . . . . . . . . 15 MAGE 97
ACTIONS 16 Assense . . . . . . . . . . . . . . . . . . . . . . . 99
Progress Clocks . . . . . . . . . . . . . . . . . . 18 TECHNO 103
Attribute Ratings . . . . . . . . . . . . . . . . . 20 Attune . . . . . . . . . . . . . . . . . . . . . . . 105
EDGE & TRAUMA 21
EFFECT 23 THE CREW 109
THE DRAGON’S DEAL 27 CREW CREATION 110
UNDERSTANDING POSITION & EFFECT 28 Crew Upgrades . . . . . . . . . . . . . . . . . 114
CONSEQUENCES & HARM 30 Cohorts . . . . . . . . . . . . . . . . . . . . . . 118
RESISTANCE & ARMOR 32 Cohort Harm & Healing . . . . . . . . . . . . 119
Death . . . . . . . . . . . . . . . . . . . . . . . . 33 Crew Creation Summary. . . . . . . . . . . . 120
FORTUNE ROLL 34 CREW PLAYBOOKS
GATHER INFORMATION 36 ASSASSINS 121
PC VS PC 38 COURIERS 125
NUYEN & STASH 39 CULT 129
THE FACTION GAME 42 MERCS 133
Tier . . . . . . . . . . . . . . . . . . . . . . . . . 42 RADICALS 137
Hold . . . . . . . . . . . . . . . . . . . . . . . . . 42 SHADOWS 141
Development . . . . . . . . . . . . . . . . . . . . 42
Fixers . . . . . . . . . . . . . . . . . . . . . . . . 43 THE RUN 145
Faction Status . . . . . . . . . . . . . . . . . . . 44 PLANNING & ENGAGEMENT 146
Claims . . . . . . . . . . . . . . . . . . . . . . . . 44 The Detail. . . . . . . . . . . . . . . . . . . . . 146
ADVANCEMENT 46 Item Loadout . . . . . . . . . . . . . . . . . . 146
PC Advancement . . . . . . . . . . . . . . . . . 46 Engagement Roll . . . . . . . . . . . . . . . . 147
Crew Advancement . . . . . . . . . . . . . . . . 47 Linked Plans . . . . . . . . . . . . . . . . . . . 150
Advancement Limits . . . . . . . . . . . . . . . 47 Flashbacks . . . . . . . . . . . . . . . . . . . . 151
Changing Playbooks or Crew Type 48 Flashback examples . . . . . . . . . . . . . . 152
Giving up on a Run . . . . . . . . . . . . . . . 152
TEAMWORK 154
MEDSLED EXTRACTIONS 156
EXAMPLE RUN 158
DOWNTIME 167 FUTURISM 239
PAYOFF 168 THE WIRELESS WORLD 240
HEAT 169 Being Online & Networking . . . . . . . . . . 241
Reconditioning . . . . . . . . . . . . . . . . . 170 Cybercrime . . . . . . . . . . . . . . . . . . . . 245
ENTANGLEMENTS 171 Constructs . . . . . . . . . . . . . . . . . . . . 249
DOWNTIME ACTIVITIES 174 DRONES 252
VICE 178 CRAFTING 254
Sharpening your Edge . . . . . . . . . . . . . 178 Sample Gadgets . . . . . . . . . . . . . . . . . 259
Indulging Your Vice . . . . . . . . . . . . . . . 178 Sample Special Plans . . . . . . . . . . . . . . 261
DOWNTIME ACTIVITIES IN PLAY 179 IMPLANTS 262
NPC & Faction Downtime . . . . . . . . . . . 180 Undergoing Surgery . . . . . . . . . . . . . . 262
Downtime Activities Summary 181 Implant Locations & Specifications 264
Detailing an Implant . . . . . . . . . . . . . . 266
HOW TO PLAY 183 Symptoms of Lost Essence . . . . . . . . . . 268
FICTION-FIRST GAMING 183 SHELL CHARACTERS 269
Triggering the Action Roll . . . . . . . . . . . 186 CYBERMANCY 270
Why We Do This . . . . . . . . . . . . . . . . . 187 SHELL 271
How to Choose an Action . . . . . . . . . . . 188
The Purpose of Dangers & Edge 188 STRANGE FORCES 273
There’s Always a Consequence 189 THE SUPERNATURAL WORLD 274
Rules Mastery will Take Time . . . . . . . . . 189 Occult Task Force . . . . . . . . . . . . . . . . 274
Setting Precedents . . . . . . . . . . . . . . . 190 Spirits & Gremlins . . . . . . . . . . . . . . . 275
Abstraction vs. Details . . . . . . . . . . . . . 190 The Supernatural Playbooks . . . . . . . . . 276
ACTIONS IN PLAY The Metaplanes . . . . . . . . . . . . . . . . . 277
Command . . . . . . . . . . . . . . . . . . . . 192 Strange Evidence . . . . . . . . . . . . . . . . 278
Consort . . . . . . . . . . . . . . . . . . . . . . 193 Metaplanar Horrors . . . . . . . . . . . . . . 278
Engineer . . . . . . . . . . . . . . . . . . . . . 194 Dragons . . . . . . . . . . . . . . . . . . . . . . 279
Fight . . . . . . . . . . . . . . . . . . . . . . . . 195 The Infected . . . . . . . . . . . . . . . . . . . 281
Finesse . . . . . . . . . . . . . . . . . . . . . . 196 Free Spirit Characters . . . . . . . . . . . . . 282
Influence . . . . . . . . . . . . . . . . . . . . . 197 INFECTED 283
Interface . . . . . . . . . . . . . . . . . . . . . 198 FREE SPIRIT 285
Prowl . . . . . . . . . . . . . . . . . . . . . . . 199 SUPERNATURAL CRITTERS 288
Stalk . . . . . . . . . . . . . . . . . . . . . . . . 200 SECRET ARTS OF SUMMONING 288
Study . . . . . . . . . . . . . . . . . . . . . . . 201 Conjuring . . . . . . . . . . . . . . . . . . . . . 289
Survey. . . . . . . . . . . . . . . . . . . . . . . 202 Compiling . . . . . . . . . . . . . . . . . . . . 290
Wreck . . . . . . . . . . . . . . . . . . . . . . . 203 Random Horrors . . . . . . . . . . . . . . . . 291
Binding Ceremonies . . . . . . . . . . . . . . 292
RUNNING THE GAME 205 Supernatural Limits . . . . . . . . . . . . . . 292
GM GOALS 205 Essence Contracts . . . . . . . . . . . . . . . . 293
DESCRIBING THE SETTING 206 POWER SITES 294
GM ACTIONS 207 Lodges . . . . . . . . . . . . . . . . . . . . . . 294
GM PRINCIPLES 212 SORCERY & THREADING 296
GM BAD HABITS 213 REAGENTS 302
STARTING THE GAME 218 SUPERNATURAL CRAFTING 303
WAR IN ST ANDREW PARISH 224 Sample Supernatural Formulas 304
DEEPER IN THE SHADOWS 228
MAGNITUDE 236
RANDOM RUN GENERATOR 238
KINGSTON 307
THE HEART OF THE CARIBBEAN 307
A Brief History of Two Lost Cities 308
Cultures . . . . . . . . . . . . . . . . . . . . . . 310
Languages . . . . . . . . . . . . . . . . . . . . 310
Banking & Comms . . . . . . . . . . . . . . . 310
Guardians & Mythical Cities . . . . . . . . . . 311
Crime & Punishment . . . . . . . . . . . . . . 312
Long Distance Travel . . . . . . . . . . . . . . 314
The Haunted City . . . . . . . . . . . . . . . . 320
Rays & Lines of Power . . . . . . . . . . . . . 321
Factions . . . . . . . . . . . . . . . . . . . . . . 323
Kingston: Vice Purveyors . . . . . . . . . . . 328
ZETA LAB 329
INDEX 375
CHAPTER 1
THE BASICS
7
1
mafia. The city’s unique location in the bring their PC to life as an interesting,
Caribbean, situated near the fabled island daring runner who reaches boldly
of Aztlan in the middle of the Caribbean beyond their current safety and means.
Sea, makes it a coveted epicenter of trade, This is the players’ core responsibility:
intrigue, and corporate influence. Its they engage with the premise of the game,
citizens struggle to deal with its newfound seeking out interesting opportunities
independence from European rule, and for crime in the cities—taking big risks
the growing number of businessmen against powerful foes and sending their
from “across the pond” who are leeching characters into danger.
the wealth of paydata present.
The players work together with the Game
The point of all this is to create a pressure- Master (GM) to establish the tone and
cooker environment for our criminal style of the game by making judgment
escapades, with a built-in release valve calls about the mechanics, dice, and
of the nearby ocean and proximity consequences of actions. The players
to Aztlan. Getting in the water is like take responsibility as co-authors of the
entering the old monster-infested seas game with the GM.
of yore. Staying inside is hell on wheels.
However, operating in a city outside
your established area of influence is THE CHARACTERS
like a “reset button” for the reputations
of a crew of runners—until you create The characters attempt to develop their
a syndicate of your own, it’s impractical crew from a hastily assembled group of
to “lay low outside the city and wait for poor independent runners to a serious
the heat to die down” after you pull off criminal syndicate. They do this by taking
a run (if you do that, you probably lose runs from clients, planning their own
your reputation along with the heat). devious operations, making alliances,
Everything the players choose to do has destroying their enemies, and trying to
consequences for their characters and stay one step ahead of the authorities.
shifts the balance of power around in the
city—driving the action for a sandbox
style of roleplaying game. For a full guide
to Kingston, see page 307.
Alternate city guides for the Enclave of
Seattle and Hong Kong Island are also
available in the Extra Materials folder,
linked from the main itch.io page.
8
1
PLAYBOOKS
◆ Adepts are practitioners of a mystical
There are several character types art.
to choose from, each representing a
different style of runner: ◆ Mages are people with astral senses
awakened to magic.
◆ Technos are people with emergent
◆ Faces are well-connected negotiators senses attuned to signals.
and bold planners. Play this to be the
first impression for the crew.
◆ Hackers are meticulous informants If you choose any of the above playbooks
The Game
in character creation, you must also choose
and datathieves. Play this to twist
a way/method and drawback—consider
cyberspace to your advantage.
choosing details during the process which
◆ The Muscle is a formidable combatant explain your source of power as well.
and enforcer. Play this to be the toughest
and always get what you want.
◆ Punks are vandals and escape artists. THE CREW
Play this to create mayhem and get
In addition to creating runner characters,
away with it.
you’ll also create the crew by choosing
◆ Riggers are crafty technicians and which type of criminal enterprise you’re
pilots. Play this if you want to be crafty interested in exploring. The crew gets its
and focused while controlling devices own “character sheet,” just like a player
remotely. character.
◆ Snakes are master manipulators and
double agents. Play this to be a cunning
liar and spy on the opposition. ◆ Assassins are killers for hire.
◆ Triggers are deadly sharpshooters ◆ Couriers transport contraband.
and trackers. Play this to always hit ◆ A Cult serves a supernatural
your mark. tradition that is forbidden or reviled.
◆ Mercs is short for mercenaries;
hired thugs and extortionists.
You can mix and match, or play a crew
that is all of one type. It’s up to you.
◆ Radicals are extremists and
revolutionaries.
There are also three supernatural ◆ Shadows are burglars, thieves, and
playbooks—they are completely spies—perhaps the quintessential set
optional, and if your table agrees they of runners.
are available then each character can
take one of these:
The crew type isn’t restrictive (you can
pursue a variety of activities); it’s there
to help focus gameplay. Neither typical,
nor detailed within, are Dealers—they
sell illegal product (for that, just use
the Hawkers playbook in Blades in the
Dark—it’s an easy port).
9
1
The GM helps organize the conversation After a dozen sessions or so, you might
of the game so it’s pointed toward the decide to have a break in the flow of the
interesting elements of play. The GM story and start up a “season two” series—
isn’t in charge of the story and doesn’t possibly with a slightly different cast of
have to plan events ahead of time. They characters and a new starting situation.
present interesting opportunities to the
Along the way you may begin to notice
players, then follow the chain of action
the game is predicated on a balanced
and consequences wherever they lead.
blend of escapism and realism—designed
For more, see GM Goals & Principles, to provide a relaxing space where you
page 205. can each appreciate and confront issues
present in the real world, without being
subject to its many burdens (or reprisal
PLAYING A SESSION from our fellow humans who live in this
world with us). Think of your Runners
So, what’s it like to play? A session of gaming group as your safehouse, so to
Runners in the Shadows is like an episode speak: a place to discuss and confront
of a TV show. There are one or two main these dark reflections about ourselves
events, plus maybe some side-story and the world we live in. Where we can
elements, which all fit into an ongoing say something about a life of criminality
series. A session of play can last anywhere and vice, and the “rewards” and pitfalls
from two to six hours, depending on the of hypocrisy, anger, and greed. This is
preferences of the group. the point of the game
10
1
The Game
Ghost in the Shell, by M. Shirow. Blade
You might be the only person in the game Runner, by Ridley Scott. The Matrix, by the
group that’s read the book—that’s fine, too, Wachowskis. Fifth Element, by Luc Besson.
but then it’s on you to convey everything to Elysium, by Neill Blomkamp. Bright, by David
the other players, so that’s a job you’re taking Ayer. Preacher by Sam Catlin. Daywalkers
on. You can send everyone the link to the by the Spearigs. Minority Report, by Steven
Runners Sheets PDF if players want to look Spielberg. Dredd, by Pete Traviss. Existenz,
at it ahead of time. by David Kronenberg. Strange Days, by
Kathryn Bigelow. Altered Carbon, by John
What the other players will need to do, though, Lenic, et. al. Ocean’s Eleven, and other works
is buy into the idea of the game. Tell them it’s (Ocean’s Twelve, etc.) by Steven Soderbergh.
a game about daring scoundrels in a haunted The Italian Job, by Troy Kennedy Martin and
city in a near-future, fantasy version of Earth. Peter Collinson.
Mention a few touchstones that they’re
familiar with (see the list on right). “It’s kind Video Games: Shadowrun, by Beam Software/
of like Ocean’s Eleven meets Blade Runner but Data East (and the one by BlueSky Software!).
there’s ghosts and ninjas.” If their eyes don’t Deus Ex, by Ion Storm. Syndicate, by Bullfrog
light up at the idea of making a character, Studios.
maybe this game isn’t going to click with them.
That’s fine. You can always play a different
game with that person some other time. You WHAT YOU NEED TO PLAY
want to have full buy-in from your players.
◆ Players: two to ◆ Keep this book
If you’re the GM, definitely read through four. Plus one handy for reference.
the Starting Situation a couple times (page Game Master.
224) and get a good handle on the important ◆ Some blank paper
factions involved, what they want, who runs ◆ A handful of six- and index cards
them. Or, feel free to make up your own
sided dice. At least for notes and
starting situation—just enough to throw the
group into an interesting circumstance right six to be safe. sketches. Pencils
out of the gate. You don’t want everyone and ink pens.
sitting there, excited to play, and then say, ◆ Printed copies
“So... what do you want to do first?” The of the character ◆ Beverages and
starting situation keeps the momentum high playbooks, crew snacks are nice.
at the beginning. sheets, & reference It’s a social event,
sheets + maps. after all.
Those who’ve played Blades or SR before,
check out the rules primers written for you
at the end of this section on page 15.
◆ Tokens (coins, beads, etc; optional)—
for tracking remaining edge. Ten per
For more, see Starting the Game, page 218. player should be enough (the max is 12).
11
1
The players determine the actions of their be interfaced through hacking programs
characters in response to the situation. The to open it more discreetly? The players
GM and the players together judge how the have final say
game systems are engaged. The outcomes
of the mechanics then change the situation, ◆ Which events in the story match the
leading into a new phase of the conversation— karma triggers for character and crew
new situations, new actions, new judgments, advancement? Did you express your
new rolls—creating an ongoing fiction and character’s beliefs, drives, heritage, or
building “the story” of the game, organically, background? You tell us. The players
from a series of discrete moments. have final say
No one is in charge of the story. The THE GM SAYS..
story is what happens as a result of the
situation presented by the GM, the actions ◆ How dangerous and how effective is a
the characters take, the outcomes of the given action in this circumstance? How
mechanics, and the consequences that result. risky is this? Would prowling past this
The story emerges from the unpredictable sentry do a little or a lot? The GM has
collision of all of these elements. You play to final say
find out what the story will be.
◆ Which consequences are inflicted to
manifest the dangers in this circumstance?
JUDGMENT CALLS What’s the worst that could happen if
they fail? Do the agents merely become
Playing Runners in the Shadows is a joint suspicious or do they already have you
exercise—a collaborative, expressive trapped? The GM has final say
act—not a purely strategic endeavor. For
a game of roleplaying, you’ll need to make
◆ Does this situation call for a dice roll,
and which type (see next page)? Is your
judgment calls. That is, to determine
runner in position to make an action roll
when to incorporate game mechanics and
or must they first make a resistance roll to
to what degree, as well as to say what’s
gain the initiative? The GM has final say
true for that game of Runners. By making
these choices, the game group together The particular choices you make will
establishes a style, tone, and form of create your own unique form of Runners
fiction unique to their instance of play. in the Shadows. You’ll say something about
Blades in the Dark is designed to bring the world and the characters, about crime
these judgment calls to the forefront and fiction, and about what might await the
make them explicit tools of the game. inhabitants of Earth in the near-future.
And Runners is no different. What will you say? There’s only one way
to find out.
12
1
13
1
During the run, the PCs engage the target—they make rolls, overcome obstacles, call for
flashbacks, and complete the operation (successfully or not). When the run is finished,
the game shifts into the downtime phase.
During the downtime phase, the GM engages the systems for payoff, heat, and
entanglements, to determine all the fallout from the run. Then the PCs each get their
downtime activities, such as indulging their vice to clear edge or working on a long-
term project. See page 174 for details on downtime. When all the downtime activities
are complete, the game returns to free play and the cycle starts over again.
The phases are a conceptual model to
help you organize the game. They’re
not meant to be rigid structures that
restrict your options (this is why
they’re presented as amorphous blobs
of ink thrown on a printed circuit
board). Think of the phases as a menu
of options to fit whatever it is you’re
trying to accomplish in play. Each
phase suits a different goal.
During free play, the game is very fluid—
you can easily skim past several events in
a quick montage; characters can disperse
in time and space, doing various things as
they please. When you shift into the run
phase, everyone leans forward and knows
that it’s time to focus and get the job done.
The camera zooms down into the action,
obstacle to obstacle, as each challenge is
faced. The players use flashbacks to elide
time and establish previously unseen
preparations. Then when the run is over
and you shift to downtime, the pressure’s
off. The PCs are safe and can enjoy a
brief respite from danger to recover and
regroup before they jump back into the
cycle of play again.
14
1
SR PLAYER PRIMER
This game is traditional, with so-called “modern” sensibility—so most
players will be comfortable with the broader points of play. However,
there are a few things you’ll find very different from the games you’ve
been playing:
◆ The conversation is the arbiter of all that is uncertain. The GM knows ..details in the
the right mechanic to use based on the fiction discussed, not the other remainder of
way around. And whatever your group says is true—is true! If no one
this section.
disagrees, the GM narrates the impact, maybe updates the sheets, and lets
that carry things forward to the next interesting situation. You only roll
dice when you take a chance and it’s worthwhile to roll. Otherwise the GM
decides (or rolls) and we move on.
◆ You don’t roll as many dice because you only need to roll a single 6 to
succeed. A 5 simply won’t do (a 4 or 5 is enough to succeed with consequences
though). You don’t reroll 6s and you don’t need to count all the 6s up;
instead, all additional 6s rolled count together as a single critical.
◆ You can only “pre-edge“ here (called pushing yourself)—and rather Edge &
than “post-edge” when things go wrong you can always declare resistance.
Trauma, page
Resistance is always helpful too—but at what cost? You will roll to find out
21
how much edge you lost to reduce or avoid the consequence in question:
which can be up to 5 edge (and no: there are no “take backs” on this roll).
◆ You effectively “rent” things by taking actions to get them, or spending Nuyen &
a downtime activity to acquire them safely—you buy things by spending Stash, page
downtime or otherwise completing the fiction to get them (it might not 39
cost you a game resource such as nuyen in other words).
15
1
16
1
acTions
as a consequence on the PC.
die result. On a 6, it’s a success: they
achieve the agreed-upon effect. On a
4/5, it’s a success (some effect) with CONSEQUENCES
consequences. On a 1-3, it’s the worst: When a PC suffers an effect from enemy
it’s a failure (no effect or unintended action, or a bad situation (or roll), it’s
effect), and they suffer consequences. If called a consequence. Consequences
multiple 6s were rolled for an action, it’s a are the companion to effects. Some
critical (success, plus an extra benefit consequences follow (minor ones,
or effect). If you ever need to roll 0d or less, followed by increasingly severe ones):
roll two dice and use the lowest single
die result. The GM narrates the outcome they ready a neon bat, they hit you with it,
of the action, deciding how much effect is you’re spotted, your exit is blocked,
gained and which consequences happen. they say “shut up,” they boot you out,
they disarm you, they dissemble your gun,
A failed action roll usually just fails they start a trace, they trace you,
completely, but in some circumstances, it they’re pursuing, your vehicle is disabled,
might make sense or be more interesting ICe scans you, you’re cornered by ICe,
for the action to have some effect even on you’re burnt by fire, you’re doused in napalm
a 1-3 result.
Some consequences are special (like
Mouse Interfaces with the mysterious
harm), persisting until dealt with in
cyberspace coordinates she found hidden in
the dead hacker’s logs. The roll is a 1-3; the downtime. Serious consequences (like
worst! The GM could say that Mouse fails recurring nightmares or getting cursed)
to interface with the target, and then they might not go away until certain conditions
get system banned (serious complication are met (like filling a long-term project
and lost opportunity) essentially killing clock; see next page for details).
the idea. But it would be much more
interesting if the interfacing happened, PCs have effect on the world around them
and Mouse ends up confronted with this and they suffer consequences in return
horrific virtual entity, mind-to-”mind”— from the opposition they face. In other
right? Mouse connects with the emergent words, some consequences arise from
will of a rampant AI, yes, but the infinitely poor rolls—others are a matter of course
looping algorithm within it overwhelms for the actions taken. See the remainder
his cyberdeck and her mind. She gains
of this chapter for details on various ways
access, but only long enough to suffer
level 3 harm—and she gets a new 6-track: we track consequences and the impact
“Unloop the Dreams of Electric Sheep.” (and resources) of the player characters.
17
1
Generally, the more complex the Simple obstacles: Not every situation and
problem, the more segments in obstacle requires a clock. The GM will only
the progress clock. use clocks when a situation is complex or
layered, and you need to track something
A complex obstacle is a 4- over time—otherwise, they should resolve
or 5-segment clock. A more the outcome of an action with a single roll.
complicated obstacle is a 6- or
7-clock. A particularly daunting Examples of progress clocks follow. This is
obstacle should be an 8-clock not an exhaustive list. Use them as you see
or 10-clock (or even a series of fit!
clocks).
18
1
acTions
Smith’s apartment to steal his personal take actions and suffer consequences, the
datafiles (in which he keeps the secret GM ticks the clocks to show the waning
maps and hunting algorithms for his strength and morale of each side. When
assassin drone hit squad—worth a one side’s clock is filled, they’ve reached a
small fortune to the right buyer). The breaking point—will they flee, surrender,
GM makes a progress clock for the alert or fall into a suicidal rage?
level of Agent Smith’s security drone and
motion-sensing doorbell. She makes a
4-track because it’s a mid-size apartment,
not a mansion and grounds—only a few
“BREAKING” THE RULES
suspicious events will turn this in to a lost AND FICTION
cause. During the operation, Silver rolls to A long-term project is also a great
Prowl past the patrolling drone and rolls catch-all for dealing with any
a 4/5. She gets past, but the complication unusual goals, including things that
is a tick on the “Alert” clock. The GM fall outside the scope of the game
ticks it once to represent the threat level system or change elements of the
of a hallway sensor that setting. For example, by default in
detected movement—it’s not the game, trauma is permanent.
the attack drone though, so However, let’s say the Hacker wants
only a minor complication is to remove the Paranoid trauma
called for. alert condition on their sheet. Instead
of shooting the idea down, the GM
Later, when Mouse rolls a 1-3 on a might ask “What do you do?”
desperate action to sneak into Smith’s
bedroom, the GM fills three segments—the “I undergo rigorous therapy to work
agent’s drone is Tier IV elite and is designed through the roots of their psychosis
to spot trouble. This fills the clock! When and paranoia.” Fair enough, the GM
Mouse eases the door open, she’s set upon reasons. By giving their therapist
from behind by a whisper-quiet attack many sleepless nights due to the
drone, and Smith gets a system alert. It stressful sessions, they’re able to
will be just moments until he realizes reduce the character’s trauma. It
what’s going on, and starts secreting away will be a long and arduous process
his precious paydata! to work on a project like this, but
almost anything can be attempted
as long as the group is interested
and it seems feasible to everyone.
19
1
The rating for each When the enemy has a huge advantage,
The Basics
20
1
21
1
to take the fall for the crew’s wanted EDGE & THE MASTERFUL
level. (See Retirement, page 40, and
Usually, a player’s roll will resolve both
Reconditioning, page 170).
the action of the PC and the action of the
NPC or threat, simultaneously. Like this:
TRAUMA CONDITIONS
“The Mountain Rat points a pistol at
◆ Cold: You’re not moved by emotional your face and grips the trigger. What
appeals or social bonds. What are you
do you do?”
thinking about when you’re not moved?
◆ Haunted: You’re often lost in thought, “Fine: I crack her in the face, knocking
The Basics
reliving past horrors, seeing things. What her arm aside, then fire at her center
memories or thoughts haunts you most? mass with my shotgun.”
◆ Obsessed: You’re enthralled by one
thing: an activity, a person, an ideology. They say what their characters do, using
Why can’t you let go? the details of the situation as established
by the GM. Then the GM judges their
◆ Paranoid: You imagine danger actions and the reactions of the NPCs
everywhere; you can’t trust others. Do to determine the risks, effects, and
you feel guilty, betrayed, or something consequences, then the dice are rolled
else? (likely Fight in this case) and the outcome
◆ Reckless: You have little regard for resolves the situation into something
your own safety or best interests. Some new. Your next move—and the action roll
kind of lasting depression, or have you that results—will tell us how effective the
something to prove? NPC’s maneuver was.
◆ Soft: You’re lenient; you become
sentimental, passive, gentle. Have you However, a dangerous NPC can take the
realized a shortcoming, or is this you initiative. If the NPC is skilled, the GM
developing one? will tell you what the NPC is about to
accomplish, then ask what you do.
◆ Unstable: Your emotional state is
volatile. You can instantly rage, or fall “She corners you at the top of the
into despair, act impulsively, or freeze stairs and tries to wrestle you into the
up. What are your triggers? manacles. What do you do?”
◆ Vicious: You seek out opportunities to
hurt people, even for no good reason. Is If the NPC is a master (for example: a
this some form of blind retribution, or a fixer, agent, leader, etc.) the GM will tell
realization of darker urges? you what the NPC has already done, then
ask if you want to resist it (risking your
You can play your trauma conditions precious edge in the process).
as much or as little as you like. They
can totally transform your character’s “They’ve got all the leverage here. She
personality or have only a small impact— makes the deal without asking if you
it’s up to you. If you do play them strongly, are in or not, essentially securing her
though, allowing a trauma condition to fee upfront. Yeah? Or do you want to
complicate your character’s life, you earn resist that so you can take action here?”
karma for it when karma is awarded at
the end of the session.
22
1
effecT
susceptible and only face fear or panic Each effect level indicates the questions
from exceptionally powerful entities. that should be answered for that effect, as
well as how many segments to tick if you’re
Being possessed by a free spirit inflicts using a progress clock.
a level of trauma at the end of every
week. Once the possessed body suffers its
fourth level of trauma, it can no longer ASSESSING FACTORS
sustain its life. The possessing spirit To assess effect level, first start with your
must either ritually prepare the body for gut feeling, given this situation. Then,
permanent possession, subsume its last if needed, assess three factors that may
living essence (killing the victim with modify the effect level: potency, scale,
little other benefit), or abandon it and and quality. If the PC has an advantage
seek a new host. in a given factor, consider a higher
effect level. If they have a disadvantage,
Mind-bending horrors (such as the consider a reduced effect level.
physical manifestation of a powerful
spirit, or metaplanar invaders) and When considering factors, effect level
dragons may have additional effects might be reduced below limited, resulting
on sight (in addition to causing viewers in zero effect—or increased beyond
to freeze up or flee). You may choose to great, resulting in an extreme effect.
resist them, too, as normal. Extreme effect might accomplish two
tough challenges: not only did you snatch
“As you behold the glorious horror of their comm, but you’ve put some distance
the Event Horizon, you unfortunately between them. A critical that grants
also suffer from being frozen right added effect might take out an additional
in place as it tests you. And it’s like.. foe, get you further, reveal a valuable
you like it—because like you said you opportunity, negate a disadvantage, etc.
craved to be submerged in its power! It’s up to the GM.
So you are going to let it test you—or
do you resist and back off?” If a PC special ability gives “+1 effect,” it
comes into play after the GM has assessed
the effect level as described on the next
page. For example, if you ended up with
zero effect due to quality, the +1 effect
bonus from your Bodyguard ability
would bump you up to limited effect.
23
1
24
1
effecT
This is similar to taking down the entire
This kind of trade-off isn’t included in the
Atari-Tendo network with a single
effect factors because it’s not an element
cyberdeck. Even on a Critical, the
the GM should assess when setting the
GM says, “You manage to land a solid
effect level. Once the level is set, though,
hit on the creature’s skull, but there’s
you can always offer a risk-reward trade-
no wound and your bullet ricochets
off to the player if it makes sense in the
off its scaly hide.” In other words, zero
situation.
effect! (On a 1-3, the GM might say,
“The creature swats your pistols aside, “I lay down multiple bursts of gunfire,
clutches you in its ferocious grip, and Wrecking the area so they have to drop
plucks your head off your shoulders back into cover, then I’ll smash through
like a grape.” Seriously. Don’t mess the backdoor and make my getaway.
with dragons.)
“Great idea. But I don’t think you can
But this situation isn’t entirely pin them all down with a single burst.
hopeless. There must be some way to Scale is a factor here. So your effect
battle a dragon. This is where effect will be limited. I’d say you can get
factors can help make sense of the maybe.. half of them to back off in one
situation. If the dragon is dominant in action, not all of them. And you’ll need
quality, scale, and potency, then the PCs to do something else to pin down the
can try to understand the factors, and other half to finish it (and give you a
take actions to address them. What’s chance to escape from the remaining
the dragon vulnerable to? They can use bodyguards).
that to remove its potency (and seize
that advantage for themselves). What “I didn’t realize they kept that much
scale is it? They need to bring more security. Hmmm. Okay, what if I just go
runners. Etc. full-auto with both my SMGs. Can I get
them all to back down at once if I make
Effect factors are a way to codify the a desperate roll?”
situation into a few key factors so it’s
easier to talk about what needs to change “Yea, that would do it! And you’d earn
in order to have the desired effect. some action karma too—but if you
screw this up, we both know you’re
going to get shot up by Rosetta’s
goons..”
25
1
26
1
27
1
28
1
29
1
situation. The GM determines the immediacy reinforcements surround and trap you, the
of consequences, room catches fire and falling ceiling beams
and the number Reduced Effect block the door, the gun is broken and no
thereof following longer available until serviced, the crew
Complication
from the fiction suffers +2 heat from passing witnesses, your
and the style and Lost Opportunity target escapes out of sight, the black ICe
tone established has jacked your connection, etc. A serious
Harm complication fills three ticks on a clock for a
by the game group.
more complex problem (see above).
30
1
31
1
will tell you if the consequence is reduced the “System alert” clock, she’d only mark
in severity or if you avoid it entirely. two (or maybe one) if you resisted the
Then, you’ll make a resistance roll to see complication.
how much edge your character marks as You may only roll against a given
a result of their resistance. consequence once
You make the roll using one of your The GM also has the option to rule that
character’s attributes (Intuition, Body, your character completely avoids the
or Willpower). The GM chooses the consequence. For instance, maybe you’re
most appropriate attribute, based on the in a shootout and the consequence is
nature of the specific consequence: getting pinned down. When you resist, the
GM says that you avoid that consequence
◆ Intuition: Consequences from completely: you are not pinned down.
deception or surprise.
◆ Body: Consequences from physical By adjusting which consequences are
strain or injury. reduced vs which are avoided, the
GM establishes the overall tone of
◆ Willpower: Consequences from your game For a more daring or “pink
mental strain or resolve. mohawk” game, most consequences
will be avoided. For a grittier or “black
Your character loses 6 edge when they
trenchcoat” game, most consequences
resist, minus the highest die result from
will only be reduced with resistance.
the resistance roll. So, if you rolled a 4,
you’d lose 2 edge. If you rolled a 6, you’d The GM may also threaten several
lose zero edge. If you get a critical consequences at once, then the player
result, you also regain 1 edge. may choose which ones to resist (and
make rolls for each).
Cody’s character, Shark, is in a desperate
Fight with several guards and one “She evades your grasp, pulls her pistol,
of them lands a shot with their pistol. and then leaps off the fire escape with
Since the position was desperate, the enough time to push the ladder back.
GM inflicts severe harm (modified by any That’s a complication—and you lose
other factors). They tell Cody to record the opportunity to catch her too. So,
level 3 harm, “Gut Shot” on Shark’s that’s two consequences.”
sheet. Cody decides to resist the harm,
instead. The GM says he can reduce the “I’ll resist losing the opportunity. She
harm by one level if he resists it. Cody can get her pistol out, but I don’t want
rolls 3d for Shark’s Body attribute and to let her get away completely.”
32
1
RESISTANCE ROLL
1d for each Attribute You reduce or avoid the effects of the consequence
rating (GM chooses). You lose edge equal to 6 - the highest
die result (a maximum of 5 lost edge).
33
1
decide the outcome. with uncertain results, you might use its
magnitude for a fortune roll.
Two rival gangs are fighting. How does
that turn out? The GM makes a fortune
◆ When an item or supernatural power
has an uncertain effect, you might use its
roll for each of them. One gets a good
force for a fortune roll.
result but the other gets limited effect.
The GM decides that the first gang ◆ When a PC gathers information, you
takes over some of their rivals’ turf but might make a fortune roll using their
suffer some injuries during the battle. action rating to determine the amount
of the info they get.
When an outcome is uncertain, but no
other roll applies to the situation at hand. If no trait applies, roll 1d for sheer luck or
create a dice pool (from one to four) based
While burglarizing the workshop of a on the situation at hand. If two parties
cyberneticist, Rogue stumbles on a locker are directly opposed, make a fortune roll
with a prototype drone inside. As she’s for each side to see how they do, then
trying to inspect the drone to understand assess the outcome of the situation by
its configuration, she hears a pair of voices comparing their performance levels.
rounding the corner outside. Realizing
there’s just one way in and out of this The fortune roll is also a good tool to help
room, she activates whatever buttons
the GM manage all the various moving
she can find. Will the device “spin up”
parts of the world. Sometimes a quick roll
and have a helpful effect when the guards
arrive? Will her hand be blown to pieces by is enough to answer a question or inspire
a malfunctioning prototype? Who knows? an idea for what might happen next.
The GM makes a fortune roll to see how it
turns out.
FORTUNE ROLL
+ +1d for each Major 4/5: Mixed result / Limited, partial effect.
Advantage 1-3: Bad result / Poor, little effect.
34
1
◆ The PCs instigate a war between the ◆ Corporate security tails the PC crew to
Mountain Rats and the Manning Family, confirm they have the right ones. How
then sit back and watch them devour quickly will their evidence result in
each other. Does either side dominate? detainment? The crew’s wanted level
Are they both made vulnerable by the counts as a major advantage for the
conflict? Make a few fortune rolls to find security officers.
out.
◆ The Mage tosses a fireball at the
forTune roll
◆A submersible explosive detonates in bottom of the stairs to block the path and
the sewers beneath Trench Town. How hopefully get away. It lands solidly, the
badly does Sewerton get hit by the main GM agrees. But how well does it prevent
bursting? The GM assigns a magnitude pursuit by the guards though? The GM
to the refuse, and makes a fortune roll to makes a fortune roll using its force to see
judge the extent of its contamination. if this gives him an opportunity to escape.
◆ The Trigger stakes out a good spot ◆ The PCs face off in a battle with a horde
and makes a sniper shot against a mafia of powerful ghouls. The tide of battle goes
hitman when he enters his office. The in the PCs’ favor, and many of the ghouls
Stalk roll is a success, but is Great are turned to ash. One of the players asks
effect enough to instantly kill a grizzled if those remaining can be dealt with.
assassin? Instead of making a progress The GM isn’t sure. How insane are these
clock for his remaining health, the GM particular ghouls? The Krieger strain has
decides to use a simple fortune roll with done a number on their minds, so the GM
his “toughness” as a trait to see if (on a makes a 2d fortune roll for “reasoning” to
6) he can possibly survive the attack to see if a spark of understanding persists.
possibly make a getaway. The roll is a If so, maybe one of the PCs can roll to
4/5: the bullet misses his heart, but hits Influence or Command the ghouls to
him in the lung—it’s a grievous wound abandon their assault.
but it’s not too late. He’s unconscious and
slowly bleeding out, with only hours to
live (unless the syndicate can get a doctor
to him in time).
35
1
The flow of information from the GM to The most common gather information
the players about the fictional world is actions are to Survey the situation to
very important in a roleplaying game. reveal or anticipate what’s going on and
By default, the GM tells the players what Studying a person to understand what
their characters perceive, suspect, and they intend to do or what they’re really
thinking.
The Basics
36
1
GATHER INFORMATION
GaTher informaTion
Limited: You get incomplete or partial information.
More information gathering will be needed to get all
the answers.
37
1
handle things just like you would for PC okay if it happens in the game.
vs. NPC action during PC vs. PC action.
It’s a good idea to help the players ask
You’re going to use all the same rules:
each other questions to establish the
action rolls, resistance rolls, fortune rolls;
resolution, rather than trying to impose
effects and consequences; and resolution
your will. You might ask, “Can Totes be
into a new situation. However, there
Influenced into listening to me? What
are some guidelines that John Harper
would it take?” or, “Is Shark within
wrote which are well-designed to avoid
reach if I want to smack him upside
the sorts of issues we get in other game
the head?” The other player might
systems with PvP. I’ve included them with
respond: “That depends.. how vicious
updated examples to assist in sorting it
are you going to be? Do you really want
all out:
to hurt them?”
"(1) Pause and discuss When a PC
comes into conflict with another PC, (3) Abide by the results Once you’ve
pause the game. It’s a time-out in the agreed to the methods, then follow them
fictional space, while the players talk through and abide by the outcomes. You
things through. Don’t be in a big rush can roll resistance to avoid bad results, as
to roll dice. Slow everything way down. usual, so don’t try to weasel out of it some
This isn’t a ‘who talks first wins’ situation other way if things don’t turn out the way
(and especially not ‘who talks more or you hoped.
loudest’).
Note that this is not a ‘player vs. player’
“Who goes first?” is sometimes the system. When characters come into
question players fixate on, especially if conflict, the players must still collaborate
things are about to get violent. Usually, and make judgment calls together, as
the answer is clear from the situation: usual. Conflicts between players are
one has the initiative and the other outside the scope of the game; they
is reacting. If it isn’t clear, you can can’t be resolved with the dice rolls and
make fortune rolls—each player rolls mechanics in-game. If the players—
an action rating and you compare the not their characters—are in conflict,
results. It is possible both characters you’ll have to work it out using social
act simultaneously. methods, then return to the game when
it’s resolved. Don’t try to use the game as
(2) Agree to the resolution methods a way to dodge or replace a normal social
Talk it through, figure out the rolls, and interaction to resolve person-to-person
discuss the consequences at stake. Don’t conflict.”
38
1
39
1
Oyabun bloodseals. Navajo banking notes. ◆ Stash 10-19: Low (1d). A shack or room
that you can call your own.
Scrip is a prepaid exchange of currency,
but is redeemable only through a
◆ Stash 20-29: Medium (2d). A tiny house
or pitiful garden level apartment, with
particular megacorporation’s businesses.
some small comforts. You might operate
An employer that offers scrip should
a bar or small business.
always be viewed with suspicion due to
the frequent use of competitor’s scrip ◆ Stash 30-39: High (3d). A well-appointed
as a red herring. Besides, scrip takes home or apartment, claiming a few
advantage of a well-known loophole in luxuries. You might operate a medium
corporate tax law, letting the bastards get business.
a write-off for you doing their dirty work. ◆ Stash 40+: Luxury (4d). An exorbitant
Despite an active market for corporate home or penthouse apartment, filled
scrip trades in the underworld, accepting with luxurious appointments. You might
it is generally regarded as leverage operate a large business.
during a negotiation—it’s a hassle to be
paid this way.
40
1
41
1
42
1
43
1
44
1
45
1
46
1
advancemenT
a special ability from another valid source.
For example, the Couriers’ is “Execute a
Secret arts and Adept feats are not valid
smuggling operation or acquire new clients or special ability choices by default—you’ll need
contraband sources.” If the crew successfully special permissions for those.
completed an operation from this trigger,
mark karma. While there is a limit on the number of special
◆ Contend with challenges above your abilities and action dots you can benefit from
current station If you tangled with higher (details below), you are not limited by the
number of dots next to the Veteran advance
Tiers or more dangerous opposition, mark
on your playbook sheet—just add lines or
karma for this.
write in your notes if you need more. In any
◆ Bolster your crew’s reputation or case, the following limits to advancement do
develop a new one Review your crew’s apply:
reputation. Did you do anything to promote
it? Also mark karma if you developed a new ◆ A given PC may have up to 13 action dots (in
reputation for the crew. You can only have sum). If you take an advance from an attribute
one or two reputation tags at a given time. and have already reached the limit, you must
remove an action dot before selecting another.
◆ Express the goals, drives, inner conflict,
or essential nature of the crew This one is ◆ A given PC may have up to 11 special
very broad! Essentially, did anything happen abilities (including secret arts and adept
that highlighted the specific elements that feats, in sum). If you take an advance from
make your crew unique? your playbook and have already reached the
limit, you must remove one before selecting
When you fill your crew advancement
another.
tracker, clear the marks and take a new
special ability or mark two crew upgrade ◆A given crew may have up to 9 special
boxes. abilities (in sum). If you take a crew special
ability and you have already reached
For example, when a crew of Assassins
the limit, you must remove one before
earns a crew advance, they could take
selecting another (or choose two upgrades
a new special ability, like Predators. Or
they could mark two upgrades, like Body instead).
Mastery and Willpower Training. If any of the above
limits are reached,
Veteran Blades players:
Say how you’ve obtained this new ability The playbook karma
or upgrades for the crew. Where did it come you can no longer
“rebuild” whenever tracker for runners is longer
from? How does it become a new part of the
you please (growth (by 2 segments) than those
crew? In what district is the new upgrade
into something for scoundrels in Blades.
located?
new is still allowed This slows progression, yes;
though; see next but it merely offsetting the
page for details). effect of the broader fourth
trigger in this game, plus
the relative abundance of
additional karma triggers.
1
character or crew. For instance, if the PC was consecrated water and oils.
created as a Punk, but after a couple sessions,
the player realizes that the Trigger playbook
◆ The natural expression of genetic
markers due to a powerful supernatural
is a better fit for what they want to play. In
origin or birth to a weird ancestry, known
this case, re-create the character or crew
as being blooded. Born of magical nobility.
anew using the new sheet, keeping the same
The by-product of nefarious meddling in
number of advances already earned.
the human genome by a rampant AI.
◆ The change represents growth into
◆ Rumors of other ways exist as well—the
something new, leaving the old life behind.
majority claiming to have opened their
In this case, transfer the action ratings of
senses following traumatic or near-death
a PC or the upgrades of a crew to the new
experiences. Deep meditation. Repeated
sheet (keeping the same total number of
hypnotherapy. Drug overdose. Shock
action dots or upgrades; you don’t get the
treatment. These reports get more frequent
“free” elements of the new playbook as extra
with each passing year. If you’re not sure,
advancement). You may keep some of the
ask your fellow players for ideas.
special abilities, secret arts, or adept feats
already earned as veteran advances. A crew
CHANGING TO A
might also keep their claims—assess each
one to see if it makes sense in the fiction to SUPERNATURAL PLAYBOOK
keep it with the new crew type. A character may transfer to the Adept,
Mage, or Techno playbook after creation—
but only if they manage to complete the
OPENING YOUR SENSES & tasks necessary to do so. This is a two-step
MORTAL LIMITS process, at minimum. (1) First, you must
There is a saying in Kingston: “Some establish how you opened your senses
got it. Some don’t.” While anyone can to become awakened, emergent, or a
indeed study the supernatural, keep in practitioner of the way (as described
mind that it’s neither safe nor easy. above), then (2) you “prove mastery of the
fundamentals” of your chosen method or
As a mortal child’s brain reaches way through practice and study. Along the
adolescence, their sensory synapses way, choose the most fitting way or method
quickly begin to lose the elasticity to (and drawback) to reflect your character’s
easily awaken or emerge (see right). beliefs. The second step is described on
Thus, few can learn to do it as adults, and the second page of each supernatural
fewer still stumble upon such powers by playbook—and once done, you gain
accident. However, this can happen in a permission to change your playbook using
variety of ways: the process described on the left.
48
49
1
advancemenT
50
The Basics
1
51
1
advancemenT
52
The Basics
1
53
1
advancemenT
54
The Basics
1
55
1
advancemenT
56
The Basics
1
57
1
advancemenT
58
The Basics
1
CHAPTER 2
THE CHARACTERS
The cities need wage slaves—to consume RUNNERS
its pleasures, for better or worse. The
Every player character in Runners in the
corporations need the people on the Shadows is a daring criminal in the shadows
bottom of the pile, living and dying for of a futuristic city, known in the common lingo
added zeros in a massive tax-free account, as a runner. Runners are familiar with all of
or filling the prisons. To those in power, the various feats of criminality represented
you are an anonymized number buried by the actions of the game. They’re all able
in a report they don’t even bother to to Fight in a brawl, Prowl through the
check anymore. The world's technology is darkness, Interface with devices, Consort
designed to consume the poor and flood with contacts for information, and so on.
the bloated bank accounts of the corporate Because of the way the dice system works,
and political elite. every runner can roll at least 2d for any action
in the game (+1d from pushing yourself or
accepting a Dragon’s Deal, and +1d from a
teammate's assist). A roll of 2d is pretty good,
wage slaves are content to be statistically—a 75% chance of success. This
cogs in the corporate machine means that all of the “zero rating” actions on
your character sheet don’t actually represent
deficiencies or gaps of skill; they indicate the
actions for which your character is likely to
THAT’S NOT YOU THOUGH dull their edge and rely on teamwork. As a
runner in Kingston, with your crew at your
you are a back, you can attempt almost anything.
59
2
character type in Runners in the Shadows. of the following playbooks, take time to
Rather than a general “runner” sheet, the describe your tradition and method using
game has seven customized playbooks your playbook as a guide:
(plus a few extra ones for the magic-users,
and some special ones described later). ◆ The Adept is good at harnessing their
By choosing a playbook, you’re choosing body’s innate essence to reach the peak
which type of runner your character is. of human perfection. Play an Adept if you
want to perform feats of mystical power
The playbooks are: and surpass the usual limits.
◆ The Mage is good at magical stuff and
◆ The Face is good at representation dealing with arcane forces and the astral
and planning. Play a Face if you want to plane. Play a Mage if you want to pursue
develop your reputation and deal with the secret arts of arcane power.
other factions.
◆ The Techno(mancer) is good at
◆ The Hacker is good at using software emergent stuff and dealing with emergent
and gathering information. Play a Hacker
forces and the emergent plane. Play a
if you want to exploit cyberspace.
Techno if you want to pursue the secret
◆ The Muscle is good at winning fights, arts of techno-magical power.
with violence and intimidation. Play the
Muscle if you want to be the toughest and When you choose a playbook, you’re
get your way. choosing a set of special abilities (which
◆ The Punk is good at surprise and give your character ways to break the
vandalism. Play a Punk if you want to be rules in various ways) and a set of karma
a nuisance and get away with it. triggers (which determine how you earn
◆ The Rigger is good at using technical karma for character advancement).
skill and working with chemicals. Play
a Rigger if you want to be creative with The supernatural playbooks are
experimental tools. special, requiring a bit more character
◆ The Snake is good at social engineering investment upfront but granting access to
and manipulation. Play a Snake if a supernatural maneuver and the choice
you want to betray people and collect of taking secret arts or adept feats (in
information. addition to the usual special abilities).
◆ The Trigger is good at tracking things No matter what though, every playbook
down and shooting them. Play a Trigger represents a criminal at heart. The Muscle
if you want to be a killer who chooses has special abilities related to combat, but
your battles. that doesn’t mean they’re “the tank” of
60
2
the game. Any character type can do well IF YOUR STORY FEATURES MAGICAL
in combat. Think of your playbook as an LINEAGES
area of focus and preference, but not a Choose that now. Magical lineages
unique skill set. include elves, dwarves, orks, trolls, etc.
Discuss the options for including them
This is why we call them “playbooks” as PCs on page 341 if you wish, then
rather than “character classes” or select one as part of choosing your
characTer creaTion
“archetypes.” You’re selecting the set of heritage in the next step in character
initial action ratings and special abilities creation, and record any traits in your
that your character has access to—but notes before continuing. If you're sure,
you’re not defining their immutable self you're human.
or true nature. Your character will grow
and change over time; who they become The last page in the Sheets PDF contains
is part of the fun of playing the game. handy reminders for the most common
variants of people as a quick reference
Your playbook choice also represents while creating characters and in play.
how the other runners in the underworld
see you. The names of the playbooks (and
some of the abilities too) are underworld
slang. If they’re a smooth talker and
shrewd manipulator, people might call
them a Face.” If someone dabbles in
supernatural power, people say they’re
an “adept” (or “a fraggin’ weirdo,”
depending who you ask). Part of your
character’s reputation is reflected by
their playbook choice.
61
2
62
2
characTer creaTion
could choose Underworld, and then dots (unless a rule tells you otherwise).
write Street slummer and pickpocket. Or Brief descriptions of all the actions follow
you might choose Law and write Ex-law on page 72. Assign your dots like this:
enforcement. However, choosing any
option other than underworld usually ◆ Put one dot in any action that you feel
means you are ID'ed already (more on reflects your character’s heritage.
that in Step 8). See more examples below. ◆ Put one dot in any action that you feel
reflects your character’s background.
Academic: a college dropout, a ◆ Assignthe remaining dots anywhere
philosopher, a journalist, an artist, etc. you please (max starting rating is 2,
remember).
Corporate: a wage mage, corporate
security, a business liaison, an accountant, Tip: Spreading your action dots out across
an heir to a bankrupt corporation, etc. a variety of actions will create a character
who isn’t tapped out quickly when things
Labor: a former worker in some type go wrong, whereas confining your choices
of business: shipping, manufacturing, to a few actions will create a more focused
construction, etc. An electrician for character that is likely to avoid problems
Orbital Communications Utilities. altogether. Both are viable approaches to
action dot assignment.
Law: a prison guard, a lawyer, a
judge, a private eye, law enforcement.
CHOOSE A SPECIAL ABILITY
Media: a news reporter, a rocker, a Take a look at the special abilities for
social media personality, a holographic your playbook and choose one. If you
movie star, a camera operator, a pro can’t decide which one to pick, go with
athlete. The former drummer for Maria the first one on the list—it’s placed there
Mercurial. as good default choice.
Military: a soldier, a member of SPECIAL ARMOR
a foreign legion, a spy, a strategist, a Some special abilities refer to your special
training instructor. armor. Each character sheet has a set
of three boxes to track usage of armor
Underworld: a beggar, a purse
(standard, heavy, and special). If you have
snatcher, go-ganger, or other outcast
any abilities that use your special armor,
who grew up in the shadows. The most
tick its box when you activate one of them.
common background for a runner (and
If you don’t have any special abilities that
the least problematic; see IDN Status,
use special armor, then you can’t use that
next page).
armor box at all.
63
2
64
2
characTer creaTion
character of your type (like the Rigger’s especially those which do not exceed
drone, or a set of bioengineered arms). a normal person's capabilities (such as
prosthetic replacements):
◆ When you choose a special item, fill the
arrow beside its name on your sheet, or Senses Compartment
write in your own from another playbook. Neural Legs
A compiled list is provided in the Sheets
PDF for easy lookup. If its ever needed, Arms Skin
the GM is the final arbiter of what is a Vital Organs Skeleton
valid special item choice.
Note: You may choose the same implant
Maybe they want an underwater drone again to choose additional features for
with plating and interior space (too that implant or to obtain a fine version
many features), so the GM says "OK, (quality +1) of an installed implant.
but that's going to cost an extra special
item choice, and its obviously a hassle Mike is playing the Muscle and wants
to store it unless you want to spend an to be as tough to hurt as possible.
upgrade for some kind of dock—plus, He decides to spend one of his three
you gotta tell us later how you came special item choices to begin play with
into possession of that thing!" implanted skin—selecting bulletproof
and plating as the other (the latter
You may choose the same special item requires bulletproof). He spends another
again to have an additional instance of special item choice on his skin, picking
that item available to your character, and/ up chemproof and fireproof as well. He
or to obtain a fine version (quality +1) of then records the 1 essence lost in the
the special item instead. Note: Single use, process and the other details of his skin
consumable special items (like drugs) implant on his playbook. He spends his
refill automatically at the start of a run third choice on the fine brutal weapon,
(when your armor boxes are cleared). filling the arrow for it on his playbook’s
list of special items before moving on to
Don’t fill any of the special item boxes indicate it is available to him.
in when you take the item, just outline
them in ink—you fill the boxes in later (in You may get more implants or add features
pencil) when you have the item on a run. to existing ones later in play, which are
If you’re not sure, go with the first special installed by undergoing surgery. When
items on your list in your playbook— you have more than three implants, it is
these are placed as a good option. You’ll a good idea to print the Implant tracker
get more special item choices later by (in the Sheets PDF) on the back of your
advancing your character’s lifestyle, or playbook sheet. This will more easily keep
by completing the tasks necessary to get track of all their details—rather than fitting
one in play (usually a long-term project). all that into your notes.
65
2
Record a few evocative words that details so far (discuss with the others if
describe your character’s look (samples you are unsure). See below for details on
provided on page 68). Note that common languages.
your look can include lost or replaced
body parts—even a full bioengineered
replacement—however, those "implants"
which provide no additional capability
never count as an implant.
FUTURISTIC LINGUISTICS
Access to a free and reliable translator app is common, causing certain linguistic families
to fall out of use, and others to rise to regional popularity. Your heritage typically indicates
which language would be your native tongue (the first one you ever learned). If it makes
sense because of your chosen details (background, for example), you are bi-lingual and
will choose two languages.
The GM will modify your position and effect accordingly when you communicate in a language
or dialect which is not native to you. If you don’t know a language or dialect well enough to
speak it, you may undertake a long-term project to learn it (or just pick up your fraggin’ comm
like everyone else!)—but you’ll be always be hard-pressed to fool a native speaker.
The most common of these are given some detail, but this is by no means an exhaustive list:
◆ If you’re from around here (Central America), you might know Creole (or Latin
if you're supernatural), but if you are a native American you probably know Navajo
(the official language of the Tribal Council legal system), or one of the fairly common
languages of the Dakota or Lakota instead. You probably know Spanglish if nothing
else, simply because it is understood in the underworld like a sort of “thieves' cant” across
the majority of the Caribbean sprawls.
◆ If you’re from Asia, you might speak Japanese or Mandarin.
◆ If you’re from eastern Europe, you might know Russian—or if you’re from western
Europe, you might know Spanish, French, Italian, or German.
◆ If you’re from Africa you might know Arabic (if you’re from the north), Swahili
(west), or Yoruba (southeast).
66
2
characTer creaTion
all of the items on the right side of your
sheet (and any special items and implants ◆ Experienced (or Privileged): Take
you chose), so don’t worry about picking one or two "free" permutations
specific things—you’ll decide what your during character creation. See page
character is carrying later on, when 69 for details. Also do not skip
you’re on the run (see Loadout, at the crew creation, beginning on page
end of this section on page 71). 110.
67
2
Look
Man, Woman, Ambiguous, Concealed ALIASES
Arty, Alex, Bamboo, Barefoot,
Bald Scarred Head, Shorn Black Hair,
Black Betty, Betamax, Bricks,
Topknot, Greasy Red Hair, Chromed Skull,
Perfect Hair, Untamed Blonde Hair, Bonnie, Boxer, Cap, Carlton,
Neo-plastic Hair, Mohawk, Wiry Dreds, Chuckles, Cid, Clockwork, Cloud,
Swept Hair, Traditional Braids, Swept Hair, Crank, Cyberslug, Cyclops,
The characTers
Liberty Spikes, Scorched Hair, Pointy Hair, Dirt, Ditch, Dozer, Dogboy,
Tattooed Head, Ragged Hair, Loose Hair,
Tight Hair, Effortless Hair, Sweeping Hair, Dragon, Eagle, Evergreen, Echo,
Unassuming Hair, Shocking Hair Flynn, Foxy, Frost, Gatekeeper,
GH.ost, Glimmer, Godmother,
Fierce Green Eyes, Dead Hazel Eyes, Gutter, Heisenberg, Hiro, Huck,
Smiling Brown Eyes, Milky Glass Eye, Distant Indigo, Jackal, Jarvis, Jeanie,
Eyes, Disarming Eyes, Vibrant Blue Eyes, Kid Ick, Killjoy, Kludge, Lazarus,
Piercing Eyes, Powerful Eyes, Wild Eyes, Lightfoot, Lord, Lotus, Max,
Asymmetrical Eyes, Calculating Eyes,
Machete, Meatball, Morphie,
Knowing Eyes, Playful Eyes, Guarded Eyes,
Merciless Eyes, Glazed Eyes, Arresting Eyes Moto, Mouse, Myst, Moonchild,
Nailz, Needlenose, Next,
O’Conner, Ol’ Greg, One Time,
Athletic, Pudgy, Lean, Thin, Frail, Lanky,
Lumpy, Stumpy, Plump, Towering Orpheus, Overwatch, Pacman,
Payback, p3ndr4g0n, Poolrat,
Runaway, Quartz, Quentin,
South Asian, Japanese, African,
Razorfist, Ripper, Ruckus, Sato,
Middle Eastern, Hispanic/Latino,
Caribbean, Scandinavian, Caucasian, Sequoia, Slaughter, Spinneret,
Native American, Albino Steady, Stutter, Tate, Teacup, Tin
Hat, Trickshot, Trashman, Tripp,
Note: These are all just examples of details that Twink, Victory, Vixen, Volcano,
tend to “work,” are chosen to spark your creativity, Whiplash, Wheelie, Wizbang,
and not meant to be a prescriptive list. For best Yellowtail, Yumyum, Zero, Zorro
results, choose or create your own that you feel
best express your unique sense of style.
68
2
PERMUTATIONS
Was there an option you really wish you could’ve taken? It’s yours—for a price..
At your option, choose up to two positive permutations (and an equal number
of negative ones) from the list below. The GM might also offer additional
permutation options specific to your group (like “Allergic to gunpowder” or
characTer creaTion
“Rivals with Skelter”) to encourage players to insert some drama or intrigue
into the story. Other permutations might be up for discussion too.
When you choose a permutation, record a short detail about it in your notes
for future reference. You earn karma when you express or struggle with
certain aspects of your character, so think of this as a chance to facilitate that
expression in play. See examples of permutations and details below.
Positive
◆ Choose another special item Privileged childhood.
◆ Choose another action dot Orphaned.
◆ Choose another NPC on your list who is “close” Fiercely loyal.
◆ Choose more languages, already known Broken home.
◆ Choose another spell, formula, or plan, already learned* “Touched” by an AI.
◆ One less trauma box (fill it in, but don't circle a condition) Damaged goods
◆ Take a third action dot (counts as two)
†
Prodigy.
◆ Choose another special ability (counts as two ) Diverse skillset.
Negative
◆ Choose one fewer special item Gambling problem.
◆ Choose one fewer action dot Pampered.
◆ Choose another NPC on your list who is a “rival” Underworld bully.
◆ You owe a faction a free "milk run" (start a clock for "anger") In debt to the Yakuza.
◆ Choose one fewer special ability (counts as two) New at this.
While not required, it can be fun to link permutation details together by mentioning
how one begot the other. How did that windfall lead to your gambling problem? Does
that extra rival have anything to do with that additional action dot? Permutations
may have details with a good or bad connotation—this ultimately gets explored in
play—not through a detailed explanation of it all. If it’s ever needed, the GM is the
final arbiter of which permutations are valid.
*: Before choosing this permutation and describing what you've learned, ask the GM to go
through the process for your starting spell, formula, or plan choices accordingly with your
selection of special abilities (such as Chemist or Electrician) and/or secret arts (such as
Sorcerer or Threader).
†: You must already have two dots in the action chosen to choose this permutation.
69
2
Choose a heritage Detail your details in your notes for future reference.
choice with a note about your family
or early life. For example, “Americas: 9 Choose three special items or
nomadic Mexican tribespeople.” implants Select the three special items or
implants to which you have access at the
3 Choose a background Detail your start of the game. Outline the boxes and
choice with a note about your specific record details in your notes accordingly.
history prior to this crew. For example,
“Law: ex-security in Panamanian Union.” 10 Record name(s), look, and
other details Choose an alias or street
4 Assign four action dots No action name (maybe a real name too), and jot
may begin with a rating higher than 2 down a few words to describe your look.
during character creation. (After creation Examples are provided on the preceding
or using permutations, action ratings may pages. If it matters, list your native tongue.
advance up to 3. When you unlock the Also review your triggers and playbook
Mastery advance for your crew, you can specific details. Supernatural playbooks
advance some actions up to rating 4.) have a few more choices to make before
5
moving on.
Choose a special ability They’re
in the gray column in the middle of the Options: You may take one or two
character sheets. If you can’t decide, permutations from each side (details on
choose the first ability on the list. They’re previous page) to further customize your
placed there as a good first option. starting character. If you are “experienced”
or “prime” runners, you might get more
6 Choose a close friend and rival benefits (talk to your GM).
Mark the one who is a close friend, long-
time ally, family relation, or lover (use SOME PERMUTATION EXAMPLES..
the upward-pointing triangle). Mark the
one who is a former friend turned rival, positive negative
enemy, scorned lover, betrayed partner
+1 special item -1 special item
etc. (use the downward-pointing triangle).
+1 action dot -1 action dot
7 Choose your vice Pick your
+1 close friend
more languages
+1 rival
you owe a faction
preferred type of vice, detail it with a
short description and indicate the name another spell or plan -1 special ability*
and location of your vice purveyor. The -1 trauma boxes
GM will help you with the purveyor +1 special ability*
source if you aren’t sure. third action dot*
*: Counts as two.
70
2
characTer creaTion
operation, you may say that your character Then print your playbook and use the
has an item on hand by marking it on your results to fill it out.
list—up to a number of items according to
your chosen loadout. Your chosen loadout
also determines your movement speed and Playbook Heritage
conspicuousness: 1 Face or Snake Central America
2 Hacker or Rigger South America
Light (limit of 3 load): You’re faster and 3 Muscle North America
less conspicuous; you blend in with citizens. 4 Punk Africa
You might be wearing armored clothing, 5 Trigger Asia or Oceania
or have a different bulky item (like a heavy 6 Adept, Mage, Europe
weapon) on you—but not much else. or Techno
71
2
72
2
When you Wreck, you unleash savage As you can see, many actions overlap
force or calculated sabotage. with others. This is by design. As a player,
you get to choose which action you roll,
You might smash down a door or wall by saying what your character does. Can
with a sledgehammer, or lob grenades you try to Interface with cyberspace in
to do the same. You might employ chaos an attempt to steal some helpful data?
or sabotage to create a distraction or Sure! What are you using to gain access,
characTer creaTion
overcome an obstacle. You could try to and what does that look like? The GM
overwhelm an enemy with sheer force will tell you what stands in your way and
in battle (but Fighting might be better) what might go wrong.
When you Stalk, you carefully track a As it says, Surveying might be better
target. (less risky or more effective), depending
on the situation at hand. Sometimes it
You might follow a target or discover won’t be better though. It depends
their location. You might arrange
an ambush. You might attack with For a brief rundown of how actions work
precision shooting from a distance. You together to inform what might go wrong,
could try to bring your guns to bear in review the section on Understanding
a melee (but Fighting might be better). Risk & Effect (starting on page 28).
For a more complete description of the
When you Study, you scrutinize details actions and how they work in play, see
and interpret evidence. the detailed examples of the Actions in
Play, starting on page 191.
You might gather information from
articles, newscasts, and archived
discussion. You might do research on
an esoteric topic. You might closely
analyze a person to detect lies or true
feelings. You could try to examine events
to understand a pressing situation (but
Surveying might be better).
A Pistol: A heavy pistol, semi-automatic, Demolition Tools: Impact drill and power
and loaded with a magazine containing packs. A miniwelder and large fuel tank.
enough ammunition for a quick murder or Heavy-duty crowbar. A handheld pneumatic
escape. Devastating at speaking distance, bolt cutter. [2 load]
and quick to reload. [1 load] Something that
a respectable cyberpunk citizen might carry. Lighting Gear: A string of work lights,
kinetically-charging flashlight or lantern,
A Quiet Weapon: A lightweight weapon adjustable headlamp, or other light source.
which makes little noise during use or while [1 load]
carried. A small set of throwing knives or
ninja stars. A blowgun and darts. [1 load] Mechanical Tools: A set of heavy tools for
working on machinery: gas-powered jack
A Medieval Weapon: A handheld weapon
stands, heavy clamps, air compressor, large
designed for brutal melee. A set of brass
screwdrivers & wrenches, heavy nuts &
knucks. A Port-au-Prince Slugger baseball
bolts, etc. [2 load]
bat. A serrated sawblade. [1 load] For “gettin’
medieval“ on someone's arse.
Reagents: Arcane or emergent reagents
A Large Weapon: A weapon meant for two (choose one) that contain some concentrated
hands. A battle axe, katana, warhammer, or essence. Rendered inert and dissipate upon
polearm. A hunting rifle. A shotgun. A bow or consumption by a mage or techno. [1 load]
crossbow. [2 load] The limitations on their form depend on
the type you choose. See the supernatural
An Unusual Weapon: A curiosity or tool playbooks for detailed examples of each type.
turned into a weapon. A coiled whip, a
gardening shovel, a length of chain, a razor- Subterfuge Supplies: A theatrical makeup
edged fan, a commercial bug sprayer, steel- kit and costume jewelry. A subvocal
toed boots. [1 load] communicator and a contact lens with
Ammo: A bunch of extra ammunition. built-in ocular overlay. A janitor outfit and
[1 load each] Extra sets of throwing knives, a "trashy" cover story. A database of blank
arrows, bullets, etc. license templates, ready for the forger’s
hand. A reversible trenchcoat and distinctive
Armor: An armored jacket or reinforced hat. A vial of concentrated pheromones. A
leather duster, plus protective gloves and common skillchip. A tag eraser. A clandestine
boots. [2 load] surveillance kit. [1 load]
+Heavy: The addition of bulletproof vest, Technical Tools: A basic set of tools for
hardened plating, and helmet. Or a riot detailed mechanical or electrical work:
shield. [2 load]. The load for heavy armor soldering iron, spools of wire, small hammer,
is in addition to normal armor—4 load total. pliers, precision screwdrivers & wrenches, a
Makes you look dangerous and ready for small case containing assorted fasteners, etc.
trouble. [1 load]
74
FACE
A smooth & well-connected criminal
Few have the confidence to stay frosty during the stiff negotiations that take place in
the shadows. And only the crews with a good mouthpiece make the best deals. The Face
knows the best negotiations require the best understanding of your target. They also
know that the streets and high-rise towers are built with secrets, and painted over with
lies. Every crew benefits from having a clever negotiator to keep things extra profitable.
When you play the Face, you earn karma when you address a challenge
with charisma or conspiracy It’s all about who you know. Use your contacts,
informants, and to point your operations in the right direction. Use your
downtime activities and flashbacks wisely to prepare for trouble and to calculate
the angles of success. When things go to drek, remember to breathe slow—it’s all
part of the plan and everything is under control.
75
3
Are you enmeshed in the network of tenuous promises and favors that you
cultivate as a Face, or is that all just a distraction to realize your conniving
plans?
metadata5277100..
metadata9396012
Normally, asking for upfront payment Since this money comes at the end of
or more than 1 extra nuyen tends to downtime, after all downtime actions are
outright insult the “bigger fish.” This resolved, you can’t remove it from your
ability turns you into a “shark” at the stash and spend it on extra activities
negotiation table, making it possible to until your next downtime phase.
bargain with confidence in almost any
setting.
76
3
When you use this ability, tick the Your network of underworld
special armor box on your playbook connections can always be leveraged
sheet. If you “resist a consequence” to gain insight for a job—even when
of the appropriate type, you avoid it your contacts aren’t aware that they’re
completely. If you use this ability to helping you.
push yourself, your mark your special
face
armor box to get one of the benefits AMBITIOUS
(+1d, +1 effect, act despite severe harm) You gain an additional karma trigger: You
but you don’t spend 2 edge. Your special defended your claims or fixers, or tried to get
armor is restored at the beginning of more. If the crew followed your lead, also
PlayBooK:
downtime. mark crew karma.
You may mark up to 2 karma per session
CONNECTED for each additional karma trigger you
During downtime, you get +1 result level (a have. You can never earn more than 8
1-3 becomes a 4/5, etc.) when you acquire karma (in sum) from karma triggers at
an asset or reduce heat. the end of session.
Your array of underworld connections CAPTIVATING
can be leveraged to loan assets, You can hold the attention of a bigger group
pressure a vendor to give you a better of people than normal. You may Consort
deal, intimidate witnesses, etc. with a completely hostile target as if they
were a friend.
INCORRIGIBLE
When you indulge your vice, you may You can quickly captivate the attention
adjust the dice outcome by 1 or 2 (up or of larger groups than normal (+1 scale)
down). An ally who joins in your vice may with your social talents. How are you
do the same. doing this: is it your gift of gab at work,
some stunning talent you put on display,
Normally, you need your purveyor to or more of an undeniable mystique that
supply your vice, or you have to find can’t be ignored?
a new source. With this ability, other
PCs may indulge their vice as if you are Normally, it’s hopeless to attempt
their purveyor (without changing their friendly social interaction with
own). You and one ally each adjust your someone who is completely hostile.
individual outcomes as desired, after With this ability, you can do it, even if
seeing your result. You cannot clear only for a few moments. If you’re using
more than 6 edge. this ability as cover or distraction, it’s
probably a setup teamwork maneuver,
using Consort
77
3
SPECIAL ITEMS
◆ Privacy generator: A small tabletop
device that allows the user to have a
short face-to-face conversation free
of audio surveillance and remote
listening. [1 load]
◆ Fine outfit: A suit of clothes that
marks you as either an important
executive, soldier of rank, or
undisputed leader of a gang, with
all the appropriate badges, medals,
and accoutrement. [0 load] If you’re
carrying this item as a second outfit to
change into, it counts as 2 load.
◆ Fine nightlife subscription:
Prepaid credit usable at popular clubs
and restaurants across the city, potent
both in its ability to intoxicate and its
ability to impress. Does your fixer take
care of veiling the records—or maybe
one of your contacts or close friends?
[0 load]
◆ Street drugs: bluecoke
A pocketful of up
glow
to three uses of
illegal drugs. When nu-ganja
you employ street red rock
drugs, choose one
from the list at right. See page 156 for
more on drugs. During downtime, you
automatically refill your street drugs,
so long as you have reasonable access
to a supplier or workshop. [1 load]
◆ An entourage: Three to five
bodyguards, fans, and retainers who
are loyal only to you. They have
quality equal to your Tier when
they can help (they are quality 0 suggested implants
otherwise). [0 load] You may spend
a second special item choice on your ◆ a hidden compartment
entourage to increase the number of ◆ acidproof & lifelike skin
people who are loyal to you (they are ◆ neural: with a pheromone secreter &
scale 2, instead of scale 1). skilljack
78
HACKER
A digital spy & virtual weapon
Signals exist almost everywhere—data pulsing back and forth between wireless
enabled devices just waiting to be exploited. Hackers are a specialized kind
of criminal, with a huge investment into the tools and experience designed to
manipulate information technology and signals to their whims. Their skills are
either respected or feared, depending on who you ask.
When you play a Hacker, you earn karma when you address a challenge
with information or cybercrime Between the networked buildings and
holographic advertisements that make up the sprawling city, an unfathomable
web of signals provides a seemingly unlimited array of exploitable technology.
Use your downtime activities and flashbacks wisely to prepare for trouble and
to calculate the angles of success. Wield cyberspace like a weapon, removing or
turning technology against those who dare to oppose you.
79
4
Are you immersed in the black market data trades that you exploit as a
Hacker, or do you lord over it from within the shadows? Where did you get
your cyberdeck and learn your skills: did you abuse your teachings, or did
you have a mentor?
.
metadata2166211.
metadata0497053
80
4
hacKer
devices (your choice).
PROGRAMMER
If you make something veiled to security, When you invent or craft a creation with
they cannot find it, and they will suffer software features, you get +1 result level
confusion until they’ve located it. If you to your roll (a 1-3 becomes a 4/5, etc.).
make something obvious to security, You begin with one special design already
PlayBooK:
they will seek it out and linger nearby, known.
and will become obsessed if forced to
leave. This effect lasts several days Follow the Inventing procedure with
unless properly disabled. Particularly the GM (page 254) to define your first
masterful or prepared security may roll special design.
their quality or supernatural magnitude
to see how well they’re able to resist the DATA ANALYST
effect. During downtime, you get two ticks to
distribute among any long term project
clocks that involve investigation or learning
METICULOUS
a new design plan.
You may expend your special armor to
resist a consequence from hacking or to If you have this, at the start of
push yourself when you contend with or downtime you can start new projects
employ software. and immediately begin ticking them (or
wait until later until in the phase you’re
When you use this ability, tick the
sure which ones you want to tick).
special armor box on your playbook
sheet. If you resist a consequence, this
ability negates or reduces its severity.
If you use this ability to push yourself,
you get one of the benefits (+1d, +1
effect, act despite severe harm) but
you don’t spend 2 edge. Your special
armor is restored at the beginning of
downtime, as usual.
81
4
SPECIAL ITEMS
◆ A scratch-built cyberdeck: A comm, ◆ Portable VR kit: A thin suitcase
modified to allow the trained user to containing secure seating and a
spot hidden data trails and quietly lightweight headband that provides
exploit them. Choose one feature the essential hardware for non-
of your cyberdeck: buffered (has invasive virtual reality interface
armor against cyberspace damage)— (trodes). Case includes a stylish finish
overclocked (grants you a free assist and a lightweight harness. This
for tricky hacking maneuvers)—simple specialty-made chair collapses into a
(easily repaired in downtime)—smart suitcase form, thus reducing its load
(can’t be hacked to turn against you). to 1 even though it takes both hands to
You might execute illegal warez move it once its unfolded. Unfolds to
through a cyberdeck to do even more. the size of a small closet and includes
What graffiti, etchings, stickers, or a stealth fabric enclosure (concealed
charms adorn your cyberdeck or its from observers at a distance from all
carrying case? [1 load] angles). [1 load] If you bring the trodes
only, it takes up no load instead.
◆ Suite of warez: Access armor
to illegal apps which arsenal ◆ Blueprints: Access to a database of
expand a cyberdeck’s useful architectural projections and
breach
functionality. When you city plans. Feel free to specify which
mask plans you’ve loaded on your device
employ an app from
your suite of warez, choose one from when you choose this item on a run.
the list at right (or one of your custom- [0 load]
made algorithms). See page 258 for
more on apps. [0 load] Executing
multiple warez during a run tends to
draw unwanted attention.
◆ Fine surveillance gear: A
clandestine surveillance kit equipped
with an impressive array of signal
capture devices (signal scanner,
wireless data taps, tracer tags, etc.)
and long-range sensors for recording
audio and video. The fine quality of
this kit may increase the effect of your
investigative actions when you use it. suggested implants
[1 load]
◆ neural: with a comm/deck and skilljack
◆ a hidden compartment.
You may create apps during downtime by Interfacing with available development
tools and libraries.
See A Nerd’s Wish List on page 246 for details about device makes and models.
82
MUSCLE
A dangerous & intimidating fighter
In the shadows, there are those who snatch what they want with no qualms
about the consequences. They are the fit, formidable, and fearless. They handle
enforcement, collection, killing, leg-breaking, and intimidation. When you need
a security presence to be reckoned with, you bring the Muscle.
When you play the Muscle, you earn karma when you address a challenge
with violence or coercion You get what you want—whether they give it up or
not. And where words fail you, your muscles (and weapons) back you up.
83
5
Are you indiscriminate or precise? Have you developed your own collection
of special tactics or martial arts? Do you want to be the leader or the
leader’s protection? Do you have something ot prove (wtell us hat)?
.
metadata2166211.
metadata0497053
84
5
muscle
more options to get creative with when your sheet, and must recover to heal it).
dealing with problems during a run. Record the harm at its original level—
for healing purposes, the original harm
BODYGUARD level applies.
When you protect a teammate, take +1d
to your resistance roll. When you gather MILITANT
information to anticipate possible threats When you Command a cohort in combat,
PlayBooK:
in the current situation, you get +1 effect. they continue to fight when they would be
The protect teamwork maneuver otherwise broken (they’re not taken out
lets you face a consequence for a when they suffer level 3 harm). They gain
teammate. If you choose to resist that +1 effect and 1 armor.
consequence, this ability gives you +1d This ability makes your cohorts more
to your resistance roll. Also, when you effective in battle and also allows them
read a situation to gather info about to resist harm by using armor. While
hidden dangers or potential attackers, you lead your cohorts, they won’t stop
you get +1 effect—which means more fighting until they take fatal harm (level
detailed information. 4) or you order them to cease. How do
you manage to get these kind of results
STREET CODE
in combat? For details about cohorts,
You gain an additional karma trigger: see page 118.
When you uphold the street code of honor
despite difficulty or danger. When you duel CONDITIONED
someone worthy (one on one), also mark From hard-won experience or painstaking
crew karma. trials, you are immune to the first symptom
The street code is like a samurai code of of lost essence you add. You never suffer
honor, but filtered through the lens of a trauma due to reconditioning.
futuristic criminal. How do you signal When you lose your fourth point of
to your opponent that a duel is about essence due to implants, you still mark
to begin? What does the code say about a symptom even though it doesn’t
snitches? Or honor among thieves? What apply to you (draw a big X through
about the innocent or unaware? it to indicate you’re immune). What
You may mark up to 2 karma per session horrifying experiences or experiments
for each additional karma trigger you have you survived to gain this bonus?
have. You can never earn more than 8
karma (in sum) from karma triggers at
the end of session.
85
5
SPECIAL ITEMS
◆ Fine brutal weapon: A finely ◆ Kamikaze vial: A dose of the drug,
crafted heavy weapon designed for which boosts strength, pain tolerance,
devastating brutality. A hunting and irrational aggression for the span
shotgun. A razor-sharp katana. A set of several minutes. The GM will modify
of vicious claws. A brutal weapon like your position and effect accordingly
this might give you potency when the when you fight on kamikaze. Also, you
power or reach of the weapon is a factor. suffer two consequences: “Can’t Tell
[2 load] Is this a well-crafted standard Friend From Foe” and “Can’t Stop Until
item, or something more exotic, like a They’re All Broken.” You may resist
Polynesian war club, or a weighted these as usual. [0 load] Sure there
staff edged with jagged metal? are other combat drugs with less side
effects, but “real ass mofos take dat
◆ Light armor: A set of armor that
‘kaze!”
is lighter and less conspicuous than
normal. Sets of armor like this are ◆ Containment manacles: A set of
highly restricted in Kingston, but you self-latching manacles and impact-
have (real or forged) security licensing resistant chain, suitable for quickly
for this set. [1 load] Standard armor restraining a prisoner. A souvenir
is bulky (2 load). from an escape from security or a
background in law enforcement,
◆ Fine scary weapon/tool: A scary-
perhaps? [0 load]
looking hand weapon or tool. A rusty
eyeball extractor. A jagged piece of
metal. A dirty syringe. A set of shock
gloves. This item grants increased
effect when you intimidate, not
increased harm in combat. [1 load]
suggested implants
◆ neural: with pain limiter and adrenaline
◆ stronger set of arms, or detachable & points
◆ lifelike, detachable leg (w/gun attachment, obv)
◆ fireproof, armored skin
◆ reinforced skeleton with added limb or turret
86
PUNK
A wily hoodlum and troublemaker
Behind the mirrored windows and in the darkness at the street level, lurks an
underestimated threat. The Punk knows how to get in before anyone knows a
thing, raise hell, then leave in a flash. The sheer aptitude and physicality of their
skill set is respected among runners and feared by citizens. They seem to go
wherever they please—doing what they want and leaving a trail of carnage in
their wake. These criminals know how to adapt, overcome, surprise, and destroy.
When you play a Punk, you earn karma when you address a challenge with
surprise or mayhem Remain unseen until it’s too late, strike from the darkness,
and sow the seeds of chaos. Or come in hot, and make ‘em eat your dust. The
sprawling megaplexes and their darkened streets are an important ally in your
crimes—and if things don’t go as planned, you know you’ve always got another
trick up your sleeve.
87
6
Which kind of punk are you? A surprising rebel who never gets caught? Or
more of a clever sneak, toying with your victims from the darkness?
.
metadata2166211.
metadata0497053
88
6
DAREDEVIL AMBUSH
When you roll a desperate action, you get When you attack from hiding or spring a
+1d to your roll if you also take -1d to any trap, you get +1d.
resistance rolls against consequences from
your action. This ability benefits from preparation—
so don’t forget you can do that in a
This special ability is a bit of a gamble. flashback.
The bonus die helps you, but if you
suffer consequences, they’ll probably be RING LEADER
more costly to resist. But hey, you’re a Choose one of your action ratings. When
daredevil, so no big deal, right? you lead a group action using that
action, you can only lose 1 edge at most
PunK
DROPOUT regardless of the number of failed rolls.
When your result on a resistance roll is
a 1-3 (choose one) mark 1 karma or roll This special ability is good for covering
another die and take the better result. Your for your team. If they’re all terrible at
participation in a group action never
PlayBooK:
your favored action, you don’t have to
costs the leader any edge, regardless of worry about suffering a loss of multiple
your result. edge when you lead their group action.
So, if your result is a 1 on a Intuition
BEYOND DRIVEN
resistance, you choose between rolling
another die to hopefully get a better You gain an additional karma trigger:
result, and losing the 5 edge but also When you get away from or stand up to “the
marking 1 karma on a track of your Man.“ You get +1 edge box.
choice. “The Man” includes businesses,
institutions, security agencies, and even
The second use of this ability means
pesky citizens. You may mark up to 2
your low result during a group action
karma per session for each additional
roll never costs the leader anything.
karma trigger you have. You can never
Do you literally back out at the last earn more than 8 karma (in sum) from
moment to negate your failures, or is karma triggers at the end of session.
this more a reflection of your never-
This ability also gives you an additional
say-die attitude, or sharp instincts that
edge box, so you have 10 instead of 9. The
you’ve learned to trust?
maximum number of edge boxes a PC
can have (from any number of additional
MOBILITY special abilities) is 12.
When you Prowl, you cover much
more ground than you should and your
movement is very difficult to predict.
This ability is great for traversing the
urban “jungle,” but it’s also useful
in virtual or outdoor environments
too—if you’re into that. Are you some
kind of acrobat, or more of a fearless
parkourist?
89
6
SPECIAL ITEMS
◆ Fine stealth outfit: A full bodysuit
of smart clothing designed to blend
you into the darkness around you.
[1 load]
◆ Fine punk stuff: An edgy item
designed to help you make a scene
and get away. A small hoverboard,
designed for tricks and adorned
with sweet graphics of your choice.
A skullcap and boots adorned with
pointy bits. A fanny pack full of
fancy marbles and four-sided dice.
Whatever you choose, it is impressive
or infuriating to see in use—especially
to poseurs and old folks—improving
your effect level when you make a
dramatic entrance or escape. [1 load]
◆ Explosives: A bangflash
strap worn around emp
the body, fitted grenade
with clips to secure pepper
three electronic smoke
bombs. When you tear gas
employ explosives,
choose one from the list at right. See
page 156 for more on bombs. During
downtime, you automatically refill
your explosives, so long as you have
reasonable access to a supplier or
workshop. [1 load]
◆ Gecko gloves: A pair of nanofiber
gloves that generate exceptional
intermolecular attraction that allow
the user to hold items securely and
quickly scale smooth or vertical suggested implants
surfaces. [1 load] ◆ omnidirectional skeleton
◆ Stunlock vial: A dose of tranquilizer ◆ detachable arm with reach
sufficient to put someone to sleep for ◆ swift set of legs
an hour. Release in someone’s face
for a brief but powerful effect. The ◆ fireproof and grappleproof skin
victim’s sleep isn’t supernatural, but it ◆ a hidden compartment (or two)
is deep—they can be roused with some ◆ neural with reflexes and a metabooster
effort. [0 load]
90
RIGGER
An inventive technician and pilot
Riggers are the ones who refine the drugs, build the bombs, bandage the
wounds, and forge the tools of the shadows. Their skills are like a lost
art among civilians, enabling reverse-engineering and modification to
the various devices everyday citizens depend on. Things like automated
machinery, electronics, plumbing, and even electricity are all vulnerable to
a crafty Rigger. In fact, many bring an automated device or two of their own..
engineer ◆ Chopper, a gearhead. Perhaps a
fellow enthusiast from “back in the
finesse day,” or someone whose machines have
thwarted you before?
starting builds
If you want some guidance when
◆ Bricks, a bioengineer. Perhaps a way
to “dispose” of unwanted things, or
you assign your action dots and someone whose special designs nearly
special abilities, use one of these killed you?
templates.
◆ Twitch, a spacecase. Perhaps a
Drone Enthusiast Finesse +1, hopeless BTL addict with genius ideas,
Interface +2, Survey +1. In Control or a conspiracy theorist clearly high on
psychedelics?
MacGuyver Prowl +1, Survey +2, ◆ Drano, a smuggler. Perhaps a source
Wreck +1. Jury Rig of illegal merchandise, or a rival pilot
who keeps running your routes?
Pilot Finesse +1, Interface +1,
Survey +2. Ace ◆ Memphis, a sailor. Perhaps a
knowledgeable mentor who spun
Savior Fight +2, Prowl +2. Medic great tales about the open seas, or an
unexpected thorn in your side?
When you play a Rigger, you earn karma when you address a challenge with
technical skill or control Kingston is a city full of technology for you to bend
to your purposes or exploit. Get your tools out and get your hands dirty. Or send
a drone to take care of it. Use your talents to keep things from getting too crazy
and maintain a tight grip on the action for best results.
91
7
The technology and talents required to make you a Rigger are expensive to
cultivate—did you have assistance? Which side of the tracks do you prefer:
creation and repair, or crafty destruction? What are the signature tools of
your trade: chemicals or electronics?
.
metadata2166211.
metadata0497053
92
7
PRECISE ELECTRICIAN
You may expend your special armor When you invent or craft a creation with
to resist a consequence of distraction, electronic features, take +1 result level to
misunderstanding, or chemical effects, your roll (a 1-3 becomes a 4/5, etc). You begin
or to push yourself when working with with one special design already known.
technical skill or precision.
Follow the Inventing procedure on
When you use this ability, tick the page 254 with the GM to define your
special armor box on your playbook first special design.
sheet. If you “resist a consequence”
of the appropriate type, you avoid CHEMIST
riGGer
it completely. If you use this ability
When you invent or craft a creation with
to push yourself, you get one of the
chemical features, take +1 result level to
benefits (+1d, +1 effect, act despite
your roll (a 1-3 becomes a 4/5, etc). You begin
severe harm) but you don’t spend 2
with one special design already known.
edge. Your special armor is restored at
PlayBooK:
the beginning of downtime. Follow the Inventing procedure on
page 254 with the GM to define your
INFILTRATOR first special design.
You are not affected by quality or Tier
when you bypass security measures. MEDIC
This ability lets you contend with higher- You can Engineer bones, blood, and
Tier enemies on equal footing. Whether bodily tissues to treat injuries or stabilize
you’re sequencing a maglock, cracking the dying. You may Study an ailment or
a safe, or sneaking past patrolling ICe corpse. Take this ability a second time to
in VR, your effect level is never reduced count as the crew’s surgeon and grant
due to the superior Tier or quality level everyone in the crew (including you) +1d
of your opposition. to their recovery rolls.
Actual knowledge of medical procedures
What do the prevailing rumors say
is a lost talent. Without this ability,
about your prior heists? Or are you an
any attempts at emergency treatment
unknown, someone whose exceptional
are likely to be fleeting or make things
talents are just waiting to be discovered?
worse. With this ability, you can serve
as the healer for recovery (rolling
JURY RIG
Engineer) in downtime, and can even
When you Engineer a device to repair or take action to administer first aid in
alter it, the work is much quicker than it the field to allow your patient to ignore
should be and you don’t need all the parts a harm penalty for an hour or two.
(or tools).
Performing certain surgical procedures
Normally, it is futile to attempt field repairs still carry risks, depending on your
without all the required equipment—with unique skill set as informed by your
this, you are a master of improvisation special abilities. See Surgery on page
using whatever is on hand. What you can 262 for details.
eschew depends on what you are doing.
Alterations or repairs will not be lasting—
but often they don’t need to be. Useful for
more destructive alterations as well.
93
7
SPECIAL ITEMS
◆A configured drone: An ◆ Fine electrical tools: A specialized
electromechanical device capable of set of tools suitable for detailed
locomotion with human-like senses electronic work. A headlamp outfitted
(by default), configured to accept your with visual sensors capable of
commands and perform subroutines. magnification. A set of soldering irons,
See page 252 for information on specialized wrenches, and other hand
how to detail and configure your first tools. Precision sensors and measuring
drone. Feature(s) can be added for an devices. [1 load]
additional special item choice.
◆ Medical supplies: A handheld or
◆ A personal vehicle: A small vehicle, shoulder-strapped case containing
suitable for manual piloting (with a up to three uses of sprays or patches.
license) or autonomous transport of When you employ an item from your
one or two people by either land or medical supplies, choose one from the
sea. A roadster. A motorcycle (with list at right (or one of your custom-
available sidecar). A dune-buggy. A made formulas). antidote patch
jet-ski. A small speedboat. Flying or See page 256 for hard-clot
underwater capability can be added to more on sprays and sterilizer
your personal vehicle for an additional patches. During
stim patch
special item choice. downtime, you
stun patch
automatically refill
◆ Utility harness: A strap worn over your medical supplies so long as you
the shoulder containing a modular
have reasonable access to a supplier or
pouch and hook system to safely
workshop. [1 load]
hold up to three chemicals or small
gadgets. When hypersolvent
you employ an hyperglue
item from a thermite gel
utility harness, nightshades (g)
choose one
sensor tag (g)
from the list at
spatial scanner (g)
right (or one of
thermite rod (g)
your custom-
made formulas vehicular
override (g) suggested implants
or gadgets).
See page 256 for more on chemicals
and gadgets. During downtime, you ◆ neural with control rig
automatically refill your utility harness, ◆ acidproof & fireproof skin
so long as you have reasonable access
to a supplier or workshop. [1 load] ◆ vital organs
◆ a hidden compartment
You may create gadgets during downtime by Engineering with tools and materials.
Track the load for each gadget you deploy during an operation that is too heavy or
conspicuous to fit in an available harness slot.
94
SNAKE
A liar and manipulator
At first, the shadows are bewildering, a muddled political landscape with secret
wars fought behind automated turrets and mirrored windows. For the Snake
though, there is a veiled order to it all—the criminal underworld is just another
secret waiting to be exploited, another opportunity to seize, another problem to
solve.
When you play a Snake, you earn karma when you address a challenge with
deception or calculation Sometimes you’re flush and sometimes you’re bust—
but you know just how to slip out of a tough situation. Choose who you will be
today wisely—and even better tomorrow. You are sure to get your way if you just
keep telling them what they want to hear. How do you always know what that
is? You can see right through them.
95
8
Is there even a “real” you? Or does your personality change to suit the
listener without you even having to think about it? Are all your relationships
just bargaining chips for you to pass around?
.
metadata2166211.
metadata0497053
96
8
MASTER OF DISGUISE DISARMING
When you use a disguise or other form of You get +1d vs. a target with whom you
covert misdirection, you get +1d to rolls have an intimate relationship.
to confuse or deflect suspicion. When
you throw off your disguise, the resulting Any action can get the bonus, not just
surprise gives you the initiative in the social actions. “Intimate” is for you
situation. and the group to define, it need not
exclusively mean romantic intimacy.
This ability gives you the chance to
more easily get out of trouble if a TRUST ME
covert operation goes haywire. Also, You may use teamwork maneuvers with any
snaKe
don’t forget your fine disguise kit crew member who trusts you, regardless of the
item, which boosts the effect of your distance separating you. Ask the teammates
covert deception methods. who trusts you after they pick their load for
the run. You can force any character who trusts
you to perform the protect maneuver on your
LONG CON
behalf (they suffer a consequence instead of
PlayBooK:
You may expend your special armor to you).
resist a consequence from suspicion or
persuasion, or to push yourself when you You can help out the crew from anywhere
gather information or work on a long-term if they are willing to follow your direction,
project. but they’re also keenly aware your
contingency plans don’t always include
When you use this ability, tick the safety nets for them.
special armor box on your playbook
sheet. If you “resist a consequence” LINGUIST
of the appropriate type, you avoid You can understand bits and pieces of any
it completely. If you use this ability dialect, even those you never learned. You
to push yourself, you get one of the can spend 1 edge to hold a conversation
benefits (+1d, +1 effect, act despite despite language barriers.
severe harm) but you don’t spend 2
edge. Your special armor is restored at Attempting actions across language
the beginning of downtime. barriers is difficult for those who
lack this ability, but you can get by in
PROVOCATEUR a pinch due to your understanding of
When you taunt someone, it’s especially languages. Using the language of the
provocative. You get +1d to Study a listener factors into effect as usual.
provoked target.
97
8
SPECIAL ITEMS
◆ Fine cover identity: Fake licenses
and business holo-cards, planted
stories and rumors, and false
relationships sufficient to pass as a
different person. [0 load]
◆ Red rock: A dose of the popular
drug, which induces a dreamlike
state. The victim of this crystal is not
fully unconscious, but rather retreats
into a calm, suggestible mental state,
similar to hypnotism. [0 load]
◆ Blackmail supplies: Compromising
or injurious information, consisting of
recorded conversations, embarrassing
video, or incriminating physical
evidence. [0 load]
◆ Fine disguise kit: A vial of
pheromones and a thermoplastic
mask kit equipped with an impressive
array of expert appliances to fool the
eyes and ears. The fine quality of this
kit may increase the effect of your
deceptive actions when you use it.
[1 load]
◆ Concealed holdout pistol: A low
caliber firearm that is very small and
easily concealed in a sleeve or jacket.
This pistol is very difficult to detect on
your person, even if you’re searched.
[0 load]
suggested implants
98
TRIGGER
A deadly marksman and tracker
There is great demand for runners who can pull the trigger at the right time. The
things others wish to keep hidden are laid bare to a capable Trigger. Whether
that be a deadbeat who’s trying to skip out on their debts, a witness who’s going
to snitch to the authorities, or the trail to a hacker’s hidden stash of paydata—it’s
the Trigger that can hunt them down.
When you play a Trigger, you earn karma when you address a challenge
with tracking or violence Step up and scope out opportunities and targets for
a run and be willing to hurt whoever stands in your way. Line up your shots and
take your prey down on your terms. The shadows are where your talents can be
brought to bear; where your methods leave no second chances.
99
9
Do you see the whole world as potential prey, or do you still care about
people? Which target in the past gave you the most trouble? Why?
.
metadata2166211.
metadata0497053
100
9
FOCUSED VIGILANTE
You may expend your special armor to You gain an additional karma trigger: You
resist a consequence of surprise or mental exacted justice on someone who harmed you
strain (fear, confusion, losing track of or someone you care about. If your crew
someone), or to push yourself for ranged helped you exact justice, also mark crew
combat or tracking. karma.
When you use this ability, tick the You may mark up to 2 karma per session
special armor box on your playbook for each additional karma trigger you
sheet. If you “resist a consequence” have. You can never earn more than 8
TriGGer
of the appropriate type, you avoid karma (in sum) from karma triggers at
it completely. If you use this ability the end of session.
to push yourself, you get one of the
benefits (+1d, +1 effect, act despite RESILIENT
severe harm) but you don’t spend 2 You recover from harm faster. Permanently
edge. Your special armor is restored at fill in one of your healing clock segments.
PlayBooK:
the beginning of downtime. You get +1d to healing recovery rolls.
GUN CONTROL Your healing clock becomes a 3-track,
You can draw and reload firearms quickly, and you get a bonus die when you
regardless of weapon type. You get +1d to recover.
rolls to unleash a barrage of rapid fire at an
enemy. KILLER PET
Your hunting pet gets +1d when tracking
A barrage of rapid fire consumes more or fighting injured targets, and gains a
ammunition, but allows you to keep up special ability: crowd control—sapience—
a steady rate of fire in a battle (enough swift. Take this ability again to choose an
to “suppress” a small team of up to additional special ability for your pet.
five people, discouraging them from
maneuvering or attacking), rather than Your pet (if you have one) already
stopping for a slow reload or weapon functions as a cohort (Expert: Hunter).
switch after each volley. This ability gives them potency when
it can catch the scent of something’s
If you unleash a barrage in combat
blood, plus a special feature of your
against an enemy who’s threatening you,
choice from the list.
you’ll still make an action roll in the battle
(maybe with Stalk, Fight, or Wreck). Crowd control allows it to threaten a
small group (up to six people) as easily
RELENTLESS as a single person. Sapience allows it
Due to harsh experience or training, if there to understand complex ideas and make
is a question whether you’re sleepy, hungry, decisions like a person might (your very
or thirsty, the answer is no. You get +1 edge own “data dog” perhaps?). Swift allows
box. the pet to move extremely quickly,
keeping pace with most land vehicles.
This ability gives you an additional
For more details about cohorts, see
edge box, so you have 10 instead of 9.
page 118.
The maximum number of edge boxes
a PC can have (from any number of
additional special abilities) is 12.
101
9
SPECIAL ITEMS
◆ Military weapon: A devastating firearm designed for war. Choose its optimal
range (near or far), and up to two features for the weapon: cornershot—launcher—
light (1 load instead of 2)—penetrating—rapid fire—reload assist—shocking—
silenced—smartgun—stabby—stopping power—splitting. Describe the weapon
and give it a nickname if you wish. Details on optional smartgun systems can be
found on page 260. Weapons like this are extremely illegal for private citizens in
Kingston, but you have real or forged military licensing for this one. [2 load]
◆ Firearms mod: You have access to a variety of smartgun (external)
accessories which alter the dynamics of a firearm to silencer
which they are attached. When you employ a firearms
mod, choose one from the list at right. [1 load] stabilizer
◆ Fine pair of pistols: A matched pair of light handguns, made for greater
accuracy. Were your pistols made by Colt, S&W, or some other gunsmith? How do
they stand out from the average handgun? [1 load]
◆ Special ammo: A bandolier of specially crafted ap ammo
ammunition for a pistol or small rifle, especially potent capsule ammo
against intended targets, but less effective against others.
When you employ special ammo, choose one from the flare ammo
list at right. Special ammo is “smart”—meaning it can be flechette ammo
preprogrammed to respond to a timer, expel its payload at frangible ammo
a certain range from a networked device, etc. A fortune roll
may be required when you rely on such things. [1 load] gel ammo
AP ammo penetrates most armor. Capsule ammo delivers a loaded chemical through
a flesh wound. The showering sparks from flare ammo are well-suited for signaling
or starting a fire. Flechette ammo spreads out upon impact, shredding unarmored
targets. Frangible ammo ignores hard substances (bone, metal, wood, etc.). The impact
from gel ammo is enough to stun a person or knock them down, but does very little
real harm; several hits might incapacitate a person or bind them to a suitable surface
nearby.
When you play an Adept, you earn karma when you addressed a challenge
with inner perfection or mystical power Empower yourself to perform adept
feats which surpass normal human limits so that you continue to grow in power.
As you delve deeper into your training, you’ll bolster your innate talents with
even greater feats made possible by the continued perfection of your body’s
living essence. You might even dabble in some of the secret arts borrowed from
the Mage or Techno playbook.
103
10
Why did you pursue your Adept abilities? Are you a natural, did you study and practice on your
own, or did you have a trainer? Are you more focused on perfecting your body’s living essence or
do you dabble in the secret arts?
.
metadata2166211.
metadata0497053
When you become a student of an adept way, you receive permission to study the fundamentals
of your chosen way. You gain the following maneuver (this does not count as a special ability):
Practitioner of the Way: Choose an When you have proven your command
adept way and an adept drawback. You may over the fundamentals of your adept way,
roll to resist supernatural consequences with you receive permission to take the Adept
Body. You can never become Awakened or playbook. If you chose the Adept playbook
Emergent. during character creation or switch to it later,
choose your way and drawback as you study.
104
10
ADEPT FEATS
Through advancement, an adept PC can take a maximum number of adept feats (in sum)
equal to their remaining essence (see page 268 for details). If you take a feat when you
have already reached your limit, you must replace one instead. If you ever have more
adept feats than your limit (due to essence loss), choose an appropriate number to
keep (losing all other adept feats). You cannot take Mystic Way as your first adept feat.
adePT
verges on the superhuman—maneuver to that verges on the superhuman—engage a
confuse your enemies so they mistakenly small team on equal footing in close combat.
attack each other.
When you push yourself to activate this
When you push yourself to activate this ability, you still get one of the normal
PlayBooK:
ability, you still get one of the normal benefits of pushing yourself (+1d, +1
benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special
effect, etc.) if you’re making a roll, in ability.
addition to the special ability.
If you perform a feat that verges on the
If you perform an acrobatic feat superhuman, you might break a metal
(running, tumbling, balance, climbing, weapon with your bare hands, tackle a
etc.) that verges on the superhuman, moving vehicle, lift a huge weight, etc.
you might climb a sheer surface without
If you engage a small group on equal
hand-holds, tumble safely out of a three-
footing, you don’t suffer reduced effect
story fall, leap a shocking distance, pass
due to scale against a small group (up
without leaving a trace, etc.
to six people).
If you maneuver to confuse your
enemies, they attack each other for REFLEXES
a moment before they realize their When there’s a question about who acts
mistake. The GM might make a fortune first, the answer is you (two characters with
roll to see how badly they harm or Reflexes act simultaneously).
interfere with each other.
This ability gives you the initiative in
ADEPT SENSES most situations. Some specially trained
Spend 1 edge to perceive beyond normal or well-outfitted NPCs (and some astral
limits for several minutes. Detect subtle entities and dragons) might also have
environmental changes (temperature, reflexes, but otherwise, you’re always
frequency, pressure, etc.), sense the presence the first to act, and can interrupt anyone
of danger, become a living lie detector, etc. else who tries to beat you to the punch.
This ability usually doesn’t negate the
AUTONOMIC CONTROL need to make an action roll that you
Spend 1 edge to control your vital would otherwise have to make, but it
functions and autonomic response for may improve your position or effect.
several minutes. Feign death convincingly,
fool a lie detector test, ignore pain, hold
your breath with impunity, etc.
105
10
106
MAGE
An arcane practitioner
Port Royal is hopelessly haunted by the spirits of thousands of pirates and merchants
who share a sunken rock pit as a grave. People pay big money for those who can navigate
the perils of Aztlan. Nearby Portmore is said to be overrun by awakened creatures—
strange monsters of mythical proportions and ability, weaponized cyberzombies, and
even hordes of ghouls. The protected jungle beyond the neon hazard signs to the east are
a dense wilderness inhabited by strange people and stranger critters. These are the sorts
of things which are best handled using the specialized methods and secret arts of magic.
When you play a Mage, you earn karma when you address a challenge with
knowledge or arcane power Seek out the wondrous and powerful forces of
magic for guidance and bend them to your will. Make deals with spirits to remain
in harmony with the astral forces at large. By being willing to face the trauma
from the drain of wielding the secret arts, you’ll quickly replace the mundane
parts of yourself with power overwhelming.
107
11
Why do you pursue your arcane talents? Were you awakened by a mentor,
or do you have a stranger history (maybe your lineage or background)?
.
metadata2166211.
metadata0497053
When you open your senses to the astral plane for the first time, you receive permission
to study the fundamentals of your arcane tradition’s method (hermetic, shamanic,
new age, or denial). You gain the following maneuver (this does not count as a special
ability):
Awakened: Choose an arcane When you have proven your command over
method, and a number of drawbacks as the fundamentals of your tradition’s method,
directed by your choice. You may choose you receive permission to take the Mage
to roll the Assense action. When you playbook. If you choose the Mage playbook
during character creation or switch to it later,
roll a desperate Assense action, mark
describe how you fulfill the requirements on
1 karma on the Willpower track.
this page already—otherwise take action to
You may take additional action dots in complete them in play. Perhaps a long-term
the Assense action as a Willpower project is needed to cover the broader aspects
advance. You can never become Emergent of opening your hidden senses? Perhaps a
or a Practitioner of the Way. supernatural run could help awaken you?
108
11
ASSENSE Examples
CONTROLLED
When you Assense, you open your mind to
the astral plane or channel arcane energies I Assense for any nearby arcane powers in use,
through your body. You might communicate to see if there are any magical wards on the door.
with a free spirit or understand aspects of 4/5 Reduced Effect: You do sense something
conjuring. You could try to perceive beyond unseen pushing against your astral senses, but
sight (but Surveying might be better).
you can’t quite tell how far it extends—to the
windows and roof, too? Maybe so.
GM Questions
◆ How do you open your mind to the astral 4/5 Harm: There’s a flash, a brief whoosh, and
plane? What does that look like? a burst of flame. The stench of your burnt hair
maGe
and skin lingers in the air. Take level-1 harm,
◆ What powers are you entreating? How are “Lightly toasted.”
you channeling that energy? What do you RISKY
hope this will do?
I Assense to examine the energies present here
PlayBooK:
The “astral plane” is described somewhat to see his last moments. That CSG agent, Smith,
vaguely, on purpose. It’s a supernatural realm died in this very spot, so I’ll try to catch an
that humans were unable to perceive since glimpse of what happened in the astral plane.
the Fog of Mortal Disbelief cut off their ability 4/5 Reduced Effect: In your mind’s eye, you briefly
to sense it. While Assensing, it is possible to see a faint apparition of agent Smith, pleading. A
“see” concentrations of astral energy in the
bright muzzle flash briefly illuminates the face of
city, “hear” the reverberations of events
a shadowed figure just before it ends. It sort of
in the recent past, and feel the presence of
matches the face of Lia, the heiress to the Yakuza
astral entities like spirits and elementals. To
empire, but you can’t be sure if what you saw
Assense is to tap into a burgeoning wellspring
of power that could easily go out of control. was an act of malice—or fear.
It’s a way to communicate what you think 1-3 Harm + Complication: Agent Smith’s death
about these arcane energies and even the agony washes over you. You see a blurred face
afterlife, and to ask the other players what before you, then feel a heavy sting as a metal bar
they think about it too. collides with your cheek bone. Take level 1 harm,
When you perceive the astral plane you can see “Shaken.” The spirit doesn’t answer anymore,
the arcane evidence of recent events or sense but you can sense something retreating into the
things beyond sight (the fine sensing focus of warded room.
the Mage allows them to see even more detail). DESPERATE
Surveying is usually the action you’d use to get a As the free spirit tries to possess me, I reach
sense of a location or to spot hidden things, but into the fire elemental. I’ll Assense to funnel its
Assensing can work better in some situations— essence through myself and banish the spirit!
sometimes at a worse position since you’re
risking danger from the astral plane. 4/5 Serious Complication: A column of fire
engulfs its astral form and it departs. As its
To choose your Assense rating for an action disrupted, bursts of flame fly out from your
roll, you must first be awakened. Mages can
hands and eyes, setting off the building alerts.
Assense as the basis for secret arts of magic,
What do you do now?
such as Sorcerer or Conjurer (see next
page). Without the astral plane and living 1-3 Severe Harm: The spirit rides the energy
essence, these powers can’t manifest. directly into your astral form, engulfing your
material form in burning flames. You suffer two
You lose access to these capabilities if you
types of harm: level-3 “Scorched” from the fire,
become a Shell. See page 269 for details on
this alternate state of being. and also a level of special harm “Drain.” Which
would you like to resist first?
109
11
SORCERER WARDED
You know the unique methods to activate You can expend your special armor to
metaplanar energies through your body to resist an arcane consequence, or to push
cast spells. You can Study a spell formula to yourself when you employ or contend
summon a supernatural effect. You begin with with arcane forces.
two spells already learned.
When you use this ability, tick the
Without this special ability, the study
special armor box on your playbook
and practice of spells leaves you utterly
vulnerable to the metaplanar energies
sheet. If you resist a consequence, this
you attempt to harness. These efforts are ability negates or reduces its severity. If
harmful to your health and psyche. you use this ability to push yourself, you
get one of the benefits (+1d, +1 effect,
When you take this secret art, choose your act despite severe harm) but you don’t
known spells and record them in your spend 2 edge. Your special armor is
notes for future reference. When you use restored at the beginning of downtime.
this ability to cast a spell, pay the cost(s)
accordingly with its magnitude and type.
When you cast a spell despite danger, make
an action roll (usually Assense). For more
details, see Sorcery, starting on page 296.
110
11
maGe
ASTRAL OCCULTIST
The GM will tell you if you sense any You know the secret ways to Consort with
astral entities nearby. If you don’t have ancient powers, forgotten mentors, or dragons.
an entity in mind, one will still show Once you’ve consorted with one, you get +1d to
up (the summoning is automatic, but Command cultists who worship it.
PlayBooK:
the command is not). However, failure
in that case can also cause a horror Consorting with a given entity may
require special preparations or travel to a
to show up (the baseline force you can
specific place. The GM will tell you about
summon is equal to the crew’s Tier, any requirements. You get the bonus die
as usual). If you want, you can gather to your Command rolls because you can
information (maybe Assense, Study, demonstrate a secret knowledge of or
or Survey) to attempt to locate one. influence over the entity when you interact
with cultists.
By default, an astral entity wants
to satisfy its need for life essence. ASTRAL PROJECTION
Elementals are also mindlessly vengeful You may project your consciousness into the
towards the living. When you conjure astral plane to “see” a small room across the
it, you can give it a general or specific district as if it were nearby. Spend 2 edge when
command, but the more general it is (like you project, plus 1 edge for each extra feature:
“Protect me”) the more the spiritual project further (across the sprawl, across the
entity will interpret it according to country, etc)—you can be seen or heard—it lasts
its otherworldly desires. Your control longer (a few minutes, an hour, etc.).
over the spiritual entity lasts until the
This ability detaches your consciousness
command is fulfilled, or until a day has for a few moments, leaving your physical
passed, whichever comes first. body utterly helpless. You cannot see
physical forms while projecting.
IRON WILL
You’re immune to the terror that some If you spend additional edge, you can
supernatural entities inflict on sight. extend the effect for additional benefits,
When you make a resistance roll with which may improve your effect or reduce
Willpower, take +1d the risks for action rolls, depending on the
circumstances, as usual. Projection for
With this ability, the sheer terror that more than an hour may free your spirit,
accompanies the sight of dragons and resulting in the death of your physical body.
the fury of elementals does not affect you.
In fact, you do not freeze up or flee when
confronted by any kind of supernatural
entity or strange arcane event.
111
11
SPECIAL ITEMS
◆ Fine spell focus: A small arcane ◆ A paracritter: This critter follows
talisman that allows the bonded user to you around and may help you out
wield spells with exceptional control. with your affairs, on occasion. They
Each spell focus is a hand-crafted or function as a cohort (Expert: of a
unworked natural item. What is yours type you choose) and may be arcane
made from? [1 load] in nature. What is strange about its
appearance or physiology? What is
◆ Fine sensing focus: An arcane item exotic about its diet or needs?
worn on the head that allows the
bonded user to “see” arcane energies Detail your paracritter with the
in great detail. Also provides some GM’s help using the examples and
measure of protection against mental additional guidance on page 288.
effects like possession. Each arcane Also choose a number of edges
focus is unique. What does yours and flaws (as you would any other
look like? What is magical about its cohort) from the list on page 118.
appearance? [1 load]
◆ Banishing focus: A small arcane ◆ Fine arcane reagents: A pinch of
trinket that astral entities prefer to desecrated grave dirt. Prayer beads
avoid when possessed by a bonded and bones. A smattering of awakened
user. [0 load] organic material (leaves, feathers,
hair, etc.). In what strange way do they
quickly deteriorate upon use? From
which of your friends or contacts do you
source these exotic items? [1 load]
112
TECHNO
An emergent practitioner
The senses of a Techno(mancer) are flooded by the presence of data trails everywhere in
the city when their mind emerges to receive its power. It is best to learn the ability to filter
some out before the use of its power, since the emergent plane can be a bit overwhelming
otherwise. The Techno twists the 1’s and 0’s in nearby signals to compile sprites and
draw mischievous gremlins to anywhere networks are found. Reports of inexplicable
cyberspace outages and other gremlin-like phenomena circulate, heightening the
suspicion and fear of technomancy.
When you play a Techno, you earn karma when you address a challenge
with knowledge or emergent power Cheat the system, ditch the ‘deck, and
expand your virtual horizons through your emergent senses. By forcing yourself
to face the dangers of your powers, you’ll assimilate your brain to submerse
more completely in the emergent plane inhabited by strange data and signals.
103
12
You wield a mysterious and feared connection to signals and data through
a rare mutation. Why do you pursue these dangerous powers? Do your
abilities tap into the presence of data, or the absence thereof?
.
metadata2166211.
metadata0497053
When you open your senses to the emergent plane for the first time, you receive permission
to study the fundamentals of your emergent tradition’s method (resonant, dissonant,
convergent, or denial; details on the next two pages). You gain the following maneuver (this
does not count as a special ability):
Emergent: Choose an emergent When you have proven your command
method and a number of drawbacks as over the fundamentals of your tradition’s
directed by your choice. You may choose method, you receive permission to take the
to roll the Attune action. When you roll a Techno playbook. If you choose the Techno
desperate Attune action, mark 1 karma
playbook during character creation,
on your Willpower track. You may take
describe how you fulfill the requirements
additional action dot(s) in the Attune
action as a Willpower advance. When there on this page already—otherwise take
is a question whether your consciousness is action to complete them in play. Perhaps
online, the answer is yes (you can spend 1 a long-term project is needed to cover the
edge to ignore this for a time). You can never broader aspects of opening your hidden
become Awakened or a Practitioner of the Way. senses? Perhaps a supernatural run could
help “free your mind”?
104
12
ATTUNE Examples
When you Attune, you open your mind to the CONTROLLED
emergent planes or direct nearby electromagnetic
signals through your body. You might communicate I Attune to examine the signals present here to
with a free sprite or understand aspects of look for recent data trails. If they came online
technomancy. You could try to perceive beyond to pay their informant, maybe I can pick their
sight (but Surveying might be better). trail back up.
Techno
lead somewhere! As you are examining that for
emergent plane? What does that look like?
details, you realize the trail is a red herring—but
◆ What signals are you directing? What do you that means you must be getting close! Try again?
hope this will do?
4/5 Minor Complication: You see lots of signals
The emergent planes are a fantastical supernatural but only a couple came online recently. Too bad
domain comprised of all the signals that have ever one is clearly a security agency. And they’ve
PlayBooK:
been transmitted or silenced, including those apparently just assigned most of their resources
produced by the brains and bodies of people. This
to bolstering their system against intrusion.
ancient realm has only recently been revealed
to mortals as a source of power. The best guess RISKY
about it is that the quantum state of cyberspace
After they pass by, I use the opportunity to
is connected to these realms, which may never
have happened if not for the series of cataclysmic check around for hidden paydata I can sell
events known as the Great Crashes. It’s the later.
quantum superposition upholding cyberspace, 1-3 Harm + Complication: You are snooping
the transmissions of devices in the recent past,
around, and pick up a strange network
and the medium in which emergent beings like
sprites and echoes exist. It’s a constant stream of broadcasting a low-security signal. You intercept
encoded qubits that should always feel perilous the data, but take level 1 harm, “Corruption” as
to experience. To attune is to connect with the you fall into virtual trapdoor. What you don’t
anomalous realms of data and corruption that know, is that file was fake and also just started
could quickly backfire and bring you serious pain and ticked a “Trace” progress clock to find your
and unwanted attention. Bring your ideas about
hacker’s deck, with two ticks filled in to start!
techno-magic into play and ask the other players
what they think about it too. DESPERATE
When you perceive in augmented reality you As the counterhacker tries to finish the trace,
can see data trails: the signals of recent events I’ll reboot my living persona and come out
or sense things beyond sight (the fine filtering “guns blazing” this time: I’m laying down a
focus in the special items list allows you to see deep-dive virtual onslaught to take them out.
even more detail). Interfacing is usually the
action you’d use to quietly intercept data or find 4/5 Serious Complication: You reboot and
a hidden icon, but Attuning can work better in unleash your attack, but they were waiting for
some situations—sometimes at a worse position you to try that! During the exchange, you’re
since you’re risking danger directly to your brain temporarily blinded in VR by gray ICe you didn’t
and are relying on harmful emergent energies for see coming. The counterhacker is incapacitated,
this power.
knocked out by all that corruption, but more
To choose your Attune rating for action rolls, you ICe are surely on the way—not that you can see
must first be emergent. Technos can Attune as the them coming! What do you do now?
basis for emergent powers, such as Threader or
1-3 Severe Harm: The counterhacker must
Compiler. Without the emergent plane and living
essence, these powers can’t manifest. You lose access have been a real pro! You get hurt badly: level-3
to these abilities if you become Infected (page 281) harm, “Paralyzed Legs” from being smashed by a
or a Shell (page 269). See their respective sections virtual steam roller. That’s gonna leave a mark—
and associated playbooks for details on these unless you’d like to resist?
alternate states of being.
105
12
THREADER EDITOR
You know the unique methods to activate You may expend your special armor
metaplanar energies through your body to resist an emergent consequence, or to
to cast emergent spells (threads). You can push yourself to contend with or employ
Study an emergent algorithm to summon an emergent power.
emergent effect. You begin with two threads
already learned. When you use this ability, tick the
Without this secret art, the study and special armor box on your playbook
practice of threading leaves you utterly sheet. If you resist a consequence, this
vulnerable to the metaplanar energies ability negates or reduces its severity. If
you attempt to harness. These efforts are you use this ability to push yourself, you
harmful to your health and psyche. get one of the benefits (+1d, +1 effect,
When you take this secret art, choose your act despite severe harm) but you don’t
known threads and record them in your notes spend 2 edge. Your special armor is
for future reference. When you use this ability restored at the beginning of downtime.
to thread an effect, pay the cost(s) accordingly
with its magnitude and type. When you thread
the effect, it requires an action roll (usually
Attune). For more details, see Threading,
starting on page 296.
106
12
Techno
or attempt to compile (though your allies may
be).
EMERGENT OCCULTIST
The GM will tell you if you sense any You know the secret ways to Consort with
entities nearby. If you don’t, you can gather artificial intelligence, forgotten paragons, or
info (maybe Attune, Study, or Survey) gremlins. Once you’ve consorted with one, you
to attempt to locate one. By default, an get +1d to Command cultists who worship it.
PlayBooK:
emergent entity wants to satisfy its need for
living emergence and corrupt or assimilate Consorting with a given entity may
data. When you compile it, you can give it a require special preparations or travel to a
general or specific command, but the more specific place. The GM will tell you about
general it is (like “Distract them”) the more any requirements. You get the bonus die
the sprite will interpret it according to its to your Command rolls because you can
own desires. demonstrate a secret knowledge of or
influence over the entity when you interact
Your control over the sprite lasts until the with cultists.
command is fulfilled, or until a day has
passed, whichever comes first. EMERGENT PROXY
You may proxy your consciousness into the
DEAD ZONE emergent realms to go online as if you are
You’re consciousness disrupts nearby signals. somewhere else across the district. Spend 2
Spend 1 edge to do one of the following: turn edge when you project, plus 1 edge for each
it off until you’re ready—nearby devices are also extra feature: further away (across the city,
orphaned—the crew is unaffected. across the region, etc)—your living persona is
visible as if originating there—it lasts longer (a
This power is always on when you are few minutes, an hour, etc.).
awake, though you can turn it off if you
concentrate (the GM might make a fortune This ability detaches your consciousness
roll to see how long). The first optional use for a few moments, leaving your physical
of this secret art ceases the effect until you body utterly helpless. You cannot see
want it back. The second and third uses offline devices or locations without signals
each last for up to a few minutes. If you while projecting (so you can’t target them
spend additional edge, you can extend the either).
effect for additional benefits (duration,
range, etc.), which may improve your effect If you spend additional edge, you can
or reduce risks for action rolls, depending extend the effect for additional benefits,
on the circumstances, as usual. which may improve your effect or reduce
risks for action rolls, depending on the
circumstances, as usual. Projecting for
more than an hour may free your spirit,
resulting in the death of your physical body.
107
12
SPECIAL ITEMS
◆ Fine threading focus: A small ◆ A technocritter: This critter follows
emergent item that allows the bonded you around and may help you out with
user to focus their energies when your affairs, on occasion. They function
casting emergent spells (threads). as a cohort (Expert: your choice what
Each threading focus is a high-tech item type), and may be emergent in nature.
which shouldn’t function or appears to What is strange about its appearance
malfunction. How is its icon mysterious or physiology? What is exotic about its
when you wield it? [1 load] diet or needs?
◆ Fine filtering focus: An item worn Detail your technocritter with the
over the head eyes produced with GM’s help using the examples and
fine stranded metals that allows the additional guidance on page 288.
bonded user to see data trails in great Also choose a number of edges
detail. Also provides some measure of
and flaws (as you would any other
protection against cyberspace harm.
What does yours look like? Why is it cohort) from the list on page 118.
memorable and cryptic to see in use?
[1 load]
◆ Fine emergent reagents: A refined
pinch of overheated server-processor
◆ Fine fake cyberdeck: A burner dust. A datachip full of memes mined
comm that simulates benign civilian from a hotspot. Emergent signal
use and is hidden inside an expertly- captures from a corrupted device,
crafted case. An excellent cover for virtual construct, etc. In what strange
your special talents. It’s very difficult way do they quickly deteriorate upon
to detect it’s a fake, even if the device use? From which of your friends or
or its signals are scrutinized. [0 load] contacts do you source these exotic
items? [1 load]
108
CHAPTER 3
THE CREW
STARTING AN URBAN
LEGEND
When a crew is formed, it carries with it
a reputation that outlasts the founding
members. This is why there is a separate
character sheet for the crew—to keep
track of its development, growth, and
influence. To chronicle the urban legends
as they unfold, piece by burning piece.
109
3
Mercenaries) or run guns (like Couriers)— organizes game play from “committing
but the core activity of the crew type is crimes” to “gun-running”—which helps
the most frequent way they earn nuyen the GM focus on the parts of the setting
and karma for advancement. that matter most, rather than having
to juggle every possibility at once. The
There are six to choose from: group should choose a crew type that
everyone is excited about. As a player,
◆ Assassins: killers for hire, specializing be vocal about your preferences. You’re
in “accidents,” disappearance, murders, about to spend many hours doing this, so
and ransoms. if you’re feeling lukewarm about one of
◆ Couriers: transporters of illegal goods, the options, speak up.
specializing in clandestine deliveries,
territory control, and expeditions outside Once you’ve chosen, grab the crew sheet
the city. for that type and record the following
choices in crew creation as you go.
◆ Cult: acolytes of a forgotten tradition,
specializing in artifact acquisitions, Your crew begins with 2 nuyen in its
aspecting power sites, gaining access account (the remains of the PCs’ savings
to sources of augury, and committing from the last run). You are Tier 0, with
sacrifices. strong hold and 0 rep.
◆ Mercenaries: thugs and soldiers,
specializing in battle, extortion, sabotage,
and smash & grabs.
◆ Radicals: extremists and vigilantes,
specializing in espionage, extortion,
insurgence, and sabotage to effect
widespread change.
◆ Shadows: the stereotypical crew of
runners, specializing in espionage,
intrusion, robbery, and sabotage.
110
3
CHOOSE INITIAL REPUTATION Also, talk about where the crew has its
& SAFEHOUSE safehouse. You begin at Tier 0, so it’s
probably a very modest or abandoned
Your crew has just formed and acquired sort of place, but hidden just the same.
a safehouse. Given this group of Choose one (or create your own):
runners and their past runs, what initial
reputation would you have among the ◆ A dilapidated space in an underused
factions of the underworld? Choose one office building.
from the list below (or create your own). ◆A garden-level apartment in a
crew creaTion
complex overrun by criminals.
You earn crew
karma when Ambitious
◆ A makeshift dwelling discreetly built
you bolster your beneath a bridge.
crew’s reputation, Brutal ◆ A small, abandoned warehouse at the
so think of this Discreet end of a dimly-lit boulevard.
as another cue ◆A condemned church in a polluted
to indicate what Efficient
area of the city.
sorts of action Professional
you want in the
◆ An abandoned building in the projects.
game. Will you Savvy ◆ A junked subway-car, fused in place
be recklessly on its old, unpowered tracks.
Strange
ambitious, going ◆ A half-sunken maintenance structure
after higher-Tier Trustworthy in the city’s maze-like sewage system.
targets? Will you ◆ The unassuming back rooms of a
take on daring legitimate business.
runs that others deem too risky? Are you
interested in the strange weirdness of Look at the map of Kingston (see
Port Royal? Kingston) and choose the district in
which your safehouse is found. Are you
based in some derelict area of a wealthy
district or is your safehouse in one of
many other crime-ridden neighborhoods
in an impoverished barrens? A good
district choice for runner types is St
Andrews Parish or Trench Town—the
districts most known for street gangs and
the least patrolled by authorities.
111
3
CHOOSE YOUR FIXER The GM will tell you about two factions
that are impacted by your choices:
Take a look at your list of potential
contacts on the crew sheet. Any of them ◆ One faction is also friendly with this
might be fixers. Circle the one who is contact, and you get +1 status with them.
the crew’s fixer—their criminal liaison. ◆ One faction is unfriendly with this
This person is a partner in crime, close contact, and you get -1 status with them.
friend, or long-time ally in the criminal
underworld. Also write their name on Fixers know both the employers and
your fixer list at the bottom of your crew employees for the illegal runs taking
playbook. place, but are paid well for their silence.
The crew
112
3
crew creaTion
in the future by earning karma.
Your meeting grounds don’t have to be
in the same district as your safehouse (in Just like picking the crew type, reputation,
fact, it’s probably better if it’s not). and safehouse, choosing a special ability
is another chance to focus the game down
Your meeting grounds area is small; to a more specific range of possibilities.
just a few blocks or secure access to a Instead of playing a generic crew of
virtual conference room—but it’s still an runners, you end up with Couriers, who
intrusion on someone. The GM will tell are ambitious, with a safehouse in the
you which faction claims the area, then sewage system, a meeting grounds in
you decide how much of your starting Downtown Kingston near the docks, a
pool of nuyen you gave your fixer to deal preference for smuggling guns, and the
with them: Leverage special ability. That’s a lot
to work with, and it helps get the game
◆ Enough to pay them off. Give them going in a strong direction from the very
1 nuyen in exchange for looking the beginning.
other way.
◆ Give them 2 nuyen as a show of respect
and you gain +1 status with them.
◆ Keep your money and take -1 status
with that faction.
113
3
You get to add two additional upgrades ◆ Boltholes: You have effective locations
to lay low between operations. When you
The crew
◆ One faction helped your fixer get an ◆ Cohort: A cohort is a team of NPCs or
upgrade. They like you, and you get +1 a single expert NPC who works for your
status with them. At your option, spend crew. For all the details on cohorts, see
1 nuyen to repay their kindness, and take page 118.
+2 status with them instead. ◆ MedSled: Your crew has registration
◆ One faction was screwed over by your for medical services through MedSled.
fixer when you got an upgrade. They You may call on their contracted services
don’t like you, and you get -2 status with to activate one of the following benefits
them. At your option, spend 1 nuyen to (free of charge): an extraction team to
mollify them, and take -1 status with transport injured crew members to a
them instead. medical facility—free access to a licensed
physician for an entire downtime phase.
You’ll be able get more upgrades in Your benefits refresh after each run.
the future by earning karma (see This costs 2 upgrade boxes to unlock. For
Advancement, page 46). details on extractions and other possible
benefits, see page 156.
114
3
◆ Mastery: Your crew has access to ◆ Quality: Each upgrade improves the
master level training. You may advance quality rating of all the PCs’ items of that
your PC action ratings to 4 in all actions type, beyond the quality established by
that fall under a single attribute of the crew’s Tier and fine items. You can
choice: Intuition, Body, or Willpower. improve the quality of Comms (including
This costs 2 upgrade boxes to unlock. You cyberspace provider), Gear (covers
may take this upgrade a second time to Burglary Gear, Climbing Gear, and
apply it to all action ratings (including Lighting Gear), Supplies, Tools (covers
the special ones). Demolitions Tools, Technical Tools, and
crew creaTion
Mechanical Tools), and Weapons.
◆ TacNet: You have a passenger vehicle
stocked with an array of communications So, if you are Tier 0, with a scratch-built
and surveillance technology that shields cyberdeck, and the Quality upgrade for
it from counter-surveillance. Further, comms (+1), you could contend equally
any crew members in the same district with quality 2 network protection.
as your TacNet may perform teamwork
maneuvers, regardless of the distance SITE UPGRADES
separating them. You might roll your
crew’s Tier if these measures are ever put Site upgrades apply to a given site
to the test, to see how well they thwart location, adding the specified upgrade to
counter-surveillance. You can move your it.
TacNet between districts freely during ◆ Boat house: The site has a boat, a
downtime. dock on a waterway, and a small shed to
store boating supplies. A second upgrade
◆ Training: If you have a Training
improves the boat with armor and more
upgrade, you earn 2 karma (instead of
cargo capacity.
1) when you train a given karma track
during downtime (Intuition, Body, ◆ Cleanroom*: The site has a work
Willpower, or Playbook karma). This area and tools for bioengineering and
upgrade essentially helps you advance cybernetics, designed to maintain strict
more quickly. See Advancement on page limits on signals, temperature, humidity,
46 for details. This upgrade represents and contaminants. You may accomplish
the benefits of sharing tactics and lessons long-term projects and perform surgery
with one another. It’s not location-based. with these assets without leaving the site.
If you have Intuition Training, when ◆ Garage: The site has a utility van,
you train Intuition during downtime, hydrogen condenser station, and a
you mark 2 karma on the Intuition garage. A second upgrade improves
track (instead of just 1). If you have the van with armor and a larger, faster
Playbook Training, you mark 2 karma engine. Flying vehicles are expensive.
on your playbook karma track when Combustion engines and petroleum fuels
you train that. are novelty items—most vehicles in the
city combine compressed gases to produce
electricity as their means of propulsion.
◆ Lodge: A supernatural workshop
devoted to a particular arcane or emergent
*: having the Cleanroom, Workshop, or Workstation upgrade also provides a bonus to quality when you
craft or modify an applicable item inside. See Crafting on page 254 for details.
115
3
*: having the Cleanroom, Workshop, or Workstation upgrade also provides a bonus to quality when you
craft or modify an applicable item inside. See Crafting on page 254 for details.
116
3
crew creaTion
it. This upgrade requires Tier I and may
upgrade boxes to unlock. A third upgrade
be taken a number of times (in sum)
improves the aircraft with your choice
equal to your crew’s Tier +1, each time
of two added features: armor—faster
choosing describing a new location. If the
engines—more cargo capacity—stealth.
new location is in a new district, the GM
should tell you who controls it and then ◆ Expansion: You have expanded your
you decide how to deal with them. criminal operation to a new hidden site in
a different city. You may spend upgrades
◆ Headquarters: You are an established for sites in your expansion city, and may
syndicate with a central base surrounded
accomplish long-term projects with these
by an expansive grounds. Your safehouse
assets without leaving your headquarters.
now serves as a headquarters site which
This upgrade requires the Headquarters
can no longer be hidden. In addition,
upgrade, Tier II, and costs 4 upgrades
you may pursue projects using any site’s
to unlock. This upgrade can be taken a
asset without leaving your headquarters.
number of times (in sum) equal to the
A faction claims to control the area (the
crew’s current Tier, each time selecting a
GM will tell you who)—when your status
new city.
is positive with them, you may choose to
lose 1 status with them or spend nuyen When you choose to expand to a new
equal to your current wanted level +1 city, work with your GM to choose it
to make an entanglement involving and the district in which you place your
lower-Tier authorities simply go away. expansion.
This upgrade requires Tier I and costs 2 Your effective Tier in the city where
upgrade boxes to unlock. you’ve expanded is half your current
Tier (round down). Your starting hold
in a new city to which you’ve expanded
always starts at weak. If the new
city isn’t in the same region as your
headquarters, your tier is one lower
than usual.
117
3
118
3
crew creaTion
USING A COHORT (2) Impaired. The cohort operates
with reduced quality (-1d).
When you send a cohort to achieve a
goal, roll their quality to see how it goes. (3) Broken. The cohort can’t do
Or, a PC can oversee the maneuver by anything until they recover.
leading a group action. If you direct the (4) Destroyed. The cohort is no more.
cohort with orders, roll Command. If you
participate in the action alongside the All of your cohorts heal during downtime.
cohort, roll the appropriate action. The If circumstances are amenable for
quality of any opposition relative to the recovery, each cohort removes one level
cohort’s quality affects the position and of harm (or two levels of harm instead, if
effect of the action. a PC spends a downtime activity helping
them recuperate).
The Last Thought wants to run the
Cohorts don’t have their armor box
Mountain Rats out of the alley where
unless a special ability gives it to them
they’re selling bluecoke. They send their
(for example, Militant from the Muscle
team of Thugs to go kick the Rats out.
playbook).
The GM rolls 2d for the Thugs’ quality,
and gets a 3. An hour later, the Thugs If a cohort is destroyed, it may be replaced.
come back, beaten and bloody. One of Spend nuyen equal to your Tier +2 to
them looks sheepish, “Those guys are restore it, plus two downtime activities
tough, boss.” (The GM inflicts harm on to recruit new team members, or hire a
the cohort, and they failed their goal.) new expert.
The Last Thought sends their team of
The next day, Shark goes back and leads
Thugs to defend their safehouse against
a group action, rolling his 3d in Fight the Mountain Rats, while the PCs deal
alongside the Thugs’ 2d. Shark gets a 6 with a rather urgent dragon problem.
this time—they beat the drek out of the Unfortunately, the already injured
Mountain Rats and send them packing team gets wiped out by the deadly (and
(at least for now). numerous) Mountain Rats gangers (The
GM makes fortune rolls—the team gets a 2
and the Rats get a Critical).
During the next downtime, Shark restores
the team. He goes down to Trench Town
and recruits a new batch of thugs fresh
off a boat from Cuba. The Last Thought
is Tier II so Shark needs to spend 4 nuyen
to restore the cohort. This takes both of
Chopper’s free downtime activities.
119
CREW CREATION SUMMARY
1 Choose a crew type The crew 4 Establish your meeting
type determines the group’s purpose, grounds Look at the map of the city
their special abilities, and how they and pick a district into which to place
advance. You begin at Tier 0, with your meeting grounds: corporate,
strong hold and 0 rep. You start with fringe, institutional, or underworld.
2 nuyen. You get +1d to gather info rolls to
contribute to meetings held there with
2 Choose an initial reputation the chosen type of client.
and safehouse Choose how other
underworld factions see you: Decide how you had the fixer deal
Ambitious—Brutal—Discreet— with the faction that claims the area.
Efficient—Professional—Savvy— Give them 1 nuyen.
Strange—Trustworthy. Look at the
Give them 2 nuyen: Take +1
map and pick a district in which to
status with them.
place your safehouse. Describe the
Give them nothing. Take -1 status
safehouse site.
with them.
3 Choose a fixer Mark the
5 Choose a special ability
contact who is a criminal liaison—the
fixer who arranged the upcoming run. They’re in the gray column in the
Are they a former partner in crime, middle of the crew sheet. If you can’t
long-time ally in the shadows, or close decide, choose the first ability on the
friend? Also choose their favored type list. It’s placed there as a good first
of operation (they are listed at the option.
bottom of your crew playbook). The
crew gets a free downtime activity
6 Assign crew upgrades Your
crew has two upgrades pre-selected.
to prepare for a run of this type they
Choose two more. If your crew has a
helped arrange.
cohort, follow the procedure to create
Record the faction status changes it. Record the faction status changes
related to your contact. due to your upgrades:
One faction is friendly with this One faction helped you get an
contact. Take +1 status with them. upgrade. Take +1 status with them.
Or spend 1 nuyen for +2 status
One faction is hostile with this
instead.
contact. Take -1 status with them.
One faction was harmed when
At your option, you have mutually you got an upgrade. Take -2 status
chosen this fixer and you mark them with them. Or spend 1 nuyen for -1
on your claims map (and rep tracker) status instead.
and take +2 and -2 status, instead of
+1/-1.
ASSASSiNS
Killers for hire
You’re professional murderers—death is your business. In Kingston, this means
extra trouble from bounty hunters, secrets brokers, and other trained killers. Be
prepared for the worst kind of payback when you take up this profession.
When you play Assassins, you earn karma when you execute a successful
accident, disappearance, murder, or ransom operation
Is there anyone you won’t kill? Or kill for? Who or what could change your mind?
ASSASSINS UPGRADES
Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
Assassins Rigging: You get 2 free load worth of weapons or gear items. For
example, you could carry a pistol (a weapon) and burglary tools (gear) for zero load.
Calloused: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.
121
3
TRAINING CORPORATE
VICE DEN INFORMANTS ACID VATS
COMPOUND FAVOR
VICTIM
FIXER
SAFE FIXER
COVER
TROPHIES OPERATION
HOUSE
assassins
ASSASSINS CLAIMS
Acid Vats: When you use the reduce heat Informants: You get +1d to gather
downtime activity after a run that involves information for a run. Your eyes and ears
killing, you get +1d to the roll and quiet, on the streets and online are always on the
convenient disposal of any corpses you left lookout for new targets.
on the job.
Protection Racket: At the start of downtime,
Building Records: You get +1d to the roll dice equal to your Tier. You earn nuyen
engagement roll for stealth plans. You equal to your highest die result, minus your
can use blueprints and other documents to heat. Some of the locals are terrified of you
determine a good approach for infiltrations. and will gladly pay for “protection.”
Corporate Favor: You get +2 nuyen in Street Clout: You get +2 nuyen in payoff
payoff for runs that involve higher-class for runs that involve lower-class clients. This
clients. Your affiliation will help you earn a respect will help you earn a better payoff with
better payoff with richer clients. from poorer clients.
Cover Identities: You get +1d to the Training Compound: Your Thugs get +1
engagement roll for deception and social scale.
plans. False identities help confuse the
opposition. Vice Den: At the start of downtime, roll dice
equal to your Tier. You earn nuyen equal to
Cover Operation: You get -2 heat per run. your highest die result, minus your heat. Any
The cover of a legitimate operation helps sort of vice den benefits from having assassins
deflect some of the heat from law enforcement. protecting it.
Infirmary: You get +1d to healing treatment Victim Trophies: You get +1 rep per run.
rolls. The infirmary also has beds for long- Word of your grisly “collection” gets around,
term convalescence. and your boldness boosts your rep in the
underworld.
122
3
assassins
same one). If you take this ability during
initial character and crew creation, it The capital crime reports aren’t filed
supersedes the normal starting limit when a member of your crew kills
for action ratings. someone. Do you have a contact or
friend that provides this benefit, or
CLEANERS some sort of weird rite that must be
When you dispose of evidence to reduce performed?
heat, you get +1 result level to your roll.
PlayBooK:
When you employ acid, you are specially SUDDEN
prepared to be immune to its effects. When you execute a loud or chaotic murder,
The acid immunity lasts for the entire take 2 fewer heat than normal.
run, until you next have downtime. Your methods are brutal yet effective,
and just far too quick to be tracked
UNSEEN effectively.
When you keep an operation quiet or make
it look like an accident, you get half the rep PATRON
value of the target (round up) instead of When you advance your Tier, it costs half
zero. When you end downtime with zero the nuyen it normally would.
heat, take +1 rep. Who is your patron? Why do they help
There are many clients who value quiet you?
operations. This ability rewards you
for keeping a low-profile.
PREDATORS
When you use a stealth or deception
plan to commit murder, take +1d to the
engagement roll.
This ability applies when the goal is
murder. It doesn’t apply to other stealth
or deception operations you attempt
that happen to involve killing.
123
3
assassins oPPorTuniTies
(1) Two warring megacorps put out the call for hired killers.
(2) A fading megacorp wants to exact revenge on those who are one-upping them.
(3) A grieving parent wants revenge for a child killed in a pharmaceutical trial.
(4) Someone very rich wants to eliminate their rival sibling.
(5) An executive wants to clear the way for a lucrative marriage—kill the rival suitor.
(6) An executive has been targeted by a syndicate and will pay a hefty price to
eliminate the leader—with little understanding of the consequences.
assassins
(1) A crime boss is facing serious charges and the detective can’t be bought—kill the
witnesses.
(2) The new city official is extorting extreme bribes for looking the other way. It’s
just cheaper to kill them. You get several offers from different syndicates.
(3) Three warring street gangs put out the call for hired killers.
(4) A powerful crime boss is enjoying safety in the neighborhood they control. Their
rival wants you to get in there and take them out.
(5) The last survivor of a destroyed syndicate wants revenge.
(6) An underworld hacker has vanished with a large stash of paydata. Find them
and kill them—and make it a good example for other runners.
(1) Two competing neighborhood gangs put out a call for the assassination of their
rivals.
(2) An intelligence agent has identified a key Kingston official whose death will serve
a particular foreign interest.
(3) A strange group of weirdos requires a series of specific and bizarre killings to
serve their dark rituals.
(4) A scorned lover wants their former partner (and their new paramour) dead.
(5) Several poor families offer you their combined savings to kill a cruel business
owner.
(6) A free spirit will lead you to their killer for revenge—and then to hidden paydata
for your payment.
124
COUriErS
Smugglers of contraband
Couriers make the world go ‘round, so to speak. With a steady supply of illegal goods, Kingston
is somewhat liveable—and the steady stream of such supplies is important to those who
consume these items and those who profit from their taxation and criminalization.
When you play Couriers, you earn karma when you execute a smuggling operation
or acquire new clients or contraband sources Instead of operation types, your fixer
can lend their aid for operations targeting certain cargo types.
What kind of illicit things do you move? Do you have any rules about what you
will or won’t carry?
COURIERS UPGRADES
Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
Hoverboat: Add mobility to your safehouse. You can move it to a new location as
a downtime activity.
Camouflage: Your vehicles are perfectly concealed when at rest. They blend in as
part of the environment, or as an uninteresting civilian vehicle (your choice).
Couriers Rigging: Two of your carried items are perfectly concealed. You could
carry 1 load of contraband and a pistol, perfectly concealed, even against a pat down.
125
3
PENTHOUSE
FIXER SIDE BUSINESS LUXURY FENCE VICE DEN
SUITE
AQUATIC
FIXER
SAFE FIXER FIXER
GUARDIAN
HOUSE
couriers
COVER FORGERY
SECRET ROUTES INFORMANTS BODY SHOP
OPERATION SUPPLIER
COURIERS CLAIMS
Aquatic Guardian: Safe passage in Penthouse Suite: You get +1d to
the Caribbean Sea. When you leave the Consort and Influence rolls on-site.
city with your underwater guardian at This venue was procured and acts as a
your side, horrors and sea monsters will cool place to meet clients, and the roof can
not interfere with you unless directly serve as a landing pad in a pinch.
provoked.
Secret Routes: You get +1d to the
Body Shop: You can freely swap your
engagement roll for transport plans. You
implant features as a downtime activity.
might have access to hidden waste tunnels,
You can also use this claim as a place to
or alleyways in streets normally hidden
buy and sell implants or to “clean up”
beneath rubble, or some other route of
stolen ones.
your choosing.
Cover Operation: You get -2 heat per
run. What’s your cover? Who did you Side Business: At the start of downtime,
seize it from? roll dice equal to your Tier. You earn
Forgery Supplier: You get +1d to the nuyen equal to your highest die result,
engagement roll for deception and minus your heat. What kind of legitimate
transport plans. A steady stream of false business is this? How do you get paid in
credentials help confuse the opposition. secret?
Informants: You get +1d to gather info Vice Den: At the start of downtime, roll
for a run. Your eyes and ears on the streets dice equal to your Tier. You earn nuyen
and online are always on the lookout for equal to your highest die result, minus
new targets. your heat. Perhaps you sell some of the
Luxury Fence: You get +2 nuyen in contraband you smuggle here? Or do you
payoff for runs that target higher-class not mix your operations?
targets. It requires a skilled eye and good
contacts to move hot luxury goods.
126
3
couriers
a group action, but may participate. What grants you this immunity? Must
the target be willing, or can control be
CREW MANAGERS thrust upon them unexpectedly?
During downtime, one of your cohorts may
perform a downtime activity for the crew to MOVING TARGETS
acquire an asset, reduce heat, or work When you go into conflict aboard a vehicle,
on a long-term project. you gain +1 effect for vehicle damage and
PlayBooK:
speed. Your vehicle gains armor.
FLEET
If your vehicle already has armor, this
Your cohorts have their own vehicles. Your ability gives an additional armor box.
Transporter cohorts gain +1d when under
your command.
JUST PASSING THROUGH
Each cohort has a common vehicle, During downtime, take -1 heat. When your
with quality equal to your tier. heat is 4 or less, you get +1d to deceive
people when you pass yourselves off as
SMOOTH OPERATORS ordinary citizens.
Each PC may add +1 action rating to
Finesse, Influence, or Interface (up to LEVERAGE
a max rating of 3). Your crew supplies contraband for other
Each player may choose the action they factions. Your success is good for them.
prefer (you don’t all have to choose the Whenever you gain rep, gain +1 rep.
same one). If you take this ability during
initial character and crew creation, it
supersedes the normal starting limit
for action ratings.
127
3
(3) A massive gang war creates high demand for forbidden (3) A Free Spirit or
Dangerous Artifact
military weapons and heavy ordnance.
(forbidden)
(4) Exiled elven nobility slumming it in Seattle has a sudden (4) Insurrectionists or
and urgent need to go home that they won’t explain. Anarchists (forbidden)
(5) Programmer made undocumented data acquisitions. Meet (5) Refugees or Immigrants
couriers
them outside the city to smuggle in some illegal paydata. (restricted access)
(6) An heiress needs to leave the city to meet her forbidden (6) An Executive or Official
love. If you make it look like a kidnapping, she’ll split the ransom. Seeking Secret Travel
(1) A prison break at Brokeback Correctional means many (1) Fine Tobacco, Whiskey,
escaped prisoners seek flight from the city. Wine, etc. (high tax)
(2) Cybersec Global outlaws a formerly legal product. (2) Luxuries—Coffee, Meats,
Silks, Spices (high tax)
(3) For a nominal fee and a limited time, an officer from the
Legionnaires will help you acquire a vehicle seized from a (3) Livestock or Dangerous
Animals (restricted
faction.
ownership)
(4) A new type of caffeinated plant has been “developed” in a (4) Medicine, Chemicals
secret lab, but it’s officially banned. Naturally, everyone wants it. (restricted ownership)
(5) A route is closed to traffic (and inspection by authorities) (5) Military Arms
due to: imminent collapse—weird events—toxic gas—fires. (forbidden ownership)
(6) A criminal organization needs weapons smuggled into (6) Drugs (restricted
Brokeback to seize control of a cell-block. ownership or high tax)
(1) A cult wants to smuggle their possessed “chosen one” past (1) Confidential Documents
the Occult Task Force and into the heart of Portmoor. (restricted ownership)
(2) A valuable artifact was stolen from an expedition returning (2) Banned Art, Seditious
from Aztlan, and the university needs it in the city yesterday. Materials (restricted
They need a quiet “reclamation” to occur. ownership)
(3) A district is quarantined due to ghoul infestation and (3) Supernatural
what is being called “the plague.” They need basic supplies, and Implements or Documents
vampire hunters even more. (restricted)
(4) A client wants you to move a strange package around the
(4) Executive software
city for two days straight. Don’t stop moving! That would be bad. (restricted ownership)
(5) A gang wants you collect someone from the morgue for
delivery; there is a cortex bomb in their head though. (5) Volatile Chemicals or
Explosives (forbidden)
(6) An executive’s crimes leave their assets frozen. Their
overseas accounts, full from illegal investment income, are (6) Orichalcum (restricted
flagged by the city’s banking institutions and local authorities. ownership)
128
CUlT
Acolytes of a forbidden tradition
Your beliefs bond your fellowship together. And this very fact strikes fear into others.
Now they must bow before your truths, and stand witness to its power.
When you play a Cult, you earn karma when you advance the agenda of your
tradition or embody its precepts in action Instead of operation types, your fixer can
lend their aid for operations targeting certain sources of power.
CULT UPGRADES
Elite Weirdos: All of your cohorts with the Weirdos type get +1d to quality rolls
for Weirdo-related actions.
Greater Lodge in Safehouse: This counts as a supernatural workshop for all who
practice the cult’s tradition (regardless of supernatural method), and is protected from
supernatural interference and remote viewing. See page 294 for details. The GM might
roll your crew’s Tier if these measures are ever put to the test, to see how well they thwart
an intruder.
Cult Rigging: You get 2 free load worth of document or implement items. For
example, you could carry a focus and a use of reagents for zero load.
Calloused: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.
129
3
TALISLEGGER PLANAR
ACADEMY VICE DEN POWER RIFT
UNION ALTAR
SAFE
FIXER FIXER FIXER FIXER
HOUSE
culT
CULT CLAIMS
Academy: Your Weirdo cohorts get +1 Planar Altar: You get +1d to Consort
scale. A building suitable for supernatural with supernatural entities on-site. This
training, and a dormitory with more room altar was prepared by ancient ritual, and
for hopeful novices desperate to pledge acts as a focusing lens for communication
their service. across the planes.
Font of Power: You get +1d to the Power Rift: -1 edge cost for all secret
engagement roll for supernatural plans. arts. This effect applies to all cultists,
You are drawing power from an unlikely everywhere—so long as the rift is well-
source and it seems like luck is favoring maintained. You don’t have to be on-site at
your every move. Who would kill to have the area to benefit from its power.
this?
Private Pilot: Safe passage by air
Essence Well: You get +1d to healing to nearby cities. When you leave the
rolls. Essence seeps into those who city through this pilot, authorities and
recover here, speeding their healing, and roaming critters will not mess with you
increasing their immune response. unless directly provoked.
Haunted Area: You get +1d to Command Talislegger Union: You get +2 nuyen to the
and Influence rolls on-site. This site’s payoff for runs that involve supernatural
hauntings don’t affect you so long as the operations. The local distribution network
cult maintains solidarity (and avoids for talismans and other foci offer you tribute
horrors). when you perform your dark practices. They
don’t want to be your next target.
Ley Line: You get +1d to (choose one)
Assense and Attune rolls on-site. A ley Vice Den: At the start of downtime, roll
line draws otherworldly entities and other dice equal to your Tier. You earn nuyen
things to its power, which you can harness equal to your highest die result, minus
to bolster your special senses. your heat.
130
3
culT
for action ratings. tradition?
PlayBooK:
supernatural threats. You get +1d to healing for any spell or thread you perform.
rolls when you have supernatural harm. Not for the faint of heart. Blood magic
is seriously bad mojo—especially near
SHARED TELEPATHY
Port Royal!
You may use teamwork maneuvers with
any cult member, regardless of the distance Cannot be used to reduce an edge cost
separating you. By marking 1 edge, your below zero. Cost reduction can be
telepathic message is heard and understood distributed between edge lost (due to
by everyone in the cult. resistance) and edge paid (to use a spell
or thread). For details on edge costs
By what supernatural means does your while performing Sorcery, see page
message get passed? How is it strange 296.
or disturbing? By what ritualistic
method are cult members initiated into CATASTROPHIC METHODS
this ability? Aberrant supernatural beings and other
horrors sometimes manifest in the physical
ZEALOTRY
world in support of your cult. This can be
Your cohorts have abandoned their reason a great boon, but the priorities and values
in service to the cult. They will undertake of such things are not those of mortals. You
any service, no matter how dangerous have been warned.
or strange. They gain +1 quality against
enemies of the tradition. For details on generating horrors, see
page 291.
131
3
culT oPPorTuniTies
(1) A student at Seattle University publishes a treatise claiming your tradition is a
corrupted translation of a once-forgotten being.
(2) It has become trendy for young executives to pretend to be addicted to
hallucinagenic virtual experiences, but not all of them are telling the truth.
(3) Construction work has accidentally unearthed a power site, and awakened
entities trapped there since before the last magical apocalypse; what could they be?
(4) A rival cult’s secret regalia have some connection with a powerful dragon: are
they his former agents or is it mere coincidence?
(5) An executive paid a wage mage to perform a desperate ritual seeking assistance
among entities they can summon. You have been chosen as the instrument of their
culT
aid.
(6) A prominent tridcaster chokes to death while streaming, their eyes burning a
bright blue. When authorities check for clues, they find your first and last name in the
victim’s most recent digital note.
(1) A rival cult is destroying any and all artifacts and sites sacred to other traditions.
They seem to be have some special means of discovery. You may be next.
(2) The murder of an executive has signs and sigils of your tradition left at the crime
scene.
(3) Local citizens in the area around your safehouse have started working together
at odd times, in a trance, constructing something alien out of strange debris.
(4) A trio of formidable spirits arrive at your safehouse and announce themselves
as the true mentors of your cult.
(5) The anointed champion of a rival cult challenges your chosen one to deadly
combat.
(6) The OTF Agents intend to banish a spirit using something new they’re calling an
“essence lash.” Your tradition forbids this to occur, now or ever.
(1) A trid recording has been recovered from a datavault you hacked, and it
contradicts some vital tenet of your cult’s doctrine.
(2) A wealthy cult offers you riches (nuyen, claim, cohort, etc.) to abandon your
tradition and enter into their service.
(3) A data broker flies in to Seattle, devoid of crew or any items save one thing:
a top-of-the-line comm full of corrupted data, transmitting the secret name of your
tradition.
(4) A gang of thugs is having serious mystical problems from a rival group. They
hire you to put an end to it.
(5) Digitized business cards in the mouths of dead hackers allow spirits to return as
sprites, even after the OTF Agents have seen to them. Who is doing this? How?
(6) Your reagents crumble, your foci crack. Demonstrate your true faith, or despair.
132
MErCS
Enforcers and soldiers
You aren’t content to sit back and watch things unfold: you live by (and die by) the
tools of your trade. There is no need to get entangled or sneak around when you are
the ones who deliver judgment.
When you play Mercs, you earn karma when you execute a successful battle,
extortion, sabotage, or smash & grab operation
MERCS UPGRADES
Mercenary Rigging: You get 2 free load worth of weapons or armor. For example,
you could carry a sidearm & extra ammo or wear normal armor for zero load.
Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
Elite Transporters: All of your cohorts with the Transporters type get +1d to
quality rolls for Transporter-related actions.
Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.
133
3
TERRORIZED PROTECTION
FIGHT CLUB FIXER INFORMANTS
CITIZENS RACKET
GAMBLING
FIXER
SAFE FIXER FIXER
RING
HOUSE
mercs
ENFORCEMENT CRIMINAL
INFIRMARY STREET FENCE WAREHOUSES
INTIMIDATION RESPECT
MERCS CLAIMS
Fight Club: Your Thug cohorts get +1 Enforcement Intimidation: You get -2
scale. Everyone knows the first rule of heat per run. Even the city’s contracted
fight club. But it’s no use! The buzz in the security doesn’t want any trouble from
fighting community brings you more crew you; they look the other way.
members.
Criminal Respect: You get +1d to the
Warehouses: You get +1d to acquire engagement roll for assault plans. The
asset rolls. You have space to hold all the private eyes and bounty hunters working
various spoils you end up with after your around the city help you out now.
shakedowns. It can be useful on its own or
for barter when you need it. Protection Racket: At the start of
downtime, roll dice equal to your Tier.
Gambling Ring: At the start of downtime, You earn nuyen equal to your highest
roll dice equal to your Tier. You earn die result, minus your heat. Some of the
nuyen equal to your highest die result, locals are terrified of you and will gladly
minus your heat. The locals love to pay for “protection.”
gamble away their hard-won money on
the many sporting bets you help enforce. Street Fence: You get +2 nuyen in
payoff for runs that involve lower-class
Infirmary: You get +1d to healing targets. An expert can find the treasure
treatment rolls. The infirmary also has amid the trash you loot from your poorer
beds for long-term convalescence. victims.
Informants: You get +1d to gather Terrorized Citizens: You get +2 nuyen
information for a run. Your eyes and ears in payoff for runs that involve battle or
on the streets and online are always on the extortion. The frightened locals offer you
lookout for new targets. tribute whenever you lash out. They don’t
want to be next.
134
3
mercs
action ratings.
SEEN SOME DREK
BLOOD BROTHERS The crew has grown particularly resistant
When you fight alongside your cohorts due to cruel experience. Each PC gets +1d
in combat, they get +1d for teamwork to resistance rolls with one attribute of
PlayBooK:
rolls (setup and group actions). All of your choice.
cohorts get the Thugs type for free (if they’re This ability applies to all PCs in the crew.
already Thugs, add another type). Each player may choose the attribute
If you have the Elite Thugs upgrade, it they prefer (you don’t all have to choose
stacks with this ability. So, if you had the same one). This doesn’t confer any
a Weirdos team cohort, and the Elite special benefit to your cohorts.
Thugs upgrade, and then took Blood
Brothers, your Weirdos would add the POISE UNDER PRESSURE
Thugs type and also get +1d to rolls When you’re marked (-3 faction status),
when they did Thug-type actions. your crew does not suffer -1 hold and PCs
still get two downtime activities, instead
This ability may result in a team with of just one.
three types, surpassing the normal
limit of two. PATRON
When you advance your Tier, it costs half
DOOR KICKERS the nuyen it normally would. Who is your
When you execute an assault plan, take +1d patron? Why do they help you?
to the engagement roll.
This ability applies when the goal is
to attack an enemy. It doesn’t apply
to other operations you attempt that
happen to involve fighting.
135
3
mercs oPPorTuniTies
(1) An implant retailer has set up shop nearby. Lots of tempting pieces for the
grabbing.
(2) A popular tridcaster is telling everyone that they should “never back down from
a bully” and urges others to follow suit. People are listening.
(3) A data broker wants his competitor’s cyberdeck destroyed.
(4) A bar owner is plagued by rowdy brawls every night. They want an end to it.
(5) A psychiatry firm fires all their workers and refuses to pay their wages for time
already worked. Increasingly angry supporters are camped outside, demanding justice.
(6) A group of business owners are seeking hired muscle to defy the local gang payoffs.
mercs
(1) Legionnaires have set up IDN scanners and checkpoints in the area near your
safehouse to search people for weapons and pad their quotas.
(2) A megacorporation is hiring leg-breakers to put an end to uprisings among their
illegal immigrant employees.
(3) An executive for a tech firm has hired a small private army to guard their estate
for some reason. Must be something worth defending in there...
(4) Employees are building a manufacturing plant in an abandoned town square
near Port Royal. The locals are outraged by the disrespect.
(5) The Legionnaires are hiring people without IDNs to be the security detail for a
special expedition into Sewerton. The other participants are all death-row convicts.
(6) Foreign hackers have hijacked a powerful AI in Kingston, and are assaulting
random users near the Marley Museum. You have a lead on a way to shut down their
connections, but it involves betraying one of your contacts.
(1) A rival crew keeps treasures from their crimes out in the open in their
headquarters, expecting their fearsome reputation to dissuade any potential robbery.
(2) A group of vigilantes has appeared, crippling the SINless and anyone else they
deem to be “criminal scum.”
(3) A vicious gang stalks the district, robbing with impunity and daring anyone to
challenge them.
(4) A swarm of horrors is loose in the sewers, dragging people to watery deaths and
terrorizing the poorer areas, shutting down commerce and vice.
(5) A gambling den operator needs a crew to make an example of a high-roller who
skipped out on a huge debt.
(6) A vampire-hunter has come to Kingston and needs assistance.
For any opportunity above, consider an Battle, Extortion, Sabotage, or Smash &
Grab operation. To twist an opportunity or add additional elements, roll on the run
generator table on page 238.
136
rAdiCAlS
Agitators and extremists
You have found hope in a hopeless world—a thing you know the world needs. A purpose.
You are the agents of its execution, and the leaders of its constituents. Spread the word
and give your manifesto impact, lest its lessons be forgotten.
When you play Radicals, you earn karma when you advance the agendas of your
movement or embody its precepts in action
What’s drawing people to follow your movement? From what groups? Who is
listening, like it or not?
FIXER CONTACTS
RADICALS UPGRADES
Elite Operatives: All of your cohorts with the Operatives type get +1d to quality
rolls for Operative-related actions.
Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for
Thug-related actions.
Radicals Rigging: One carried item is concealed and has no load. For example,
you could carry a load of drugs or a weapon, perfectly concealed, for zero load.
Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock, not
just one. This may bring a PC with 4 trauma back into play if you wish.
137
4
FIXER FIXER
SAFE FIXER FIXER
HOUSE
radicals
RADICALS CLAIMS
Broadcast Studio: You get +1d to Protection Racket: At the start of downtime,
Command and Influence rolls on-site. Your roll dice equal to your Tier. You earn nuyen
audience gives you pull among your followers equal to your highest die result, minus your
and the citizenry. This location has an array heat. Some of the locals are terrified of you
of network proxies set up to prevent your live and will gladly pay for “protection.”
feed from being easily traced.
Security Intimidation: You get -2 heat
Informants: You get +1d to gather per run. Even the city’s contracted security
information for a run. Your eyes and ears doesn’t want any trouble from you; they look
on the streets and online are always on the the other way.
lookout for new targets.
Upper Crust Auction: You get +2 nuyen in
The Farm: Your Operative cohorts get +1 payoff for runs that target criminal or fringe
scale. A secret training ground for social factions. A handful of representatives for the
engineers and spies. Entrance is protected rich and powerful share bribe money with
by a geographical feature that is treacherous those who show that they’re players on the
without passage by air (rapids, ravine, cliffside, scene.
etc.). Wageslave Support: You get +2 nuyen
in payoff for runs that target syndicates or
Private Pilot: Safe passage by air to nearby
corporate factions. You have the support of
cities. When you leave the city through this
the working citizens in the city and potentially
pilot, authorities and roaming critters will not
abroad, resulting in added payoffs.
mess with you unless directly provoked.
Vice Supplier: At the start of downtime, roll
Protected Estate: You get +1d to Consort
dice equal to your Tier. You earn nuyen equal
or Influence rolls on-site. You have the deed
to your highest die result, minus your heat.
to this land (forged or otherwise), protected
Is this claim a supplier you’ve overtaken from
by an array of security countermeasures that
another purveyor, or a new establishment
impress clientele.
replacing something else?
138
4
radicals
same one). If you take this ability during What new group(s) have you enticed?
initial character and crew creation, it Maybe rebellious students, fed-up wage
supersedes the normal starting limit for slaves, the hungry and homeless, drug-
action ratings. addicted, far left, far right, or even
confused centrists.
FRIENDS IN LOW PLACES
You have the implicit support of the homeless COLLUSION
PlayBooK:
and disenfranchised. Take -1 heat during Through subtle manipulation or hard-won
downtime and +1d to gather information experience, you have discovered how to
about the city’s underworld or fringe. get security agencies and/or institutions to
agree with your manifesto. They do not help
EXTREMISTS directly. How do they aid your cause?
Your manifesto inspires irrational fear and
The GM will certainly have an idea
superstition, and others afford you added
about how these supporters help, but
respect for your dedication. You may count
jump in with your own ideas, too! This
up to three +3 faction statuses you hold as
ability changes the tone of the game
if they are marked fixers.
quite a bit, so talk it out and come
If your status changes, you lose the up with something that everyone is
bonus fixer marks on your rep tracker excited about. If it’s a bit mysterious
until it becomes +3 again. Regardless and uncertain, that’s good. You have
of how quickly you should advance more to explore that way.
(due to mutually chosen fixers plus any
PATRON
bonus from this ability), the minimum
rep cost to advance your Tier is always When you advance your Tier, it costs half
6. the nuyen it normally would.
139
4
radicals oPPorTuniTies
(1) A student at the University of Seattle publishes a treatise claiming your manifesto
is a bunch of nonsense, a logical fallacy at best.
(2) It has become trendy for potential inductees to flash mob and protest when
they’re bored. Not all of them are poseurs.
(3) A survey has recently located a resonance well, and emergent entities trapped
there since the Awakening.
(4) A rival crew of radicals have high-technology suits that have some connection
with the Grid Overwatch Division: are they agents or is it mere coincidence?
radicals
(5) A politician enacts a desperate legislative change which plays right into your
manifesto. You realize that opportunity is knocking and you must see it through.
(6) A prominent scientist chokes to death in the streets, becoming patient zero for a
potential epidemic and creating controversy over who might be the culprit.
(1) A group of go-gangers patrols the district, looting with impunity, and daring
anyone to challenge them.
(2) The murder of an executive has the calling card of your movement left at the
crime scene.
(3) Local citizens in the area around your safehouse have started working together to
constructing something which benefits the community out of a condemned structure.
(4) A trio of mysterious assassins demands your fixer produce their following,
declaring themselves the true agents of your movement.
(5) The terrorist regime of a rival movement is contracted to round up and kill your
constituents at a mass gathering or cyberspace event.
(6) The G-men intend to create a panic and assassinate a public figure as a display
and warning. Your movement needs this person or it loses serious credibility.
(1) A resonance library has been recovered from the backup server of a company
whose quantum AI went rogue: its actions now violate a core tenet of your movement’s
manifesto.
(2) A wealthy fringe faction offers you riches (nuyen, claim, cohort, etc.) to abandon
your cause and enter into their membership.
(3) A hacker returns to the city after a high profile datatheft, unable to speak, their
thoughts stuck in a looping algorithm. Interface directly with their fractured mind to
retrieve the valuable block of data.
(4) A gang of thieves is having serious problems from a rival group. They hire you
to put an end to it.
(5) A local shipping company owner wants to have his competition’s vehicles destroyed.
(6) Your manifesto is ridiculed in the news, and your movement is becoming a
laughing stock. Demonstrate their error, or wallow in shame.
140
SHAdOwS
Thieves, spies, & saboteurs
Everyone wants something that they can’t have. That’s where you come in.
When you play Shadows, you earn karma when you execute an espionage,
intrusion, robbery, or sabotage operation
Are you stealing and spying as free agents, or do you serve your own interests with your
operations.
SHADOWS UPGRADES
Shadows Rigging: You get 2 free load worth of tool or gear items. For example,
you could carry burglary gear and engineering tools for zero load.
Underground Maps & Passkeys: You have easy passage through the underground
sewers, tunnels, and subways of the city.
Extra Added Site: You have an added site beyond the usual limits for a crew of
your Tier. So if you are a Tier I crew, you can safely accommodate up to 3 sites, instead
of 2.
Elite Operatives: All of your cohorts with the Operatives type get +1d to quality
rolls for Operative-related actions.
Elite Thieves: All of your cohorts with the Thieves type get +1d to quality rolls for
Thief-related actions.
141
5
INTERROGATION
FIXER LOYAL FENCE GAMBLING DEN BAR
CHAMBER
COVERT
BODY SHOP INFIRMARY FIXER SHORTCUTS
DROPS
SHADOWS CLAIMS
Body Shop: You can freely swap your Informants: You get +1d to gather
implant features as a downtime activity. information for a run. Your eyes and ears
You can also use this claim as a place to on the streets are always on the lookout
buy and sell implants or to “clean” stolen for new targets.
ones.
Interrogation Chamber: You get +1d
Covert Drop: You get +2 nuyen in to Command and Influence rolls on-
payoff for runs that involve espionage site. Grisly business, but effective.
or sabotage. The perfect hidden exchange
point is worth the extra nuyen to discerning Lookouts: You get +1d to Stalk or
clientele. Survey near your meeting grounds.
Drug Den: At the start of downtime, roll Loyal Fence: You get +2 nuyen in
dice equal to your Tier. You earn nuyen payoff for runs that involve intrusion or
equal to your highest die result, minus robbery. It requires a skilled eye and good
your heat. What’s the drug of choice? contacts to move stolen goods.
Gambling Den: At the start of downtime, Shortcuts: You get +1d to the
roll dice equal to your Tier. You earn engagement roll for stealth plans. You
nuyen equal to your highest die result, might have access to long-abandoned
minus your heat. Cards, slots, or underground subway tunnels, rooftop
something more unusual on offer? walkways, or some other route of your
choosing.
Infirmary: You get +1d to healing
treatment rolls. The infirmary also has Bar: You get +1d to Consort and
beds for long-term convalescence. Influence rolls on-site. Some synthesized
alcohol and friendly conversation can go a
long way.
142
5
shadows
same one). If you take this ability during
initial character and crew creation, it as a critical success.
supersedes the normal starting limit For example, Shark leads a group action
for action ratings. to Interface their hacking software
to open a maglock on the Black Lodge’s
OPPORTUNISTS door. Cody, Shark’s player, rolls and
You get +1d to gather information for an gets a 6, and so does Jaime! Because
PlayBooK:
intrusion or robbery operation. the crew has Synchronized, their
two separate 6s count as a critical
STICKY FINGERS success on the roll.
Your safehouse is a jumble of stolen items.
When you roll to acquire an asset, take PATRON
+1d. When you advance your Tier, it costs half
This ability might mean that you the nuyen it normally would.
actually have the item you need in your Who is your patron? Why do they help
pile of stuff, or it could mean you have you?
extra odds and ends to barter with.
Perhaps the minor paydata gathered
from some stolen stuff has finally paid
off.
SLIPPERY
When you roll entanglements, roll twice
and keep the one you want. When you
reduce heat on the crew, take +1d.
The GM might sometimes want to
choose an entanglement instead of
rolling. In that case, they’ll choose two
and you can pick between them.
143
5
shadows oPPorTuniTies
(1) A local museum announces an exhibition of ancient artifacts and extraterrestrial
fossils.
(2) The Black Lodge needs a specific body purloined from the morgue before it’s
transported tonight.
(3) A collector wants to steal an original work of art or high-technology and replace
it with a forgery.
(4) A client wants to extract a loved one from slavery overseas.
(5) An AI wants you to secure the rest of the pieces for a frame designed for mass
shadows
destruction.
(6) A master assassin has come out of retirement for one more job. Many would pay
well to know who their target is.
(1) The black sheep of a wealthy family wants their revenge, and the deed to the
ancestral estate is the key.
(2) A drug gang wants to obtain the secret formula for their rival’s popular new
product.
(3) Strange artifacts were recovered from Barbican neighborhood. They’re held at
the OTF Field Office for analysis by their agents.
(4) Rumors of civil unrest, aren’t there always? Plant a damning data trail in the
office of a politician.
(5) Alamo Security agents are passing information using oddly high-level encryption.
Intercept their communiques.
(6) A professor at the University wants their rival’s research notes. Make it look like
a common burglary.
(1) A Legionnaires squad doesn’t want to make a very dangerous arrest. Steal the
evidence from the precinct’s secret storage location.
(2) A damning piece of evidence against a vulnerable crime lord is held in a locker
at the field office until trial.
(3) A client seeks the source of altered apps sold to wage slaves that are driving
them to madness and murder.
(4) A desperate Legionnaire needs you to plant evidence to bring down a corrupted
agent.
(5) A parade is going on, featuring the newest and smartest drones. A client would
pay well for it to be interrupted.
(6) Only one gang member survived their botched job. Can you clean the bloody
scene before the authorities arrive?
144
CHAPTER 4
THE RUN
Murder for hire, brutal extortion, cunning datathefts, illicit deals, smuggling runs,
thievery in the streets—these are among the exploits of runners—the only chances
left for those pushed to the margins and denied the privileges of the corrupt and
predatory elite.
145
4
146
4
ENGAGEMENT ROLL
Critical: Exceptional result. You’ve already
1d for sheer luck. overcome the first obstacle and you enjoy a dominant
advantage or have the initiative for what’s next.
6: Good result. You enjoy a dominant advantage or
+1d for each Major
- -1d for each Major 1-3: Bad result. You’re overreaching or are in serious
Disadvantage trouble (desperate action) when the action starts.
147
4
The engagement roll assumes that the PCs do. But jumping straight into the action of
are approaching the target as intelligently the run is much more effective once you
as they can, given the plan and detail get used to it. When they see the situation
they provided, so we don’t need to play they’re in, their “planning” in flashbacks
out tentative probing maneuvers, special will be focused and useful, rather than
precautions, or other ponderous non- merely speculations on circumstances
action. The engagement roll covers all of and events that might not even happen.
that. The PCs are already in action, facing
the first obstacle—up on the rooftop, OUTCOMES
hacking the lock on the window; kicking The outcome of the engagement roll
down the door of the bounty’s safehouse; helps determine the risks for the PCs’
The run
maneuvering to speak with an executive initial actions when we cut to the run in
at the masquerade party; etc. progress.
Don’t make the engagement roll and then No matter how low-Tier or outmatched
describe the PCs approaching the target. you are, a desperate situation is the worst
It’s the approach that the engagement thing that can result from the plan + detail
roll resolves. Cut to the action that results + engagement process. It’s designed this
because of that initial approach—to the way so the planning process matters,
first serious obstacle in their path. but it doesn’t call for lots of optimization
or nitpicking. Even if you’re reckless
The first obstacle at Seaport Global and just dive in and take your chances,
datacenter is the building security you can’t get too badly burned. Plus,
and motion sensors. The engagement you might even want those desperate
roll puts us outside a door, as the PCs actions to generate more karma for the
are bypassing the motion sensors and PCs, which helps to bootstrap starting
maglocks to gain access through the characters into advancement.
maintenance shaft.
When you describe the situation after
The PCs have kicked down the door and the roll, use the details of the target to
swarmed into the front room of the paint a picture of the PCs’ position. How
Mountain Rats’ hideout, gun muzzles might the syndicate of mercenaries
flashing, into a vicious melee with the present a desperate situation for a bunch
first of their bodyguards. of sneaky shadows? How might the
violent and ruthless spy present a risky
The PCs have socialized politely at the threat to assaulting thugs? How might
party, maneuvering into position to the exceptionally rich and calculating
have a private word with the CEO. As a executive present an opportunity
group of young department managers for a manipulative runner? Use this
leave her side, the PCs step up and opportunity to show how the PCs’
engage her in conversation. enemies are dangerous and capable—
don’t characterize a bad engagement roll
If the players want to include a special as a failure by the PCs, or they won’t trust
preparation or clever setup, they can do the technique in the future. Sure, things
so with flashbacks during the run. This are starting out desperate here against
takes some getting used to. Players may the creepy occultists, but you’re just the
balk at first, worried that you’re skipping type of characters who are daring enough
over important things that they want to to take them on. Let’s get to it.
148
4
HOW LONG DOES IT LAST? cyberdeck (that was their detail for the
plan), so she cut to the first obstacle: a
The engagement roll determines the protected login prompt. This skips past
starting situation for the PCs’ actions a conversation about exactly which
on the run. How long does that hold? menu option to hack, probing around
If you roll a 1-3, does the situation stay for a perfect option, debating the merits
The crew of Shadows has a plan and Assaulting the Mountain Rats
detail that doesn’t give any modifiers in
this case (this building isn’t particularly The crew of Mercs is itching for a fight
strong or weak against a stealth plan). and it’s time to go teach the Mountain
The crew does have help from their Rats a lesson in blood and pain. Their
contact PunkBunny, a data miner, who plan is an assault, which they know is
just happens to have injected an exploit the strength of the Mountain Rats, but
into their network the night before. The so what? They’re badasses; they live for
crew gets +1d for their help. That gives this stuff.
them 2d total to roll and... it’s a 2. Oh well!
The Muscle PC decides to hedge their
It’s a desperate start for their infiltration.
bets a bit, though, and Commands the
The GM thinks about how the global locals to reveal when the Mountain Rats
shipping company might pose a will be the loudest (and highest) during
desperate threat to datathieves, and the evening. That will be the point of
seizes on the obvious: the seemingly attack and a vulnerability of the enemy
ordinary authentication prompt that’s crew. The crew rolls 1d (1d base, -1d
the first obstacle to their interception for the enemy’s strength, +1d for the
is protected by a counterhacker. vulnerability) and gets a 5: they’ll be
risking “a lot” to start things off.
“So, who’s Interfacing through hacking
programs? This is desperate, so the What does that situation look like?
consequence obviously will be a system The GM goes with the obvious thing:
alert. Plus maybe something else from risking “a lot” means a head-to-head
the counterhacker. Maybe this should contest, and what’s more emblematic
be a group action...” than a straight up shootout? The door
crashes off its hinges, as drunken and
Notice how the GM skipped past the violent gangers (already armed and
approach to the building and the brawling each other) fall into the fight
remote access. She already knew that without hesitation.
the PCs were going to hack in with their
149
4
The diversion is a setup maneuver that you can Interface with it. Or maybe
a team member performs as part of the you flashback to access a particular
plan. A successful setup maneuver can terminal, so some hack you coded
reduce the risks for teammates (possibly earlier can (hopefully) manifest at the
offsetting a bad engagement roll) or right time.
give increased effect. An unsuccessful
setup maneuver might cause trouble
for the second part of the plan—an easy
consequence is to give the engagement
roll -1d. If it makes sense, the team
member who performed the setup can
drift back into the main operation and
join the team later so they don’t have to
sit out and wait.
150
4
151
4
“The engagement roll is... a 2. Looks Runners in the Shadows is not a game about
like a desperate situation for you! the steady, continuous development of the
Hmmm. Okay, so you’re inside the PCs. They can be traumatized, murdered,
gang’s compound at the docks, slipping or even caught and brainwashed. That’s
up through the shadows next to some on the line.
huge metal storage containers. But
then all the fluorescent ballasts in
the room flicker on. The big metal
warehouse door rolls open, and you
hear a heavy vehicle coming in through
the gate. Looks like they’re getting a
delivery right now, and a bunch of gang
members are out to receive it. They’re
about to be on top of you. What do you
do?”
152
THIS PAGE INTENTIONALLY LEFT BLANK
4
154
4
TeamworK
though, and moves in to take the blow
situation, the setup action provides a
from Skelter’s vicious right hook. Jaime
bonus that allows for limited effect.
(Jax’s player) rolls Jax’s Body attribute
to resist, marking 2 edge and reducing The PCs are facing a heavily armored
the harm to a level 2 “Broken nose.” van that’s immune to their weapons.
Jaime then uses Jax’s Formidable Jax uses Wreck as a setup action to
special armor to reduce the harm even pry some of the armor loose with hr
further, down to level 1. Jax catches crowbar, giving follow up actions +1
Skelter’s fist in mid-swing, and the effect—going from zero to limited
force spins her sideways and twists effect.
her shoulder painfully, but Shark is
unscathed. DO WE HAVE TO USE TEAMWORK?
Teamwork maneuvers are options, not
SET UP requirements. Each character can still
When you perform a setup action, you perform solo actions as normal during
have an indirect effect on an obstacle. If an operation.
your action has its intended result, any
If your character can’t communicate or
member of the team who follows through
somehow coordinate with the rest of
on your maneuver gets +1 effect level
the team, you can’t use or benefit from
or fewer risks for their roll. You choose
any teamwork maneuvers: you can’t
the benefit, based on the nature of your
assist a teammate without spending the
setup action.
edge and being in position to do that.
This is how you do the “I’ll create a You can’t lead a group action without
distraction” scene. You roll Influence coordinating the team and risking your
to distract a bouncer with your charms, edge in the process. You can’t protect
then any teammate who follows a teammate without being in position
through with a Prowl action to sneak to take the consequence yourself. And
past him will enjoy a nice advantage. you can’t set up a teammate if they don’t
It’s less risky since you’re drawing the benefit from what you did.
bouncer’s attention.
If it’s ever unclear which maneuver
This is a good way to contribute to an applies, the GM is the final arbiter (as
operation when you don’t have a good usual, they always get the final say
rating in the action at hand. A clever whether a roll is required, and which
setup action lets you help the team type).
155
4
MEDSLED EXTRACTIONS
BASIC SERVICES & If a contractee to be extracted is found
dead, it is the sworn duty of the dispatched
BIOMONITORING extraction team to recover the body and
Once the crew has gained the MedSled deliver it to the authorities for IDN review
Contract upgrade, each PC is issued and handoff to the City Morgue. Contractors
a biomonitor—keyed to their specific might be Influenced into transporting a
genetic profile (and anonymized to keep corpse somewhere else and/or “looking the
their identity concealed). An injured other way”—for the right price.
The run
156
4
medsled exTracTions
When an extraction team performs ◆A simple, useful addition is included
actions for which its training applies, it with a silver contract (1 added upgrade)
uses its full quality rating. Otherwise, its or costs 1 nuyen. Pickup outside
quality is zero. the coverage area. Transport for an
unscheduled passenger or two. Drugs and
A PC may assist an extraction team in recovery time for the extraction team to
their efforts directly (granting them +1d), deal with harm.
however it costs 1 edge when you do so.
◆ A significant addition is included with a
An extraction team takes harm identically gold contract (2 added upgrades) or costs
to a cohort (up to four levels; see page 2 nuyen. A larger scale extraction team.
119 for details). The GM may make a Repairs to a severely damaged transport
fortune roll to judge the extraction team’s vehicle.
remaining courage after they’ve taken ◆ An illegal or extraordinary addition
harm. is included with a diamond contract (3
added upgrades) or costs 3 nuyen. Pickup
in a no-fly zone. Accompaniment by a team
THE MEDICAL STAFF
of wage mages. Replacement of a transport
Roll the quality of your contract (usually vehicle.
the crew’s current Tier) to see the outcome
of any emergency treatment you receive. At the end of a mission where added costs
are assessed, you are expected to pay
Any contract holder gets preferred access MedSled during the payoff. If you don’t
to medical treatment services from the pay, your status with MedSled will suffer
assigned doctor, who is available to the (see page 168 for details). In addition,
entire crew immediately following a run while you still owe MedSled, you are not
(each PC who wishes to take advantage guaranteed access to a timely extraction.
must spend a downtime activity, as usual,
for recovery).
157
4
Jax and her crew of runners are on a Now you’re making your way along the
run. They heard from their investigator alleys that run by the safehouse, pulling
contact, Shades, that the Talons had your rented car silently through the
recently come into possession of an darkened streets.”
experimental weapon from a top-secret
research facility, something called a “I have my nightvision goggles on,” Jaime
magbolt pistol. says. “Are there any other lights?”
Jax’s crew has -2 status with the Talons, “This is a pretty trashy part of Havendale,”
The run
which means they’re enemies. Stealing Amber says. “There’s barely any other
the weapon will hurt the Talons, loosen light at all. The walls on either side of a
their hold in the underworld, and put a nearby alley are coated in a multi-colored
valuable item in the crew’s possession, to stains, and the streets around the area
boot. Everyone agrees that this is the run are strewn with broken bottles and party
they want to pursue. favors from the nearby bar district doing
a street festival. There’s a stench of vomit
and piss.”
THE PLAN
“Ugh,” says Jaime.
Amber, the GM, asks the question that
kicks off every run in Runners in the
Shadows: “Okay, what’s the plan?” ENGAGEMENT ROLL
The players look at the list of plans on “Time for the engagement roll!” Amber
their character sheets and quickly choose says, a glint in her eye. “Let’s see what
one. “I vote for stealth,” says Rick. kind of situation you’re in when we start
the action at the entry point.”
“Yeah,” says Jaime, “Let’s keep this nice
and quiet. We already have enough heat “I have that page open in the book,” Rick
as it is.” The other players agree. The says. “We start with 1d for sheer luck.”
GM asks the group for the detail that
completes the plan: “What’s your entry “Well, that’s something,” says Cody.
point?”
“We’re probably gonna need more than
“Well,” says Jaime. “Shades has explored that to pull this off,” Jaime says.
around the Talons’ safehouse many times
before. He probably knows all about the “Yep, 1d to start,” Amber says. “Then you
rooftop-entrances. I think using the fire might get advantage or disadvantage
escape of a nearby building will be good. dice. What’s the first one?”
Plus, that’ll keep us out of sight from
“‘Is this operation particularly bold or
most witnesses on the street, so we might
daring?’” Rick reads aloud. “Hmmm. I
as well each take normal load if we want
think so! The Talons are like a particularly
to.” Everyone agrees.
dangerous bunch of gun-runners, right?
“Cool,” Amber says. “That’s the plan your People say you should turn and run
characters made, probably huddled
158
4
when you see them. It’s pretty bold of us But it definitely counts. Take another
to break in.” +1d.”
“Yeah,” Amber says. “That’s what I was “Nice, I’m not arguing with that,” Cody
thinking. You should get +1d for that.” says.
“Heh. Alright, so we have 2d to roll then,”
“Ex-cellent,” says Cody, tapping his
Jaime says. “I’ll go ahead and do it.” Jaime
fingers together conspiratorially.
rolls and gets a 4.
“Okay, then ‘Does the plan’s detail expose
examPle run
a vulnerability of the target or hit them EVADING THE SENTRY
where they’re weakest?’” Rick says.
“A 4.. okay, so it’s risky. That’s better
“Oh, no, I know where this is going,” than desperate. Well, that’s pretty easy
Jaime says. to describe. I know what’s risky about
breaking into the Talons’ headquarters,”
“It’s definitely not where they’re weak,” Amber says with a smirk. “So, you park
Amber says. “In fact, their safehouse the vehicle under a ramshackle lean-to
is where they’re strongest, and they in a bend in the alleyway, then approach
have special preparations. So you get a using a fire escape on a neighboring
disadvantage for that. -1d.” building. You advance until you’re
directly across from the second floor
“Ah ha,” says Rick. “What about this,
balcony of their safehouse, with the
though? ‘Can any of your friends or
narrow alleyway beneath you. Cody, I’m
contacts provide aid or insight for this
picturing your character Shark crouching
operation?’ We already know that one!
on the rooftop there, peering at the
Shades scoped out this run in the first
tinted rooftop windows of the safehouse
place.”
beyond.”
“Oh that’s true,” Jaime says. “Can we say “Yeah,” says Cody. “I’m definitely on point
that Shades gave us some hot tips since here.”
he knows the place well? Maybe stuff like
‘Don’t try any of the ground level doors.’ “Riggers first when it comes to B&E type
that helped our planning?” stuff, that’s what I always say. Besides,
I think I should stay in back since I’m a
“Yeah, totally,” says Amber. “Take +1d for techno,” Rick says.
Shades’ insight.”
“I assume you’re being super sneaky
“Okay,” says Rick. “Are there any other and everything, yeah? You want to leap
elements we want to consider? We’re a across the gap and silently break into the
lower Tier than them, so that’s a thing. safehouse,” Amber says.
-1d. Anything going on that would be an
“Yep,” Cody says. “But I’m more of a
advantage or disadvantage?”
combat rigger. So I will have my pistols
“Actually,” Amber says. “Yes. There’s... ready. Just in case.”
well, there’s something going on that “Okay,” Amber says. “You’re about to
makes things a bit tougher on the Talons. make your move across when suddenly
Your characters don’t know about this! you hear a a faint whirring noise, and the
surface of the wet street below flickers
159
4
with the faint lens flare of a nightvision “I have zero,” says Jaime. “Oh well! Not
sensor.” my problem.” She grins.
“I knew it,” Rick says. “Okay, it’s a group action, using Prowl,”
Amber says. “Aside from the danger of
“Through a band of fog near the
the drone, the actual maneuver to leap
water, you see a tiny scanning light
across and get though the window is
outline nearby trash floating the
totally doable. So the risk is not so much
water, illuminating the rough shape of
you don’t do it, but that badness happens
something robotic.” Amber says.
along the way. Want to push yourself or
“Well, crap,” says Jaime. entertain a Dragon’s Deal?”
The run
“Relax. It’s just a security drone or “Nah, I think we’re good. Let’s roll ‘em,”
whatever,” Jaime grins. “Some kind of Cody says. “I got a 4.”
sentry placed here under the employ of
the po-po, probably. We can get around “I got a 3,” Rick says. They look at Jaime
it.” hopefully.
“I have a big gun and plenty of specialty “I rolled a 6!” Jaime says. “And a 2. I have
bullets,” Cody says. “And a big bomb.” to take the lowest because I basically suck
at this. Bleeeah.”
Rick and Jaime look at Cody for a long
moment. “And I have to lose two edge from you
“But those are both loud, so I won’t do pains in my arse,” Cody says. “Yeesh.
that.” Cody says. Maybe I should have taken that Deal
after all.”
“Do we have to confront this drone?”
Rick asks. “Like, deal with its alerts by “Well, you do it: highest was a 4.” Amber
resisting and all that?” says. “And the first complication will be
a tick on the good ol’ ‘Alert’ clock ” She
“Not yet,” Amber says. “It’s just a distant puts a 4-track out on the table and ticks it
sensor right now, coasting in a random once. “The three of you leap over, ready
patrol pattern around the safehouse. to assess and spring the maglock on the
It hasn’t fully arrived or been alerted. balcony window... but it’s unlocked. It
If your engagement roll had been 1-3, I swings opens as you get near and you
probably would have put you in that spot. hear the flying drone approaching, so
But that’s definitely a risk here. What do we see you go through the office blinds
you do?” and into the darkness beyond. You hear
“I’m going to lead a group action,” Cody the servos of a drone spin up inside
says. “Let’s Prowl across, and through the the building as well, as if it detected
window, and leave this drone behind.” something; perhaps a blip in cyberspace
from those windows. Again, that’s the
“Sounds good,” says Rick. “I have 2 in first complication—which you can resist
Prowl.” with Intuition if you wish..”
“I also have 2,” Cody says. “I’m a pretty “Oh no: ‘first complication’? There’s
athletic Rigger.” another one, too?” Cody says.
160
4
examPle run
projector on the floor. Then you hear the the Talons, controlled in VR by a skilled
window close behind you on its own, and rigger. It’s not a consumer drone just
the maglock clicks audibly as it secures. hanging out. I don’t think you can quite
It’s quiet in here. Too quiet.” do it in one action either; you’ll need a
critical, or someone will need to follow
“A booby-trapped safehouse. Of course it up to finish that action,” Amber says.
is!” Rick says.
“Wow, raw deal, but I get what you’re
“The first few sounds of a warning come saying. I guess I would want it to be hard
from the seemingly vacant hallway for someone to take control of one of my
outside as a softly glowing bluish light drones while I am jumped in—when I
comes to life outside of view. Do you hear finish building mine.” Cody says. “Eh, I’m
the groan of metal on metal? The spinning gonna do it anyway! I want that karma
of electric motors? It would seem you have for the desperate roll.”
remotely-operated company nearby...”
“Okay then. Do you want a Dragon’s Deal,
“Well crap—that’s not good,” Rick says. or will you push yourself?” Amber asks.
“Let’s get going and grab what we came
for before more we’re boxed in here.” “Let’s hear the Deal,” Cody says.
“Hmmm,” says Jaime. “We don’t know “Oh, I feel like there are so many options
exactly where the weapon is in this here,” Amber says, chuckling evilly. “I
place... Shades just said it was in here mean, the first thing that I think of is
somewhere.” you’re okay with some heat. But how
about THIS: that you betray a teammate,
Cody speaks up, “Maybe I should get my so they take harm to give you more time
‘deck out to hack this second drone here to pull off the hack.”
to tell us where it is. Save us the trouble
of searching every room. Turn their Cody considers the idea and starts
machines against them!” smiling.
“I like this plan,” Jaime says. “Oh, that’s rich,” Jaime says. “You going
to stab one of us in the back already?
“As long as you don’t roll snake eyes like Figures as much..”
before,” Rick says.
“Should I? Ok, no no! Not yet anyways..”
“Doubt that. I’m gonna Interface Cody looks at his watch before Jaime
with the machine wirelessly and take slaps his arm in mock protest.
authentication over it. I’ll be in VR, but
161
4
162
4
examPle run
rebuild earlier that day.” The soft glow of the drone’s sensors shines
in the room briefly then fades away. I was
“Oh, right. We established this, like way going to say that normally you couldn’t
back in the first session. The Talons are much more done with this roll because of
hugely suspicious of any free agents in the silent monitoring thing...”
their employ, and silently monitor most
of their devices for tampering. I forgot all “Oh yeah, right...” Cody says. “I’m gonna
about that,” Cody says. go virtual and get my warez loaded up.
Will that increase my effect here?”
“Yep! That’s the limited effect here,”
Amber says. “Chopper couldn’t give “Yeah, definitely. Also, with the critical,
you exactly what you wanted, but it let’s say that the pro exploit boosts your
hasn’t maimed you yet either. And he effect, too. So you end up with great effect!
can probably get you the location of the You get a look at its patrol path, and can
magbolt pistol amid the chaos of the pinpoint the icon of the magbolt pistol
fight.” is in one of the Talons’ basement rooms,
just below you. You know to go down
“Nice,” Cody says. “So we’re good, then?” the stairs at the end of the hallway, and
turn right at the fork before descending
“Hang on a minute, pal,” Amber says. “It again. Your crit means you also notice
was a partial success. I have a consequence that you’ve detected a networked device
to inflict here. And it was desperate, too... is there as well, with some kind of alarm
hmmm, okay, let’s get rough. I’m gonna or trap set on a touch trigger.”
put three ticks on the ‘Alert’ clock as a
‘serious complication ’ That fills it up. “Good to know,” Rick replies.
So much for sneaking! From behind you,
the window’s maglock clicks again and “I want it. Can I keep it?,” Cody suggests.
the drone from the hallway lurches into
“Maybe we can come back for the drone
the room, electrical sparks arcing from its
on our way out,” Jaime says. “Let’s enjoy
shock attachment. You hear the wailing of
this success and get on down to the
a klaxon from out in the hallway. By the
basement and grab that thing while we
way, Rick, now would be the time when
have the chance.”
you have to deal with being cornered by
this drone. What do you do?” For the purpose of this example, let’s
imagine that the critical success result
happened and carry on from there.
163
4
“Let’s all sneak in as a group. I’ll lead the middle of the room: concealing a
this time, since I’ve still got a full track of C-shaped device that looks so new it’s still
edge,” Rick says. got a bit of machining dust on its surface.
The handle is connected to a sensor array
Everyone rolls a Prowl action, and the best that is wired to a battery, some sort of
result is a 4. Amber advances the “Alert” electrified wire set to shock someone
clock by two ticks since they’re deep inside who grabs it without disabling it first.
the safehouse and there are more hidden Electrified pulses are set off in waves,
sensors along the way. But Rick wants to producing the low tuning fork noise you
resist that consequence. The GM, Amber, heard. Arranged around the weapon case
says he must roll his Intuition due to it are the Talons—or four of them anyway—
being a result of surprise—which he does, their faces lit by a holoprojection, and
and gets a 4. Rick loses 2 edge (marking as usual they are dressed in armored
his character’s edge boxes to reflect this) business suits. One of them is gesturing
and the consequence is avoided. to the case; they seem frozen in time,
unblinking, possibly engaged in some
“You slink downstairs in the darkness— sort of wireless interaction.
the safehouse has no lights on anywhere, “The other three stand around the desk.
that’s a bit odd, yeah?—but anyway, you They’re clearly working on a buyer,
find the hallway leads to a steel walk-in apparently attempting to boost the price
cooler door and it’s not locked. You hear a in whatever deal they think they’re about
low humming sound coming from within, to close. They’re concentrated fully on
like a very low-pitched tuning fork. What their task and don’t react when you peek
do you do?” inside.”
“Well, that explains that mysterious
bonus die for the engagement roll. Looks
like they’re busy,” Cody says.
“Maybe we should come back when
they’re not indisposed,” Rick says.
“Wouldn’t want to be rude.” He smirks
widely and the others chuckle in response.
“I have an idea,” Cody says.
Jaime and Rick give him a look. “Do you
want to blow them up or shoot them?”
Rick asks.
164
4
“Shoot it,” Cody says. “But it’s a solid idea. I “Oh, that’s mean,” Cody says. “I like it! It’s a
swear! How about: I pelt the area with flare deal. Now I have 3d.”
rounds—interrupting their little business
meeting—then Shark redirects... whatever “I’m also assisting you,” Jaime says. “I start to
else is protecting the case right now.. at the rush in to blow back the energy in the room
Talons so it lays them out.” in order to slow the sensor’s response time a
bit. I spend another edge and you get +1d.”
“I actually like this idea,” Jaime says.
“Okay, four dice it is.” Cody rolls and gets a 6!
Rick shakes his head. “Wow, okay, I can get “Boom! Nailed it.” There’s a collective cheer
as they realize they’ve done it.
examPle run
on board with this madness. I guess it’s up to
me to grab the case, then. Without touching
it, because it’ll probably hurt me to do that. “Ha, it actually works,” Amber says. “The
Ah, I got it: I’ll say that Totes happens to have case emits a shower of flaming sparks as the
his fine filtering hood with him. It’s kinda flare rounds hit, and it goes spinning across
resistant to electrical signals... I can catch the the room—we watch in slow motion as Jax
case in that and wrap it up without touching Finesses to divert the electrical shock and
it directly.” Totes runs to catch it.”
“Okay, yeah, let’s do this. I actually have an Jaime rolls another desperate action, this time
escape idea, too,” Jaime says. “But first, I’ll to Finesse, but pushing herself for 2 edge to
take my shot as a setup maneuver for Shark. get +1 effect, and she rolls a 5. Rick rolls Prowl
Boosted effect or fewer risks?” for Totes’ athletic run and leap to catch the
artifact, and he gets a 6.
“Let me suggest boosted effect,” Amber says.
“I think you’ll have zero effect on this crazy “Okay, Jaime, your character Jax does it,
electrified case situation otherwise.” hurling the residual electrical energy at the
Talons.
“Okay, boosted effect for Jax’s action,” Cody
says. “How crazy is it to try shooting the You would have had zero effect, but Cody’s
magbolt pistol into our waiting arms?” setup boosted you to limited, then you pushed
yourself for standard effect. I’ll say that this
“Desperate as can be,” Amber says. “Plus, blasts them all around the room. One crashes
I’m going to fill the ‘Alert’ clock since you’re forward into their desk, knocking over the
making so much noise with the gun. This display, a chair goes sideways and hits the
would be zero effect, normally, but your flare wall, etc. You also suffer a consequence,
ammo will give you limited.” though. It’s desperate, so let’s call it level 3
harm: “Broken Ribs ” You also get thrown
“Beast.” Cody declares. across the room by the blast and you feel
your ribs crack when you hit a desk. Hard.”
“Okay, I’m Stalking for the shot here,
obviously... I have 2d.” “Ow,” Jaime says. “I’m already at 5 edge. I’m
not resisting that.” She writes the harm on her
“I have a Dragon’s Deal for you,” Amber says. character sheet.
“When you open your belt pouch to load the
special ammo, you realize something is weird “And Totes expertly catches the pistol in
with the flare ammunition. The energy has the filtering hood, being very careful not to
been draining due to the equipment nearby, touch it directly. Oh, you’re soooo lucky that
so you only have enough for this salvo of you got a 6,” Amber says.
shots and then you’re totally out. You’ll have
to acquire the asset again to have more.” “I know!” Rick says. “I was worried. Now
what about this escape plan, Cody?”
165
4
right. No need to roll for the Survey or have to push herself to be able to take
Engineering you did.” action like this with those broken ribs,
so that’s 2 more edge for you, but if you
“Okay, so, Shark knows precisely when to spend it you’re gone too, and we can call
lock the Talon’s safehouse down, and he’s that a clean getaway!”
QUESTIONS TO CONSIDER
How would a different engagement roll result change the run? On a 1-3,
Amber mentioned that she would have confronted them with the flying drone
right away. Does that seem right for an opening desperate action? What if they
had gotten a 6 or a critical? How would you handle it?
When Shark Interfaced to hack the drone, on the 1-3 and 4/5 results,
how would things have gone if the PCs had resisted the consequences? Do you
think the consequences were appropriate, given how tight the Talon’s safehouse
security is supposed to be? How would you increase or decrease the severity of
consequences in a situation like this if the opponent was different?
Shark used his fine exploitation software after the roll, to increase the effect
of her result. Would you let a player do this, or do you think they should have to
declare their items before they roll?
The critical result on the Interface roll really made things a lot simpler,
didn’t it? The crew could have been stuck battling security drones in the first
room of the safehouse, but instead they just slipped on through to the location of
the magbolt pistol, making the run a lot faster to complete. What do you think of
short-and-sweet missions like this?
What did you think of Cody’s “shoot things and give ‘em the slip” maneuver
at the end? Is that the kind of pink mohawk tone that you want to promote
when you play the game, or would you like something more gritty and closer to
real-life? Do you think 2 edge is a fair cost for that flashback? Should he have
rolled Survey to see how good his information was, or was it okay to gloss over
that bit?
166
CHAPTER 5
DOWNTIME
After the crew finishes a run (succeed Downtime is divided into five parts,
or fail), they take time to pay their bills, which are resolved in order:
recover, regroup, and prepare for the
next operation. This phase of the game is (1) Payoff. The crew receives their
called downtime. rewards from a successfully completed
run.
Downtime fulfills two purposes in the (2) Heat. The crew accumulates
game: suspicion and attention from the law and
the powers-that-be in the city as a result
◆ First, it’s a break for the players. During of their last run.
the action of the run, the PCs are always
under threat, charging from obstacle (3) Entanglements. The crew faces
to obstacle in a high-energy sequence. trouble from the rival factions, the law,
Downtime gives them a reprieve so they and the haunted city itself.
can catch their breath and relax a bit— (4) Downtime Activities. The PCs
focus on lower-energy, quieter elements indulge their vices to regain spent edge,
of the game, as well as explore personal work on long-term projects, recover from
aspects of their characters. injuries, etc.
◆ Second, the shift into a new phase of the (5) After the downtime activities are
game signals a shift in which mechanics resolved, the game returns to free play,
are needed. There are special rules that and the group can move toward their
are only used during the downtime next run.
phase, so they’re kept “out of the way”
during the other parts of play. When
we shift into downtime, we take out a
different toolbox and resolve downtime
on its own terms, then shift back into the
more action-focused phases of the game
afterwards.
167
5
168
5
HEAT
Kingston is a coastal cityscape full
of prying eyes, hidden cameras, and
conniving informants. Anything you do
might be witnessed, and there’s always
evidence left behind. To reflect this, your
crew acquires heat as they commit crimes.
After a run or conflict with an opponent,
your crew takes heat according to the
nature of the operation:
heaT
◆ 0 heat: Smooth & quiet; low exposure.
◆ 2 heat: Contained; standard exposure.
◆ 4 heat: Loud & chaotic; high exposure.
◆ 6 heat: Wild; devastating exposure.
Add +1 heat for a high-profile or well-
connected target. Add +1 heat if the
situation targeted a hostile faction. Add
+1 heat if another faction has marked the
crew. Add +2 heat if killing was involved
(whether the crew did the killing or not).
169
5
RECONDITIONING ROLL
critical: You resist your captors, but impress them.
1d for each crew Tier level. You gain +3 rep for your crew and +1 faction status
with the faction that reconditioned you.
4/5: You pay the price, but gain little more than an
enemy. Your crew takes -1 faction status with the
faction that reconditioned you, or you gain a new rival
of the GM’s design.
170
5
enTanGlemenTs
calling. An entanglement might be a rival characters’ lives in order to generate trouble
crew looking to throw their weight around for them. Entanglements are the cost of doing
(and demanding some nuyen), a corporate business in the underworld—a good crew
enforcer making a case against your crew learns to roll with the punches and pick their
(but ready for a bribe), or even the attention battles.
of a rabid barghest.
Entanglements can also arise directly from
After payoff and heat are determined, the events in play. If the Muscle gets arrested,
GM generates an entanglement for the crew for example, then the GM might follow the
using the lists below. Find the column that directions in the Detainment entanglement.
matches the crew’s current heat level. Then
roll a number of dice equal to their wanted The entanglements are detailed on the
level, and use the result of the roll to select following pages. Each has a list of potential
which sort of entanglement manifests. If ways for the PCs to be rid of it. If you want the
wanted level is zero, roll two dice and keep entanglements to be a momentary problem
the lowest result. for the crew, stick to the suggested methods
to resolve them, and move on to the next
Bring the entanglement into play part of downtime. If you want to dive in and
immediately, or hold off until an appropriate explore the entanglement in detail, set the
moment. Some groups like to roll scene and play out the event in full, following
entanglements “in the open” so everyone the actions and consequences where they
knows what’s about to hit them. Other lead.
groups prefer the roll to be secret, so the
entanglement is a surprise when it happens. Several entanglements mention “authorities”
Either way is fine. For example, if you get the in their description. Note that this can refer
Interrogation entanglement, you might wait to security officers serving as local police, but
until a PC indulges their vice, then say the also corporate security, gang enforcers, and
Legionnaires picked them up when they were even agents. The headquartered upgrade
distracted by its pleasures. offers additional options for dealing with
entanglements involving authorities.
171
5
172
5
REPRISALS
An enemy faction makes a move against
you (or a friend, contact, or vice purveyor).
Pay them (1 rep and 1 nuyen) per Tier of
the enemy as an apology, allow them to
mess with you or yours, or fight back and
show them who’s boss.
enTanGlemenTs
RIVALS
A neutral faction throws their weight
around. They threaten you, a friend, a
contact, or one of your vice purveyors.
Forfeit (1 rep or 1 nuyen) per Tier of the
rival, or stand up to them and lose 1
status with them.
SHOW OF FORCE
A faction with whom you have a negative
status makes a play against your holdings.
Give them 1 claim or become marked
(drop to -3 status). If you have no claims,
lose 1 hold instead.
SUPERNATURAL BADNESS
An emergent or astral entity is drawn
to you—perhaps it’s a past victim, pixie,
or a hungry technocritter? Acquire the
services of a Mage, Techno, or another
suitable expert to attempt to destroy or
banish it, or deal with it yourself.
173
5
A PC can make time for more than two GM: If a player can’t decide which
activities, at a cost. Each additional downtime activity to pick, offer them a
activity from the list costs 1 nuyen or long term project idea. You know what
1 rep This reflects the time and resulting the player is interested in and what they
resource drain while you’re “off the like. Suggest a project that will head in a
clock” and not earning from a run. When fun direction for them.
you complete a new run, you reset and
get two “free” activities again. “Remember how you had that weird
vision when you went unconscious?
Activities on the downtime list are limited; Yeah, do you want to get to the
normal actions are not. During downtime, bottom of that? Okay, start a long-
you can still go places, do things, make term project—six segments—called...
action rolls, gather information, talk with ‘Mentor Spirit Vibes.’ What do you do
other characters, etc. In other words, only to work on that?”
activities that are on the list are limited.
174
5
downTime acTiviTies
are illegal in Kingston. Illegality comes
◆ A vehicle. in two levels: restricted or forbidden.
◆ A service. Transport from a smuggler Most anything that can potentially hurt
or pilot, use of a warehouse for temporary people, but has legal purposes in mind,
storage, a surgeon, legal representation, etc. is restricted. Most blades and firearms,
full body armor, commercial explosives,
“Temporary use” constitutes one controlled substances, and other gray
significant period of usage that makes areas like chameleon suits and smoke.
sense for the asset—typically the duration Anything else that is designed to be
of one run. An asset may also be acquired particularly lethal or break the law is
for “standby” use in the future. You might forbidden. Fake licenses and IDNs, better
hire a hit squad to guard your magical than life simchips (BTLs), weapons of war,
lodge, for example, and they’ll stick around jammers, silencers, etc. The GM will tell
until after the first serious battle, or until you which level of illegality applies to a
a week goes by and they lose interest. particular item:
To acquire the asset, roll the crew’s Tier or
your lifestyle (whichever is higher). The ◆ When you acquire a restricted item
result indicates the quality of the asset (rather than crafting it yourself), you take
you get, using the crew’s Tier as the base. +1 heat if you don’t have an IDN with a
1-3: Tier -1, 4/5: Tier, 6: Tier +1, critical: proper license.
Tier +2. You can spend nuyen to improve ◆ You take +2 heat instead when you
the result of this roll beyond critical acquire a forbidden item.
by spending 2 nuyen per additional Tier
level added. For more about Crafting, see page 254.
The GM may set a minimum quality If you want to acquire an asset
level that must be achieved to acquire permanently, you can either gain it as
a particular asset. For example, if you a crew upgrade (using the rules for
want to get a set of Yakuza-quality advancement, see page 46) or work
accoutrement, you’d need to acquire a on it as a long-term project to set up a
Tier IV asset. A lower result won’t do— permanent acquisition.
unless you’re willing to compromise (see
sidebar, below). Ginsu, the Adept, is a martial artist in the
Kendo style, and would like a fine katana
to add to her permanent items. Her player
LET’S MAKE A DEAL starts a long-term project: “Get Family
Katana Back.” The GM says this is an
When your acquire asset result isn’t high 8-track (she can work on it by Consorting
enough, you may choose one instead (don’t or Influencing the pawn shop owner—
forget it can’t be lower quality; it needs that): or maybe rolling her lifestyle level to
it has an extra drawback or flaw of the GM’s represent small payments).
choice—you accept a Dragon’s Deal in its
acquisition—raise the result level by spending
nuyen—try again. 175
5
gain access to a street doc to act as your You may reduce an instance of special
healer, who can provide service for the harm taken for a sustained spell to
whole crew. zero and remove it, but you lose 1 edge
when you do so. The point of edge lost
Recovery reduces all instances of cannot be regained until after the spell
level-1 harm to zero and removes them. is dismissed.
If you have remaining harm, they are
handled like a long-term project: your You may treat yourself (rolling your own
healer rolls (Engineer for a PC with the rating if you are a healer), but you lose
Medic special ability, or the quality level 2 edge when you do so. You can also
of an NPC) and then you mark a number choose to simply tough it out and spend
of segments on your healing clock. 1-3: the downtime activity to heal without
two segments, 4/5: three segments, 6: four any treatment from an actual healer—in
segments, critical: six segments. this case, spend 1 edge to roll 0d.
When you fill your healing clock, reduce Note that it’s the recovering character
each instance of harm on your sheet by that takes the recovery action. Healing
one level, then someone else does not cost a downtime
clear the clock. activity for the healer.
If you have
more segments Whenever you suffer new harm, clear
to mark, they one tick on your healing clock. If new
“roll over.” harm incapacitates you, clear all the ticks
on your healing clock.
Jax has two injuries: a level 3 “Badly
Burnt” and level 1 “Shot in Arm.”
During downtime, she gets treatment HEALING WITHOUT RECOVERY
from Memphis, a street doc friend of If you do not or cannot spend a
the crew’s Rigger. Because Memphis is downtime activity to recover your
a competent healer, the GM says quality harm during downtime, don’t roll—
2 makes sense. The recovery reduces just reduce one instance of level-1
the level 1 harm to zero and removes it. harm to zero and remove it instead
Next, the player rolls 2d to recover and (if you have none, tick 1 segment
gets a 6: four segments on the healing on your healing clock instead). If
clock. She decides to spend 1 nuyen to you don’t have any harm, there’s no
improve the result to a Critical to get six healing ticks to track.
segments instead. Six segments fills the
176
5
downTime acTiviTies
project to form a friendly relationship.
your result: 1-3: one segment, 4/5: two
segments, 6: three segments, critical:
five segments. REDUCE HEAT
Say what your character does to lay low
A long-term project can cover a wide
or reduce the heat level of the crew and
variety of activities, like doing research
make an action roll. Maybe you Command
into an arcane ritual, investigating a
the fear of the local citizens so they’re
mystery, establishing someone’s trust,
afraid to snitch. Or maybe you Consort
courting a new friend or contact,
with your friend who’s a security officer
changing your character’s vice type or
and she arranges for a few incriminating
purveyor, and so on.
reports to disappear.
Based on the goal of the project, the GM
Reduce heat according to the result: 1-3:
will tell you the clock(s) to create and
one, 4/5: two, 6: three, critical: five.
suggest a method by which you might
make progress.
TRAIN
On the last run, Jax disintegrated
Redstone’s body with a mana blast and When you spend time in training, mark
destroyed his living essence. But now 1 karma on the karma track for an
his free spirit is hindering her! How attribute or playbook advancement. If
is this possible? This is beyond the you have the appropriate crew Training
scope of a simple gather information upgrade unlocked, mark +1 karma (2
roll, so Jax starts a long-term project total). See Crew Upgrades on page 114.
to investigate this mystery. The GM You can train a given karma track only
says it will be an 8-segment clock. once per downtime.
Jax spends a downtime activity in the
lodge, looking for any clues. The player INDULGE VICE
rolls Jax’s Study action and gets a 4:
Visit your vice purveyor to clear marked
two segments of progress on the clock.
edge. See the next section for details.
Because they got two ticks and there
are roughly four layers to this mystery,
the GM decides to describe a new clue
(one of four) that doesn’t make sense
yet—but will soon.
177
5
themselves further than ordinary people are character to be “lost in their vice” during a
willing to go. But this comes at a cost. Their game session, allowing them to indulge off-
edge is constantly dulled by the stresses of camera while you play a different PC. A crew
running the shadows. Inevitably, each turns member, friend, or contact of the crew might
to the seduction of a vice in order to cope. be created as an alternate character to play,
A runner’s vice is their obsession. But with thus fleshing out the landscape of PCs.
this indulgence comes a sharpening of their You roll to find out how much edge relief
edge and the ability to once again face the
your character receives. A vice roll is like a
overwhelming challenge of their criminal
resistance roll in reverse—rather than losing
existence.
edge levels, you regain edge levels. The
effectiveness of your indulgence depends
upon your character’s worst attribute rating.
It’s their weakest quality (Intuition, Body,
or Willpower) that is most in thrall to vice.
Make an attribute roll using your character’s
lowest attribute rating (if there’s a tie, that’s
fine—simply use that rating). Clear edge
according to the highest die result
OVERINDULGENCE
If you clear more edge levels than you had
marked, you overindulge. A vice is not a
reliable, controllable habit. It’s a risk—and
one that can drive your character to act
against their own best interests.
VICE ROLL
178
5
179
5
180
5
181
THIS PAGE INTENTIONALLY LEFT BLANK
CHAPTER 6
HOW TO PLAY
In a standard board game, the mechanics
FICTION-FIRST are what’s most important—not the
fiction. However, things can be different
GAMING in a roleplaying game. In some tabletop
RPGs, the mechanic is triggered by mere
The term fiction-first is a pretty loaded invocation. You might recall having
one. For more experienced readers, the uttered the words “I make a standard
term refers to a way of approaching attack” before. If so, you knew that your
roleplaying games, which is different character tried their best to deal their
from other tabletop games. For others, damage value to the target, and you
it’s not so clear what it means. would be rolling a die and adding your
Board games are by and large dominated bonus to determine the outcome no
by mechanics-first gameplay. When matter how you described it: unless you
you take your turn, you select the move had a special ability, the basic mechanic
you make from a list, and then the told you what happened. Just like a board
game system takes over to resolve what game, unless you prefer to add “flavor”
happens. You might say, “I’m going to in it’s not really needed.
pay two hundred spacebucks to build a In Runners, you are instead asked to use
second space station on my home tile.” your creativity and imagination first,
And then the others know you’ve used the describing the “flavor” of the action
Build mechanic, and the game rules might your character takes and the outcome
tell us whether that’s enough spacebucks you want. The flavor matters. Fictional
for a second space station, whether you honesty is perhaps one of the biggest
can build more than two of those on the goals of the game.
home tile, and maybe even the +1 income
You are free to say what you see on the
benefit of having built the station there.
fictional screen in your head, and the GM
You might inject your own fictional layer
is free to chime in with their version. They
to color this interaction a particular way,
present risks or inflict consequences,
something like: “The cunning scientists of
and you come up with solutions. The
Exonia fire up the industrial replicators
story is suddenly vivid and interesting,
to answer the emperor’s order, but dang!
threatening and uncertain—an exciting
They sure wish they could keep scanning
fictional puzzle to solve, not just a series
that cool-looking nebula in the game
of dice rolls.
art..” This is mechanics-first gameplay
(and fiction-optional). There’s never a mechanic invoked
without fiction first That’s what the
term means in this game.
183
6
Which is to say: narration is meant to flow that approach. They use what’s been
very freely between the players during said before and now together to decide
the game, each one building upon the what best fits the needs of the ongoing
other. It’s really only when you disagree narrative. They are no more a slave to
that you are encouraged to slow down the rules than you.
to clarify what’s happening. This is by
If your character is at their liberty back at
design. Only through discussion will you
the crew’s safehouse, with plenty of time
have the tools you need to be fictionally
to dedicate to opening the digital lock,
honest while also indulging this shared
then we could use one of the downtime
fantasy.
how To Play
184
6
situation. However, there are many tried sheet tell you what should be doing to got
and true methods of resolution provided the most out of the game. But ultimately,
herein—a collection of what typically your experience with Runners in the
works, and advice against what really Shadows will be one that you and your
doesn’t. group make for yourselves. And there
won’t be another one like it
When you aren’t feeling the mechanic is
matching the fiction, back out a bit and
ficTion-firsT GaminG
ask “What’s going on here? What are you
trying to do?” The GM is trying to decide
which mechanic is suited for this, but they
are told not to try to force a particular
action roll onto the fiction. Again: your job
is to describe the fiction first, and the GM’s
job is to use the elements of fiction they
can control (which do not include your
action narration) to paint a fantastically-
believable imaginary motion picture.
The nature of this process is expressive as
well: while one GM might say it’s an action
roll to do it, another might say its a run
followed by a project requiring multiple
downtime activity rolls—that’s fine, that’s
an integral part of a game like this.
This rules text gives you a set of tools and
a guide to their usage, but they are all
meant to be suggestions, not prescriptions.
These are very similar to those provided
in Blades in the Dark because they apply
to this game as well—even though the
conversations will be slightly different,
the same principles hold true. The Best
Practices handout (in the Sheets PDF)
elaborates on the six core principles of
play and will jump start you on your way
towards enjoying yourself, but they are
ultimately just a guide. It’s up to you and
your group to put them into practice, to
learn the use and feel of the tools in play.
185
6
The game is a conversation between the And then the other players might chime
people at the table. It’s all just talking in and suggest an alternative evaluation
at first, riffing about something funny, of the effect level, or the player revises
drawing a map, and then the conversation their statement to something more or less
shifts—it shifts to something you know... daring, or everyone just nods and we’ve
different. shifted into using the mechanic.
how To Play
While the shift in the conversation is the The main thing to remember is that the
GM’s responsibility (they should always group works together to set the goal,
be on the lookout), anyone can call for it. effect, and consequences of each roll.
So, when does that happen? You call for Don’t fall into the habit of simply “calling
an action roll when any of these happen: for a roll” to do stuff in general, without
really engaging the group in the process
◆A player character attempts a of determining what the effect will be
challenging action that might be in a meaningful way. If a PC wants to
dangerous or troublesome. suddenly kill an enemy, well, that’s
◆A player character leads or gives quite the maneuver isn’t it? Are they in
orders to an NPC or NPC group, position to do that, or will this have a
which faces something dangerous or more limited effect? Is it desperate, and
troublesome. how much will this approach do? The
action they are taking to accomplish
◆ Someone grabs the dice and gets all their goal tells us what might (or does)
excited about making a roll go wrong in the process—take a moment
to put everything in context in the fiction
So, then what happens? The GM confirms
before hurling the dice.
which action they are going to use to
evaluate whether there is more to do to If the enemy is trying to kill them right
get the desired outcome, as well as what back, then it’s probably desperate. They’re
could go wrong to decide if its desperate going head to head, mono y mono, to the
or not. death. On a 4/5, they do it, yeah, but with
deadly consequences. They shoot the
Player: “So he has the package? Okay,
ganger alright, and (in this example) they
I’m robbing him.”
get fatally shot in return.
GM: “Okay then. How are you gonna
do that?” For some players, suffering a deadly
wound won’t seem like a “success.” In
Player: “I look him square in the eye Runners, though, an action roll resolves
and Command he hand it over.” both the action of the PC as well as the
GM: “Cool. Sounds like you’re taking action of the enemy. The enemy is trying
a chance to me. He’s no push-over and to do stuff, too, and a “partial success”
his goons are standing right there. means they manage to do something. The
It’s unlikely they will just hand it over action roll covers the whole exchange (or
though when they outnumber you, so even a whole fight)—all the attacks and
I am calling this limited effect. Unless harm at once, for both sides.
186
6
In Runners, the PCs are always taking “You rush in to stab him in the neck,
risks. Practically everything they do and he flashes his arm up in an expert
involves a risk of harm, consequences, parry, to turn the syringe back on you.
heat, angry factions, etc. They get shot at, Desperate action, great effect, yeah?”
chased down, and sometimes caught up.
This dystopian mess-of-a-world chews All of the adjustable dials in the game—
the PCs up and spits them out. risks, effects, consequences, flashback
ficTion-firsT GaminG
costs, abilities, etc.—are for the group to
The theme for Runners in the Shadows experiment with. The GM is encouraged
is one of struggle and consequences, to avoid unilateral decisions. You are
so you almost never achieve anything encouraged to ask the group what they
without a cost—at least according to the think. Is this desperate? If so, you’ll get
most common dice result (the 4/5). This karma! What’s a good risk here? Do you think
is why the PCs have additional resources that’s the full effect, or is there more left to
to mitigate consequences: so the players do? Part of playing Runners is establishing
have to make hard choices about what’s things that work for your group.
worth resisting (risking their valuable
edge) or when it’s worth taking a hit for
a teammate, or using your armor, or WHY WE DO THIS
agreeing to a tough Dragon’s Deal, etc.
What’s the point of this shift into a
If the GM wants more tension, they can mechanic, anyway? Why not just talk
use less immediate consequences for it out, or why not just roll dice? The
those 4/5s. Instead of instantly being main reason is this: when we just talk
noticed when you roll a 4/5 to hack the things out, we tend to build a consensus
cameras, they might start an “Alert” clock of understanding. This is a good thing.
for the building’s security system and It helps the group get invested in the
tick it up. This might feel weak, but it’s fiction, get on the same page, and set
still a tricky consequence—however it expectations. But when it comes to action
also means the badness inflicted doesn’t adventure stories like Runners in the
bring the whole situation to an end. Shadows, we don’t want consensus to get
in the way of a good time! No!! We want
Teamwork can also mitigate things a to raise our hands over our heads and
lot, turning an ineffective action into an ride the metaphorical roller coaster over
effective one, mitigating risks, and/or the drop—only to come out on the other
pumping up the dice pool. It takes a while side, hair blown sideways and eyes wide
for most groups to really use teamwork shut. Being surprised, thwarted, or even
well, which is by design. defeated is all part of the game.
The GM should distinguish a desperate When the mechanics are triggered, the
action from other actions by describing group first dips into being authors for a
what serious badness the PC is risking and moment as they suss out the risks and
why. The GM might describe the enemy approaching threats, and the details of
NPC in action, about to do something the action. Then, author mode switches
devastating to your PC like unload with off and everyone becomes the audience.
their shotgun. If so—that’s what you’re What will happen next? We hold our
risking when you act. The risks define breath, lean forward in our seats, and let
the action as desperate or not the dice fall.
187
6
188
6
ficTion-firsT GaminG
pavement.” “I think it goes like you say, and you
manage to straight-up murder Winston
“You can tell that there’s a Mogi with that spirit doing most of the
complication alright: she’ll never work. It even looks like they just had
trust you again.” a heart attack and died—but since the
Black Lodge wanted them dead, and
The bad outcomes are spoken aloud. you said you spare the bodyguard’s life,
They hang there in the room. They’re I think those weirdos are going to hear
tough to accept. Then the player gets to about this and look into it. Right? Or
roll their resistance, look you in the eye are you resisting that?”
and say, “No. It’s not that bad. I risk the
edge instead.” It’s empowering. They “Nah, that makes perfect sense. But
look danger in the face and laugh. That’s that’s it? No other fallout to resist?”
the nature of a runner.
“Beyond the added heat from killing
Once we know what it is, the player cares and all that—yea, one last thing. You
about resisting it, “Yeesh! No, I’m gonna said the Legionnaires have probably
resist that.” Or they burn that armor been following you. I think you might
box. Phew! It’s going to be much worse be right, but I am not sure if that means
next time though.. you get questioned or not. Let’s just call
it a complication: +1d to the Wanted
Level roll this time around, unless you
THERE’S ALWAYS A resist with Intuition.”
CONSEQUENCE
Every time you roll the dice in Runners,
RULES MASTERY WILL
the situation changes. There’s no such TAKE TIME
thing as a “nothing happens” result from
a roll. How does this work? The system of Runners in the Shadows is
designed to work well, even if you don’t
The “failure” results for action rolls (1-3) follow every rule to the letter. If you just
are not simply “misses.” The character’s use the core rolls and forget extra details
action has a tangible outcome. Something or special cases, it’ll be okay. The game
happens that changes the situation. On a will work out just fine. The game is better
typical failure, they suffer a consequence when you use all the details, but the
that presents some kind of trouble. whole thing doesn’t come crashing down
Things get worse. On a desperate if you don’t.
failure, the threat dominates and makes
the situation much worse. If it’s not too If you want to ease into the mechanics, just
late, the character spots a flaw in their start with risky action rolls and standard
effect (don’t worry about factors).
189
6
190
6
players wonder how the Mountain Rats The same goes for the quality of items,
have fared during the recent outbreak assets, and defensive measures. Since
of the vampire virus. Are they weak and the Black Circle is Tier III in Kingston,
vulnerable now? The GM could create does that mean that every single lock
or try to remember all the details about on every single door in every location
the Mountain Rats that might affect their controlled by the Black Circle a “Tier III
situation during the outbreak, or she could lock”? No. The Black Circle’s Tier rating
ficTion-firsT GaminG
simply use the abstraction of the faction’s is an abstract indication of the quality of
Tier rating to make a quick fortune stuff they’re likely to have, usually. A lock
roll and see how it went for them. If no on a minor closet door is probably just a
specific details have been established in cheap lock. The lock to their secret server
play to indicate the citizen’s resistance to room is probably fine or even exceptional
an arcane sickness, then the abstraction (making it even higher quality than Tier
of Tier covers it just fine. III). When we think about the overall
quality of The Black Circle, it’s “Tier III.”
A problem can arise when you try to use That abstract Tier rating can be used for
an abstraction when details are already lots of things. But when there are specific
present. For example, we may know for details in play, those details establish
a fact that the Mountain Rats were one of what’s actually true. They don’t have to
the groups hit worst by the outbreak, and perfectly conform to the abstraction in
they took no special precautions against every single case.
it (including leaving all their important
assets and leadership in the area). In this The abstracted parts of the game—Tier,
case, it might be weird to simply use the nuyen, stash, quality, engagement rolls—
abstract Tier rating of the faction for a are abstract so that the game play can
fortune roll. We already know specific focus on what’s most important: the
details, so the catch-all of “Tier rating” choices, actions, and consequences of
isn’t very useful here. Perhaps it’s obvious the player characters Action rolls are
that the Mountain Rats have fared very where the meat of the game happens.
well, so the GM says so. Or perhaps Don’t feel beholden to the abstractions
there’s still some risk, but the GM thinks though; not when you have specific
they are well-prepared—so the GM rolls fictional details to work with.
6d for “viral preparedness” rather than
their Tier.
ACTIONS IN PLAY
On the following pages, the 12 actions every PC can use are detailed with examples of
maneuvers and consequences. The 2 special actions Assense and Attune have details
and examples in the respective playbooks that can use them (on page 109 and page
105 respectively).
191
6
COMMAND EXAMPLES
CONTROLLED
When you Command, you compel swift “That’s one of our fixers, you damned
obedience. You might intimidate or threaten snake. There are at least four guns on
to get what you want. You might direct a you right now. Give me the paydata and
cohort in a group action. You could try to frag off.”
order people around to persuade them (but
4/5 Withdraw or Complication: He
Consorting might be better). looks at each of you, then smirks and
chuckles. “Fine! Take it—it’s your
GM Questions funeral..” he says as he tosses the case
how To Play
192
6
CONSORT EXAMPLES
CONTROLLED
When you Consort, you socialize with
friends and contacts. You might gain access Bags has been working Seaport Global
to resources, information, people, or places. for weeks now. I hope he has a good
You might make a good impression or win target he can share with me.
someone over with your charm and style. 4/5 Reduced Effect: He has someone
command—consorT
You might make new friends or connect with in mind, yeah. A real sweet target. But
your heritage or background. You could try to he doesn’t know where she lives. You’ll
direct your friends with social pressure (but have to follow her home after her shifts.
Commanding might be better). 4/5 Reduced Effect: He actually lured a
target to Smoke & Lagger with him. He
GM Questions shows up with this tomboyish Seaport
Global employee on his arm, already
◆ Who do you consort with? Where do a bit drunk. He fumbles for the proper
you meet? What do you talk about? introduction. Bags sneaks a sharp look
◆ What do you hope to achieve? at you like, “Now’s your chance!” and
grabs the table in the back so you all
have some privacy.
When you Consort with someone, you care
about what the other person thinks and feels RISKY
and in turn they care about what you want I pull out my fine nightlife card and give
(at least a tiny bit). You’re being a charming, the room a broad grin. “Who’s ready to
open, socially adroit person. You can Consort party?” I hope I can keep them occupied
with people you already know, or try to while Mouse works on stealing the
“fit in” a new situation so you make a good paydata.
impression. 4/5 Harm + Serious Complication: You
pull it off, but you have to get wasted
To Consort, you need an environment that with them. Take level- 2 harm, “Trashed.”
isn’t totally hostile. You might Consort with Your head is killing you and the room is
the trained agent by posing as a coworker spinning a little too much. And that’s when
in the cafeteria (a desperate situation, to be you see your rival hop out of a SkyCab!
sure) but it’s usually hopeless to Consort with DESPERATE
the assassin sent to geek you (that’s slang
I know they’re, like, a “secret” society,
for “kill”!). When you Consort with people
but can I sort of shmooze around the
related to your background or heritage, you
party and figure out who’s a member of
can expect fewer risks and/or increased
the Triad?
effect.
4/5 Serious Complication: You blend in
You might Consort with friends and contacts long enough to spot some subtle hand
to gain favors, but they can become resistant gestures being used by a few guests. You
to that approach or too interested if things recognize Wu Sha’to, a wealthy member
of Eastern nobility, as the person you
don’t go well. You might be forced to Consort
heard might be involved. Everything is
in an unfamiliar situation in order to create
going great until you realize that all the
an opportunity for another action. For
“normal” guests are gone, and the party
instance, if you want to talk to Lord Vladimir
has quietly become a Triad gathering.
at a party, you’ll have to at least try to The room feels like it just got about 10
Consort with the other guests to make your degrees colder. What do you do?
way to his table. Commanding or Influencing
are options, sure, but expect a rather sudden
escalation of trouble if things go badly with
either of those approaches.
193
6
ENGINEER EXAMPLES
CONTROLLED
When you Engineer, you fiddle with
electronics and mechanisms. You might Okay, I just need to set up the control
create a new gadget or alter an existing item. mechanism so it opens when we send
You might rig a vehicle, wire explosives, or the override signal.
sequence a maglock. You might disable an 1-3 Withdraw or Complication: As you
alarm or trap. You might turn the ubiquitous open up the control panel, your solder
technology around the sprawl to your points spark like crazy and start to glow
advantage. You could try to use your technical white hot. Maybe its protected by anti-
how To Play
194
6
FIGHT EXAMPLES
CONTROLLED
When you Fight, you entangle a target in
close combat so they can’t easily escape. You Now that I have him pinned down on
might brawl or wrestle with them. You might the ground, I grapple around to his
draw a pistol and shove it in someone’s face. back and choke him out. I want to get
some answers from this prick later.
You might seize or hold a position in a battle.
You could try to engage a martial artist in 1-3 Withdraw or Complication: GM: “As
close combat (but Finessing might be better). you wrestle with him, he suddenly gets
enGineer—fiGhT
his knife free and starts stabbing wildly.
GM Questions You acted on your terms there, so it’s not
too late. But it’s bad if you don’t back
◆ How do you fight? What combat out. Want to keep going knowing they’re
methods do you use? going to cut you pretty badly with that
◆ What do you hope to achieve? serrated blade?”
Player: “No, I’ll withdraw and try a
When you Fight with someone, it’s combat. different way. I break free as he starts to
You’re attacking and defending, back and stab, pretend to run, then quickly turn
forth. You can Fight to start combat, to survive and blast him with my pistol. That’s still
combat, and to end combat—but it’s always risky, yeah?”
some kind of fight. If you rush up behind GM: “Yeah, but it’s a different way, right?
someone and shoot them in the back, that’s You’ll have to Finesse instead of Fight
Prowling. If you tackle them to the ground, now.”
wrestle them into submission, and then shoot Player: “Ah, okay, gotcha. That’s fine.”
them, that’s a Fight. If you unleash rapid fire
RISKY
barrages to lay down cover fire in battle,
that’s Fight or maybe Wreck. If you address When he points his gun, I parry his
them with a formal challenge and step back arm to the inside with my off hand,
into Mantis stance, maybe you’ll get to try pass to his right side and shoot him
out your Finesse. (At range, Fighting is often in the neck.
desperate. In a brawl, Finesse is desperate.) 4/5 Reduced Effect: He adjusts as you
move in, grappling you close, but he loses
Generally, the consequences you suffer in his balance and you trip him backwards
a Fight come from the enemy. The more into a nasty throw, a shot grazing his
dangerous they are, the less likely you are neck as you pin him down with your
to have the initiative or advantage—and the arm. Warm blood pools on the neck of
more desperate it will be to oppose them. their shirt. What do you do now?
195
6
FINESSE EXAMPLES
CONTROLLED
When you Finesse, you employ dexterous
manipulation, precise footwork, or subtle I take my foot off the accelerator and
misdirection. You might pick someone’s let the vehicle’s idling engine coast us
pocket. You might handle the controls of a in, slipping into the parking garage
beneath the courthouse.
vehicle or direct a mount. You might formally
duel an opponent with graceful fighting arts. 4/5 Reduced Effect: As your headlights
You could try to employ those arts in a chaotic cast their light ahead you see that the
melee (but Fighting might be better). You could way is not as clear as you hoped it would
how To Play
try to pick a traditional lock (but Engineering be. Sections of the entry ramp walls and
might be better). ceiling have partition gates up. You’ll
have to keep maneuvering carefully to
GM Questions get all the way to the parking area further
in. Start a clock: “Navigate the Parking
◆ What do you finesse? What’s graceful Complex,” four segments, and tick one. Do
or subtle about this? you press on?
◆ What do you hope to achieve? 1-3 Withdraw or Complication: You
approach the underground parking area,
Piloting a vehicle or handling a mount and the car picks up speed as the hulking
carefully is standard fare for Finesse, while mass of a security drone patrols near the
violently smashing one into something (or entrance, crushing the scraps of trash that
someone) is more of a Wreck move. surround the security doors. You have a
final moment to adjust course and lose
When you employ Finesse, you’re graceful, some time—or else go ahead with your
stylish, and subtle. You can think of this chosen route and risk an encounter with
as the polar opposite of Wreck. To use this thing. What do you do?
Finesse, you’d prefer some time and space RISKY
to do things “just so” rather than rushing I embrace the judge warmly, “Miss
into something and getting sloppy. If you Knowles, the Honorable—how
have to hurry up, or act on someone else’s charming to see you!” while I slip the
terms, Finesse becomes challenging pretty recording device into her pocket.
quickly. It’s all well and good to want to duel
4/5 Complication: She doesn’t notice
an opponent with your fancy martial arts,
you place the device. During dinner,
but if they insist on kicking the table over
one of the other guests—a striking and
and throwing grenades at you, you’ll have gaunt woman in a white business suit—
to get desperate. Fighting is the best option stares intently at Judge Knowles’ side
when the engagement becomes a frenzied of the table. After dinner, she moves to
gunfight, but one-on-one, in a battle that investigate the strange signal she detects
you’re ready for, Finesse can be just as good. in cyberspace. What do you do?
DESPERATE
In a way, the reverse is true for sleight-of-
hand and inconspicuous Finesse. Picking As the guard rushes in to tackle me, I
a pocket or slipping away unnoticed is deftly sidestep, draw my silence pistol,
less perilous when the situation is chaotic, and shoot their hamstring to send them
crowded, or otherwise distracting for the tumbling down the staircase behind me.
target in question. (Contrast this with Prowl, 4/5 Severe Harm: You do it, sidestepping
which is best done in darkness, avoiding and deftly shooting, but the guard’s
notice.) When corporate security agents momentum is too great, and the collision
wrestle you to the ground to manacle you, sends you both down the stairs. Suffer
that’s a great opportunity to lift the passkeys level 3 harm, “Broken Collar Bone and
off one of them with a clever Finesse move. Ribs.”
196
6
INFLUENCE EXAMPLES
CONTROLLED
When you Influence, you influence someone
with guile, charm, or argument. You might lie Maybe he doesn’t want anything to do
convincingly. You might persuade someone with the Mountain Rats, but we both
to do what you want. You might argue a case know that he owes me. I lay it out in
black and white. It’s time to make good.
that leaves no clear rebuttal. You could try to
trick people into affection or obedience (but 4/5 Minor Complication: “Yeah, yeah,
finesse—influence
Consorting or Commanding might be better). okay, you made your point. But look...
you have to promise that no one will
GM Questions know I helped you, okay?”
◆ Who do you influence? What kind of 1-3 Complication: He shakes his head
the whole time you’re talking, making a
leverage do you have here?
face. “You’re right, I know! But I can’t do
◆ What do you hope they’ll do? anything! You have to get Winston to let
me back into his crew. Then I’ll be safe,
When you Influence someone, you’re not and I can do this for you.”
looking out for what they want. You’re RISKY
manipulating them—either with charm, lies,
I reach out to Winston and say
or well-reasoned arguments that they can’t
something like... “Hey, I respect you
easily dismiss. You’re trying to get them to
man. I’m not trying to run the Talons.
do what you want, not what they want or
That’s all you! But you need a rigger,
need. You can Influence a friend or contact—
and Mouse wants back in. It’s good for
they’re probably vulnerable to you—but both of you.”
there is also more to lose should they figure
4/5 Reduced Effect: “Fine, but she’s on
out you’re manipulating them. And with
probation. If I catch her on the blue stuff
trust being such a fleeting commodity in the
even once, she’s out on her ass again.”
shadows, it’s probably desperate to try that.
4/5 Complication: “You just want Mouse
Influencing someone isn’t mind-control. You to help you with that Cuban Mafia thing,
need some kind of leverage to make it work. It don’t you? Okay, fine... but I get a piece of
might be the leverage of being a very charming the action.”
or desirable person that the target wants to 1-3 Complication: “You come into my
please. It might be the leverage of having good place and tell me my business? Over that
reasons, evidence, and/or moving rhetoric fraggin’ powder-head? Get out of here
that all seems so convincing they’re inclined with that before I get mad.” He will let it
to agree with you. Leverage is situational: slide, but he’s actually pretty pissed off.
what works with one target may not work Start a 6-track, “Winston’s no longer your
with another. If you have something they close friend,” and tick it twice.
want, you can try to Influence them. Without DESPERATE
that, you can fall back on fear or intimidation “I swear, I had nothing to do with it.
(Commanding things of them, or else) or even I’ve never even been to Montego or on
use simple physical force to get your way. that road! Been down by da’ beach me
whole life, boy-ee!”
You might be able to Influence another PC.
1-3 Serious Complication: “Yeah, yeah.
Ask the player if you have any leverage over
Sure you haven’t. We’ll just let the
their character. If you do, then your action Legionnaires decide once they get here,
can force them to see it your way. If you won’t we? Take her into custody.”
don’t, then your action can only disrupt them
somehow—an intense distraction, but not a
convincing one.
197
6
INTERFACE EXAMPLES
CONTROLLED
When you Interface, you use cyberspace
or harness networked devices. You might I Interface with the security system
execute software or understand aspects of network to see if there are any
information technology. You could try to go vulnerabilities.
online in order to better understand your 4/5 Reduced Effect: You know there is
situation (but Surveying might be better). a sensor network protecting the doors
on the interior of the building, but you
GM Questions can’t quite tell how far it extends—to the
how To Play
198
6
PROWL EXAMPLES
CONTROLLED
When you Prowl, you traverse skillfully and
quietly. You might scramble past security or I slip up behind him and whack him over
leap over barricades. You might drop down the head with my stun baton.
from a rooftop or hide in the shadows. You 4/5 Reduced Effect: His knees buckle
might attack someone from hiding with a back- for a moment, but he doesn’t go down.
stab or stun baton. You could try to waylay a He curses and staggers sideways and
inTerface—Prowl
victim in the middle of a pitched battle (but reaches out to support himself against
Fighting might be better). the wall. What do you do?
RISKY
GM Questions I dash across the rooftop, using the air
conditioning units for cover, and deftly
◆ How do you prowl? How do you use the climb the fire escape to the second floor
environment around you? window.
◆ What do you hope to achieve? 4/5 Complication + Reduced Effect:
You make it halfway across, behind the
When you Prowl, you use the features of your second unit here, when one of the guards
environment to move around skillfully. The says, “Hey, did you hear that?” and then
more conducive the environment, the better heads over to check out the noise. Make
you can control the outcomes. Prowling is a “Discovered” clock, four segments, and
more than just “speed” or “stealth”— it’s all tick two—these guys are pretty sharp.
of the related physical skills of movement as What do you do?
well as an instinctual awareness of where to DESPERATE
go and the right timing to employ. You can
I slink past nonchalantly and try to
think of Prowling as general athletic ability
look like a boring employee.
(running, climbing, jumping, swimming, etc.)
tuned for skillful, efficient movement. 1-3 Serious Complication: You walk
past and everything seems cool. As you
You might use this movement to hide out are swiping your badge to leave the
of sight and shoot an enemy in the back. secure area, you hear the doors behind
Waylaying someone this way is similar to you snick shut. The front door’s keycard
scanner turns red as it is locked remotely
Stalking a target from an ambush point—this
by security. Now what!?
is one area where the actions overlap. Prowl
is often used as a setup action or to create I back up to the balcony rail as they
an opportunity (or both at once). You might encircle me. “It’s been fun, fellas...” I
Prowl to cover so you can take your time jump off and throw my grappling hook,
Surveying a location without being flanked. swinging to safety.
4/5 Severe Harm: You jump and swing
When a Prowl roll goes badly, it doesn’t have but a few of them manage to rush
to be “all or nothing.” A common mistake is to forward and fire. A bullet rips through
say that the character is discovered or caught one of your shoulder blades. Your
as a consequence. Instead, the GM can start hands go numb and you land hard
a short clock (maybe 4 segments) for such a in the dumpster. Take level 3 harm,
serious complication like “Discovered,” and “Spinal Injury.” But hey... you got away.
tick a segment or two. When done this way, 1-3 Severe Harm: Just not fast enough.
you can think of the clock as “stealth harm You get one foot up on the railing, and
levels.” The PC can take a few hits before they all open fire. Take level 4 harm as
they’re knocked out of the hide-and-seek you’re shot to pieces.
conflict.
199
6
STALK EXAMPLES
CONTROLLED
When you Stalk, you carefully track a
target. You might follow a person or discover I wait until Winston passes in front
their location. You might arrange an ambush. of his office window, then I hold my
You might attack with precision shooting from breath, and squeeze the trigger.
a distance. You could try to bring your guns to 4/5 Reduced Effect: The shot grazes
bear in close quarters (but Fighting might be Winston along the side of one of his
better). horns, ripping open his scalp. He
crumples down out of sight, seriously
GM Questions
how To Play
200
6
STUDY EXAMPLES
CONTROLLED
When you Study, you scrutinize details Now that I’m in, I go over every bit of
and interpret evidence. You might gather this network, looking for the hidden
information from online discussion, news access point.
reports, and books. You might do research on
4/5 Reduced Effect: After a few
an esoteric topic. You might closely analyze a
moments, you find a tiny blip of activity
person to detect lies or true feelings. You could
around what must be the access point.
try to examine events to understand a pressing
You can’t tell how to access it, though.
situation (but Surveying might be better).
sTalK—sTudy
Want to keep Studying and figure it out,
GM Questions or do something else?
RISKY
◆ How do you study? What details or
While Shark and the envoy talk, I Study
evidence do you scrutinize?
him for any signs of deception, especially
◆ What do you hope to understand? when we talk about us backing the
Talons exclusively.
When you Study, you concentrate on small 4/5 Complication: You can tell that he’s
details—expressions, tone of voice, innuendo, telling the truth, but he notices your scrutiny
tiny clues—to find what’s hidden, determine and gives you a close look, as well. Start a
facts, corroborate evidence, and guide your new clock for the mounting threat: “Skelter
decisions. Figures Out Your Plans,” six segments, and
tick two.
Studying is often used to “read a person”—
4/5 Complication: You get a solid read on
this is a gather information roll to judge him—he’s telling the truth—but after a
whether or not they’re lying, what they pause, his protection corners you and gets
really want, what their intentions are, etc. in your face. The envoy says “If you aren’t
(See the list of questions you might ask on the liking this deal, maybe we should go. I’ve
bottom of your character sheet.) When you already got three potential meetings with
Study someone in this way, you can ask the more.. disposable crews.” What do you do
GM questions while you interact with them next?
if you want, so you might wait until they say DESPERATE
something fishy, and then ask the GM “Are
As things turn to violence, I shift my
they telling the truth?”
stance and watch for an opening or a
weakness. Maybe I will spot a way to
If you want to get a feel for the current
run past them!
situation or scout out a location, that’s
Surveying. Cursory reconnaissance glosses 4/5 Harm + Serious Complication: You
over details in favor of big-picture stuff, but get past them, but you’re shot in the foot on
Study does the opposite—it’s about precise your way out. The wound burns painfully
facts and details. Are they lying about that? and your ankle is pretty broken (level-2
Is the safe hidden behind a wall in this room? harm). Just as you round the corner, you
realize you’re hobbling—what now?
Studying is also the action for research of 1-3 Severe Harm + Serious
all kinds (often a long-term project). Want Complication: You find an opening, but
to find out which executive has the best as you eye it, a shotgun blast sends you
software collection with the worst security? flying backwards. You land a few feet
Want to know how many rioting citizens it away, kevlar smoking, and Vigo steps
would take to overwhelm the Legionnaires into the doorway. Blood is spurting from
in St. Andrew Parish? Virtually any fact can ragged wounds in your arm (level-3
be discovered through Study. harm), and he grins at you. Do you want
to resist before you do something?
201
6
SURVEY EXAMPLES
CONTROLLED
When you Survey, you observe the situation I nestle into my hiding spot and watch
and anticipate outcomes. You might spot the Mirror’s Edge safehouse. I want to
telltale signs of trouble before it happens. You know their defenses, and how they get
might uncover opportunities or weaknesses. in and out.
You might detect a person’s motivations or
4/5 Reduced Effect: You get a good feel
intentions (but Studying might be better). You for the building and its exterior security
could try to spot a way to flush an enemy out measures, but there’s a wall and tinted
of cover (but Stalking might be better). glass blocking some kind of checkpoint
how To Play
When you Survey the scene, you might ask 4/5 Reduced Effect: You sense the
ambush, but it’s mere seconds before
the GM questions before anything happens,
everything happens. You can take one
so you can spot opportunities for action. If
half-measure first. Do you drop to the
you’re suspicious of the meeting with the
ground for cover, push someone else
Mountain Rats, for example, you might ask,
down, something like that?
“What’s really going on here?” to get a clear
read on the situation. 1-3 Severe Harm: You’re fixated on
one of the enemies, certain that they’re
To Survey, you usually need access to good gonna do something bad, and you get
vantage points. If you want to Survey the blindsided by someone else. Take level 3
the Manning Family’s HQ for a good assault harm, “Shot in the Back.”
point, for example, you’ll need to walk
around and give it a good look, maybe watch
the mafiosos coming and going, notice their
security measures, etc. You might use Prowl
or even Consort to set up a Survey action, so
you can observe things with greater effect or
from a safer position.
202
6
WRECK EXAMPLES
CONTROLLED
When you Wreck, you unleash savage or
sudden force. You might smash down a door I plant the bombs, set the timers, and
or wall with a sledgehammer, or lob grenades hurry off to a safe distance, and... boom.
to do the same. You might employ chaos or 1-3 Withdraw or Complication: On your
sabotage to create a distraction or overcome way out, two of the building managers
an obstacle. You could try to overwhelm an stop to converse near your planned exit
enemy with sheer force in battle (but Fighting door. The timers are ticking down, so
survey—wrecK
might be better). unless you back out and go another way
I’m ticking the “Boom” clock once, and
GM Questions the “Get to Safety” clock none. What do
you do?
◆ What do you wreck? What devastation RISKY
do you bring to bear? I push past Mouse and heft my crowbar.
◆ What do you hope to accomplish? “Allow me to sweet-talk that lock,
friend.” I dig in and pry the thing off its
When you Wreck something, collateral hinges.
damage and chaos are both fairly likely. You 4/5 Complication: Well, sure... you can
probably ruin its functions so it can’t be easily use force to pry the door open—but it’s
fixed, creating confusion along the way— not as quiet as hacking the lock would
making loud noises, sending debris flying, have been! Somewhere upstairs, a chair
starting fires, flooding an area, etc. Wrecking scrapes back and you hear footsteps. Tick
is as good for sabotage and mayhem as it is two more on the “Alert” clock for the
for destruction. guards. Oh did that fill the clock? Heh.
You hear a shout and more footsteps
Scale is often a very important effect factor running down the stairs toward the
for Wrecking. If you want to destroy a bus, door.
for example, you need tools or a team that DESPERATE
are high enough scale to have an effect on the
vehicle. You might need to employ a team of So, he thinks I will back down from a
grenade? He’s gotta do more than show
drones (or Thugs) to shoot it up, for instance.
it to me. As soon as he goes for it, I am
Or you might need to exploit a weakness to
going to light him up.
gain some level of potency to offset the scale
factor. A vehicle with compressed gas tanks 4/5 Severe Harm: He dodges around
on it is vulnerable to a well-placed explosion, your initial arc of gunfire and already
for example, so a few grenades will do the has the pin out, tossing the grenade
while you are dealing with recoil. The
job that took 10 people with demolition tools.
fragmentation blasts you with metal and
There’s some overlap between Wrecking rubble, hitting your whole right side.
to break something and Engineering it so it Take level-3 harm, “Vicious Shrapnel
no longer functions. In general, Wrecking Wounds” as you start bleeding out. But
is faster and less precise—if you smash the he wasn’t expecting you to continue
thing, it’s totally smashed. Engineering, on the your barrage, and he is pushed over
some boxes and shot several times.
other hand, is skillful and precise—allowing
You hear heavy breathing as struggles
very specific results (like an alarm that goes
to ready another. Ready to resist that
off at the wrong time) but it generally takes
nearly fatal error, or?
more time and is easier to fix. Also, Wrecking
applies to pretty much anything: doors, walls,
floors, whatever. Engineering is limited to
devices and chemicals and stuff like that.
203
THIS PAGE INTENTIONALLY LEFT BLANK
CHAPTER 6
Chances are that you’ve run Blades in the ◆ Convey the fictional world honestly
Dark before if you are reading this. If so, When it’s your turn to say what happens,
you should have few problems. If not, or what threatens the PCs, “look around”
but you’ve run other roleplaying games the vision of Kingston in your head and
before, you might find that running this say what you see. Don’t play favorites.
game is a bit different—mainly in the Make the world seem real, but not
distribution of authority in the game— contrived to doom their best efforts.
especially in the way players have a lot of ◆ Bring fantasy Kingston to life Assign
say over how the rules are applied. each location a specific aspect (crowded,
cold, rainy, dim, etc.). Give each NPC a
This chapter breaks the GM job down
name, detail and a preferred method of
into several key areas to help demystify
problem solving (threats, bargaining,
it a bit. First, we’ll cover Goals, then
violence, charm, etc.). Give each action
Actions, Principles, and Best Practices
context—the knife fight is on a rusty fire
appropriate to Runners in the Shadows—
escape that might fall; the informant
then, a number Bad Habits to avoid.
huddles among the wreckage of the
foreign legion substation where gangers
and homeless are the “authorities”; the
GM GOALS Manning Family’s safehouse stinks of
ganja-smoke and fresh baked rolls. Are
This is what you’re trying to accomplish their hidden guards nearby, just out of
when you run the game. notice? Highlight the sources of danger
quickly and often, and mention the many
◆ Play to find out what happens Don’t pleasures of the ultraviolet which tend to
steer the game toward certain outcomes occupy the attention of those who look
or events. Be curious! There is a reason at the surface level stuff (the designer
you aren’t the storyteller: this story isn’t drugs, virtual entertainment, the high
told yet! Instead of being a windbag technology, etc.)—and contrast this with
narrator, be curious about what your what the runners see.
friends can come up with. Be excited
when you come up with a terrifying To achieve your goals, use the GM Actions
threat, only for them to get away. Lament (detailed on the next page) guided by
the dark fate awaiting those who fail, your GM Principles (in the section which
and you’ll be as surprised as your players follows your actions). Also describe the
about the unfolding events. setting along the way (this will be the
opening scene).
205
6
genres at work. This creates a huge would say “immortal”), and the world
palette of possible fictional details to talk is littered with unfeeling cyberzombies,
about—which can be unwieldy for a GM dangerous sorcerers, powerful spirits,
to describe. When you illustrate the city nasty gremlins, and more. Some of
through descriptive prose in the opening these characters (like wage mages) are
scene in about ten pages, and later on in ingrained into society, and some (like
the series, keep these tips in mind: dragons) only respect others of their
own kind. How does the metatype and
◆ Start with a dystopian canvas That supernatural power of those involved
word can mean a lot of different things, color this interaction? What supernatural
depending who you ask. Start with what powers manifest here? What strange
is certain: the Man has already won. The sights are present?
city is crowded, with high-density living ◆ Decorate it with chrome and neon
areas filled with wageslaves, each one Practically anything you want is just a
paying the Man to continue its ascent. signal transmission away. Self-driving
The megacorporations wield more vehicles and drones of all shapes, sizes,
geopolitical influence than national and configurations clutter the sprawls.
governments and world organizations. There is ubiquitous access to cyberspace
Legitimate businesses have no hope of and a continuous bombardment of
ever rising to the top anymore; instead, advertisement available for whatever
small businesses that succeed only get it is you enjoy. Rarely do the citizens
consumed by the larger ones, adding get an unobstructed look at the grimy
to the collective bottom lines of greedy truths beyond their income bracket.
executives and their wealthy families. Corporations depend on the constant
Sound familiar? That’s because it is. flood of marketing and demographics
There are the rich and powerful in data to fuel their ambitious schemes of
cushy boardrooms at the top, held aloft consumer manipulation. And consumers
by towering arcologies filled with wage seem all too happy to participate. How
slaves—and there are darkened streets does income inequality and consumerism
paved with blood, sweat, and tears of the manifest itself here? What makes it tough
average citizen. The hopes and dreams of for the average citizen to get a good look
runners are the fuel which sets it ablaze at the shadows? What hard truths are
to power the machinations of the elite. evident just outside their notice?
◆ Paint the world with a supernatural
brush A supernatural cataclysm
occurred, and since then there have
The “American dream”? Dead.
been strange forces lurking around Their competition? Dead or bought.
every corner—some standing brazenly
in the open. Society across the world is You? Hopefully paid by the latter.
206
6
Gm acTions
those explained in this section) and pick
the most appropriate one. characters Okay, so now you have some
kind of vendetta against them, right—or
do you think ‘What goes around, comes
Ask Questions around?’ What does the ganger think of
you after that little escapade? Can you
Provide opportunities & follow the bring yourself to betray them?
player’s lead ◆ Ask leading questions to show the
players what you’re thinking Do you
Cut to the action think he’s the type of person who will
respond well to threats? Does anyone want
Foreshadow the danger
to Survey the area or Study the envoy? If
Follow through you get caught doing that, the whole deal
is gonna be blown, though—right?
Offer a Dragon’s Deal ◆ Ask trivial questions when the mood
strikes you and you’re curious Where
Initiate action with an NPC do you go for a bite to eat? Who knows
about your weird obsessions? Do you have
Tell them the consequences & ask
any little keepsakes or other personal
Think off-screen items here in the safehouse?
◆ Ask the players for help when you’re
Tick a clock uncertain or stuck You don’t have to
do it alone. I don’t know... should this be
desperate? What’s a good Dragon’s Deal
here; a nuyen cost for better gear perhaps?
ASK QUESTIONS What’s the worst that could go wrong?
207
6
208
6
See the Crew chapter (page 109) for situation, and a vector for a plan. Then
tables of opportunities arranged by crew ask if they want to investigate further
type. These are bare-bones starters that (potentially inviting trouble) or go ahead
you can flesh out with details from your to the engagement roll.
specific iteration of Kingston in play. Or
randomly determine those opportunities
using the chart at the end of this chapter.
CUT TO THE ACTION
It’s up to you. When they say, “We should break into
Agent Smith’s office,” that’s your cue.
Basically, you’re offering the players an Say “That sounds like a Stealth plan,
Gm acTions
opportunity for action. Sure, it follows yeah? What’s your point of entry?” Then,
from the ongoing fiction of the world as when they give you the detail, you say,
established in your game, but the heart “All right, so you’re on the top level of
of these opportunities is a gameplay the garage across the alley from their
mechanic. The players have showed up building. It’s quiet and abandoned right
to play Runners in the Shadows, which now for construction. You throw your
means they want to do exciting and ropes and grapnels across. Let’s make
interesting crimes. It’s like they’re at the the engagement roll.” Bam, just like that,
arcade and they’ve dropped in a token you’re on a run. That might seem way too
and it’s your job as the GM to light up fast and breezy if you’re used to other
the screen with NEW STAGE and get the roleplaying games. You don’t always
game going. have to skip that far into the action! But
it’s good to keep this method in mind
You’re providing enough to keep the game and generally aim toward it. Anything
from stalling; enough so that Runners in prosecuted via conversation will take
the Shadows can happen at the game table longer than you think it will—if you
tonight. If the PCs are flush with available hold this “cut to the action” idea in the
nuyen and rep to spend and downtime forefront of your mind, you can trim off
to burn, they can dig up lots more juicy some time that might just be fruitless
information to position themselves planning or unnecessary hesitation.
strongly for this opportunity and go in
with a better engagement roll (at least). If Same goes for any kind of “scene change”
they don’t have those resources to spend... that happens in play. Like, when a player
well, things are tougher, but that’s the decides to go Consort with their friend,
nature of the runner’s life, and at least you can cut to the action in progress.
there’s still something fun to do. We can
“You’re at the usual place, in Smoke
shrug at the ill-fortune of our characters
& Lagger. The air inside is filled with
right now, slap them on the back and say
the smells of steaming bowls of onion
good luck, have fun with that!
soup and soycaf; gray clouds streak the
The other avenue for getting the game night sky outside. Links brushes back
going is to follow the player’s lead. This their hair, eyes and attention flitting
is just like providing an opportunity, but about from online notifications to you
in this case you listen to the opportunity and back. ‘Busy week,’ she says. ‘What
presented by the players rather than do you been up to?’”
describing it yourself. Ask them clarifying
Rather than starting back at the safehouse
questions to flesh out their idea so
and playing out “Where do you go? Where
you end up with a target, a location, a
209
6
would Links be? How can you arrange a yourself “searching” for a consequence
meeting?” you just cut to the action of the after the fact if you don’t lead things
meeting in progress and the game moves properly. If you do, there is little question
along fine, keeping momentum high. about what is going to happen if the roll
is a 1-3 or 4/5.
FORESHADOW THE DANGER
FOLLOW THROUGH
Show them the threats as their actions are
...with the aforementioned danger. Don’t
runninG The Game
210
6
Gm acTions
TICK A CLOCK
One of your best tools is the NPC. These
characters are how you take action. Another important tool is the pacing
Particularly dangerous (also called mechanism provided by progress clocks.
“master”) NPCs can also take control of A GM who wants to tell a narrative the
what is happening by seizing the initiative. players can get involved with need look
This is a powerful tool to illustrate danger no further than faction clocks. These can
and grab everyone’s attention. also be useful for tracking approaching
entanglements and complications
“There’s no hesitation. She lets you according to any established fiction.
check her comm, however she’s also a
masterful hacker. She’s placed enough Its not uncommon for agents to go
layers of security that you fail to specifically after so-called “cold cases,”
find any clues regarding her recent hoping for an important break. I’ll start
whereabouts.” a danger clock for that security agent
to question someone close to the crew.
“That can’t be! I am way too smart to
actually fall for that.” More of Rosetta’s thugs will be lurking
nearby the restaurant as it is a location
“Well, you can roll to resist with of interest for them. As you open fire,
Intuition if you want, but if not then her one of them gets an alert signal, so I
efforts manage to keep you guessing.” will add ticks on the clock for them to
accost you.
TELL THEM THE
Called favors eventually come due,
CONSEQUENCES AND ASK
sometimes more quickly when you mess
“Sure: You can shoot them from up with the ones you owe. So I’m going to
there, but it will take so long to get tick that “Status lost” clock twice when
in position that you will only get one you tell them to eat drek.
chance. Want to try it from where
During a mission, tick a danger clock if
you’re at, or roll for it and take the risk
you want to ramp up the tension as part
on the ‘Mission Scrubbed’ clock?”
of following through, without ending
“The dragon strikes terror in your heart. the conflict right away. To pile on the
You can flee or be paralyzed by fear. pressure, start a countdown clock for
Which is it? Or do you want to resist?” the run to be scrapped. Keep all progress
clocks where everyone can see them.
Keep markers and index cards (or some
other tool to keep track of them) nearby
during play, and use them often.
211
6
fictional endeavor, and congratulate its criminals and outcasts, so there are
development at every twisted turn. always things waiting to pounce on
◆ Let everything flow from the fiction their mistakes. By default, a roll is risky.
You can get started quickly using the When they are in over their heads or face
game’s starting situation and your serious conseqeunces, rolls are probably
opening scene. There will be pauses at desperate. When they are on top of
first-interrogate how their character’s things and capitalize on their success, the
react, and follow their lead to figure out rolls might be controlled. Announce
what happens next. You aren’t the game’s the approaching threat(s), and dare them
author or manager—it runs itself pretty to put it all on the line. Go with your
well as long as you follow the fiction gut and assess the factors you find most
wherever it may lead. The cycle of actions, important.
reactions, consequences takes care of all ◆ Hold on loosely Rewind, revise,
that ensure it always leads somewhere and reconsider events as needed to
fun. accommodate the pacing of the game.
◆ Address the characters “Buzzsaw, what Some players will want to drive their
do you do about the Talons’ surveillance characters fast and loose, and you should
van?” not “Chris. what does Buzzsaw do be ready to give them that. Also remember
next.” Never address the player when you this is not an “Ironman mode” kind of
really want them to be immersed in their game. “I forgot about the paydata too. It’s
character. Placing Buzzsaw, the character, only fair to say your runner would have
front and center like this serves to highlight remembered though—let’s call it a free
what they want or think is cool. Leave room flashback.”
for players to exemplify their character’s ◆ But don’t let go Of your players, or
values, beliefs, and morality with their your GM goals and principles. You get
choice of actions and dialogue. few chances to inject your ideas in, so you
should absolutely use them to enjoy the
◆ Address the players “Chris, what do
game too. That is, when you lay out the
you think? We could handle this with
fiction to justify threats, consequences,
a full scene or a quick roll with quick
and resistance—this is your time to
results.” Chris is directed to consider what
shine. The balance of narrative power
he wants, rather than what the character
in this game is weighted towards the
wants. Placing Chris, the player, front
players, except when it comes to the
and center like this is a way to highlight
badness. So when its your time to speak,
what they want or think is cool.
remind them what the world is really
◆ Show, don’t tell Describe what is like. Also pick them up when they fall
happening visually, rather than literally. down by reminding them of their tools
It is uninteresting to tell your players and Best Practices when it seems they’ve
that “the NPC is clearly heartless,” but if forgotten.
212
6
Gm Bad haBiTs
the position and effect level that you find push themselves for more effect, get a
appropriate to this situation, using that teammate to set them up to create an
action—as well as why you think that. advantage, take the initiative, etc. It’s not
You might also offer an alternative action an argument between the GM and player
rating they can roll to get what they want that one person has to win. It’s just the
done in one action, if that’s possible given normal back-and-forth interaction of the
the circumstances. game.
“I want to confuse them so they won’t Instead of saying, “You have to roll
find our Trigger’s hidden weapon.” Influence for this,” you ask the player
which action rating they want to roll—
“How do you do that?” which gives the player the opportunity
for a creative contribution to what’s
“I am not good at Influencing, so happening in the fiction. Then you put that
I guess... I Fight with them as a action in context in the world as you see it,
distraction? Then our shooter can by establishing the position and effect.
easily sneak in.”
“Could work. What’s your character DON’T MAKE THE PCS SEEM
doing? What do we see ‘on screen’?” INCOMPETENT
“Oh, right... well... as my ally is about Things go badly when a player rolls a 1-3,
to be searched, I puff up my chest, spit but it’s because the circumstances are
on the floor in front of the high-nosed dangerous or troublesome—not because
employee, and act as though I am the character is a nitwit. Even a PC with
offended by their face. I’ll throw the zero rating in an action isn’t a terrible
first punch, and create such a ruckus criminal. Instead of describing a moronic
that security has no choice but to look move, start your description of the failure
away from their post. Then, our Trigger with a cool move by the PC, followed
flows right through the checkpoint.” by “but,” and then the element in the
situation that made things so challenging.
“That’s risky alright, but that’s only “You launch hacking apps and spoof a
going to have a Limited effect—there command to open the office door, but the
will be more to do because they will building security is more extensive than
be looking around rather alarmed by expected! As you gain the required access,
a fight breaking out—but now I can at security personnel are alerted to the
least imagine how this might count as office door opening by a sensor you didn’t
a setup. If you roll to Influence them notice, and starts checking the cameras
with this approach instead, I think that on the entire floor for anyone that looks
would give you the effect you want.” suspicious. What now?”
213
6
On failure, talk about what went a 4-clock to track every NPC’s condition
wrong “Perhaps you were distracted either. Instead, decide how much a given
while you’re trying to rig up the vehicle?” action and approach can do, adjusting
“Oh, you mean they probably have for any relevant factors, then narrate the
failsafes in place, eh?” “Exactly! You see results and what else happens.
the headlights flash erratically and hear
the vehicle’s alarm sound, drawing the Also, don’t allow yourself to become a
attention of nearby security.” You can also slave to the clocks. You might start a clock
as a complication during a flashback for
runninG The Game
Once the dice hit the table, you might “Oh, of course! You do it—but you also
struggle to come up with appropriate make a powerful enemy—and take just
complications. That’s okay too! A one level of special harm, ‘Drained.’
complication can just be some extra heat, Wanna resist either of those?”
or an emergent problem. Perhaps it’s just
a tick on a clock that represents a related DON’T LET LEGWORK TAKE
problem that is not present in the current OVER
scene... yet. Or you can inflict simple harm
like “Exhausted.” Don’t overthink it. Players tend to look for ways to prepare
for a run as much as they can during free
If you do start or tick clocks, make sure play. For some, that’s how this genre is
it’s for something that’s actually complex “meant to be played.” However, it’s rarely
given the circumstances at hand. When worth the trouble to take a bunch of
climbing ten stories, you don’t need a actions outside of the run phase to avoid
10-clock to track the progress—unless you a bad outcome that isn’t even present in
do, but that should be because fiction, not the fiction yet. Runners in the Shadows
the other way around. You also don’t need isn’t meant to be played like this. The
214
6
exact nature of threats are best described “Okay... you might get shot several
as they become immediately relevant. times, so it’s desperate—and you’ll
The best part of the game starts once the have zero effect.”
engagement roll is made, so get on that!
“I’m gonna push myself to get limited
The only legwork that is needed to effect, then. Maybe with a distraction
make an engagement roll is to learn a as a set up, I can get to standard?”
corresponding detail for a plan. As the
Same thing with ultra-resistant maglocks, or
plan takes varying shapes and outcomes
government grade IC, etc. You can set zero
are considered, the detail is the part
Gm Bad haBiTs
effect as the baseline for a given action—
that invariably ends up being woefully
instead of saying no—and the players can
incomplete. Never make the crew go
then modify effect from there by pushing
through a bunch of hoops to find out a
themselves, using teamwork, etc.
detail for their plan—they just need to
gather information to get such a detail. Or tell them to start the first phase of a
long-term project clock. That’s what
If the crew wants additional information to
they’re there for. “You want to know the
improve their chances on an engagement
location of all the hidden datacenters in
roll, then they need to describe an action
Kingston? Sounds like an investigation.
that can actually take place in free play
Start a 6-track for the first phase: ‘Assemble
(which is to say, “when details are still fuzzy,”
the list of all the datacenters.’”
and “it’s easier to elide time and distance”).
If you need to zoom in to track things like Note that you will have to say no,
load, flashbacks, or teamwork maneuvers, sometimes. A mundane Runners character
then this is a clue that you’ve gone beyond can’t probe into astral space just because
the scope of free play (and should instead be the player really wants to. But.. maybe
making an engagement roll). their Mage friend can provide them with
a dose of the right drug to temporarily
DON’T SAY NO IF YOU CAN let them do that? Or perhaps there’s an
HELP IT action that could help do it just once? It’s
your responsibility as the GM to convey
There’s almost always a better answer the fictional world honestly. But in most
than “no” or “you can’t do that.” Offer a situations, simply saying no is the boring
Dragon’s Deal instead. “So... you want to option. Consider a Dragon’s Deal, zero
shoot up the management of the most well- effect, or a long-term project, instead.
guarded nightclub in St. Andrew. Righto.
Okie-dokie. That’s desperate position,
DON’T ROLL TWICE FOR THE
limited effect. But here’s a Dragon’s Deal:
regardless of how this goes, someone will SAME THING
finger you to the Manning family. They When a PC faces danger, they make an
are just that powerful.” action roll. Also, they can roll resistance
to avoid a bad outcome. However, don’t
Or you might say the proposed action has
roll twice for the exact same thing.
zero effect as the baseline.
For example, Shark is hacking to disable
“I want to scramble my way up the stairs
a turret on the roof. The counterhacker
with my guns drawn. I’m Fighting my
protecting it attacks his virtual persona
way into that meeting.”
with a barrage of biofeedback, so there’s
215
6
216
6
The daTasPhere
in qubits. You can steal it from the many repository.
networks used in various facets of industry
and commerce present in the city. You can also Need a heist location? Maybe it’s an abandoned
connect it with the supernatural too: sprites, datacenter for a tech firm. The cleanup crew
gremlins, Technos, and the echoes in between. were underpaid and sloppy in clearing it out,
All of them are part of the grand dance of data and all sorts of gremlins from nearby networks
that emerged following the opening of those congregate here. But the collapsed basement
first emergent children’s senses (the Otaku). conceals an offline mainframe which contains
some valuable paydata—if it can only be
Paydata across the public grids fuels high- accessed...
technology and empowers megacorporate
dominance. If you are hard pressed and need Need a target? Maybe an investment firm with
to think up something valuable to reference, remote connections to small banks. One of
steal, or destroy, ask yourself How does it them services a wealthy executive who runs
relate to the datasphere connecting all of their devices in a highly secure datacenter,
cyberspace? What paydata lingers here for the gripped by a paranoia that there is a specific
taking (or earning)? If you need to think of a hacker out to get her. Maybe tonight there is...
cool site for something to go down, keep the
dystopia in mind to give it unique touches. When you get stumped, try thinking of how
the action could relate back to paydata, but
Need an interesting contact? Maybe they’re also thinking of the breadth of how that
proud of their networked surveillance drone, could apply. Technos are a scourge on the
and they take vlogs all day with it. Or, flip that data trades of Kingston, sometimes thought
around: maybe they’ve got a black box in their to be at work even when the cause is simply
shoulder bag so they can zap signals nearby in hidden from view.
a pinch. Either way, your contact just got more
interesting, and also is a flavor fit for the city. To me, the true power of this fantastical
blend of cyberpunk storytelling and alternate
Need a quick obstacle? Maybe it relates to history comes from the clash of ideals
paydata. You don’t want the runners to run when it comes to matters such as “What is
across paydata walls as an obstacle over and possible?” There is the logical perspective
over. But there could be a reckless AI that takes on this topic, limited by one’s reasoning
control of a nearby storefront and is intensely and application of the scientific method and
territorial. Or maybe a team of CSG Agents principles, and then there is the supernatural
picked tonight of all nights to do a sweep to perspective of the emergent user, limited
tag users for later review. Or maybe there is only by one’s imagination. The datasphere
a hacker with an independent agenda in your comes preloaded with that, as people were
way, inviting gremlins to a hot spot, and you’re coping with it before the quantum age
at risk if you interrupt. Maybe when you were and advent of cyberspace. This makes it a
casing the location a data broker spotted you veritable cornucopia of story seeds. If you
and thinks you’re spying for the Legionnaires, feel you are at risk of getting stale in
and sends a beatdown squad after you. your improvisation, jump back and forth
between giving and taking paydata
217
6
218
6
(Await confirmation and move on, or..) (Then I just pause for a few moments and
move on)
219
6
220
6
221
6
The “War in St. Andrew Parish” situation [or four, or five] are in a meeting with
on the following pages follows this format your fixer. We get moving shots across
as an example you can use. You can add a the rooms you are in, from behind your
fourth faction into the mix if you want to, back where we see whatever item you
either as a third party in the main conflict, typically use while setting up a deal.
or as a second connected faction whose The room around you is mostly veiled
fate is tied to the struggle. Don’t go crazy by shadows, but its presumably your
adding factions, though. Keep it simple at trashy apartment (or a barren room in
runninG The Game
first—things will snowball from here. a safehouse). We mostly just see your
face though, and what you have in your
The purpose of the starting situation hands while you connect to cyberspace.
is to launch the first session with good So let’s go around the room and have
momentum. The players don’t have to each of you tell me what that looks like!
flounder around looking for something Starting with... the toughest one. That’s
to do. You throw them into a situation probably you, eh? Frank, tell us about
already in motion so they can simply the Muscle you created. Just their name,
react at first, rather than doing even more background, and your two highest rated
creative work right after all the character action..”
and crew creation phases.
Then prompt the next player, each one in
turn. When they’re all finished describing,
AN OPENING SCENE let them know this is basically a chance
Aim at the first GM Goal and establish a to gather information—allowing you to
shot of the city. Follow the GM principles, establish what they already know, what
and say this or something like it: they ask, and what do not:
“As our TV show begins, the episode ◆ Do you normally meet your fixer in-
opens with a skyline filled with distant person or online? If they’re not sure,
black buildings against a hazy gray it’s online. They might’ve met their
sky. A storm rolls in from the ocean. fixer in person before, but mostly just
Rusted metal antennae and air communicate using a virtual construct
conditioning units can be seen atop anymore—which is actually kind of
several aging beach-side structures in common in the shadows.
the foreground. Nothing stirs here but
the breeze against sparse palm trees
◆ What is the mood and disposition of the
upcoming meet expected to be? Roleplay
which hang limply over Kingston Bay.
as the fixer, briefing them on the type
Port Royal’s once beautiful peninsula is
of client and why they insisted on their
adorned with old monuments marking
meeting ground.
various mass deaths of the 1700s. The
steeple point of the Church of St. Peter, ◆ What’s the type of target? Their fixer
long submerged, protrudes from the won’t know exactly who it is unless
water like a dirty, bent syringe. they’re well-established, but their fixer
has already figured out whether this
On the other side of the bay, across from hurts one of their favored clientele types.
this condemned zone, we see the glint It pays to know that kind of stuff as a
of thousands of headlights along the fixer.
coast. Somewhere within the mass of ◆ How much are we talking about here?
buildings beneath the traffic, you three Your fixer already has an idea of the
222
6
IN MEDIA RES
Another way to start the game is narrate a
run in progress, injecting the players into
the middle of a sequence of unfortunate
events in progress. This literary technique
is best used with experienced roleplayers
who are ob board with spontaneous
narratives (it’s not for everyone). For
example:
223
6
STARTING SITUATION:
224
6
sTarTinG siTuaTion
of their profession. destroy the destroy the
Mountain Rats Talons
225
6
Tree Lounge. This restaurant pays the “Better stay out of the parish for awhile,
Cuban Mafia for cease fire protection or ye’ might all end up dead! Sound fair?”
within its walls. The exterior balcony They know that Rosetta’s hitman (the
where you’re seated overlooks the bodyguard at his side) has their back,
dilapidated streets outside, lined with and delivers the warning with an easy
businesses that the Manning Family confidence. What happens next?
taxes regularly.
OTHER SCENES
A bodyguard in a trenchcoat stands Play the NPC envoys. Rosetta, Winston,
with their back against the wall, and and Skelter all have shadowy things that
quietly shifts, their gaze observing your need doing, so they’ll each have their
reaction from behind dark glasses. envoys offer the PCs runs (until the PCs
The chubby, wiry-haired envoy sitting make an enemy of them, of course). Use
across from you looks askance*, and the run generator on page 238 for
straightens their head scarf. Rosetta additional ideas.
told the envoy to size you up, and is
listening through a hidden data tap Also, each faction is vulnerable to the
on his comm. She wants your answer. actions of a group of cunning runners
Are you interested, or are you going to in some way. How can the players use
work for the other side? What do you their crew’s strengths to profit from this
say? Will you ask for more than was situation? Ask them how they want to
offered? Will you accept a job from an gather information, which leads to a
envoy for the Cuban Mafia? Will you plan (or vice versa). Go Deeper in the
just pretend to? (Good luck, Rosetta’s Shadows in the remainder of this chapter
envoy is pretty sharp). Will you tell them for even more ideas.
to eat drek? Are you actually using this
conversation to track Rosetta down Don’t waste time with dead end clues,
for a hit? (If so, do a flashback and pick mysteries, or complexities. Give them
a plan for the assassination.) straightforward avenues to pursue at
first. “Do you want to rob the Mountain
Play Rosetta’s envoy as directed by her.
Rats’ dice game on the strip deep in
She’s cold, calculating, and extremely
Trench Town? It’s probably not defended
dangerous—and they exude a cold
much right now.”
confidence with the nearby bodyguard
in eyeshot. There are two sample starting runs on
*: React to their answers how she’d react. the next page. Offer those, or one of the
The envoy might be physically present or options below that, and ask them which
present in a virtual chat—ask the players they want to pursue. Ask them to pick a
if they’re interested in taking a job given plan and provide the detail, and get to it.
this kind of demand.
226
6
One of the faction leaders needs a job done: steal their rival’s war fund. It is
worth about 12 nuyen. You can keep 4 for your payment.
The opportunity is a secret, but the What’s the plan? Provide the detail.
envoy can tell you where to look if you agree Engagement roll. Cut to the action.
to the job.
One of the faction leaders needs a job done: Plant this strange item somewhere in their
rival’s HQ, somewhere they won’t discover it.
It’s covered in weird symbols and What’s the plan? Provide the detail.
makes your comm hiss when you get too Engagement roll. Cut to the action.
close. Want to find out what it is?
227
6
run, downtime, entanglements and new the greatest usage in conversation for its
opportunities, new runs, and so on. The intentional ambiguousness: it’s known
initial conflict will spiral out of control, or to be gender-neutral, so common as to
have a clear victor, or fizzle out, or resolve neither be identifiable or indicative of
some other way into a new situation. heritage (though some Eastern cultures
call them Wu’s, Kim’s, John’s, etc. instead).
The crew will accumulate allies and Gathering information about an envoy,
enemies and develop new goals to pursue. regardless of you call them, may lead to
You won’t have to do much preparation the client’s identity—but will often risk
for future sessions, other than thinking costing you the deal. Don’t get caught
about your NPCs and factions (what they being nosy! Or just keep your eyes and
want, what they do) and considering mouth shut and your digital wallet open.
possible opportunities for the PCs to
discover. The players will drive the game Envoys are typically master NPCs at
by deciding who to prey upon and which spotting a con and knowing the crew’s
opportunities to embrace. reputation in the shadows.
228
6
229
6
When an envoy makes an offer that is Keep your GM Reference so you have
far less than their fixer recommended, a list of your actions handy as they are
negotiation is practically expected. doing the planning. Let them describe
However, when an envoy makes a more their thoughts, and if needed you can
generous offer, negotiation is a good way remind them of the approach suggested
to give your crew a bad reputation or by their employer’s envoy.
lose the opportunity altogether (desperate
action roll). Be clear about why a given Let them know the mission is on by
runninG The Game
position is accurate, to allow the players asking them to choose their load for the
to make an informed decision how to run. Some players will balk, saying “No..
proceed. we always get more intel before we are
go on a mission.” Try to remind them
“Negotiation” might indicate they that the characters have presumably
Influence them to get an extra nuyen done that and suggest a free flashback
for the job if they were undercut—if you to them gathering the information they
use other tactics to command respect want. If they waffle too much, remind
or befriend them, it’s probably a setup them that “no plan survives the onset of
teamwork maneuver, using Command complication.”
or Consort.
Sometimes, even that won’t work—
It’s not unwarranted to ask for a down because, even though the plan suggested
payment, but under no circumstances is good, the players are leery about taking
will an envoy agree to pay the runners up what’s given to them. Besides, they can
front more than half the nuyen (rounded probably come up with a better idea,
down)—and none are so foolish as right?
to extend that kind of trust without
precautions in place to “protect” their When this happens, suggest how the crew
investment. might take action to find out a detail with
a gather information roll (see page 36
LEGWORK & PLANNING for details) that will aid their current
plan. This kind of legwork is easily
Once a crew has a target, the players covered in Free Play, with a fortune
should be urged to choose a type of plan roll to see if they get a bonus for this
and discuss this as their characters might. engagement or not (maybe a 1-3 means a
Which type of plan makes the most sense potential advantage falls through, or the
for this crew? plans of the target changed last minute).
Should you give them all the info to get Add tension and excitement by relaying
them started? No! You tell them what you the danger at hand as you roll the dice;
think they already know, and do rolls to pushing back to the engagement roll:
determine what’s uncertain or dangerous “Yep, you counted: there’s definitely way
(free play). In other words, action rolls can more of them than you—and they’re
happen outside of the run too. How much going to be drunk with big frack’all guns
that needs to happen simply depends on nearby! So I was definitely taking a die
the tone of the game you hope to convey. from the engagement roll here—but hey,
It’s been said before, but it’s worth saying if that comes up desperate, we know
again—this is one way you determine what scene you should flashback to!”
the level of “black trenchcoat” and “pink
mohawk” in your game.
230
6
231
6
232
6
SERIES COUNTDOWNS the crew, and any past runs. Follow these
suggestions to keep better track of it:
To track the consequences of events in the
world, you can use series countdowns. ◆ Immediately after any session that
These are progress clocks that give you results in a follow up, print out the Run
a sense of how the bigger-picture stuff of Tracker, keeping track of each run’s
the setting and situation is developing. details as you go. Or have a player do it.
233
6
to reflect a shift in who they are now. best to suit your desired tone and meet
Maybe the group wants to change the the desires of your players. Zoom in as
crew type to try a different type of necessary to keep things interesting,
criminal action in Kingston. Maybe you’ll cutting to other sprawls to highlight the
even make a whole new crew and new important moments—asking from which
PCs to explore something interesting that fixers they are seeking jobs along the way.
was developed during season one with a
fresh perspective.
A FINALE SESSION
See page 48 for details about changing For the finale, you will want to craft a a
playbooks or crew type. list of consequences to bring in during
the last run. For best results keep these
OTHER SPRAWLS tips in mind to bring about an impactful,
yet natural conclusion to a season:
The game assumes Kingston as your
starting sprawl, but that’s not your only ◆ Conclusion: Decide where you need
option. Most new players will ask for one and do it. Bring other loose ends
a guide to Seattle. There is already one together with the main plot conclusion to
of those! It is steeped in lore and will form the launchpad for a new season.
be useful for anyone trying to pass on a
primer to their players. ◆ Contingency: Create an if-then scenario
at the outset that motivates the players to
You might put Hong Kong or Seattle at succeed, or else. Develop the fiction enough
the top of your Faction sheet instead of to suggest an outcome or two in case they
Kingston to make use of the Extra Materials fail. “Your fixer will probably be killed if you
(see link provided in the initial pages of don’t stop the upcoming meeting!”
this document), using that to guide you to ◆ Coolness: Make it cool, which is to say
playing in various districts. “different” and “fun” given the tone of
your campaign until now. Have a few
You can get started quickly in just about threats to hold over your players heads and
any city by using the Starting Situation and ramp up the tension with complications
changing the names and faces. The White when there are consequences to deliver—
Lotuses might replace the Manning Family, skipping over reduced effect to avoid
as a gang serving as the local chapter of the added loose ends and stifled progress. Also,
Yakuza, instead of the Cuban Mafia. Rosetta be sure to describe at least one master NPC
might be an Italian shaking things up in the on premises; the “big bad” for this season,
East, or someone actually named Kim who if you will. The BB should show up at the
recently took over the Lotuses. Tetsuo might end and be serious enough to warrant a
replace Vigo as the towering and loyal clock for their plot armor (maybe plating,
bodyguard who is present during the meet. cunning, or something else).
234
6
SEASON TWO
After you’ve played Runners for some Move the timeline forward (a week, a
time, you might sense a natural resolution month, a year) and come up with a new
or watershed moment coming for the starting situation—either building on
series. Maybe the crew has been seizing the fallout of season one, or creating
claims in St. Andrew parish, and they’re something all new and surprising. Then
The crew started a brutal street war between the Mountain Rats and Talons,
culminating in an assault on the gang’s safehouse and their elimination. After sending
them to the morgue, this feels like the end of season one to everyone—answering the
major questions asked from the outset. The Mountain Rats are no more (in Kingston
anyways). The Talons have become potential allies. The Manning Family is satisfied
with an end to the conflicts in the streets. There are a few short scenes of fallout after
the battle, and everyone tells the stories of their favorite moments from the beginning
of the series until now.
For season two, the GM moves the timeline forward a month. The Labor Party (with
only weak hold) are trying desperately to hang on to the meeting grounds they’ve
seized from the Mountain Rats, but other crews start moving in and taking the well-
paying jobs: the Underteeth and the Pack (both new additions not mentioned in season
one) are selling their services in Barbican, and not paying up the chain. On top of
that, the crew’s fixer, who went missing after an entanglement in season one, has not
resurfaced. They’re about to run out of jobs any day now.
Outside their vice den and haunt in Trench Town, the Underteeth gang is clashing with the
Mannings. They’re squared off in the street on the Rats’ former turf, shouting challenges,
ready to gun each other down. The Underteeth enforcer is there, demanding that they
release their held prisoner, forgiving him for having tried to intimidate the crew. “Bring
him out now, or we’re coming in to get him!” the ganger shouts. They look back at you and
grin to either show off or invite you to help out—but you’re not sure what they actually
meant with that. What do you do?
235
6
236
AREA / SCALE
6 A city block A colossal crew (160) or mature dragon
5 A large building A massive crew (80) or typical dragon
4 A small building A huge crew (40)
3 Several rooms A large crew (20)
2 A large room A medium crew (10)
1 A small room A small crew (3-5)
0 A closet 1 or 2 people
DURATION / REACH
ETC. HOT SIGNALS & PROJECTION
6 A week Across the city To Mars
5 Several days Across the district To the moon
4 A day Several blocks away Around the world
3 A few hours Down the road Across the hemisphere
2 An hour A stone’s throw Across the region
1 A few minutes A dozen paces Across the city
0 A few moments Within reach Across the district
QUALITY / FORCE
6 Legendary Devastating (hurricane wind, molten lava, tidal wave, etc.)
5 Impeccable Overwhelming (a cannon, massive fire, chain lightning, etc.)
4 Superior Powerful (a high-speed wreck, whirlwind, electrocution, etc.)
3 Excellent Serious (a staggering wind, grenade, electrical surge, etc.)
2 Good Strong (a painful jolt, howling wind, burning flame, etc.)
1 Adequate Moderate (a solid punch, steady wind, torch flame, etc.)
0 Poor Weak (a firm shove, candle flame, breeze, tiny spark, etc.)
The magnitude table above is provided as a tool to help the GM make judgment calls. It’s not
meant to be a rigid restriction or mathematical formula to replace those judgment calls. Use the
levels as a guideline for setting a magnitude number that seems appropriate to you.
This table can also be used as a guide to quality level when a PC acquires an asset or crafts a
chemical, gadget, app, etc. See Crafting, page 255.
“The runners are hired for a run by/targeting (1: Client/Target) to (2: Work). The run is
complicated by (3: Twist/Complication), and is connected to (4: a Person) and (5: Faction[s]).”
(3) TWIST/COMPLICATION
1 Security is unexpectedly high, or something is a cover for cult practices.
2 Advances the secret agenda of a third party, or a dangerous gang uses the location.
3 Lied to about the nature of the target, or is a trap laid by your enemies.
4 Requires long distance travel, or free spirits haunt the location.
5 Target moves around (site changes, etc), or requires expensive or rare gear (or implant).
6 The client is double-crossing them, or a powerful supernatural entity is involved.
CHAPTER 7
FUTURISM
In the high-tech fantasy future, there are world” invisible to the natural senses—
automated electronic machines to perform the omnipresent network of worldwide
the hard work, medical implants to extend a connectivity that emerged following the
person’s lifespan, and an unlimited selection Great Crashes, known as cyberspace. By
of virtual experiences available to replace your activating their devices to go online, a person
boring, daily ones. It would seem happiness can can interface with cyberspace through a
be bought—but at what price? The powerful comm to perceive partially into it, to receive
elite develop these technologies, doling them out the signals from online events captured in the
as finished products for consumers according public datasphere, or to make a connection
to their individual wealth or perceived value. with nearby devices and accessible networks.
The megacorporations depend on the signals
Some say the cyberspace engineers created
passed by these devices over cyberspace to
a network so robust that no one could
provide them with an endless source of raw,
ever crash it—and they’re probably right,
unrefined paydata—and citizens deal with it to
seeing as how it’s mostly out of their hands.
improve the speed of their daily business and
Unlike the Internet that we know today, the
facilitate relationships. There is little need to
technology that built cyberspace isn’t bound
be a skilled software engineer since the advent
by the laws of relativity. Instead, it works on
of emergent AI reprogramming—a process
the principles of quantum mechanics. This
by which a machine intelligence revises its
momentous innovation ushered in a new
own code according to a highly complex and
age of technological advancement and data
evolving set of design parameters.
stability, tapping into a sustainable network
Runners, on the other hand, retain these immune to electromagnetic interference,
skills as a matter of necessity. To make use which depends on qubits of raw data and
of these futuristic advancements, people quantum algorithms to realize its effects.
must harness these “high” technologies in a Commerce, entertainment, and even
number of ways: government are driven and throttled by
cyberspace and a trend towards futurism.
◆ The control of electrical current devices The world lives and dies on the spoils of
with principles of science, known as relentless advertising, the capture and
Electronics. distribution of virtual experiences, and the
◆ The distillation and reaction of elements schemes of the dragons and corporations
to form compounds and mixtures, known as that control them. It’s no wonder that the
pleasures of the ultraviolet have managed
Chemistry.
to overtake real experiences in terms of
◆ The application of algorithms to extend the popularity.
functionality of a computing device, known
Those who embrace this new world, thrive
as Programming.
upon it—live in it. They don’t stop to smell
real roses, lest it spoil the virtual ones. Nope.
In addition, every living being with a comm
and trodes can access the ubiquitous “virtual Not even for a nanosecond.
239
7
commlink or commband.
commonplace—a frequent and daily
ritual that is as important as getting ◆ Deck Short for cyberdeck. A comm
dressed. Citizens use their comms to do modified to run illegal apps and spot data
all sorts of things with cyberspace: get trails. A restricted item (requiring a license
paid, spend money, make calls, organize to avoid attracting the unwanted attention of
their daily lives, even drive their vehicles CSG).
and tell the house-drone to cook dinner
on the way home while they catch up
◆ CSG CyberSec Global, the megacorp
responsible for policing most of the world’s
on their favorite virtual broadcasts.
cyberspace traffic. Will be notified when
Most simple tasks (and even series of
cybercrime is detected.
commands) like these can be automated
by using your comm. ◆ Networked Devices set up for the mutual
exchange of signals.
Unless you are paranoid or a simpleton (or
a runner) you probably have your comm on ◆ Hacked A device whose functionality is
you and online at all times—and some kind controlled by an unauthorized user.
of privately-managed network protected ◆ Orphaned A device without a comm or AI
by it. As you use your comm for the first protecting it. The default state of things.
time, the GM might ask you: Do you have
any custom iconography or notifications? ◆ Master An advanced computing device
What filters do you leave in place to refine through which a number of slaved devices
the marketing delivered to you? are networked, protecting them from being
hacked. A comm, deck, or control rig.
MODERN TERMINOLOGY
◆ Slaved A device whose functionality is
◆ Device An item designed with a specific controlled by another through a network.
purpose in mind, especially an electronic
machine or app. ◆ Artificial Intelligence (AI). Intelligence
demonstrated by a device, especially a
◆ App A software device. A file containing data machine. The AIs which manage access
only accessible over cyberspace is often called
to cyberspace are autonomous entities
a “dapp” (short for decentralized app), but this
guided by the directives and whims of their
is simply the most common type of app.
respective owner(s) and engineers.
◆ Signal Electrical current that can be
interpreted as binary data (1s and 0s) by a ◆ Provider A worldwide connection to
device. Almost all signals are transmitted cyberspace, throttled according to its rating
wirelessly using access to a cyberspace (the public connection, AKA the datasphere, is
provider. slower but also cheaper and less secure).
240
7
241
7
fortune roll using the provider’s quality to well as monitored externally by CyberSec
determine if any alerts are raised. Global. The benefit they offer is a faster,
more reliable connection (quality 1-4,
While online, you have access to a server if you can manage the IDN review),
for your various files and apps that is plus access to more personalized ad
accessible from anywhere you have campaigns than the public grid to
connectivity to cyberspace. This connection enhance your productivity. They also
provider might be public or secured. include confidential access to private
constructs for businesses, which cost a
CYBERSPACE PROVIDERS small fortune in upkeep to maintain.
You begin with access to a connection
quality equal to your current crew Tier— The so-called Big Seven control the
when there is a question what provider most powerful cyberspace connections.
you are using, the answer is the public one. These connections are ultra-reliable
and secure (quality 5+), however
◆ Public: By default, a PC begins with all network activity is monitored
access to a freely-available connection internally by deadly ICe and master
to cyberspace, known as the public grid counterhackers.
or datasphere—depending on if they’re
primarily a consumer or not. While it
is slow and prone to interruption in hot
spots and remote locations (quality 0, if
that should ever matter) and owned by
CyberSec Global, it is literally free.
242
7
243
7
mode. In other words, almost none of the touch ups, and these are basically free. In
processing or security protocols are handled other words, you decide—within certain
locally on modern devices; the required load limits—what you look like in cyberspace.
is instead distributed to & from the public
datasphere of cyberspace and your private If you wish, describe a bit of personal
network connections, rather than handled flair and an accent color for your avatar’s
by your comm. virtual wardrobe. A persona’s color
pallette is limited to black, white, and one
A comm or cyberdeck may network color of choice for free. Cosmetic items
additional devices until its reached its (like fancy clothing) appear devoid of
networking limit. The networking limit for logos unless you pay a micro-transaction
a given device will depend on the quality for licensing. Dressed up in a black suit
and capabilities thereof. The GM will tell with a red tie. White pants and a dark blue
you when you benefit from too many shirt. Naked with tattoos of anarchy signs
devices, software or otherwise, and limit and other graffiti visible (some cosmetic
the number you can benefit from in a given choices are blurred for those with the
action (reducing your effect accordingly appropriate filters in place).
with factors as usual). Devices networked
through a lower quality master device Your persona’s shape, colors, or visual
should be counted individually, rather flair can be swapped out freely during
than collectively. So if you network five fine downtime, but doing so during a run may
drones through a standard comm, it counts draw the unwanted attention of those
as five individual devices for your action who serve to prevent cybercrime.
to have them act in concert. This probably
means the action suffers due to scale of
the desired effect. However, once they get
better equipment (maybe the quality comms
upgrade for the crew, or a synchronized
command console) the GM counts those
together as one for the purposes of scale and
quality.
244
7
245
7
A rigger, on the other hand, rarely does The GM may also tick a progress clock
anything with a device they don’t own— when you take control of a device—
instead possessing the hardware to to indicate the alert of its intrusion
“jump into” a vehicle using an implanted countermeasures, the agenda of a
control rig, possibly paired with an corporate faction, or to show the steady
installed vehicular override they can approach of a bad outcome of hacking.
more easily access remotely. That being Such as “Convergence“ or “Traced.”
said, the abilities of a hacker or rigger
frequently overlap. These talents are
learned—anyone can develop them with
REGISTERED OWNERSHIP
enough study, practice, and the proper You might forcibly remove ownership
fuTurism
You can use this list for the names of fictional devices you acquire or steal. The comm or cyberdeck you
start the game with might be scratch-built, but was probably sourced from this list.
246
7
247
7
248
7
249
7
towards to experience. However, there than expose their inner workings to the
are certain constraints on the virtual corruption of CSG, most private entities
design—and the more elaborate and instead opt to rely on an array of intrusion
believable the virtual design, the more countermeasures (commonly called
powerful the owner must be. The most “ICe”) and hired counterhackers instead.
realistic and fully-featured constructs are
omega-class, and known as “too real” in While the recursive nature of cyberspace
common parlance—referring to those security protocols prevent a hacker from
experiences which are indistinguishable taking unauthorized control over the AI
from real life or deemed better-than-life protecting a secured provider, the very
experiences (or BTLs). Beware: it’s easy to same also make those same protocols
get lost in such vividly simulated realities! vastly similar to one another. A secure
provider’s white ICe patrols randomly,
Your device’s authorization determines scanning each device that it encounters,
which pathways and nodes are visible, transmitting a signal whenever it detects
which are accessible, and which are cybercrime. The signal may only be
completely hidden. If one is able to perceive received by any other ICe, the system
the hidden data streams providing network administrators, and its registered
protection to a device by a host, they might owner(s). Perhaps the CEO and their
exploit the elaborate mesh of connectivity trusted virtual architect.
to gain illicit access to unintended control When you hack a device protected by
over the environment.
a secure cyberspace provider, the GM
may tick a clock to determine how long
it takes for its AI to notice the intrusion
and trace you down (it takes longer to be
noticed in larger systems than smaller
ones, but response tends to be more
severe as well).
Available ICe are dispatched where any
offending signals may be found, tracing
their data trails ever closer to the hacker’s
physical location with every passing
minute. It is the responsibility of ICe to
swarm an intruder before they can steal
paydata or exploit its protected devices.
250
7
251
7
CONFIGURING A DRONE
DRONES Choose a frame size, look, and a starting
A drone is an electromechanical device feature (see list on next page). The GM
with special features which grant them might roll your drone’s quality if its
their functionality. By default, drones features are ever put to the test, to see how
are capable of locomotion on land and well they thwart the opposition.
have human-like senses of sight and
sound. Drones (unlike vehicles) can also MODIFYING A DRONE
be controlled remotely by any authorized
user. You can add an additional feature to a
drone’s configuration by modifying it.
fuTurism
USING A DRONE
When you direct a drone to achieve a goal, roll your
action rating to see how it goes. Roll the appropriate Universal features, for any frame size:
action for what you do (maybe Interface or EMP—Flash Ordnance—Hydraulic Legs
Finesse). For details on networks and taking action Media Center—Noise Suppression—Sensor Array
using various interface modes, see page 243. Smoke Projectors—Stealth—White Box
The method of interface and quality of any opposition
relative to the drone or its features affects the position
and effect of the action.
Drone Features
You can freely swap out a drone’s available features as a downtime activity.
drones
EMP: Electromagnetic pulse that disables signals Sensor Array: It has an array of sensors capable
for a short time, disrupting the functionality of of various scanning modes. Choose whether this
electronics nearby for a few minutes. is an audio or visual array, and then choose its two
Flash Ordnance: Electronics that can produce a features: dampened—expanded—heightened.
series of flashes to surprise and disorient.
Stealth: It has been modified with electronics and
Hydraulic Legs: It can jump to extreme heights a stealth paint job to obfuscate its presence.
(several stories) and survive falls without damage.
Smoke Projectors: Chemical system that can
Media Center: An array of recording and playback produce a dark, acrid cloud of smoke—enough to
functionality, plus rotating loudspeakers and a fill a large room.
holo-projector.
White Box: Electronics that can produce a
Noise Suppression: This drone is barely audible dense stream of wireless noise and interference,
once its out of speaking distance. temporarily orphaning nearby devices.
Amphibious: It can move slowly while underwater Gecko Climb: Nanofibrous pads built into the
using a set of propellers and pump-jets. frame allow it to walk and climb effortlessly on
walls and ceilings unless wet.
Compartments: A number of items may be built-
in to its frame and may recess beneath panels out Interior Space: It has a compartment for a
of sight. Its frame can now carry the indicated passenger or operator.
number (1 or 2) of free load Life-Like Appearance: It is masterfully crafted
Flight: It can fly slowly using a set of rotors or to pass for a living creature (unless it is closely
small jets, and fixed wings. scrutinized).
Plating: Thick metal armor
plates.
SPECIAL FEATURES, BY FRAME SIZE: Reflexes: It has lightning-
These features are only appropriate for a certain frame size without serious modification. fast reaction time (as per
the Adept feat).
Small (Cat size, -1 scale):
An aquaspy, a rotodrone, a robotic doll, a surveillance wasp. Tiny: The drone is insect
Amphibious—Flight—Reflexes—Tiny size, rather than cat size,
which counts as -2 scale
Medium (Human size): A cybernetic humanoid (android), a mechanical animal. (instead of -1 scale).
Compartments (1)—Gecko Climb Turret: A firearm mount
Life-like Appearance—Turret on the drone designed to
achieve great visibility and
Heavy (Personal vehicle size, +1 scale):
a wide cone of fire. Choose a
A hulking mech, a self-driving vehicle. suitable weapon from your
Compartments (2)—Interior Space—Plating—Turret arsenal, modified to fit.
253
7
254
7
crafTinG
the workspace and materials you have ◆ A significant modification requires
access to. If you do the work with the Tier +2 quality. Rifling and sighting of a
Cleanroom, Workshop, or Workstation gun to shoot more accurately.
upgrade for your crew and its benefits
apply to the item, your effective Tier level
◆ A chemical, electronic, or software
modification requires Tier +2 quality.
is one higher for this roll (see below).
Pheromones keyed to attract a specific
The GM sets a minimum quality level person. A drone with an added antenna array
that must be achieved to craft the item, to generate interference and orphan devices.
based on the magnitude of the effect(s) Modification of a comm to run hacking
it produces. The GM uses magnitude software and spot hidden data trails.
as a guideline for setting the quality ◆ A bioengineered or cybernetic
level—it may be higher or lower at their modification requires Tier +3 quality. A
discretion to better describe the nature set of blades, rigged to self-sharpen and
of the project. A creation may be crafted rendered suitable for implantation in your
at higher quality if the player wishes to hands.
attempt it. Exceeding the minimum level
required provides one of the following
◆ An arcane or emergent modification
requires Tier +3 quality and an
benefits of choice: removes a drawback—
appropriate secret art (Enchanter or
adds a useful modification (see below)—
Instancer). Bullets that can harm a
provides additional use(s) of consumables.
dragon. A poison that can attract sprites.
You may spend nuyen 1-for-1 to increase See Supernatural Crafting on page 303
the final quality level result of your roll for details.
(this can raise quality level beyond Tier
Modified items, like special creations,
+2).
may have drawbacks. See list on next
page.
CRAFTING ROLL
Critical: Quality level is Tier +2.
1d for each Engineer action dot. 6: Quality level is Tier +1.
Cleanroom, Workshop, or
Workstation crew upgrade 1-3: Quality level is Tier -1.
255
7
SAMPLE CREATIONS
DRAWBACKS Creations are listed with their quality
A creation may have one or more level (by Tier: I-VI), followed by a
drawbacks, specified by the GM. number of uses if they’re Consumable
(1-3). These creations are well known by
◆ Complex You’ll have to create engineers in Kingston, and don’t need to
it in multiple stages; the GM will be studied before producing them.
tell you how many. One downtime
Shark spends a downtime activity to
activity and crafting roll is needed
craft a batch of Narcoject. He rolls
per stage (all implantable items
Engineer and gets a 4, meaning quality
fuTurism
◆ Unreliable When you use the ◆ Frag grenade (III/2): A small explosive charge
item, make a fortune roll (using its with a short fuse that detonates into metal
quality) to see how well it performs. shrapnel.
256
7
◆ Penetrating rocket (IV/1): A rocket-propelled ◆ Thermite gel (I/1): A reactive gel designed to
explosive missile through hardened exteriors or be activated by a thermite rod, capable of boring
barriers before detonating. Conspicuous. a hole through metal with ease. Resulting hole
will be up to half a meter (roughly three feet) in
◆ Smoke (II/2): A small explosive that creates a
cloud of acrid smoke that’s difficult to see through depth, and about a decimeter (roughly six inches)
in circumference.
or breathe. Stings the eyes for a few minutes after
prolonged or direct exposure.
PATCHES & SPRAYS
DRUGS (CHEMICAL) (CHEMICAL)
Drawback: Volatile. “Intoxicated,” level 1 harm. ◆ Antidote patch (I/4): Reduces the harm from a
crafTinG
toxin by one level if applied quickly enough after
◆ Bluecoke (I/1): Heightens awareness and
exposure (varies depending on the poison).
sociability, Produces a feeling of slight euphoria
and rampant energy. Comes with a heavy crash. ◆ Hard-Clot (II/1): A spray that stops bleeding
from a serious wound in moments.
◆ Deepsight drops (I/2): Special eyedrops derived
from the tissues of deep-sea fish which grant the ◆ Nanospray (II/1): A canister of nanites that
user temporary low-light vision. Useful for night provide remote access to an implant they touch.
shifts and urban scavengers. Rare. Volatile. ◆ Slap patch (I/5): A “blank” patch, capable of
“Light sensitivity,” level-1 harm until it wears off. carrying a dose of a chemical or toxin.
◆ Glow (I/3): A mild hallucinogenic which induces ◆ Sterilizer (I/5): A spray bottle containing
a coma-like stupor and visions. Users eyes and enough pressurized disinfectants to sterilize
other mucosa become iridescent. someone’s hands, a wound, or a small set of
surgical instruments. Can be combined with acid
◆ Nu-ganja (I/4): A fast-acting muscle relaxer
and biomatter to cause an endothermic (heat-
that reduces anxiety and alleviates joint pain.
absorbing) chemical reaction.
Temporarily satiates hunger (and ambition).
◆ Red rock (I/3): A tranquilizing narcotic made ◆ Stim patch (I/3): If applied to someone’s bare
skin, their penalties for affected levels of harm
from poppy. Induces a restful state of hypnotic
are one level less severe (though level-4 harm
trance when ignited and inhaled.
is still fatal). This persists for several hours. A
OILS & PASTES (CHEMICAL) higher-tier version is required to affect more
serious levels of harm. Does not affect special
◆ Hyperglue (I/3): Fuses two objects together harm. Volatile. “Stunned,” level-1 harm when it
unless dissolved by hypersolvent or enough force wears off. Repeated use on the same subject yields
is applied. Covers a square meter. A Tier II version diminishing results and is mildly addictive.
is permanent unless dissolved by hypersolvent of
sufficient quality.
◆ Stun patch (I/3): Affix firmly to someone’s skin
to inflict level 1 harm, “Stunned” or to negate the
◆ Hypersolvent (I/3): A fluid that dissolves effects of kamikaze (see Muscle special items,
hyperglue and is capable of counteracting page 86).
comparably-sized chemical reactions. Dissolves a
square meter of hyperglue.
◆ Trauma patch (II/1): Allows an incapacitated
subject to act again. A Tier IV version may delay
◆ Pheromones (I/1): A distillation of hormones death for a short time, or (rarely) revive the
commonly used by a pheromone secreter implant recently deceased. Unreliable.
(neural) to attract or repel a nearby target through
their sense of smell. Choose a specific person to
which it is keyed. A Tier II version can be keyed
to a particular heritage.
257
7
◆ Divinium (IV/1): An inhalant that quickly ◆ Armor (II): A predictive algorithm that provides
destroys the nervous system upon reaching a measure of protection against virtual harm to
the brain; extremely deadly if its liquid form is the user’s persona. Instantiates fields of force
applied directly to the forehead. designed to deflect incoming virtual attacks.
Unreliable (maybe crashed on a 1-3, weakened on
◆ Narcoject (II/1): An injectable that rapidly
a 4/5?). Only executes on a cyberdeck. Requires VR.
causes temporary muscle stiffness.
◆ Tear gas (II/1): An airborne that incapacitates ◆ Breach (I): Floods an accessed device with junk
by inducing the mucus membranes to burn and code to create a vulnerability you can exploit
overproduce, rapid heartbeat, and shortness of for a moment. Conspicuous. Only executes on a
breath. cyberdeck.
◆ Synthracycline (III/1): An airborne that turns ◆ Filter (II): Filtration algorithms designed to
bioengineered implants orange and weakens absorb incoming device corruption and prevent
their molecular bonds, turning them soft and its lingering effects. Unreliable. Only executes on
gelatinous. Causes a powerful exothermic (heat- a cyberdeck.
releasing) reaction that is quite deadly if ingested ◆ Jacker (III): Algorithm that jacks a master
or injected into bioengineered organs. device, preventing it from changing interface
modes or going offline. Conspicuous. Only
◆ Night-night (II/1): A highly vaporous liquid that
incapacitates a victim and gives them nightmares executes on a cyberdeck.
for several minutes. Unreliable. Like chloroform, ◆ Mask (I): A virtual disguise, capable of fooling
but better. casual inspection by ICe. Only executes on a
cyberdeck. Requires VR.
◆ Violetta (III/1): A powerful hallucinogen
that causes physical weakness by significantly ◆ Trapdoor (I): Injects a corruption trap into a
lowering the victim’s body temperature and signal, then weakly encrypts it. A Tier II version
blood pressure. Useful for defeating some visual can be set to delete the intercepted signal when
sensors. the trap is triggered (rather than just damaging the
device that decrypts it). Unreliable. Only executes
on a cyberdeck.
◆ Wallet (I): Capable of secreting away a small
fortune in moments, allowing you to exceed the
usual carry limit of 4 nuyen (by a number of nuyen
equal to its rating). Volatile. 4-track, “Accosted by
CSG agents,” 2 ticks per use, unless its registered to
a valid IDN (then it’s 1 tick per use instead).
258
7
crafTinG
in the lenses. Loudspeakers not included. size using an available vehicle battery or similar
power source. A Tier III version is also outfitted
◆ Data tap (I, ELECTRONIC): A small transceiver
with stealth technology. Complex.
suitable for secretly capturing signals nearby.
Decryption not included. ◆ Power Jacket (II, ELECTRONIC): A wearable
◆ Harmonic resonator (I, ELECTRONIC): A device designed to work in tandem with the user,
suction-mounted device which produces an amplifying their upper body movements. Useful
cascade of focused infrasonic pulses that can for rending metal, deflecting attacks, being a
crumble a meter-wide hole in glass to which hulking pain in the arse, etc. A Tier IV version is a
it is attached. A Tier III version will crumble full set of power armor.
bulletproof glass. ◆ Prismatic spray paint (I, ELECTRONIC):
◆ Jammer (II, ELECTRONIC): A handheld device A refillable spray can with a color selector,
that generates electromagnetic interference containing enough paint for a large mural or
in the immediate area, capable of preventing quick paint job. A Tier II version also holds
(“jamming”) wireless communication in the special infrared- and ultraviolet- reactive paints.
immediate vicinity. Complex.
◆ Magnetron (III, ELECTRONIC): A set of four ◆ Sensor (I, ELECTRONIC): A handheld device
devices designed to generate a focused magnetic capable of detecting and streaming captured
field below an attached object, causing it to hover sensory data. By default, it has human-like senses
about a meter above or hold fast to any suitably of sight and sound (it’s a combination camera,
magnetic surface until deactivated. microphone, and holographic recorder). Each
◆ MIDI gloves (I, ELECTRONIC): A set of gloves features a dampener, heightened, or widened
with motion sensors that interprets physical senses; see sensory implant or nightshades for
gestures into performance of a digital instrument. an example of a devices with included sensors.
A Tier II version also works for drummers or A Tier II version is larger and captures more
wind instrumentalists. “Duuude, most ex-cellent.” sensory data (usually requiring a mount for best
◆ Nightshades (I, ELECTRONIC): A pair of results).
transparent lenses in a lightweight frame, ◆ Signal clarifier (I, ELECTRONIC): A tiny device
complete with hidden nightvision functionality. designed to extend the silent communications
Toggle on or off with a quick series of eye gestures. range of an attached device one-way. Includes
Volatile. Level-1 harm, “Light sensitivity” while a powerful filter to ignore troublesome
active. A Tier II version also includes dampening interference. Unreliable.
and thermographic functionality. Careful
observers may notice a momentary reflection of
“eyeshine” if you are looking in their direction.
259
7
◆ Signal deafener (IV, ELECTRONIC): A handheld ◆ Synchronous command console, or SCC (II,
device that silently prevents a nearby comm ELECTRONIC): An advanced computing device
from receiving signals until it travels a sufficient designed to network a group of drones so they
distance away. Comes in neck-brace and belt respond intelligently to each other’s assistance
variations. Commonly used by CSG Agents when via a single command, rather than multiple at
apprehending a cybercriminal. once. Complex.
260
7
crafTinG
patient’s hand or foot and prevent
ELECTRONIC): The magnets and
loss of regrowth serum substrate
other systems that allow the shell to
placed within it. A Tier III version move.
can accommodate an entire limb.
Stage 3: Sensory Harness (V,
Stage 2: Regeneration Manager (III, ELECTRONIC): An array of sensors
SOFTWARE): Essential algorithms fitted with a special harness
to ensure proper conditions appropriate for neural interface. This
are maintained throughout allows the brain access to the usual
regeneration. human senses inasmuch as that is
Stage 3: Substrate (III, CHEMICAL): possible, as well as the ability to access
The required fluid for the cyberspace through integration with
regenerative effect. the brain capsule (see next step).
Requires a rare item: an omega-class
◆ Memory Pulse Emitter. A handheld processor array.
electrical device that emits a series of
pulses designed to erase someone’s Stage 4: Brain Capsule (VII,
memory of the past few minutes CHEMICAL): A soft but secure
through direct retinal exposure. encasement for the brain, shaped
Complex. and biologically engineered for
longevity. Enables control over
Stage 1: Kinetic Charger (II,
the frame at the speed of thought.
ELECTRONIC): The power source for
Requires a living brain. Each brain
the device. A series of rapid shakes
capsule must be custom-built for
quickly recharges the unit.
the patient in question to prevent
Stage 2: Emitter Array (II, permanent neurological injury
ELECTRONIC): The series of during transplant.
electromagnetic antennae and
Stage 5: Plating (V): The metal
timers designed to produce encoded
exterior of the shell.
flash patterns. Subjects can be
looked in the eyes and given a short Stage 6: Feature (varies): A feature
explanation of what happened within or implant built into the shell. See
a few moments after use. They will the Shell playbook (page 253) for
only remember the explanation, but details. May have drawbacks.
once confronted by the voice again
their lost memory may be jogged.
261
7
SURGERY ROLL
Critical: Quality level is Tier +2.
+ +1d for each Engineer action dot.
6: Quality level is Tier +1.
+1 quality per nuyen spent. 4/5: Quality level is equal to Tier.
262
7
imPlanTs
1d for his quality. He gets a 5, so the
◆ You accept a Dragon’s Deal. surgery is quality 1—a bit too low for
this implant. The GM offers a Dragon’s
Because surgery is a downtime activity, Deal: “Let’s say this cyberdoc is being
you may spend nuyen 1-for-1 to increase extorted by your rival, so they implant
the result level of your fortune roll a tracker in you during the surgery; if
(this represents the cost for expensive you agree, you get your implant, but
pharmaceuticals or bed rest). Exceeding this Danger clock from before will
the minimum quality level of the surgery finally fill. And boy oh boy, is it ‘nice’ of
reduces the level of special harm taken them to discount the procedure despite
(to zero). doing all that extra work to get it to fit
If you only took Medic once, it costs in..”
you 1 edge to act as the surgeon for the
procedure. You may perform a surgery Cody doesn’t like that option, or the
without even being a Medic, but it costs idea of harm or drawbacks, so he
you 2 edge to do so. instead opts to spend 1 nuyen to bump
the surgery quality to 2 and avoid any
You can also choose to perform a surgery further issues. If he had the money on
without access to a cleanroom—in this hand, he could spend another nuyen
case, spend 1 edge and roll 0d. (2 total) to bump the surgery quality
to 3—enough to exceed the minimum
required, and reduce the harm taken
during the procedure down to zero.
263
7
1: you may instead select one feature, applying it to multiple organs or a set of limbs.
2: counts as two features, either due to complexity or requiring a matched set.
Note: “Safely” refers to the recommended limit for a given implant location. It is possible to exceed
this limit, however rejection harm will ensue if no steps are taken; see page 267 for details.
264
7
Implant Features
The functionality of each implant feature on the previous page is explained below.
SENSORY NEURAL (CONTINUED) VITAL ORGANS
Dampener means the chosen set of If you have the reflexes implant and Amphibious allows you to “breathe”
organs regulates harmful or cluttered there’s a question who acts first, the while submerged. Perhaps through
sensory information automatically answer is you (acting at the same time an internal air supply, gills, etc.
(such as blinding light, deafening as those with the Reflexes adept Biorepair means you mark 1 tick on
noises, pungent smells, etc.). feat). Counts as two (complex) your healing clock at the end of each
Widened allows the chosen set of A skilljack accepts one or two downtime phase (if hurt).
organs to detect a greater breadth skillchips which expand your Ingested, inhaled, and injected
of sensory information (adding knowledge and potential. A skillchip refer to a measure of protection
imPlanTs
infravision, ultrasonic hearing, etc.). is a standard item (subterfuge against consequences from harmful
Heightened allows the chosen set supplies). When you take this implant substances delivered through the
of organs to magnify the sensory and later make a special item choice, given vector.
information available to it (see things you may spend one choice to gain “a
as if magnified, detect heartbeats or fine skillchip” (which takes up 0 load). LEGS
tremors, identify or track by scent, Choose its field of specific expertise Aquatic allows you to move quickly
etc.). when you do. Maybe “Assassin, while underwater using a set of fins
Lifelike means it appears normal, or “Actress.” Cybernetic only or other propulsion in your legs.
unless inspected closely. While Vocalflex allows you to speak in Counts as two (matched set)
optional, bioengineered implants infrasonic or ultrasonic frequency High jump allows you to jump to
include this feature (by default,for ranges, imperceptible to most extreme heights (several stories) and
free) to prevent added risk of (those with widened hearing can survive falls without damage. Counts
rejection still perceive them, for example). as two (matched set)
Lower frequencies penetrate and Swift allows you to move extremely
NEURAL travel further; higher ones are better quickly, keeping pace with most land
Adrenaline grants you +1 edge box reflected. vehicles. Counts as two (matched set)
The control rig allows you to “jump
into” a drone or vehicle to control it ARM SKIN
in virtual reality. This implant also Detachable allows you to quickly Chameleon means your skin can
provides a layer of protection against detach the limb at the elbow or change colors based upon your
consequences of wireless control. knee. When you take this implant, surroundings. Counts as two
Cybernetic only Counts as two you may select one item from those (complex)
(complex) on your list suitable for attachment; Plating adds metal plates, toughened
Having a hidden slot means your it is modified and ready to go (you scales, etc. to protect against attacks
skull contains a cavity behind your ear mark the load for any attachments as from penetrating firearms and armor-
which conceals a comm or cyberdeck usual). Cybernetic only piercing ammunition. Requires
that you have. Includes subvocal If you have points, you have Bulletproof. Incompatible with
communicator. Cybernetic only mounted spikes, claws, or nails lifelike Counts as two (complex)
The metabooster allows you to push (your choice) designed for a frenzied -proof means your skin has dermal
yourself twice per action roll for 3 melee, forged against breakage, and integrations that provide a measure
edge total (instead of 4). self-sharpening. May be retracted to of protection against consequences
The limiter means you can ignore a perfectly conceal them when not in from the given source.
number of harm boxes equal to its use.
rating. Requires rating 1 (costs two Reach allows you to quickly extend SKELETON
at start). (by about half of its usual length) or Extra limb means you have an
The pheromone secreter allows retract the limb(s). added arm or leg.
special pheromone consumables Stronger allows you to apply great
Omnidirectional allows your joints
(found in the Sample Creations in force, enough to bend bars, lift gates,
and ligaments to bend or rotate to
the previous section), to be secreted. etc. Perhaps through pneumatics or
extreme angles without significant
Pheromones are a standard item vat-grown muscles. Counts as two
injury.
(subterfuge supplies). When you take (matched set)
this implant, you may also take “a Reinforced allows your ligaments
fine dose of pheromones” as a special and bones to withstand great force
item choice (0 load) if you wish—and COMPARTMENT(S) without significant injury.
during downtime, you automatically If you add a compartment, you The turret adds the drone feature
refill your pheromone supply, so long can carry +1 load in a retractable (found on page 252) to your body;
as you have reasonable access to a compartment that recesses beneath choose a suitable weapon from your
supplier or workshop. a panel out of sight. Cybernetic only arsenal, modified to fit.
265
7
266
7
Rejection Harm
USING AN IMPLANT
The signs of rejection are obvious to a Some implants can be partially prepared
medical professional. When you suffer during downtime and their effect fully
“Rejection” harm, you’re impaired by realized by adding the last component
special harm that takes the form of or implant action. In this case, simply
an internal infection and body aches make a note that the implant has been
that worsen quickly. See page 176 for “primed” and may be unleashed at a later
details on recovery and special harm. time. For example, loading a pheromone
secreter—or screwing a rifle attachment
Until the offending source (typically an
imPlanTs
to your cyberleg. Remember that you can
implant) is removed, do not reduce the
call for a flashback if needed to make these
severity of Rejection harm when you
preparations ahead of time.
recover. When you choose your load
for an operation, reset your healing When you use an implant, the GM will
clock and increase the severity of describe its effect level. If you unleash
"Rejection" harm by one level. You may it in combat against an enemy that’s
roll to resist this consequence as usual threatening you, you’ll still make an
(with Body). action roll in the battle. If you’re using
If rejection harm reaches level 2, the an implant as a cover or distraction, it’s
implant site festers and the pain becomes probably a setup teamwork maneuver.
widespread. If this harm reaches level 3,
physical incapacitation occurs as usual— You might have to Interface with
resulting in the painful expulsion of the your detachable arm to control it
offending implant, if possible (if not, despite an interference effect in the
rejection eventually results in death). area. In another scene, you might
You might administer suppression have to Finesse it close to someone
drug therapy (quality 2 asset per dose while “jumped into” it. As an example,
for a single offending implant, quality another GM might judge this differently.
3+ for more implants) to stave off the
progression of "Rejection" harm until the If you have an implant that provides a
next run for a single offending feature, layer of protection against consequences
however this gets expensive quickly. from a particular source, the position
of certain actions may be affected. Not
always though—if you have bulletproof
GENE MODS skin, for example, maybe the risk of
getting hurt by gangers shooting at you
A gene mod is a cutting edge modification with cheap pistols is off the table, but they
to a person’s body that doesn’t require might still call in reinforcements or land
surgery, instead relying on nanobots and a lucky shot. Or perhaps it only comes up
genetic manipulation to realize their when you resist. “Because you have those
effects. A gene mod provides benefits that wired reflexes and high jump legs, your
mimic an implant, but they don’t count resistance will completely ignore the
against the usual limits for features. These damage from that hard landing, instead
only come in delta-class or better (quality of just reducing it. But this is pretty far, so
4+) varieties and always require rare I am going to roll your legs’ quality to see
components. Worth the extra cost, but not what else happens.” As usual, it depends.
available for every implant (e.g.: hidden slot).
267
7
268
7
shell characTers
frame. A person that undergoes this any supernatural senses they had before.
process retains many useful bits of Many do often retain distant memories
intelligence but almost none of its free of their former senses, often making
will. the lingering effects of transfer the most
bewildering and painful for this rare
A living character may transfer to subset of patients to reconcile.
the Shell playbook, if they manage to
complete the tasks necessary to become Shells frames are often fitted with a
one of these entities before their brain variety of cutting-edge devices, such as
dies. Building a shell frame is a complex sound suppression, the ability to generate
electronics and programming project. (and immunity to) EMPs, and other
The required procedure to transplant experimental things. Shell frames can also
a person’s brain into the brain capsule accept implants if they are cybernetic, but
of the shell frame is among the most cannot accept bioengineered implants
difficult imaginable and may render the (even neural ones). The frame itself may
person brain-dead. be built with enough technical expertise
and diligence. For more details on this
The transplant procedure was banned process, see Sample Special Plans on
following early clinical trials. Their data page 261.
reveals those in this interim state have
horrific looping nightmares that cause Frames can come in three general frame
their psyches significant distress. The sizes just like drones—however, any
minimal surgical station required to frame that isn’t sized for a normal
complete a brain transplant is typically human (medium) will require
the realm of Big Seven-level biochemical complex modifications to function as
or surgical companies operating off the expected Small frames are about the
books. size of a house cat, and are unsuitable
for housing the brain capsule. Medium
The required brain transplant is frames are the size of a person. Large
considered a Tier IV procedure. frames are the size of a personal vehicle.
During transplant, the patient’s brain is For more details on the lingering effects
detached from all its neural fibers and of becoming a Shell, see your playbook
artificially sustained in a temperature- on page 271. Also be sure to go over
controlled, anesthetic suspension. Most the section on Drones earlier in this
of these “brains in a jar” technically do chapter—you should choose a feature
not survive the process. The experience from the list found on page 253. You
is numbing to the senses and conscious can not choose a feature inappropriate to
thought. Rarely, memories will survive. your shell’s size or configuration.
Thankfully, the brain of a transplant
269
7
CYBERMANCY
A cyberzombie is a spirit bound to a body
that is technically dead (from having lost
all of its essence to implantation), but is
animated by the fusion of biotechnology
and blood ritual (collectively known as
cybermancy). Unlike shells that utilize
the preservation of their brain to avoid
death, and vessels which depend on living
fuTurism
270
SHELL
A brain controlling a cybernetic frame
You have become a pale echo of your living self, little more than a brain trapped in a
cybernetic body that has been forced into servitude.
When you play a Shell, you earn karma when you fulfill your functions despite
difficulty or danger, or when you suppress or ignore your former metahuman
qualities
You are now but a glimmer of your former self, a dimly lit memory. What protocols
and subroutines are you forced to follow? Are you technically owned by a mega,
some institution, or perhaps a mad scientist? Is this all that remains of you?
271
8
SHELL TRAITS
“GHOST” IN THE SHELL SUPERIOR MACHINE
You are a brain controlling a cybernetic Choose any three actions. Your max rating
frame through the neural interface in for the chosen actions becomes 5. When
your brain capsule (a brain in a jar). You you take this ability, add +1d to resistance
have human-like strength and senses, rolls against consequences of your features.
by default. Your shell has natural armor
(this doesn’t count for load) and a full FULLY INTEGRATED
suite of integrated communications You may Interface with the local power
software. Your former feelings, interests, grid to control it or something connected to
and connections are only dim memories. it (including another shell).
You now exist to fulfill your functions.
Choose three: TO GUARD—TO DESTROY— CONDUIT
TO DISCOVER—TO ACQUIRE—TO LABOR You may release some of your stored energy
AT ...that which my owner commands. as an electrical shock around you or as a
focused arc of electricity. You may also use
Your creator chooses who is your this ability to generate a barrier to repel or
registered owner: the person with an IDN trap signals. Spend 1 energy for each level
who commands you. Who built you? What of magnitude.
functionality did they consider integral to
your design? Is there anyone other than QUANTUM CONSCIOUSNESS
them they trust to be your owner? Choose an additional frame, also selecting a
Choose a starting frame, also selecting a size (small, medium, or heavy), its look,
size (medium or heavy—as you might and a starting feature. You may transfer
for a drone), its look, and a starting your consciousness between your frames at
feature (see list on page 253*). Due to will.
the coordination and neurological issues What does this say about the nature
inherent to a human brain controlling of human consciousness? Is it now
anything else, a medium size frame possible to transcend the limitations of
resembling a cybernetic humanoid is by your physical mortality?
far the most common configuration.
FRAME UPGRADE
You may be rebuilt if severely damaged
Choose an additional feature for one of your
or destroyed. If your brain capsule is
frames.
shattered, you die utterly. Whenever
you would spend edge (or lose it), spend
energy instead. Whenever you would take
trauma, take wear instead.
You may swap features out with any available to you that are also suitable for your
frame size (this takes one downtime activity).
*: You may choose a cybernetic implant (and its accompanying feature choices), instead
of a drone feature, if it makes sense for your chosen frame. You cannot choose Tiny as
a feature for your starting frame.
272
CHAPTER 8
STRANGE FORCES
In the fantasy world of Runners in the Some people see assensing as a natural
Shadows, supernatural powers exist— evolution—a new human sense that
but they are not innate to people. People can be passed down through genetics
are mortal, material, flesh-and-blood and is advantageous. However, most
creatures, just as the rest of the natural people see attunement and technomancy
world. To pursue the feats of the Adept, or as a malicious act, connecting with
the secret arts of Magic or Technomancy, unfeeling forces that will inadvertently
people must first harness strange forces destroy technology—the very same that
in various ways: make people’s lives easier, and give
the corporate elite their control over
◆ The channeling of metaplanar energies the masses. There is always something
through the perfection of one’s living supernatural ready to prey upon the
essence, known as being a Practitioner unwary or power-hungry it seems.
of the Way.
There’s no doubting that the mundane
◆ The perception of metaplanar energies world will never return. The new
from the astral plane, known as being age of quantum networking and the
Awakened. machinations of emergent intelligences
◆ The perception of metaplanar energies and dragons are now the way of things.
from the emergent plane, known as being Better to understand these strange forces,
Emergent. lest they become your undoing.
273
8
274
8
SPIRITUAL TERMINOLOGY
SPIRITS & GREMLINS
◆ Adept A person who wields
supernatural energies through mundane In Kingston, common parlance calls
action. The term “foggie” is a derogatory anything supernatural or disturbing a
term used to refer to an adept in certain “spirit.” Free spirits, shedim, wraiths,
275
8
276
8
277
8
278
8
279
8
hearing, switchable low-light and For example, a dragon could gaze into
thermographic vision, and a heightened a foci’s astral form and innately see the
sense of smell. aura of the bonded user. The greater the
distance, the more powerful the dragon
Flight: A dragon is capable of flight over must be (the Mage’s Astral Projection
extended periods and with exceptional ability is a lesser form of this power).
maneuverability. Some dragons use their
wings in conjunction with another form of Telepathy: Can deliver thoughts
supernatural levitation to achieve this. between its mind and another conscious
mind.
Mystic Armor: A dragon has scales,
feathers, or a thick hide capable of Maturation: Some dragons achieve
ignoring bullets and chemicals. A dragon maturation, a state of metaphysical
also has special armor, and may expend graduation which opens their full
it to resist supernatural effects or boost draconic potential. Signs of maturation
its effectiveness when contending with include an increase in supernatural
or employing supernatural power. proficiency (the Mage’s Initiation is a
lesser form of this power) and physical
Size, Speed, & Strength: Dragons size.
possess titanic strength and size—able to
rend metal with their bare claws, shatter
stone, pop a human skill like a grape, etc.
They are also extremely quick, able to
outpace most land vehicles.
280
8
Scholars of the arcane say that vampiric For more details about what you become,
infection breaks the chain of being. Over see the Infected playbook, page 283 and
time, an infected’s spirit essence diffuses the playbook sheet in the Sheets PDF.
fully into the body, giving it physical
immortality while at the same time An infected person that isn’t human
destroying its supernatural presence in becomes a vampiric variant if exposed
the astral plane. Early detection combined to the vampire virus.
with aggressive chemical treatment are
An infected PC may keep some of their
the only known means of recovery for an
inhuman or supernatural traits after
infected.
infection, or turn into something
Infected are terrifying because of`their wholly terrifying. Regardless, they are
abilities, but not all are corrupted beyond “becoming” something else entirely
reason; some choose to contain their now—but you don’t care about that
unearthly hungers, while others give in anymore, right?
fully to them. Those with fewer trauma
experience a more dramatic loss of self
during their change.
281
8
city, dissolved in acid, or incinerated in own (killing them), or abandon it and seek
volcanic fire before your spirit is able a new host.
to work free of the corpse. If the group
thinks it would be fun, they can take on You may only subsume a possessed
the protection of your corpse as a mission, victim’s last living essence into your own
keeping it away from the various threats if they can suffer no more trauma. When
(the Legionnaires, OTF agents, etc.) until you do, you get +1 drain box (up to a
your spirit emerges. Otherwise, you can maximum of 12).
skip over that period and simply become
a Free Spirit. Preparing a vessel body for possession is
a complex supernatural project.
Add all of your current action ratings to
the ratings on the Free Spirit playbook. A Free Spirit character may transfer to
You may not have an action rating greater the Infected playbook, if someone they’ve
than 4. possessed manages to complete the tasks
necessary to become one. You are forced
You keep any of the following secret arts out if someone you’ve possessed manages
from your former playbook: Astral to become a Shell.
Mind, Astral Occultist, Astral
Projection. and Sorcerer. You lose all If you’d like to begin the game as a free
other special abilities and secret arts. spirit (or infected or shell), rather than
You start with the first trait on your Free first playing as a normal, living character,
Spirit playbook: Spirit Form. You may talk to your game group about the idea
also choose one more trait. (Free Spirits and see what they think. If you have their
may not choose Possess as a starting agreement, then go for it! Some words of
trait.) Note: The traits on the Free Spirit caution before you go ahead and do it
playbook are not special abilities, and though: it makes the game much weirder
cannot be taken by characters with living from the outset, and the game will
bodies by using a veteran advance. naturally tend toward the supernatural
as main fictional elements.
Your vice is replaced with a n e e d: life
essence. Free spirits must possess people
in order to satisfy this need (which you
can’t do at first—you have to advance to
earn that ability).
282
INFECTED
A person infected with the vampire virus
Vampires and their ghouls are all members of a cursed subset of humanity—the “infected.” The
metaphysical death and subsequent reanimation of the body by the vampire virus tragically destroys
the mind and irrevocably changes the physiology as well, leaving little of the former self after the
change. Many infected consider people to be nothing more than walking blood bags and pawns in
their musings and schemes, while others find less disparaging ways of thinking about mortals.
FEEDING
You now have one vice: life essence, consumed from a living person. Use a downtime
activity to Stalk prey and indulge your vice. Also, when you feed, mark four ticks on
your healing clock. This is the only way you can heal. How do you feed? What telltale
sign do you leave on your victims?
If you weren’t awakened, you are now—and Digestive Shutdown: You may only
you keep all secret arts of Magic you learned safely consume metahuman blood
from your previous playbook: Conjurer, without getting sick, and experience
Enchanter, Sorcerer, etc. See page 110 nausea if you consume anything else.
for details. You lose all other supernatural Alcohol is extremely poisonous to you.
maneuvers, special abilities, adept feats, and
secret arts. Decaying: Those who get near you catch
the unmistakable odor of decay; those
You start with the first trait on your Infected
playbook: Infectee. You may also choose
who observe your astral resonance find
one other Infected trait. a vacuous hole where your living essence
You keep any cybernetic implants rated
should be.
at quality 4+ (delta-class) from previous
installations. You suffer a level of “Rejection”
Terminal: Your spirit must remain in
harm if your body contains any other this body, or be destroyed.
implants. See page 267 for details.
283
9
When you play the Infected, you earn karma when you displayed your superiority, or
spread the infection without mercy You transcend the mortal world. Your concerns and
needs eclipse all others.
You are immune to the effects of aging and cannot die from old age. To what immortal
goal shall you commit yourself?
INFECTED TRAITS
INFECTEE ASTRAL VOID
You are a person whose spirit is trapped in You are invisible to spiritual entities and may
an infected body. Your trauma is maxed out. not be harmed by them. Spend 2 edge to cause
Choose four traumas to reflect your vampiric living things to avert their gaze and fail to
nature. Arcane attacks are potent against you, observe you for a few moments.
and exposure to sunlight quickly causes you
to become fatigued. If you suffer fatal harm Spiritual entities effectively have zero effect
or trauma, you don’t die, but your infected against you. Particularly powerful entities
will is overwhelmed. You take level 3 harm: or spiritual entities ritually prepared for
“Incapacitated” until you feed enough to the purpose may be able to counter this
recover. If you suffer harm the rays of the sun ability to some extent. When you cause
or a wooden stake through the heart while in living things to avert their gaze and fail to
this state, you are destroyed utterly. Your karma notice you, the power will cease if you take
tracks are longer (you now advance more any sudden or violent action to draw their
slowly). You have 12 edge boxes instead of 9. attention again.
284
FREE SPIRIT
An echo of life between two worlds
A spirit that is “free” is an anomaly in the astral plane, sought out as a mentor by
shamans and a servant by conjurers. You’ve been beyond the material plane, but
something undying burns within you—and you can’t leave now. Not yet.
When you play a Free Spirit, you earn karma when you exact vengeance upon
those you deem deserving, express your outrage or suffering, or settle scores from
your background or heritage Playing the Free Spirit means roaming the planet being
a terror until you get tired of it. It’s up to you to decide why you stay, but the things you
have in mind will be done.
285
10
What keeps you from moving on from the material plane? Are you a
phantasm held close by the magic that you once practiced in life, or is
death your first taste of supernatural power?
.
metadata2166211.
metadata0497053
286
10
free sPiriT
form becomes engulfed by a sorcerous energy the body. Your control is challenged when:
type you wield (fire, ice, lightning, or wind). you consume essence from the host—when
supernatural powers act against you—when
MATERIALIZE the host’s will is driven to desperation. You
Take 1 drain to flow through the may easily and indefinitely possess a vessel
supernatural pathways of the metaplanes in which has been ritually prepared for you
order to instantly travel to your haunt, or to (change your playbook).
answer the summoning call of a Conjurer
PlayBooK:
Consumed essence returns to a victim
SPECTER
after its drained from you. Rumors
Take 1 drain to strongly interact with the exist of a way to permanently consume
physical world for a few moments (as if you a victim’s essence to replenish what
had a normal body). Extend the reach and you lost in life..
magnitude of your interaction to include
telekinetic or electromagnetic force by
marking more drain (2-6).
CHAINED
You are bound to a physical item (your
chain) that prevents your destruction. You
can take 1 drain to strongly interact with
it and those nearby it for a few hours (to
move it, protect it, etc). If you suffer fatal
harm or torment while your chain is
not destroyed, your spirit is banished. You
suffer level-3 harm, “Incapacitated” instead,
and quickly travel to your chain’s physical
location. If your chain should ever manage
to be destroyed, you immediately suffer a
level of torment.
If you can materialize, then you can
also spend 1 drain to instantly travel to
your chain if you so choose.
When you suffer “fatal” harm and are
incapacitated, you can push yourself
in order to take action and recover.
If you’re also out of edge, then you
can take no actions, and must rely on
someone else to feed you their essence.
287
9
TECHNOCRITTERS
blotto ferret
signal raptor
paradox cat
lightning roach
tracer fox
cyberviral rat
constructor chimp
throttle bat
swarm of void wasps
288
9
289
9
290
9
291
9
292
9
293
9
power site. Power sites come in two use the same lodge. You may gain an
general types: arcane and emergent. These additional lodge by taking the lodge crew
may be further subdivided according to upgrade again, each time describing it.
the supernatural methods they promote
When a site is seized as part of an
(shamanic, dissonant, etc.).
operation, you might need to cleanse it
Supernatural energies of a given type to remove any influence from conflicting
either flood the power site (typically energies before it can be dedicated to a
granting bonus effect for users) or vacate tradition. A site may be cleansed as payoff
it (causing all users of it to suffer reduced from a run—perhaps you banish the
effect). The magnitude of a power site toxic spirits that haunt the docks to make
determines the range and potency of its way for a new lodge. You might cleanse
influence—though supernatural barriers, a site as the goal of a long-term project—
opposing aspects, and powerful entities by assensing to perform cleansing rites,
(like dragons and free spirits) can oppose scrambling to treat an area with reagents,
or bolster this. The profitable and truly or some other method you devise.
powerful sites (magnitude 5+) are all
CREATING A LODGE
controlled by the Big Seven.
Once the site of a lodge is found and
cleansed, you may undertake a long-term
LODGES project to dedicate a site to a particular
supernatural method (“aspecting” it away
A lodge is a location whose energies benefit from all others). Most lodges will require
a particular method of supernatural an 8-segment progress clock to complete.
practice—a lesser kind of power site,
created by a trained practitioner of the The arcane or emergent method to which
secret arts. Unlike modern supernatural the lodge is dedicated is the same practiced
practices, activating lodges depends by the PC who created it. The player also
on metaplanar energies and entities to describes the lodge’s appearance (see left
realize their effects. To activate a lodge for some example descriptors), especially
is to come into contact with otherworldly the look and feel of the activation area in
forces and entreat them to do your will. It the center. Record any descriptors you
is a practice wrought with considerable choose in your notes for future reference.
risk.
If you don’t have a suitable site for a
permanent lodge, you may acquire a
temporary one or spend reagents to get
one that lasts for one downtime activity
or run.
294
9
Power siTes
interference and surveillance. You
may accomplish long-term projects the secret arts. The player should record
with these assets without leaving your these details in their notes for future
safehouse. reference.
295
9
LEARNING A SPELL
SORCERY & Once the source of a spell is found, you
THREADING may undertake a long-term project in
your lodge (if you have one) to learn the
spell. To learn a spell, you must have
“Performing sorcery is like the appropriate secret art (Sorcerer or
Threader). Most spells will require a
a dance, set to music no 6-segment progress clock to learn. Casting
sTranGe forces
296
9
CASTING A SPELL
To cast (perform) a spell, you must
◆a trivial spell: When you cast a
spell with a magnitude less than
envision it, then follow the method
your spell potential, spend 1 edge
outlined by the spell questions. If you
or take level-1 special harm (your
lack the appropriate secret art to even
choice; no resist). The GM may waive
cast spells (Sorcerer or Threader), you
the cost for a trivial spell or one with
can still try but you roll 0d when you do
*: You might also increase a spell factor (scale, duration, or force) in exchange for reagents, if
you have some on hand. Remember you can flashback if needed.
297
9
cover or distraction, it’s probably a setup driven to desperation. Note: This is how
teamwork maneuver, using a special you might sustain spells until the precise
action. moment you need them, however the
edge marked to cast a sustained spell
Bartleby’s character Totes casts a cannot be regained until after you’ve
fireball spell and hurls it at the handful dismissed the spell.
of ghouls at the end of the alleyway
in an attempt to burn them (scale: 1,
force: 2). He has a spell potential of 2 RITUAL LINK SPELLS
(his rating in Assense) and his crew is Most spells can be cast using a ritual
tier 2 (so his base magnitude is already casting link instead of their usual casting
2)—so the GM says it’s going to be a link. To ritualize a spell using this method,
trivial spell (counting only 1 magnitude you must first get a ritual connection to
for the scale). There’s enough time to the target, like some blood or hair. Most
pull his fine reagents too though, so ritualized spells will take one downtime
he goes for it. He makes an action roll activity to complete, though the GM may
using Assense for the spell and gets a call for two (or more) downtime activities
Critical! The ghouls are engulfed and for very powerful or far-reaching rituals.
knocked down into a writhing pile by Some spells with a ritual casting link may
the dumpster. be partially performed in a downtime
and then fully manifested at-will later by
Next, he pays the cost for the spell, completing the last incantation or casting
marking 1 edge or taking level-1 special action. In this case, simply make a note
harm. He marks the edge, but reduces that the ritual has been “primed” and
the cost to 0 with the reagents, instead may be unleashed at a later time.
of taking the boosted magnitude
(“engulfed” in fire is quite enough!). As Ritualized spells take time to cast Use
an example, another GM might judge the duration examples on the magnitude
the magnitude differently. table to reduce the effective magnitude of
the spell for determining cost (see above)
Sometimes you have to maneuver based on the time needed to complete it,
yourself into position before you can generally no less than an hour.
establish the required casting link to
unleash a spell. You might have to Prowl Ritualized spells must be cast inside
to a good vantage point first, and then a lodge dedicated to the appropriate
Assense to see what your lightning bolt supernatural method. A lodge dedicated
does to the helicopter’s rotors as it takes to a method other than your own will not
off. benefit you. See page 294 for details.
298
9
299
9
Figments (mental): You cause someone to see Inception (mental): You craft a short dream
phantasms (visual distortion, crawling bugs, sequence and transmit it to someone’s
a trideo ad, etc) which terrify or confuse sleeping mind. When this spell is cast, you
them. Exploiting someone’s deep-seated fears enter a meditative state and surveil the affected
or fascinations will make this spell more target’s dreams to craft the appropriate dream
effective. sequence.
300
9
Interpret (mental): You hold a conversation Purify (physical): You remove pollution and
with a sapient creature despite language impurities from nearby dirt, sand, water, etc.
barriers, delivering and receiving intended in the immediate vicinity. A mildly polluted
meaning in each other’s native tongues. A area can be cleaned immediately, while a
trained hunting pet with sapience, or a heavily polluted one takes more time and
paracritter or technocritter definitely counts. requires concentration.
Lightning (physical): You unleash a stroke of Shadow (physical): You produce a globe
lightning as a ranged weapon. Particularly of blinding shadow nearby. The globe of
effective against electronic targets like cyborgs, blinding shadow doesn’t let light pass in or
drones, etc. out.
Liquefy (physical): You lower the molecular Spirit Light (astral): You cause
integrity of a target’s flesh, rendering it soft concentrations of essence to glow in the
and pliable. A vile, but effective spell against material plane, making them detectable by
organic targets. anyone (awakened or not) in the immediate
vicinity.
Locate Mind (mental): You gain special
awareness of sapient minds nearby. Spasm (physical): You cause a target to
You might also use this to track a specified experience a short bout of uncontrollable
target well-known to you (“our fixer,” “old muscle spasms. This might be used to cause
folks,” “your mom,” etc.). If you don’t know someone to drop things, squeeze the trigger,
a target well-enough, you might need to crumple to the floor, etc.
start a long-term project to know them Telepathy (mental): You probe someone’s
better. consciousness, revealing their thoughts
Necrotize (astral): You channel necrotic and feelings. You might also use this spell to
energy which renders affected living establish a sensory link.
essence inert for a time, causing the target to
Weaken Integrity (physical): You weaken the
temporarily suffer symptoms of lost essence.
molecular integrity of a solid target, making it
Can wither organic tissue over time.
easier to break. Particularly effective against
Noisepunch (emergent): You produce a denser solids.
stream of junk data that causes inexplicable
signal interference to an attuned device,
bypassing its software and host protections.
301
9
USING REAGENTS
REAGENTS Consuming reagents takes a few moments
All natural objects contain some amount and releases the essence contained
of essence. And all programmed items within, after which the item will quickly
contain some amount of emergent energy. become inert and dissipate (leaves
Reagents, however, contain a high shrivel up, blood evaporates, corrupted
concentration of theses supernatural data disperses, processor fragments turn
energies within. to dust, etc.).
sTranGe forces
Arcane reagents are often measured When you consume sufficient reagents
in drams—referring to the standard on-hand, choose one: create a temporary
measurement for 5 grams (roughly 1/6 lodge (long enough for one downtime
of an ounce) of orichalcum. This potent or run)—perform a binding ceremony—
arcane resource can be harvested by perform a spell. Reagents reduce the edge
Enchanters from concentrations of cost to produce an equally-rated effect by
essence (power sites, etc.). While the 1, or boost the magnitude of an equally-
reagent trade relies on this measurement, rated effect by 1.
almost all of the reagents being bought
and sold are much heavier and less pure Totes casts a lightning bolt spell (with
than orichalcum. a base force of 2) on a member of the
Black Circle. The Black Circle are Tier III
Similarly, emergent reagents are often with personal arcane warding, so Totes
measured in quantum bits (or qubits, is outclassed in terms of quality and the
for short)—referring to the standard GM says his effect on the Black Circle
measurement for a block of decentralized member will be limited. If he consumes
data—which can be harvested by his fine reagents though (quality 3)—
Instancers. his effect would be standard instead.
302
9
suPernaTural crafTinG
next page) don’t require special formulas
materials to produce mundane items, or designs to learn—anyone with the
supernatural creations rely on secret appropriate secret arts may attempt to
arts and metaplanar energies to realize craft them using commonly available
their effects. To craft a supernatural item instructions.
is to come into direct contact with these
harmful energies and forge them into a A focus (plural: foci) is an item that
supernatural construct present on the only grants its supernatural benefits
material plane. It is a painstaking process to its bound user. When you are bound
fraught with risk and cost that is likely to to a focus through supernatural ritual,
draw the attention of nearby OTF agents you gain permission to activate its
and supernatural beings. supernatural properties while you use it.
Any special item that is a focus is already
When you craft a supernatural item, bound to you when you get it—and any
follow the process as usual and roll new focus you craft is bound to you upon
Engineer just like you would any other creation.
item (see page 255 for details). It is
recommended that supernatural crafting A focus is linked to your supernatural
be one within your lodge to avoid signature When you activate a bound
unwanted attention. focus (usually by wearing, carrying, or
holding it), it produces an astral form
or emergent icon, depending on its type;
ALCHEMICALS, WIDGETS & this is linked to your own (see Strange
FOCI Evidence on page 278 for details).
In addition, anyone with an appropriate Further, when you can sense your focus
combination of secret arts (see below) (regardless of the distance separating
gains additional options for special you) and so may track it using through
creations of the supernatural type: its connection to you, and can choose to
spend 1 edge to gain special awareness
◆A PC with the Enchanter and of the area immediately surrounding the
Sorcerer secret arts may build arcane item. The Mage willingly hands his fine
chemical creations known as alchemicals spell focus over to security. He knows he
that produce arcane spell effects for can sense it wherever it may go in the city
the user. Alchemicals always have the for quite awhile.
Consumable drawback.
A bond with a focus persists until
◆ A PC with the Instancer and Threader you dismiss it or another user’s bond
secret arts may build emergent software replaces your own—whichever happens
creations known as widgets that produce first. When you use a focus that is not
emergent spell effects. Widgets always bonded to you, it will otherwise function
have the Consumable drawback. as usual, but its supernatural properties
are unavailable.
303
9
Tell the others what happens during this ◆ Stillwine (II/1, arcane CHEMICAL):
time: is this some form of meditation, Paralyzes the subject, suspending vital functions
spoken prayers, or some other ritualized for a few minutes when ingested. Designed to
practice (perhaps a totemic dance, the mimick death by pulmonary embolism and
application of blood, graphics, virtual temporary cardiac arrest. A Tier III version
effects, oils, incenses, etc.)? will suspend all bodily functions; enough to foil
examination by a skilled observer. Level-1 Harm,
The GM may also tick a progress clock “Chest Pains.” Unreliable (may cause lingering
when you replace a bond to a focus—to paralysis).
advance the agenda of a supernatural ◆ Laesal Wine (IV/1, arcane CHEMICAL):
power or entity, or to show the steady inhaled, injected, or ingested; render’s the user
approach of a dark outcome that is unconscious for a few minutes, chemically
a consequence of the focus’ binding. erasing the user’s memories of the past few hours.
If binding a focus is dangerous or Rare (derived from Awakened fruit kept in secret
troublesome to perform, make an action government orchard).
roll (usually Assense or Attune) to see ◆ Chillpills (III/1, arcane CHEMICAL): A drug
if unpleasant consequences manifest. that creates a state of complacency in the user,
primarily used by vampires to put someone into
a pliable state of mind. Rare. Volatile (nearby
SAMPLE SUPERNATURAL Infected can sense an affected individual’s
FORMULAS presence).
◆ Vervain (II/1, arcane CHEMICAL): A drug
◆ Bloodstone (III, arcane CHEMICAL): that is inhaled, injected, or ingested and renders
Capable of merging with a lost limb to regrowing the user immune to supernatural compulsion
an entire limb in a few minutes. A Tier IV version for a few hours. Rare (requires pixie dust, real
is also capable of merging a foci with the regrown ginger, and purified water).
limb.
◆ Revelation Widget (II/1, emergent
◆ Blackout Beacon (IV/1, emergent SOFTWARE): An emergent application that
ELECTRICAL): A compilation of dissonant reveals hidden icons nearby to all who can access
energies that causes the inexplicable failure cyberspace. Unreliable.
of nearby sensors. Rare (1g of plutonium-528). ◆ Sensing Oil (III/1, arcane CHEMICAL): A
Volatile (4-track, “Accosted by CSG Agents,” 1 tick colorless, odorless fluid that absorbs through the
per use). skin, forcing the affected individual to sense the
◆ Corruption Paste (III/1, emergent presence of astral entities for the next few hours.
CHEMICAL): Enough to coat a person’s hands or While it lasts, it also grants them an astral form,
feet, disrupting nearby signals and sensors for the for better or for worse. A Tier IV version will also
next few minutes. Consumable. Rare (requires a force them to astrally project. Very dangerous
handful of void serpent scales). when applied to sleepers. Volatile.
304
9
suPernaTural crafTinG
to design an arcane item that will bring
him a bigger supply. Ahiga’s player, Once the design is learned, Ahiga builds
Scraigon, tells the GM that he wants to the focus by spending a downtime
craft a portable mana source. activity. Scraigon rolls Engineer and
gets a 6, which is enough to build an
First, Ahiga will need to invent the design. item with quality equal to Ahiga’s Tier +1.
The GM and Scraigon go through the Ahiga is Tier 0, so that’s quality level 1—
creation questions. not enough for the quality level 4 mana
focus.
(1) The GM asks, “What type of creation
is it and what does it do?” Scraigon answers, To make up the difference, Ahiga will
“I want an arcane device which grants me a have to spend 3 nuyen on the construction
reliable pool of mana—edge to fuel the use of of the mana focus. A sizable sum, but
magic. It’s a bracelet.” Scraigon thinks it’s worth it to have such
(2) Scraigon asks, “What’s the minimum a potent pool to draw upon. Ahiga spends
quality level for this?” The GM answers, “If the money from the crew’s cryptovault
it draws down enough energy to fuel a Tier (with the blessing of his crew mates) and
IV spell... let’s call that level 4 (for the force). the new focus is ready to go.
This is somewhat advanced for a focus, but
it’s doable.”
(3) The GM asks, “What rare, strange, or
adverse aspect of this formula or design has
kept it in obscurity, out of common usage?”
Scraigon answers, “Well, I think the difficulty
of turning it into a mana container without
turning it into a mana bomb! Hah, well
that—and that it creates a renewable source
of magical power in the absence of one.” The
GM responds, “I definitely agree there. Ok
last one.”
(4) Scraigon asks, “What drawbacks
does it have?” The GM answers, “Well it
obviously has the volatile drawback. Might
go boom! And a dangerous consequence will
be ‘Accosted by OTF,’ 1 tick per use. Last thing,
it has the consumable drawback, to reflect
the need to refill it with mana. Works once,
then refills automatically when you go into
downtime, if circumstances are amenable.
I’d work on that project to stop Black Circle
from aspecting that ley line if I were you.”
305
THIS PAGE INTENTIONALLY LEFT BLANK
CHAPTER 9
KINGSTON
There are various connective side streets,
THE HEART OF and highways leading to the north over the
mountains or west to the neighbor cities of
THE CARIBBEAN Montego Bay and Spanishtown, respectively.
307
9
308
9
KinGsTon
~2950 BC Those whose lifespans dance is completed, crippling England’s war
were extended prior to the end of the Fourth effort—nearly transporting wave upon wave
Era die off, marking the beginning of the of horrors to Earth in the process. Kingston
Fog of Mortal Disbelief. wins their war—gaining their independence.
2020 AD A route is discovered
0 The tribes of the Alish to the mythical island of Atlantis and Mu.
continue to be cursed in their caves on Theorists search unsuccessfully for the
their hidden island, twisted by their magic lost island of Aztlan—fabled origin of the
into elementals. Each tribe’s chief becomes Mexican settlers.
a gathering point for the essence of their
ancestors who’ve passed—forging them into 2069 AD The area surrounding
powerful guardians. Kingston is dubbed condemned waters after
the Black Circle is said to have privately
~1500 AD European settlers locate
funded the first route found into Aztlan. To
the Caribbean Islands and the eastern coast
get there, it is said you must sail off a cliff
of North America (less than 1,000 kilometers
and operations which recover its wonders
away, from the future site of future Kingston).
help fund scholarly works and profitable
They begin to lay claims to lands they call the
research operations by the Jamaican
“New World,” with many rulers dubbing each
government. Kingston becomes the primary
new establishment a colony of their empire.
training ground for all nautical endeavors in
The painful ignorance of colonial politics
Central America.
leads to the establishment of Port Royal, a
resting point for pirates and their motley 2070 AD The signing of the
crews. This leads to international rumors as treaties of Jamaica hand over the land rights
the “Wicked City” among those who traveled to a number of megacorporations to help the
through it, and stories of debauchery soon city grow, and the city elects a council of five
follow. powerful merchants as its governing body.
1692 AD Spanish pirate rule This council is formalized as the Kingston
fades away following an earthquake that Council and given a voice in world political
rocks Port Royal into the ocean, as a tidal venues. It further established the territories
wave buries the place and kills two thousand. of Haiti and Cuba are handled separately
Locals believe it is an act of the gods to from the Jamaican territories.
punish those who engaged in revelry there. 2080 AD Present day. Kingston
1700 AD A campaign of swells to a population of just over 2,000,000—
organized military action leads to the establishing itself as a major center of
rapid settlement of more and more of international trade. Datamining is a major
Jamaica, including Kingston. Port Royal is epidemic and voyages across the Caribbean
remembered with churches and memorials. sea becomes a thing of the past, except to
runners with a deathwish or a heavily-armed
escort.
309
9
310
9
Your comm is a banking device which the transfer to another user’s bank (or its
facilitates secure (documented) banking networked payment scanner) to complete
transfers using “cold” wireless technology a transaction. Those without IDNs face a
(details on hot and cold signal security on much stricter limit (of only 4 nuyen at a
page 241). The user must verify their IDN time).
to complete any attempted transactions.
A series of prompts prevent unintended
transactions, then funds transfer occurs GUARDIANS &
with a device (like a configured payment
reader, or another comm) that is MYTHICAL CITIES
KinGsTon
expecting its signal. A strange frequency emanates through
the metaplanes whenever a mortal
A properly documented banking transfer
comes within sight of a mythical city.
performed by two secure devices is
This frequency may only be detected
always insured against cybercrime, but
by those nearby, and by the Guardians,
this protection also means any such
whose supernatural senses are linked
transactions are subject to IDN review
to the land atop which the mythical
by banking authorities. There is always
site is built. A minion of the Guardians
someone scanning for illegal money moving
leaves the temple and travels to the
around, whether it be security devices in the
area where the mortal(s) may be found,
city, or a hacker in cyberspace. G-Men and
getting ever closer by the minute. It’s the
Legionnaire agents strive to catch would-
responsibility of the Guardians to recover
be money launderers, and are among the
any intruding mortals and prevent them
first to respond to flagged transactions.
from plundering the halls of their temple.
In such cases, the payor authenticates it,
Guardians are armed with a supernatural
then the bank immediately transfers the
arsenal (weapon and armor) and employ
funds to the device for speedier transfer
counterspelling wards to safeguard them
later. Then, the device need only verify
AZTLAN OR BUST
Like every lost city, this one and the waters around it have collected many rumors.
The original name was Alish in ancient tribal records, a name taken while chief
Alish was in power—but its continued use is forbidden by shamanic law and is
sure to get you a disgusted look from any roaming spirits there. Most people default
to calling it Aztlan, even though some would sooner call it The Fabled Mexican
Homeland. A visitor might call it dangerously haunted as a reference to its powerful
elemental wardens. Many old timers still call the waters beyond Kingston Bay the
Alish Sea out of nostalgia. These names are interchangeable within the magical city,
and citizens will know what you mean when you use one or the other, depending on
their background and preference. Runners in the shadows of Kingston sometimes
call the process of sailing to Aztlan “threading the eye of the needle,” so named for
the precise path that must be taken to enter the dimensionally-warped waters that
can reach the place. Failure to bring a proper magical navigator on such a trip is a
fool’s errand—and sure to land you in stormy waters.
311
9
against would-be temple robbers. In the SECURITY REVIEW & FAKE IDNS
ancient past, these guardians served as
Many tasks in the city require you to
a defense against metaplanar invaders.
submit to a IDN review—for example,
These guardians are very powerful (force
entering a government office, courthouse,
4+).
or correctional facility. Even going
Five mythical cities of legend have been online requires a IDN review. When
discovered in the recent past. That is: you undergo IDN review, your IDN is
Aztlan, Draken, the Hanging Gardens inspected for authenticity. When the
of Babylon, Tir Na Nog, and El Dorado. quality of a fake IDN meets or exceed that
It is rumored that more might exist,some of the IDN review, it passes inspection—
KinGsTon
312
9
SEARCH & SEIZURE and deliver them to the field office for
processing, where they are detained
Anyone is subject to search at pretty
before they can escape custody.
much any time. The citizens have little
right to personal liberty, even in the other Officers are reluctant to go to low-
regions of Jamaica, let alone the isolated security areas or low-Tier districts
city of Kingston. Citizens in Kingston have without an Agent with them (and the
few rights, and those with fake IDNs have GM should make a fortune roll to see
exactly none. Failure to submit to an how long it takes them to respond).
impromptu search can result in the use of
force (and likely brutality) to confiscate Security agents wear bulletproof
KinGsTon
any possessions for which you that lack trenchcoats and implant their comms,
the proper documentation. both to keep them safe from easy theft
and to maintain constant communication
SECURITY & LICENSES with fellow security personnel and
drones. The Chief Human Resources
When security realize you carry an item Officer of the agency in question appoints
that is restricted, you must have a license these hand-chosen agents—many of
for it to avoid the item’s confiscation. whom have suffered much at the hands
Sometimes they won’t let you bring of criminals.
things into secured areas at all. If an item
gets confiscated, they take it and keep A criminal case for an unsolved capital
it until they’ve decided what to do with crime remains open until solved. Murder
it. Security in the underworld are more investigations gets special treatment
likely to simply give it back when you in an effort to quickly find and arrest
leave. A fake license might be prepared the killer(s). It takes between one and
in advance using available tools and three days for the initial rush of the
subterfuge supplies (a standard item)— investigation to die down—thereafter,
so remember you can call for a flashback the agents are placed on new assignments
for that if you need to. and the case is left unsolved. Agents
continue to lament their unsolved cases
DISPATCH, OFFICERS, long after their assignment to new cases,
DRONES, & AGENTS investigating them between work shifts
The electronic dispatch system in until they’ve lost interest or the case is
Kingston transmits a signal whenever finally closed to their satisfaction. Some
a capital crime (murder, rape, treason, closed cases are reopened by agents—
etc.) is reported in the city. The signal typical when the three days haven’t
may only be received by those near passed, or when details do not result in
the report of the crime, and by Foreign the arrest of all those involved.
Legion security agents, whose comms
are interfaced with the dispatch system. MARITIME LAW
A surveillance drone leaves a field
It is permissible to leave the city into
office and travels to the district where the
international waters, but it is highly
crime scene may be found, getting closer
discouraged for the undocumented to do
and gathering more evidence with each
it. For one, you can only re-enter with a
passing minute. It’s the responsibility of
valid IDN and appropriate paperwork. It
the agents to apprehend any suspects
is a capital crime to do so otherwise. Plus,
313
9
the authority of the Native Council and the the chart below to find the distance you
Morant Bay tribes reigns supreme once need to go and look up the minimum
you leave the liberated region of Kingston. tier of asset required to get there the
They tend to enforce laws their own way. same day. Routes and destinations that
And the waters are clearly marked by are hazardous take longer, making them
patrols of surveillance and authentication more expensive—and some trips will
drones between neon-lit buoys in the be outside your means without special
bay. Many teenagers will take rides along preparations.
the demarcation line to get a view of the
offshore weather platform and either During the acquisition of an appropriate
side of the bay, quite near these borders. quality method of travel, you also “set
KinGsTon
No one really goes any further though— aside” the time required to get there—so
unless paid well to do so. when you use it you don’t need to spend
another downtime activity.
The waters beyond are important
historical points to the Central If the PCs transport themselves through
Americans, possibly sites of ancient a dangerous zone, make a fortune roll
worship—so the treatment of intruders to see what happens. Take 1d for each
will be extra harsh, and the crew will dangerous zone traveled through. Adjust
not have their reputation to protect the number of dice down for safer
them there (take 0d for any fortune roll routes (quality guides, friendly factions
made while detained in these waters, in zones, etc.) or up for more dangerous
including the reconditioning roll). routes (ghouls, hacker syndicates, enemy
factions, etc.).
314
9
KinGsTon
However, passenger cars undergo much
Cabs and buses are typically (but not
less rigorous inspection. The southern
always) self-driving and airborne. These
maglev line runs to Negril and back in just
shared rides consolidate passenger routes
a few hours. The northern maglev line
to maximize efficiency. The biggest risk
runs from Negril to St. Ann’s Bay every
on city buses is from other passengers
few hours, and the cross-country maglev
and cargo. Authorities with chemsniffers
lkine runs northwest out of Kingston to
and scanners are frequently employed to
monitor major pickup and drop off points
for intercity ground travel. TRAVEL BY PLANE (BASE
QUALITY 4)
TRAVEL BY BOAT (BASE QUALITY 2) Security & Safety IV
Security & Safety II Criminal Influence I
Criminal Influence III When you travel via airport, you avoid
Ports of call between here and Aztlan hazardous zones and do not face the same
include Cuba and Haiti. Sunlight is threats as you would with travel on ground.
difficult to see here due to strange cloud Traveling through an airport with a fake
cover. In addition, sea monsters lurk and or wanted IDN is typically the subject of
will not hesitate to target a passing vessel. a run (it’s only attempted without a good
It’s quite easy to arrange an illegitimate plan by the foolhardy or crazy), and the
drop off point or passenger on either payoff for it is avoiding issues with your
island, but it might not be under the IDN between you and your destination.
terms you want. Passengers and goods traveling on planes
are meticulously inspected before loading,
so most smart travelers bring as little as
possible with them.
315
9
New Kingston underwent serious renovation to permit the installation of modular office
buildings with attached residential superstructures known as arcologies. The Kingston
Council allowed this to profit on the city’s honey pot of untapped paydata. They sought
control over the availability of new products and services in Jamaica—but what really
happened is they became puppets to a regenerating hydra with far too many heads.
KinGsTon
Each of the Big Seven holds a significant presence in the city’s urban center (either
directly in New Kingston, or the nearby seaport), however there are just a handful that
hold sway the Kingston Council and the Judges:
◆ Exo Heavy Industries (VI): The #1 ◆ Caliphate Global (IV): The #7 mega.
mega, considered most powerful of the Last but far from least. Their HQ is in
Big Seven. HQ in Russia. Involved in Egypt. The young and ambitious CEO, Nye
heavy industry, chemicals, finance, and McFly, recently acquired several offshore
aerospace with a presence in many other holding companies in the Caribbean
areas. Nearly 100% owned by the Drake League, which own what was formerly
family. Ford and General Motors. The most
◆ Atari-Tendo United (V): The #2 mega, popular products from their lines have
formed from the merger of two media recently been rebranded as Americars
companies, Atari Publishing and Tendo and Ameritrucks. Their newest entry
Entertainment. HQ in Japan. Rumored to to the hydrogen vehicle market, the
have mined out the orichalcum quarries Ameritruck Metric, is currently sold out.
on the Cayman Islands, and that they are ◆ Protean Biotech (IV): A recent
building a floating resort and cryogenic contender for the Big Seven. HQ in Haiti.
facility there instead. Runs for or against With a charismatic ex-simstar at the
Atari-Tendo are a grab-bag in terms of helm, Protean specializes in anything
risk and reward, all the time. that can be used to manipulate opinion,
◆ Mexitech Logistics (V): The #4 mega. including entertainment, news, real
HQ in Mexico City, an armored penthouse estate, fashion, and big pharma. Actively
built atop an ancient pyramid. Mostly seeking partnership with MedSled.
focuses on global transportation services, ◆ Welshire Holdings (III): Largest stock
telecommunications, and consumer goods market brokerage in Kingston, rumored
like food, clothing, pharmaceuticals, etc. to be owned jointly by the CEOs and CFOs
Secret list of shareholders and board of several powerful AA megacorps.
members. Rumored to have developed ◆ MedSled (III): The leading private
their stranglehold on the military and insurance provider. They provide
space industries through blood magic and registered clients with armed extraction,
human sacrifice. Controls the exclusive guaranteed anonymity (at least until
contract to all artifacts extracted from death), and access to a wide variety of
Aztlan, granting them exceptional medical services normally unavailable to
influence throughout Central America. the undocumented.
316
9
◆ The Kingston Council officially dictates masterful agents. The officers patrol the streets,
new legislation in the commonwealth and “encourage compliance” with the law, capture
organizes public works. They determine the offenders, serve warrants, and deliver them to
disbursement of the city treasury to various the prison-assigned officers. Meanwhile, their
divisions and issue taxation orders. The council agents investigate capital crimes and present
members themselves (there are a dozen in all) evidence for warrants and trials (and have
KinGsTon
are elected leaders, directed by the whims higher quality gear and access to multiple
of the wealthiest locals. Most other votes go squads of officers). Agents also operate as sky
uncounted due to high-level voter fraud and wardens and leaders for the prison. These
election rigging. The puppet government in elevated few are often foreigners, with no
Kingston is chock full of greed with an ear in close ties within the local area. The officers and
on the inner workings of the corporations. agents of this security agency wield the power
They also preside over the puppet branch given to them by the influence of the Kingston
of judicial appeals and municipal decision Council and the grace of Mexitech Logistics
making (see Judges, below). (for not snuffing them out).
◆ CyberSec Global aka “CSG” manages and There is another related institution, the Occult
polices cyberspace across the globe, ensuring Task Force, but they serve the Caribbean
that trade is facilitated. They also oversee the League government directly and are legally
deployment of special agents and override distinct from Kingston’s law enforcement
protocols for city drones and infrastructure. apparatus. See page 274 for details about the
They are believed to be corrupted at the Occult Task Force.
highest levels by Atari-Tendo double agents.
It’s often said that everyone is guilty until
A violent, cruel, and greedy organization
proven innocent in Kingston, so make sure
with expansive power over the flow of data. you get rich and get away before you get
Their employees primarily serve the interests caught. Under this system, a citizen can only
of the Big Seven and prevent cyberspace and expect to receive justice commensurate with
the stock markets from crashing again. their social status and wealth (rather than the
◆ The Judges issue warrants, prosecute severity of their crimes). The Detectives are
trials, assess evidence, and pronounce famously incorruptible and hold themselves
apart from Kingston’s sprawling network of
judgments (there are no juries, except for
bribery, but the other institutions are bought
cases brought up for capital offenses). Judges
and paid for by the powers-that-be and rarely
are appointed (five in all) one each by Council (if ever) bite the hand that feeds them. If you’re
member designation. captured by Foreign Legion or brought before
◆ The Legionnaires are employees of a judge, it’s the depth of your pockets and the
Caribbean Foreign Legion, are the closest thing breadth of your political connections that
to “cops” in Kingston. They are the officially will almost always decide the verdict, not the
application of jurisprudence. Foreign Legion
contracted security provider for the city, but
are under general contract to enforce the law,
most of them won’t risk their lives lightly.
but in practical terms, they serve the needs
They have less pull in the underworld than
of the richest and most influential groups
Alamo, but are the first ones called in for and harass the poorest and least powerful—
most criminal reports. There are two primary essentially operating as a well-paid street
enforcement divisions: skilled officers and gang extorting the underclasses.
317
9
However, there are others who fight back against the oppression of the establishment;
those who deal in violence, theft, and other illegal acts. These daring few of the
underworld are labeled criminals, villains, and runners by high society; they’re marked
as outlaws, then detained, and their minds reconditioned before they can interfere
with the established order.
KinGsTon
The underworld factions that manage to avoid being consumed by the powers that be
often become the very thing they battled against. Their power and influence corrupts
them until they’re just another agent of control and oppression—feeding on the weak
and vulnerable, just as they were once fed upon.
◆ The People’s Party. The most powerful ◆ At the University of Kingston, a group of
local gang in all of Kingston, well-known devious hackers has established a successful
for its masterful poisoning of its rivals and criminal operation from within the campus,
their families—reducing the Labor Party to drawing the attention of fringe organizations who
fringe status in the 2050s. now see the halls of academia as a ripe target.
318
9
Status among these factions is measured in terms of followers, clout, and money (often
in that order). The following are the most powerful of this “special” collection of factions:
KinGsTon
◆ Baccarat is an informal, but tightly- ◆ The Otaku Remnant is a reviled
knit organization that tries to put a positive mystery cult which borders on open
spin on a hateful message. They run under rebellion against cyberspace regulations.
the guise of civil rights activism, but they They revere emergent entities, and seek
are actually classist butt-kissers. They to gain knowledge from the resonant and
are often spurred to action whenever dissonant realms -- including befriending
any one of their own steps outside their rogue AIs.
class lines or a lower-class group receives ◆ Buddhislam Nation is a quasi-
some kind of favoritism they’ve deemed religious organization of note which
to be unwarranted. was formed from a bastardization of
◆ The Institute of Magical Research Islamic and Buddhist beliefs. They
is a place designed for study of a deceased are known for their zen-like suicide
dragon’s magical interests by his last will bombers and extremist engineers. They
testament. It colludes with the Atlantean take “explosive” approaches to breaking
Foundation to ensure there is always the elite’s control over the illegal ‘ware
enough money for another project. Their trade. Their teachings claim that each
researchers are known for poking their replacement of the body will grant
nose in supernatural business where spiritual enlightenment. They only
they’re not wanted. recently expanded their operations
◆ The “state religion”, if there is such a thing. to Central America, but are feared
While attendance in the Neo-Catholic nonetheless.
Church has been almost non-existent for
over 50 years, it retains a large portion of
its geopolitical influence through precious
artifacts its secret agents have managed to
keep hidden away. As the memory of the
old clergy fade, Grand Pope Cherry XII
(obviously a clone) hopes to expand the
religion’s tendrils back into minds of the
population through lucrative publishing
deals for a series of science fiction movies
and an “anointed water condenser” their
daughter invented.
319
9
The Spirit Warriors reside to the east, far spontaneously manifesting at the site of
removed from the city, so there are still free extremely violent events, whether or not
spirits at large in Kingston. Most bodies aren’t death was involved.
found and destroyed soon enough, allowing ◆ Poltergeists are malevolent free spirits
the spirit to break free of its once-living vessel seeking to possess a victim to drain its essence
should it so choose. In the wilderness beyond and to commit acts of atrocity designed to
the city borders, spirits are intentionally hurt the living.
removed before the Warriors can arrive, to be
sold on the black market or distilled into spirit ◆ Horrors are inhuman supernatural entities
essence. Even without their influence, most that live within the outer metaplanes. They’re
pass on to merge with the energies on nearby very rare within the city, but commonly
metaplanes (see echoes & elementals). looming in the astral regions beyond the
city’s borders, coming in both emergent and
Those who do not pass on within three days astral varieties. Wasting a significant amount
of death become fully-fledged free spirits, of reagents (expending their essence uselessly)
and soon crave what all dead things crave: tends to attract a horror.
the sweet essence of life. Some seek it by ◆ Exalted are spirits that have stayed sane
pursuing their unachieved ambitions, or and do not crave life essence or vengeance as
trying to recover what they think they’ve Poltergeists do. Exalted are extremely rare—
lost, others are stuck on loop—reliving the some researchers don’t believe they exist at all.
memories of their failures. Others remain,
learning to possess the bodies of the living,
◆ A Resonance Well is a rift in the veil of
cyberspace that creates a spawning ground
directing them like puppets on strings—
for echoes and other emergent beings.
and others are said to practice even darker
methods. ◆ An Astral Nexus is an intersection of
two ley lines of arcane power. Poltergeists
Every citizen of Kingston has heard about one and other astral beings congregate to draw
of their friends having at least one harrowing energy here.
encounter with a rogue spirit, sometimes
many at once. Few doubt such accounts, These entities, while strange and terrifying,
though many of the people have never are a fact of life in the criminal underworld
encountered an actual free spirit (that they of Kingston. There is a murderous battle for
know of anyways). Most spiritual encounters power ongoing between the Big Seven. Behind
in the city fall into one of seven types: closed doors, spirits lurk and hunt their
sources of living essence, and the mumblings
◆ Echoes are “loops” of transmitted signals of ancient prayers dare to speak the name
captured in the emergent plane, infinitely of a forgotten mentor. Those without any
repeating and anomalous concentrations understanding about the haunted side of the
of dissonant energy. They have no will of city are forced to call upon the services of a
their own, but are still dangerous because of professional (usually a Mage or Techno) if the
the corruptive discharge from their virtual situation gets too “weird.”
320
9
KinGsTon
megacorporations, cults, and institutions— and a close call with the massive asteroid
so if runners manage to get their hands on Apocryphus) cause strange occurrences.
one, its kind of a big deal. Nonetheless, traditional philosophers and
non-believing scientists have no shortage
The rays of power can be “seen” by those with of debate over so-called “crackpot” theories
the appropriate senses opened. Meanwhile, the and hypotheses to explain it away as psuedo-
constellations play tricks on the mundane senses science.
This free spirit serves as the University of Kingston’s Chairperson of Shamanic and
Metaplanar Historical Studies. While her colleagues at the university are aware of the
impersonation, none of them seem to care—she has served in this position for several
decades. She will possess a calico cat named Buttons at times, an unofficial mascot for
the university, with whom she has a lasting astral bond. This awakened paracritter is said
to possess arcane talents of its own, but no one is certain of their extent—or those of the
free spirit.
Roz prefers to play the part of the “concerned watcher” or “knowledgeable confidante.”
When not researching or giving advanced arcane lectures, she has a knack for manifesting
at the best times (or worst, depending on your perspective) so as to inspire sighs of relief
from those who’ve recently met her, and gasps of terror from those who know her all
too well. Roz’s motives are to draw out the most depraved and hidden desires of those
she meets through casual suggestion, then present ways she might fulfill them—usually
hoping for a swig of a victim’s dying essence. Those who believe they are in control of
Roz quickly become totally dependent on her for advice and assistance. Roz knows the
day will eventually come when she will be “forced” to abandon them to the mercy of
the authorities or their angry victims—but she always “trudges onward,” eager to find
another toy to entertain her.
321
9
All the well-to-dos are buying Links’ new A datacenter for a banking satellite was
6 maglocks—said to be impossible to crack. OR
compromised, but they’re covering it up.
1 2 3 4 5 6
1 Outbreak Concert Raids Revolution Accident Disaster
3 Demolition Election Scandal Martial Law Corporate Takeover Social Media Craze
Strange signal interference is being detected— The OTF sets up a field office and imperial eagle
OR
surveillance drones won't enter the district. roost in the arcology projects.
Legionnaires suspend their street patrols, citing The Legionnaires set up checkpoints for
OR
budget cuts. It’s free reign for crime! contraband or whatever they feel like confiscating.
Citizens rally against extortion, bringing in hired Local talent (band, artist, dancer) becomes
OR
mercenaries from other districts. popular, swelling crowds at market and shops.
The sewers become blocked by debris, Highways throughout district are closed for
OR
overflowing with the stench of refuse. maintenance (or some strange purpose).
The ramshackle shanties near the strip in St. A torrential downpour lingers over St. Andrew
OR
Andrew Parish are marked for demolition. parish, threatening to flood the district.
A group of runners, recently escaped from An abandoned datacenter beneath the district,
custody, go to ground nearby, attracting bounty OR sealed and offline, is unearthed and transmits
hunters. strange signals that short out electronics.
322
9
FACTIONS OF KINGSTON F A C T I O N S
facTions
Lord Vladimir III S Kingston Council IV S
Mirror’s Edge III S Caribbean Public Utilities IV S
The Violet Twins II S Occult Task Force IV S
The Manning Family II W Legionnaires III S
The Mountain Rats II W Panamanian Consulate III S
The Talons II W The Sky Wardens III S
Toxic I S Alamo Security II S
The Underteeth I W British Consulate II W
Nukem Foods II W
Sudushima Partners II S
323
9
FACTIONS
Each faction of Kingston is briefly described below, with detailed entries following for
the criminal underworld and the other most significant factions of the city.
324
9
Citizenry: The ordinary citizens of a district GetsAround Delivery (II): Food delivery
can be represented by a faction, if you want service provider, whose patented drones can
to track status with them in the game. The frequently be seen zipping around in swarms
GM will set their Tier according to the wealth to and from office buildings or arcologies.
and power of the citizens in that district (New Recently made headlines for “1 billion served
Kingston might be Tier V, Havendale Tier II, through automation.”
Sewerton Tier I).
Hindenberg Orbital (IV): The #6 mega, HQ
Citizens on Patrol (I): Civilian investigators in Germany. Primarily concerned with orbital
that report to security firms. They have a technologies, including geolocation services,
reputation for ethics and integrity (no one lunar transport, mining, solar energy, and
likes them). They often present evidence chemical engineering. They also own the
facTions
which help put away runners. only government-subsidized orbital cleanup
Classique Retro Fabrication (II): A operation, solidifying their global presence
custom weaponry shop, whose popularity and giving them unique access to cutting-edge
has swelled among collectors and fanatics scientific research.
in recent years. This is mostly due to their The Institute of Arcane Research (IV):
denial of AI-driven replicators, but also their Established to further a powerful dragon’s
commitment to excellence. Being targeted by magical interests. Working in coordination
the megas for their staunch refusal to allow with Atlantean Foundation, helping ensure
outside investors. these organizations will be formidable players
The Cuban Mafia (V): An alliance of several in almost anything even tangentially related
crime families, all loyal to El Jefé. Represented to magic for years to come.
locally by the Mannings. An brutally efficient
The Labor Party (II): Neo-anarchists
syndicate known for being protective of its
who think citizens should use their rights
allies and quick to anger. Their role in the
to reduce the megacorps to rubble. Their
trafficking of people and drugs is undeniable
families were almost completely eliminated
CyberSec Global (VI): A vile, manipulative, by the People’s Party, but they seem
and greedy organization with expansive determined to rise once again.
power over the flow of data. They primarily
serve the interests of the Big Seven and Legionnaires (III): The security company
prevent cyberspace and the stock markets tasked with upholding the law. Known as the
from crashing again. Rumored to be able to meanest bunch of thugs in the city. Corrupt,
take control of private citizens’ neural implants infringing, and despicable.
with ease. It is said that corporate spies actually Lord Vladimir (III): A noble from what
control the board room here. Some of those was formerly Latvia, said to be “ancient.”
who answer for CSG’s actions are not even They enjoy diplomatic immunity in most of
physical; simply AI. the Caribbean League (not Cuba). Controls a
Exo Heavy Industries (VI): The #1 mega, number of clearing houses and banks for his
HQ in Russia. Involved in military research extensive worldwide investment portfolio.
and development, including weapons, Probably a vampire.
vehicles, chemicals, and aerospace—with a Machina Imperium (II): A radical movement
domineering presence in finance and politics. devoted to the advancement of legislation
Nearly 100% owned by the Drake family. granting autonomy and citizenship to
Faster Than You (I): Extreme hover cyclists, machine intelligences. Mostly opposed by
drone enthusiasts, and parkour fanatics who cyberneticists, quantum programmers, and
sometimes run small shipments of drugs and others who understand the risks of such
guns across the streets of Kingston. freedoms. Successfully blocked a recently
proposed amendment concerning fully
lifelike drones and shells—for now.
325
9
The Mad Dance (III): A feared paramilitary The Neo-Catholic Church (IV): The closest
organization of cultists serving an actual thing to a “state religion” in Kingston, though
devil. Their elites employ hallucinogens, pilot not nearly as influential as they used to be.
flying suits, and operate in open rebellion to They abhor the corrupted spirit world and do
laws designed to respect the dead. They seek their best to discredit those who upload their
to gain knowledge from the past through consciousness to cyberspace. Said to pay well for
their “bloody dances”—designed to entice evil discreet exorcists and ancient historical texts.
entities native to the darker metaplanes. Nukem Foods (II): Their food printing
The Manning Family (II): The local chapter services include complementary microwaving
of the Cuban Mafia which answers to El and many streets license their devices to
Jefé directly. Ruthless mobsters, notorious quickly prepare food and pick up trash.
KinGsTon
for murdering any who challenge them in Their company would be much bigger if not
broad daylight. Their control over the drug for malfunctioning drone designs, and other
trade in St. Andrew is in question, as their unfortunate “mishaps.”
former leader Lefty was recently murdered— The Otaku Remnant (III): a group of
shattering the tenuous alliance between the Japanese hackers descended from or allegiant
Talons and Mountain Rats he brokered. to the Otaku, children who found themselves
Mexitech Logistics (V): The #4 mega, HQ able to see and manipulate data naturally
in a platinum palace in Mexico City (capital of after the Awakening. It is rumored they died
the Empire of Mexico). They’ve got their hands out, but some theorize that they are simply in
in more pockets than just about any other hiding—still worshiping a dangerous AI.
mega, and their public relations campaigns The Panamanian Consulate (III): A
are second to none—which is good, because small representation of diplomats from the
they’re also all about blood magic and evil Panamanian Union with certain immunities;
conspiracies. The Mexican Empress has they will kill anyone, even their own kind,
them protected as a government contractor, for trying to move in on their monopoly over
and the rest of the Americas depends on the supernatural metal trade. They control a
them for a variety of their daily needs. Many large portion of the gun trade as well through
Panamanians despise this mega due to beliefs decades-old legislation and gang alliances.
that they manipulate the weather to profit.
The People’s Party: A gang whose members
The Mountain Rats (II): Vicious go-gangers hold various positions of power throughout
known for their gratuitous use of face the city. The elderly parents of the new
paint, powerful chemicals & explosives, and generation are feared for the elimination
daredevil motorbiking. Often seen wielding of their rivals, the Labor Party (and their
neon baseball bats wrapped in razor wire. families!) using deadly nanobots.
Mirror’s Edge (III): An underground Petrovski Security (II): The recent rival for
online community consisting of an array of Alamo’s security contracts in the city. Led by
exceptional shadow minds gathered by Mirror a couple of ex-runners named Mr. and Mrs.
to be a filter between the normies and the Terminator—a couple of vodka-drinking
hacker elite. Mirror, perhaps the best hacker Ukrainians with bodies full of implants, who
the world has ever seen, had to step down employ a number of Russian loyalists and a
recently, but the group is still going strong. fair number of ex-Red Army personnel. Long
Murphy’s Lunar (IV): This international ago Mrs. Terminator acquired a large piece of
corporation owns the largest lunar transport land following the first Great Crash. They’re
service in the Americas and a huge solar utility hiding something, but no one knows what
company. They shuttle rich people from their because they’ve surrounded their property
private launchpad in the Cayman Islands to with a massive wall and backed it up with
the colony on the dark side of Earth’s moon, pretty impressive security. What’s happening
and they own the majority of the solar arrays in there is anyone’s guess—and there’s plenty
on the other side. of guessing going on.
326
9
Protean Biotech (IV): The biotechnology Tritanium Partners (V): The #5 mega. HQ
specialists responsible for much of the printed on the mobile ocean platform stationed near
flesh and cloned organs across the world. They the Pacific coast of North America, known as
also own a variety of interests in agriculture Dusk City. CEO is elderly, their life sustained
and pharmaceuticals. Recently targeted the through self-experimentation with cutting-
#8 mega and bankrupt them through clones edge chemicals and bioengineering. Their
infiltrating their board. focus is on transhumanist technologies ranging
from cloning to cybernetics, and other even
The Rack (I): Desperate North American more “out-there” projects designed to take
refugees seeking fame on the high seas, leading humanity to the next era of advancement. Also
a bunch of convicts from Brokeback tasked with owns LifeLift Medical Services, competitor to
guarding Kingston Bay against dangerous sea MedSled. They own their own space station,
facTions
creatures. They service businesses approved and are rumored to have an experimental
by the warden of Brokeback Corrections, base on the moon too.
and officially sanctioned nautical salvage
operations and occasional reinforcements for Uber-Besos (III): The combined remnants
maritime authorities. of two former megacorporations, trying to
make a comeback. They focus on automated
The Scraps (I): Homeless children, beggars, technologies for transportation and delivery,
hoodlums, and thieves who roam the sprawl. and have their fingers in a number of other
An impressive gossip network. related industries including entertainment,
The Sky Wardens (III): Well-trained pilots finance, manufacturing, and consumer
authorized to police the skies with force. products.
The Underteeth (I): An up-and-coming gang
Sinokatsu Dynamics (V): The #3 mega, HQ
of thieves who wear matching baseball caps
in the Free City of Hong Kong. The resulting
and call various hubs in Sewerton their turf.
merger of former manufacturing mega
Their symbol is a set of sharpened incisors.
Sinowei Industries and financial mega
Grinder, a former runner and demolitionist,
Trionkatsu Enterprises. Its board suffers
turned neo-anarchist, now leads this deadly
from high turnover due to vicious infighting
bunch of terrorists and instigators—and sign
and deadly politics. Controls a technology
their deals in blood and ash.
consortium focused on advancing legislature
concerning the variety of utility companies The Violet Twins: Parolees on house arrest
they own (recently seeking to takeover in Barbican, refusing to vacate the premises. A
Murphy’s Lunar). They are known for their gathering of citizens awaits their next public
experimental research & development into prayer.
higher science fields including spacecraft, Welshire Holdings (IV): Largest network
cryogenics, and particle physics. of banks in Kingston. Launders money for
Sudushima Partners (II): Microchip the Yakuza and numerous foreign interests
manufacturer and cybernetic research through diversified portfolios.
& development firm, with strong ties to XXIII (IV): A vile group that is obsessed with
Kingston University. Many of their employees numerology and lets free spirits possess them
are students groomed through the Beacon to grant them great power. No one can be
Academy of Technology, which they fund and certain of its membership, but they went dark
manage privately. aroudn the timte that
The Talons (II): Legitimate sailors turned The Yakuza (IV): HQ and oyabun (leader) in
arms dealers. Their symbol is that of an eagle Japan. Atari-Tendo uses Yakuza foot soldiers
claw clutching a rifle. Many are war vets to do their dirty work, while the Yakuza uses
and seasoned mercenaries. Their vehicles Uber-Besos as the greatest money-laundering
often feature hardened plating, armed drone organization the world has ever seen. One big,
escorts, and powerful military weaponry. fraggin’ happy family.
327
9
◆ Krist, the fight clubs, Kingston Parish. ◆ Max and Sherri, the Night Lotus, Mona.
LUXURY/PLEASURE WEIRD
◆ Ginger, homeless girl and finder of rare ◆ The holographic barkeep of a dive bar
things, Freedom Park Garage fire escapes. whose door can never be found in the
same place twice Strange passageways lead
◆ Kelly Harvey, Santa Maria’s, Havendale. to stranger chambers beyond.
◆ Remereau’s Fine Winery, Mona. ◆ Father Cassius III, Memorial Hall Church,
◆ Nanowear, fine fabrics and tailoring, Trench Town.
Mona Up & Down. ◆ “Roz,” a free spirit, which moves from
◆ Joey Baggadonutz, Glowdome amusement body to body at their whim.
park, August Town. ◆ Sister Thorn, wilderness expert, outside
◆ Chef Horace Rodriguez, the Twisted Wood bus depots near the northern edges of Mona.
restaurant, Constant Spring. ◆ Otep, a provider of surprisingly extreme
◆ Maestro Dexter, St Andrew Pointe Theater, BTL experiences. Her host, #Pandoras_Box is
downtown St. Andrew Parish. invite only.
◆ Ari, Wunder Barber and Salon, St. Andrew ◆ Puck, black market vendor, Rooftop Bar
Parish. 405, Kingston Parish.
OBLIGATION
◆ Winter, cultist of a forgotten spirit,
living deep in Sewerton and Trench Town’s
◆ Family members (heritage) or former waterways.
connections (background).
◆ Jake Sutton, a Loyalist, Sewerton. ◆ Traveller, a rampant AI with no purpose
that once monitored the public grid in a fallen
◆ Red XIII, a secret society member. North American nation.
◆ Vigo, enforcer for the Manning family, St.
Andrew Parish.
328
9
ZETA LAB
A defunct research facility beneath the
sub-levels of Sewerton, hidden deep in
the several-hundred-year-old sewage
maintenance shafts where even the
homeless know not to intrude.
ZeTa laB
MOOD
A run aimed at this target might unfold
like this:
329
9
330
9
left with single containment suit hanging filled with a strange green solution.
(quality 4). An operational display on the Inside are the experiments, which begin
right, with various lines of chemical data to writhe as their containment solution
and 20 dots shown on-screen. starts to drain.
Investigation: If the capsules opened prior
to the PCs entering this area, then the dots Threats: Start a 6-clock, “Cornered by
are all gray, and there is little of value Experiments” and tick it once for each
which is undamaged. Additionally, the area action or significant period of time
will contain toxic fumes due to the puddles taken after discovery. Note: There is a
of green stasis chemical smeared and flashing button on the control panel
splashed on the floor and walls around the which will open the stasis chamber
ZeTa laB
capsules. door (immediately putting 4 ticks on
If they manage to somehow find the the clock).
chamber before entering the control room,
then the dots are all green. They can read When 2 segments are filled, their
all 20 sets of containment date and patient capsules are drained and fully open—
codes: “C01,” “C02,” “C03,” “C04,” etc. They and the experiments become mobile.
should realize this was batch 3 (the codes After the capsules open, also make
correspond to patients 41-60 using two- a fortune roll (3d) to see how many
letter codes). No matter when they come
segments are ticked if the crew suffers
in here, tapping any of the corresponding
dots on the screen on the right will reveal
a consequence from this point forward.
that their containment periods began They begin trashing the contents of their
several decades ago. hidden chamber (all of them). The noise
is easily heard throughout the complex
Control Room (F): An octagonal room,
as distant banging and breaking glass,
lined with security monitors and control
and following the sound will lead the
panels. A blinking red security light
PCs straight to the lab containing a
activates as the door opens, indicating
hidden metal door in the floor.
there must be some kind of security
system still active. An exposed set of When 4 segments are filled, the
wiring beneath the only monitor still programming left behind opens the
working sparks and casts long shadows hidden door, and they climb out. If
along the floor. nothing is there, they rush down the
Investigation: The stasis chamber hall to the control room and wander
holding the secret experiments is the area, searching for any signs of life
visible from a camera view shown in or movement. They will die within 24
the control room. The last ones inside hours if left behind.
Zeta Lab killed the majority of the
researchers and stashed them inside
the nearby lab’s lockers. The control
room operator apparently sealed this
area and set up a sensor that would
release them when someone entered
the control room. So, after gaining
entry to the control room, inform the
players that a hidden sensor just lit up
one of the trideo projectors, and shows
a room lined with row of stasis capsules
331
9
332
9
POTENTIAL LOOT
◆ emergent focus: this item is in the
belly of one of the crocodiles, and any
emergent senses will notice it with some
investigation. This item is a clue to what
happened here. What information can be
gleaned from its emergent signature?
◆ [2] quantum processors (rare): one
can be extracted from the cyberzombie
ZeTa laB
(probably with Engineer) if it can be
disabled without destroying its head. One
can also be extracted from the central
computer which is still powered and
very delicate. These are first-generation
quantum processors, and are worth
quite a bit less than modern ones. They
can sold (each is worth 2 nuyen), or used
as components in future projects.
◆ neural recombiner (rare): one can
be extracted from the cyberzombie,
causing the death of its brain and sudden
destruction of its quantum processor,
though a savvy rigger should realize this
old technology will probably fail like this
prior to removing it.
◆ tandem remote control: the control
room at the center of the complex has
one sitting on the desk. It’s old tech but
an interesting bit of curios nonetheless.
Wonder if it couldn’t be repurposed?
◆a bobblehead: a doll with magnetic
feet is attached to the corner of a small
table in the back of the control room. Its
spring-loaded head bobs erratically even
when left undisturbed. What forgotten
icon does it resemble? What else about it
gives off a strange vibe?
333
9
uncover mysteries surrounding Zeta Lab, than MedSled’s paygrade at the time—
they may discover that: MedSled wasn’t yet worldwide, and starved
for resources by the larger corporations.
◆ The control room equipment, while So perhaps spin this as a privately-funded
otherwise completely formatted, still project gone horribly wrong, or make it
contains two mysterious timecodes sound like it had the backing one of the Big
in its database: “2051.07.22_122832” Seven at the time. Could it have been the
and “2069.11.02_214506.” The date that work of Tritanium Partners (the mega that
cyberspace went down matches the second later acquired MedSled)—after all, this
time stamp which is approximately 18 was the mega best known for its fatalistic
years from the first date. world views and interest in biotech. Or was
it Mexitech, known for their blood magic,
◆ The badges have serial numbers coded with heavy investment into chemical and
into them, which use extremely old
consumer goods R&D.
encryption methods. The methods all
predate the cataclysm that destroyed the The world may never know..
first iteration on the new cyberspace.
These all contain the sequence “NA” but
no other useful information.
334
CHAPTER 10
After you play Runners for a good while Remember: this game system was built
(or maybe even right away if you’re one using the framework provided by John
of those types), you’ll start to think about Harper, and the ultimate source for
how you might add stuff to the game, additional content is bladesinthedark.com,
or how elements of the game might where you can find a bunch of game-
be different, or how you might play a hacks that other people have already
different sort of game using the Blades done (including this one) and links that
system as the foundation for something will take you to various community hubs
new. online so you can talk to other gamers
and designers.
The first bit of advice that John Harper
offers when changing the game is to play
and iterate This is good advice, as you
might spin your wheels for a long time
taking things apart and putting them
back together. Don’t let this happen to
you! Try this instead: play the game,
then iterate a few things, then play again
before iterating again, and so on.
335
10
DEEPER BACKSTORIES
GAMEPLAY Backstory is a story from before the
OPTIONS crew got together that no one has heard
before. Normally, players must resort to
Activate the rule changes as desired to “info dumps” at the beginning and end of
tailor your experience. Some of these the game session to get their backstories
options are minor tweaks, others add out. With this, they can flashback to old
chanGinG The Game
336
10
GamePlay oPTions
At the beginning of the session, the level-2 harm, leaving just one of each, plus
GM builds a pool of tokens equal to the the single level-3 harm box. NPCs (like
number of players present (including cohorts) may suffer at most two levels of
themself). During the game session, the harm (hurt, and hurt badly) before they
GM gives one token from their remaining are taken out (freeze up, flee, die, etc.).
pool to a player when a trigger happens.
337
10
cowbell” over and over to cure that fever! run is complete and time passes, any unspent
fever are forfeit and the GM sets the crew’s
During step 5 of character creation, circle fever pool to 1.
the three actions you are good at instead of
choosing and everyone has access to all five Since there is no edge, resistance works a little
special items on their chosen playbook. This different. Fever maxes out at twice the number
is suitable for a short game or one-shot. Action of PCs. When you resist a consequence, roll
rolls work like this: roll 2d for a circled action 2d if you have a circled action under the
on your list, otherwise roll 0d, and take +1d if given attribute, otherwise roll 0d, and take
the action taken aligns with your background +1d if you have multiple actions circled under
or heritage (for a total of 3d). Skip most of the given attribute. On a Critical, you avoid
crew creation, and instead give the players the consequence and regain 1 fever. If your
their choice of one of the following: result is at least your current fever, you avoid
or reduce the consequence for 1 fever—
◆ an upgraded vehicle (with armor, and otherwise it costs 2 fever. After reading the
more cargo capacity or larger, faster engines) result of your roll, you may choose to take a
◆ a cohort team (of whatever type will help trauma instead of spending the team’s fever if
you describe how you are taken out.
them the most)
◆ fine weapons and fine comms After a successful run, write in one additional
special item choice, special ability, or circle
◆ Forged in the Fire (+1d to resist) an additional action—unless you have severe
◆ Synchronized (you may count multiple harm (in which case your PC is receiving
6s from different rolls on group actions as a long-term medical care instead). Then, you
critical success). may start anew with different characters
or keep the same ones—retaining what else
At the start of every run, the crew’s energy is you’ve earned so far. Each player may take
running high—fever replaces edge and is a turns narrating vice indulgence or rest and
resource determined when the team goes on recuperation for their former characters
a run. if they were kept, before moving on to
planning another operation or free play. All
When you start a run against a dangerous harm is cleared between missions when using
target as a crew, add a number of fever to this variant.
FEVER
Add 1 fever for each pc.
Take +1 fever if all the players are excited about
the plan.
Take +1 fever if the entire team trusts one another.
Take -1 fever if no one on the team trusts one
another.
338
10
GamePlay oPTions
bulky keyboard with integrated computer level-2 harm costs just 1 downtime activity
to recover, and level-3 harm is the only
and hacking software) with a wired
severity that requires long-term medical care
connection to a terminal or workstation (fill the healing clock) to reduce it to level-2.
to do that. A workstation upgrade adds
a desktop computer capable of software
development to the safehouse. Going FRIEND STATUS
online requires a wired connection, Use this option if you want more detail
interfaces directly with the public grid, when it comes to your web of relationships.
and allows “hopping” to secure providers Moving from +1 to +2 should be complex or
or networks. If wireless interface exists, difficult—the subject of a long-term project
it is megacorp-level secret technology or significant development of friendship.
(Tier V+) that no one is sharing. Moving from +2 to +3 with someone is very
rare (like.. once-per-NPC rare). It’s easy to
lose status with friends—easier than with
“VANILLA” CYBERPUNK factions!
Sometimes players want to play a
Track status with individual friends just
game set in a world without magical
exactly like you would with a faction: ranging
awakenings and emergence—either from -3 to +3. See pg for details. When you
to play in another setting, or in some choose a close friend, this sets the status with
part of the timeline prior to the Mayan that friend at +2. You have a -2 status with
calendar’s end. another friend on that list (your rival). The rest
of your listed friends are rated at +0 status.
Simply disallow the supernatural
playbooks and ignore the contents of At your option, you may choose to deepen
the Strange Forces chapter entirely. The your friend connections, taking +3 with your
game will play just fine if magic is off the close friend and -3 with your rival, instead of
table for everyone. +2 and -2.
“HORROR” CYBERPUNK
Like the previous option, the PCs cannot
use supernatural power whatsoever.
Unlike above, supernatural threats are
still common, putting the players at a
serious disadvantage against entities
they can barely detect—let alone fight.
They might need to enlist the help of a
powerful entity they cannot ever hope
to control. Perhaps a dragon, free spirit,
shedim, or even a literal damned horror.
339
10
origin fade away, and are replaced by doesn’t really matter: it’s your personal
new -isms. Inject one or more of these to connections and even your family lineage
highlight the sources of discrimination used to measure your worth.
in your series without falling back to
Come from a powerful family line? It’s
heritage (more commonly known as the
likely believed you are powerful. Come
“race card”).
from an impoverished class of people?
When one of these fictional -ism’s It’s likely that those who know think less
you’ve chosen would get in the way of of you.
a particular action, reduce the effect or
Gene-ism
worsen the position accordingly.
This is discrimination based on having
Supernatural-ism a high “gene score” or “human rating”,
This is discrimination based on having which may exist if a person’s IDN includes
supernatural senses. You may notice that such data. Cloning might lead to constant
the Strange Forces chapter already points evaluation based on genetic tests which
to this being the case, however this is far rate people on things like reasoning,
from explicit. Adding supernaturalism visualization, athleticism, emotional
to your series means that awakened and intelligence, etc. without acknowledgment
emergent character are less likely to of the individual or their accomplishments.
associate with those who are not. More
Transhuman-ism
to the point, the advanced supernatural
characters (the initiated mages and This is discrimination based on
submersed technomancers) are unlikely humankind’s evolution beyond its
to introduce others to their tightly-knit current physical and mental limitations
social circles of fellow supernaturals. to become “superhuman” and, eventually,
Further, those on either side of this issue immortal. The more implants someone
will tend to ostracize those who oppose has, the more superior they may feel to
them—believing them to be dangerous, those without them.
inhuman, vulnerable, weird, etc.
Human-ism
In some ways, supernaturalism opposes Not to be confused with the humanist
the core tenets of humanism which views of today, this is discrimination
state (among other things) that: human based on how “human” someone is.
experience and rational thinking provide In many ways, this is the opposite of
the only source of both knowledge and a transhumanism (mentioned above).
moral code to live by. The idea of knowledge However, this also results in prejudice
‘revealed’ to human beings by gods, or in against strange genetic expressions like
special books, is rejected. those mentioned on the following pages.
340
10
maGical lineaGes
The species from Tolkien’s Lord of the can detect nearby thermal radiation
Rings are real! signatures which are normally invisible.
◆ Fun-sized: You’re not fast by default
As the story goes: people have (even at light loadout), but that’s okay
experienced genetic expression of their because you remain inconspicuous
magical lineage when magic returned at normal loadout. People tend to
to this world. Sometimes painful, often underestimate your kind (and stature).
ostracizing, these changes make you ◆ Tenacious: You don’t suffer from a
different from other people. harm penalty until you fill the entire row.
Normally you suffer a penalty if any or all
To implement this option, all newly
boxes in a given row of harm are filled.
created characters should choose from
a list of allowed magical lineages. Take ◆ Thiccblood: You don’t suffer from
a look at the entries on this page, and the lingering effects of alcohol. You can
choose the magical lineage that each choose to spend only 1 edge when you
character was born with (or turned out resist a consequence of poison or disease,
to be when they got older; usually by regardless of the result of your roll.
adulthood). Each magical lineage entry
below includes a number of lineage Elf
traits. Most traits are small boons with Elves are pointy-eared humanoids with
both positive and negative features. When alluring eyes and nice skin. They tend
you choose a magical lineage, record it to be just as capable as humans in most
and list whatever traits you have trouble ways, but have certain qualities that
remembering (along the bottom of your make them feel special.
sheet) for future reference.
◆ Low-light Vision: You can see in low-
If you choose to play with the so-called light as well as if it were well-lit.
“classic” set of magical types, then ◆ Pointed Ears: You can hear sound
players may choose from dwarf, elf, from further away. Spend 1 edge to
human, ork, or troll. Discuss which perceive beyond normal limits for several
options on the next couple pages are minutes. Understand subsonic speech,
feasible for characters in your fantasy perceive ultrasonic vibrations, hear a pin
visions of magical Earth. Note: If you drop in a noisy room, etc.
allow more than these five, then you are ◆ Quick: You remain fast at normal
rapidly sending the game into weirdness loadout.
territory—so keep that in mind. ◆ Graceful: You can choose to spend only
1 edge when you resist a consequence of
social pressure, regardless of the result of
your roll.
341
10
Goblin Obsidifolk
Goblins are vile, wretched looking Rock people. They are magically infused
things with pale green or dark green stone golems. Very weird to see.
skin. They have crooked noses, long ◆ Stoneskin: You have a measure of
spindly fingers, and reddish corneas. protection against piercing and slashing
Their lifespan tends to be rather short, damage. You can’t move quickly—and you
and their patience much shorter. have to hide your skin to be inconspicuous
chanGinG The Game
Human Shifter
The benefits of being human are Shifters can change their shape with a
optional, but maybe you benefited from bit of effort, allowing them to take on
your privilege—knowingly or not another mammalian beast form.
◆ Beast Form: Choose one strength
When using the magical lineages option, all and one weakness for your beast form:
other magical lineages are the minorities, instincts, strength, or awareness. Its
resulting in preferential treatment from about half your normal size. Maybe you
fellow humans. Instead of writing any turn into a giant fox or hound, or a slender
traits, you may choose up to two free snake person, etc.
permutations during character creation
to represent your easier life (without the
◆ Magical Senses: Spend 1 edge to
sense nearby magic for several minutes.
accompanying negative permutations).
Detect a nearby mage, feel the presence
of a spell, etc.
Lizardfolk
Ork
Lizardfolk tend to work nightjobs,
getting sun in the daytime to feed their Orks have monstrous, human-like features.
hungry endothermic bodies. They A child of an ork and another magical
produce little or no heat signature and lineage will undoubtedly be an ork. Orks
are silent killers when they want to be. can be born of any lineage though.
◆ Low-light Vision: You can see in low-
◆ Thermal Senses: Your senses light as well as if it were well-lit.
can detect nearby thermal radiation
signatures which are normally invisible.
◆ Foolish Pride: Regain 1 edge when
you roll a critical on a desperate action
◆ Endothermic: When there is a roll.
question whether your body produces a
heat signature, the answer is no.
◆ Numbskull: Spend 1 edge to ignore a
harm penalty (including incapacitation)
for an action.
342
10
maGical lineaGes
Cheese forces you to salivate from far
away too.
Describe the variant first, then write a
◆ Wallclimb: Your hands stick to flat small collection of traits to describe any
surfaces and climb sheer walls easily. size difference and innate powers. Then,
clarify things through description and
◆ Prehensile Tail: You have a tail which discussion if needed. Use the lineage
you might use to hold or grab things.
write-ups in the previous section and
the examples below to help decide what
Troll the traits will be. If you want to provide
access to things that just some of their
Trolls are roughly half a meter taller kind develop, then an advanced ability
than humans (or about seven feet) tall. or permission only they can access is a
They tend to have sharp personalities good fit.
and dull wits by choice.
Some variants don’t even need special
◆ Thermal Senses: Your senses
traits. Hobgoblins, for example, are just
can detect nearby thermal radiation
a slightly skinnier variant of an ork—
signatures which are normally invisible.
often of Arabic or Asian descent. Oni,
◆ Oversized: You’re not inconspicuous same thing pretty much: Japanese orks
by default (even with a light loadout), with appearances reminiscent of local
but that’s okay because you are not folklore. Centaurs, on the other hand,
slower at a heavy loadout (and can carry could warrant some special attention...
+1 load before you’re encumbered).
People tend to fear your kind—and for To fulfill a less common request, think
good reason! about the physical characteristics and
start there at the discussion layer to see
◆ Troll Armor: Your skin and bones are how far you can get (size, advantages,
hardened and your kind tend to get a thrill and disadvantages, for example). The
out of enduring (rather than avoiding) more you agree about, the better.
pain. You have an extra armor box
available to you (draw it on your sheet), When the effect of a particular
and get +1d when you make a resistance characteristic is uncertain, you can
roll with Body. always make a fortune roll (or offer an
action roll) to disclaim the outcome, or
◆ Horned: You have horns on your head offer a Dragon’s Deal to show its good
that make great goring weapons. These and bad side. Otherwise, use the usual
tend to make people nervous (with good tools for setting position and considering
reason). You may decide you had one expected effect. This may require a
(or both) of your horns (and this trait) bit of practice, but this is an essential
removed.
343
10
344
10
EXTRATERRESTRIALS CLONES
The eventuality of the arrival of A sheep named Dolly was successfully cloned
extraterrestrials on Earth has fascinated in 1996. In the future, it will be commonplace
people for generations. If you want aliens to get body parts bioengineered rather than
to be present in your game’s world, talk heal naturally: this will all be made possible
and accessible to average citizens using some
about some or all of the following with
form of cloning or stem cell growth—but
your table:
What about a whole person? you might ask.
maGical lineaGes
Are they peaceful visitors or invaders? If you agree this will be possible in the near-
If they are peaceful visitors, talk about the future, then consider the following angles for
next question in more depth than usual. including it in your game:
Should you include an extraterrestrial
faction or three, have at least one faction Cloning is Fundamental
that represents their higher interest
Upon your death, your character is cloned
that is a megacorporation, one of the and released from a central cloning
Big Seven, and any others should have
center or dispenser robot that patrols the
other interests which are different from
city’s “clone waking points.” For a faster
the primary one (and will inform their
“Zap” style game inspired by Paranoia,
placement on the faction tracker).
each character suffers 1 trauma each
How long ago did they arrive? The exact time they are cloned.
year is not necessarily important unless
Cloning is Flawed
your table wishes to add that much depth.
Decide if it was recently or not, they are Gene mods come in at quality 4+; so does
likely seen as a blight which people are safe cloning. When you die and the crew’s
still struggling to deal with (a’la Alien Tier is less than 4 (the minimum to avoid
Nation). If it was a long time ago, where mutation), the GM rolls dice equal to the
have they been hiding? These are issues Tier deficit (so at Tier I, roll 3d) plus your
which you can explore in play, or define clone generation (a clone of a clone rolls
up front—either approach is fine, but the +2d) to determine whether there are side
decision your table makes will drastically effects or mutations. On a 1-3, you’re
alter how this decision affects the game. mostly normal; minor side effects at
worst. On a 4/5, you suffer from infertility,
What strange powers do these significant debility (-1d to resistance rolls
creatures possess? Perhaps they have with a particular attribute of choice), or
innate telepathy, impossible strength, a random mutation (see below). On a 6,
or the uncanny ability to sense danger? choose two from the previous list or roll
Or perhaps their weapons can wrap two mutations. On a critical, you suffer
someone in a cotton candy cocoon and from all three.
turn them into an essence smoothie? Use
the fiction of extraterrestrials you enjoy Roll 1d for each mutation’s location; the
or fear most. Include multiple varieties if area indicated is mismatched, deformed,
you get bored. discolored, painful, miniature, oversized,
or diseased-looking (GM’s choice).
Random location.. 1: eyes, ears, nose, or
mouth (your choice). 2: arm. 3: leg. 4: vital
organ. 5: skin. 6: skeleton.
345
10
clocks, called “Calm—Angry,” “Happy—Sad,” the emotion, you mark 1 karma, then you
and “Anxious—Bold” which refer to the six reset the emotion clock to four segments.
emotional states this option is concerned
with. Each emotional clock has seven ◆ Any possible catharsis is negated by a
segments in it, and you get four ticks on each different emotional state. The GM makes
clock to start. Add one tick to any clock you a fortune roll using your Willpower
wish to represent how you normally feel. attribute to determine the impact on the
When you make an action roll, the GM asks
current scene, and you reset the clock
“how do you feel?” and the emotion you to four segments (also mark or clear a
choose determines any added effect. Use number of segments on the appropriate
the wheel on the next page as a guideline emotional clock for what you feel
to choosing an emotional state from the six instead). 1-3: a serious complication
given, selecting the one that best matches arises, 4/5: a complication arises, 6: a
what your character is feeling as they take minor complication arises. Critical:
their action. with significant style or composure, you
◆ When you are angry, take +1 effect on quell your emotional state and narrowly
the action if more than four segments are avoid additional complication.
marked on the Calm—Angry clock. After the You may not roll to resist the effects of
action, mark 1 segment. your emotional state, but you can apply
◆ When you are calm, take +1 effect on the special armor if you have any that apply
action if less than four segments are marked to the consequences.
on the Calm—Angry clock. After the action,
clear 1 segment.
Shark is consorting with his contact,
Angel, trying to get hold of some
◆ When you are sad, take +1 effect on sensitive information for an upcoming
the action if more than four segments are
run. Cody says his character is feeling
marked on the Happy—Sad clock. After the
Bold, taking +1 effect to the action. He
action, mark 1 segment.
looks at the emotion wheel and says
◆ When you are happy, take +1 effect on the the more specific emotion is hopeful
action if less than four segments are marked and creative. He rolls a 6, so the typical
on the Happy—Sad clock. After the action, good information is upgraded to great
clear 1 segment. information.
◆ When you are anxious, take +1 effect on
the action if more four three segments are Afterwards, Cody notes that he cleared
marked on the Bold—Anxious clock. After the last tick on his Bold—Anxious
the action, mark 1 segment. clock. He decides Shark is proud in
◆ When you are bold, take +1 effect on the general and thinks his character would
action if less than four segments are marked act accordingly, so he marks 1 karma
on the Bold—Anxious clock. After the action, and resets his emotional clock to four
clear 1 segment. segments.
346
10
“What does that look like? How might “Okay, but it’s a serious complication—
a serious complication arise from your so not only do they feel disrespected,
boldness after you have consorted with but manipulated. As you shove a line
Angel?” in their face, we put three ticks on an
4-track that I think we’ll call ‘Angel
“Maybe I snort some drugs and tells you to eat drek’ to represent they
offer them some, but they’re totally won’t work with you anymore after it
straightedge.” fills.”
GamePlay oPTions
347
10
348
10
GamePlay oPTions
in the running for the #7 spot on the
mega, but not one of the Big Seven— Corporate Court so you share Protean
yet. So probably tier III or IV, strong as an enemy since you helped them keep
hold. Hm.. I’d say it was closer to III their place on the Big Seven rankings.”
though, since they aren’t like.. beating
at the Big Seven’s door, right?”
349
10
350
10
GamePlay oPTions
improvisational charm and influence
beyond that of your peers. Motivate your is the most interesting, the answer is you.
fans and haters alike with your unique
INSPIRATIONAL
brand of lyrics, performance, and dance.
Your entourage (if you have one) is
When you play a Rocker, you earn particularly inspired and highly talented.
karma when you address a challenge They gain potency when distracting or
with performance or persuasion Take inciting onlookers, and they gain an ability:
hold of the mic (or whatever else you use crazed—flashmob—rowdy. Take this ability
to do your “thing”), make a scene, and blow again to choose an additional ability for
away your audience. You can’t afford to your entourage.
be quiet when you’re this wanted. Make The entourage is found in the Face’s
sure you don’t miss a beat though, or your special items. Crazed means they
followers might get upset. don’t back down from security to get
to you, no matter how imposing it is.
Each rocker has a different “thing”
Flashmob means they rapidly organize
they do when performing (they might
into a choreographed dance formation
be a public speaker, dancer, singer/
when your performance begins. Rowdy
songwriter, etc.)—what’s yours? Did you
means they are prone to gratuitous
have a mentor, are your talents self-
violence and count as +1 scale when
taught?
they get excited.
351
10
reflected by their specific rocker gear. from dying. And the Street Doc patches
What about makes yours makes it wounds, works with chemicals, and
impressive or memorable to see? Some exploits biological weakness.
instruments take up more load due to
When you play a Street Doc, you earn
their size and weight.
karma when you address a challenge
◆ Fine performance outfit: You have with chemicals or medical expertise
an outfit designed to get the most out The team is going to need you sooner
of your performances and inspire or later. Make sure you bring all your
raucous audience reaction. [1 load] supplies so you can be prepared to use
If you’re carrying this item as a second them. If anyone goes down, it’s up to you
outfit to, it counts as 2 load. to save lifes and .
◆A broadcast drone: A drone that What is the primary way you use
archives your life and automatically your skills? Do you treat the sick and
broadcasts the best portions to your wounded—or are you a terrifying
fans, enhancing it with expert visual example of malpractice?
effects and cinematography. [0 load]
It’s small, flies, and has holographic
sensors—in addition to the usual
cameras and microphones.
352
10
GamePlay oPTions
overindulge if you clear excess edge. of air. [2 load] The load for the hazmat
suit is in addition to armor worn, which
What constitutes a worthy fulfillment is optional [4 load total]. This item is
of your oath? incompatible with heavy armor.
NEAT ◆ Fine surgical kit: A small case
You can choose to mark only 1 edge containing a surgical laser array,
when you roll to resist consequences from various antibacterial sprays, and a bio-
physical evidence (blood, hair, etc.) of killing printer for temporary flesh and bone
or surgery, regardless of the outcome. grafts. This item improves your effect
level when you provide emergency
MEDICAL EXPERT treatment or administer chemicals.
You may expend your special armor [1 load]
to resist a consequence of emergency ◆ Chill pills: A dose of pharmaceuticals
treatment or to push yourself to administer sufficient to put someone in a pliable
chemicals or perform medical procedures. state for an hour. Neutralizes the
VECTOR
effects of kamikaze (takes roughly a
minute). [0 load]
You never suffer consequences from
chemicals you use. When you deliver ◆ Supra-soaker: A handheld liquid
chemicals to an area or patient, you get +1d. squirt rifle, with backpack-mounted
tank capable of holding enough
PLAGUERUNNER fluid to douse a person or a raging
Choose a drug or poison (from the Rigger fire. [2 load] Hazardous liquids
stock) to which you have become immune. sold separately. Parental supervision
You can push yourself to secrete it through advised.
your skin or saliva or exhale it as a vapor.
◆ Hidden delivery system: A handful
When you push yourself to activate this of blank chem patches and a hidden
ability, you still get one of the normal stash spot built into your clothing.
benefits of pushing yourself (+1d, +1 [0 load]
effect, etc.) if you’re making a roll, in
addition to the special ability. This role plays best with the special
items and abilities of the Rigger and
You choose the type of drug or poison Punk playbooks. For example, Medic
when you get this ability. You may
is pretty much mandatory, and abilities
change the drug or poison by completing
a long-term project. Only a single drug
like Chemist, Digital Warden,
or poison may be chosen—you can’t and Catch Me If You Can provide
become immune to any slap patches, exceptional utility during emergencies.
oils, or other chemical substances.
353
10
chanGinG The Game
354
10
advanced
receive permission to attend the secret
meetings. You gain the inductee hacking inflicted by you and your opponent, or
maneuver of your method (this does not hack defensively—decreasing the level
count as a special ability). of cyberspace harm inflicted by you and
your opponent.
When you make appropriate donations
to the datavault, master the ways of the ◆ [Insider] Global Sudo: Your hacks
secret meetings, and pledge your absolute involve the clever application of advanced
loyalty to the Inner Circle, you become backdoor exploits. When you hack in this
an insider. When you achieve the rank of way, choose a beneficial extra effect (this
insider, you receive permission to attend effect occurs regardless of the outcome
the forbidden meetings. You may take the of your action): the target’s cyberspace
insider special ability of your method as attack is ruined—the target’s cyberspace
a veteran advance. armor is ruined—the target is traced—the
target’s device is jacked.
BLACKHAT METHOD
◆ [Inductee] Brick House: You may
wield a special algorithm in cyberspace
to interfere with your opponent’s devices
and open them up to virtual attacks. You
may attempt to access an opponent’s
device or control them (to jack a device
or orphan it) while staying out of their
primary device’s range. You may also use
this to extend your wireless range and to
negate harm from dumpshock.
355
10
356
10
advanced
permission to study the secret methods of
the style. You gain the graded maneuver etc.).
of your style (this does not count as a
special ability). ◆ [Master] Fusillade: Your pistol attacks
involve blistering barrages of gunfire.
When you have proven your mastery over When you make an attack in this way,
the secret arts of the style, you become a choose a beneficial extra effect (this effect
master. You may take the master special occurs regardless of the outcome of your
ability of your style as a veteran advance. action): the target’s armor is ruined—the
target’s weapon is ruined—the target is
forced back into cover—the target loses
GUN FU STYLE line of sight on you.
◆ [Graded] Akimbo Fighting: You may
wield a pistol in the offhand to counter
your opponent’s moves or launch a wild
volley of shots with both your pistols.
During any exchange with an opponent,
at your option, choose to fight viciously
with a matched set of pistols—increasing
the level of any harm inflicted by you and
your opponent, or fight defensively—
decreasing the level of any harm inflicted
by you and your opponent.
357
10
358
10
advanced
the rank of submersed. You receive permission
to study the secret arts of the submersion one) to produce an emergent effect or entity.
method. You gain Submersed as a maneuver You begin with one ancient ritual known.
(this does not count as a special ability): Without this special ability, the study and
practice of ancient rituals leaves you utterly
◆ Submersed: You may Interface to vulnerable to the powers you supplicate.
manifest on any emergent plane you can Such endeavors are not recommended.
project your consciousness (see page 368 for
details). Your max rating for the Interface For more details, see Ancient Rituals on
the next page.
action becomes 5. You get +1d to resistance
rolls made to employ or contend with
emergent power. DISSONANT METHOD
When you have proven your mastery of the ◆ [Master] Void in the Stream: You can spend
secret arts of the method, you achieve the 1 edge to do one of the following: summon a
rank of master. You may take the master storm of interference in the immediate vicinity
special ability of your method as a veteran (jamming communications, interrupting data
advance. streams, shorting out small electronics, etc.)—
wield data corruption as a ranged weapon in
emergent VR. Spend 2 edge instead to also
RESONANT METHOD
destroy nearby transceivers. Spend 3 edge
◆ [Master] Partitioned Mind: You can instead to also create a blast of energy that
partition your emergent senses, obscuring disrupts the power grid and connectivity for
your living persona and going offline for the entire area for several minutes. Spend
a few minutes. Spend 1 edge when you 4 edge instead to also destroy a processor
partition, plus 1 edge for each extra feature: array you target inside the area.
it lasts an hour instead of a few minutes—
your living persona is invisible rather than
◆ [Master] Machinehead: Through some
emergent means, you are able to interact,
obscured—you can use your fingertips to
physically and socially, with some emergent
receive or transmit signals to an offline device.
entities as if they were people. Choose one
◆ [Master] Echoplex: You may imbue your type: gremlins—forgotten paragons—sprites
living persona with emergent energy. You & echoes—technocritters. Take this ability
gain potency when you engage the emergent again to choose an additional type of being.
or electronic. Choose one special feature of This is potentially very powerful, and
your living persona: emergent link—virtual the exact method and its limits should
rig—mental array. Take this ability again to be strictly defined in the fiction, to avoid
choose another emergent feature of your confusion. Uses available to devices are
living persona. not affected by this ability, of course.
359
10
EMERGENT DEATH
CULT
When you achieve the rank of initiate,
you receive permission to secret rituals of
the cult. When you make the appropriate
sacrifices to the cult, master the ways
chanGinG The Game
360
10
advanced
◆ Fatal Exception: Firmly grasping a ◆ You may now clear edge only by serving
device or its icon takes it offline. Spend the will of the corrupted realms. Your
1 edge to unleash a wave of interference vice becomes Servitude.
that temporarily orphans nearby devices.
◆ When next you suffer trauma (your
fifth), you transform into an avatar of
◆ Horizon Pulse: You may unleash a tiny the corrupted realms, losing your former
modicum of the dissonant energies on
mind and will as the infinite loops of the
cyberspace objects nearby, delivering to
corrupted realms fully manifest within
them a taste of its power. This is a mystical
you. Retire your character to their dark
technomancy attack felt by anyone with
fate.
enough installed cyberware for which
you must take level-1 harm, Fade, and it
has an effect determined by your trauma
level. Trauma 1+: anything or anyone
who can feel the pulse must flee and leave
your presence, or be incapacitated by a
spectrum of harmonic feedback. Trauma
2+: In addition, you inflict level 2 harm,
Ruptured eardrums, to all who can feel it.
Trauma 3+: Instead of level 2 harm you
inflict level 3 harm, Drooling catatonia.
Trauma 4+: In addition, you may also
focus on one person who can see you and
inflict fatal mystical harm, Braindead.
361
10
Arcane Method
RITES OF INITIATION
◆ [Practitioner] Metaplanar
When you achieve the rank of practitioner Perception: You can Assense to find
in an Rite of Initiation, you receive a metaplane. Spend 1 edge to project
permission to study the fundamentals your consciousness for several minutes
of your supernatural method (arcane to a metaplane you can find, where you
if Mage, mystic if Adept). You gain the may be tested by the Dweller on the
practitioner maneuver of your chosen
chanGinG The Game
362
10
advanced
Depending on your tradition, a suitable Tier. Usually no less than 1.
routine may involve time meditation
(usually with Assense) or taking an ◆ Walking Vessel: Spend 1 edge when
action specific to your chosen way you suspend your supernatural power
(martial arts forms, chanting, singing, for several minutes (you may resume
shouting ancient monikers, etc.). it early for free). Conceal your astral
signature, appear to possess a mundane
◆ Astral Voice: Through some arcane aura, temporarily unbond a foci without
means, you are able to interact, physically having to rebond, etc.
and socially, with some supernatural
beings as if they were normal people. ◆ Astral Oath: When you shake on a deal
Choose one type: dragons—forgotten or draft one in writing, you and your
mentor spirits—paracritters—infected. partner—human or otherwise—both
Take this ability again to choose an bear a mark of your oath. If either of you
additional type of being. breaks their end of the deal, they take
level 3 harm, “Cursed.”
This is potentially very powerful, and
the exact method and its limits should The astral signature on the oath is
be strictly defined in the fiction, to avoid obvious to anyone who sees it (perhaps
confusion. Magical abilities available a magical rune appears on the skin).
to people are not affected by this ability, When you suffer “Cursed” harm, you’re
of course. incapacitated by withering: enfeebled
muscles, hair falling out, bleeding from
the eyes and ears, etc., until you either
fulfill the deal or discover a way to heal
the curse.
363
10
364
10
advanced
◆ Poltergeist: If you do not indulge your your drain boxes using this essence. If
vice during a downtime phase, you take this fills your track and you have any
only 1 drain, regardless of how many leftover, instead take +1 drain box (up to
torment you have suffered. When you the usual maximum of 12 boxes).
make an action roll to commit an atrocity,
you may spend 1 edge to (choose one): get Further, you receive permission to
+1d on the action roll—roll the number continue to play your character rather
of torment levels you’ve suffered, than retiring, with the following
instead of your action rating. Say how restrictions:
your trauma darkens the action.
◆ You may now clear edge only by
Your torment brings suffering that committing acts of atrocity against the
you can harness to access raw essence innocent.
through the metaplanes. When you
benefit from this ability, is it gratuitous,
◆ When next you suffer torment (your
fifth), you transform into a metaplanar
unnecessary, or utter depravity?
horror, losing your former mind and
will to the darkness made fully manifest
◆ Omnipotent Terror: Your spirit form
within you. Retire your character to their
can take on a monstrous countenance and
dark fate.
command potent metaplanar energies
of fear available to horrors. You get +1d
to attack a frightened target. You can
spend 1 drain to overcome someone’s
immunity to your supernatural terror
for the next few minutes with a horrific
transformation.
365
10
strange occult forces and entities to ritual takes at least one downtime activity
realize their effects. To enact an ancient to perform and depletes the user’s edge
ritual is to come into contact with these on the according to its magnitude. If
abyssal forces and entreat them to do performing an ancient ritual is dangerous
your will. It is not a practice without or troublesome in some way, it requires
considerable risk. an action roll (usually Assense or
Interface). An ancient ritual may have
additional costs, such as a sacrifice, rare
FINDING A ANCIENT RITUAL item, the start of a dire progress clock,
SOURCE etc.
A PC with the Ancient ritual special (3) GM asks: “What new belief or
ability begins with one known ancient fear does knowledge of this ancient
ritual, already learned (answer the ritual and its attendant occult forces
questions below to create it). To learn a instill in you?” Player answers.
new ancient ritual, a PC must first find Example Ancient Ritual Answers
a source. A source may be secured as
Player: “The ritual creates a voodoo doll
payoff from a run—perhaps you steal a
of a potential victim that can cause pain
ancient ritual when your crew kidnaps
and even death from anywhere in the
a member of the Otaku Remnant. You
world. It’s mystical because... as long as
might also secure a source as the goal
the doll is linked to them, their hair and
of a long-term project—by consorting
nails will occasionally fall out.”
with weird cultist friends, studying a
resonance nexus, or some other method GM: “Spend a downtime action to
you devise. prepare a woven item made from
sacred herb hemp, crematory ash from
a person, and a sample of the victim’s
LEARNING AN ANCIENT hair or blood—over which you must
RITUAL speak the victim’s true name. You spend
Once the source of a ancient ritual is at least 1 edge when you perform the
found, you may undertake a long-term ritual, which will be its quality for a
project to learn the ancient ritual. Most fortune roll when you harm the subject
ancient rituals will require an 8- or with it—so you might want to spend
10-segment progress clock to learn. The more edge to make it more potent.”
player and the GM answer questions Player: “Gotcha. My new fear is what
about the ancient ritual to define what will happen if this ritual’s power gets
it will do in play and what is required turned or twisted against me.”
to perform it (see below). The player
records these answers in their notes for
future reference.
366
10
advanced
reaching effects. Some ancient rituals may work the same way each time. The
be partially performed during downtime GM or players may call for a round of
and then fully manifested at-will later by questions to establish an ancient ritual
completing the last incantation or ritual anew. Ancient rituals are a way to bring
action. In this case, simply make a note in a wide variety of supernatural effects
that the library has been “primed” and into the game. Use with caution! If you
may be unleashed at a later time. ever go overboard, address the questions
again to establish new mystical-ness and
When you perform an ancient ritual, you costs if things have gotten out of hand.
spend an amount of edge as established The abyssal forces are not playthings and
by the ancient ritual questions, according cannot be considered a reliable or safe
to the magnitude of the forces brought source of power.
to bear. The GM uses magnitude as a
guideline for setting the edge cost—it may
be higher or lower at their discretion to SAMPLE ANCIENT RITUALS
better describe the nature of the ancient Icon Map: This ancient ritual compiles a
ritual. geolocation sprite and search spider that
reveals the position of all icons across the
Ancient rituals take time to perform district. An individual icon may be Studied
Use the duration examples on the on the map as if nearby to glean some details
magnitude table to reduce the edge cost about it. The one who uses it marks 4 edge
based on the time needed, generally no when it’s performed (range: across the district,
quality of information: good, minus extra
less than an hour.
time: a few hours). As an example; another GM
might judge the magnitude differently.
The GM may also tick a progress clock
when you perform an ancient ritual—to Portal to the Void: This ancient ritual calls
advance the agenda of a supernatural upon the power of shedim to open a small
power or entity, or to show the steady gateway to the metaplanes (somewhere
approach of a dark outcome that is a within a few blocks of the ancient ritual
consequence of the form’s use. site). Anyone caught near the portal is
caught in a magical dead zone and drawn
If an ancient ritual is dangerous or with unstoppable force into the abyss. This
troublesome to perform, make an action ancient ritual is very dangerous, involving
roll (usually Assense or Attune) to see arcane contact with a shedim’s demonic
if unpleasant consequences manifest. If power (desperate action roll). The one
who performs it marks 6 edge and ticks a
an ancient ritual has an uncertain effect
4-segment progress clock: “Seduced by the
then a fortune roll should be made to see Shedim’s Voice.”
367
10
When you project your consciousness The first time you take the test of the
to a metaplane, you are tested by your metaplanar guardian (pass or fail),
metaplanar guardian. How does it test the describe what could have done this, and
limits of your mortal fears? When you are what the experience taught you about
tested by the metaplanar guardian, roll the nature of the metaplanes and your
dice equal to your remaining essence or supernatural power. Also mark 1 or 2
lowest Attribute (whichever is lower). karma on your playbook karma track
The result indicates whether you passed accordingly.
the test and what else happens (no roll to
resist): On a 1-3, you fail the test, or you
pass the test and the GM chooses two of
the following options which you suffer
the moment your consciousness returns
to the material plane: you suffer 5 edge
when your consciousness returns—you
368
10
advanced
it receives permission to work in secret veteran advances.
toward your destruction to be free of
its binding. You may take the following ◆ Lesser Infectee: You are completely
special abilities as veteran advances: blind, but have a heightened sense of
smell and hearing. Your vice becomes
◆ Infused Inhabitation: Your inhabited that of the Infected playbook. Each
pet (if you have one) is dual-natured, time you fail to indulge this vice during
gaining potency when tracking or fighting downtime, you suffer a level of special
the supernatural. Take this ability again harm (due to “Malnourishment”).
to choose a supernatural ability for the
pet: augur—possess—shared power. Like a fully infected person, you keep
any cybernetic implants rated at quality
Your pet functions as a cohort (Expert: 4+ from previous installations. You suffer
Weirdo), and this ability gives them a level of “Rejection” harm if your body
potency against supernatural targets contains any other implants.
and a supernatural ability of your
choice. If it was already a Weirdo, choose
another type. Being dual-natured means
if affects (and can be affected by) astral
and material creatures equally.
369
10
370
10
Some Arcane mentors
Bear/Dominance: Be irascible. Show dominance. Owl/Wisdom: Be watchful. Snatch and choke your
Actions: Fight—Command prey. Actions: Prowl—Study.
Cat/Independence: Toy with your enemies unless Rat/Survival: Take only what you need and hoard it. Be
things get serious (and then your claws come out). quiet, and flee when you are faced with death. Actions:
Actions: Prowl—Stalk Finesse—Stalk
Coyote/Packmind: Team up with a peer. Spar with Raven/Mischief: Take advantage of weakness. Laugh
others to get to know them. Actions: Prowl—Stalk at others’ misfortune. Actions: Finesse—Survey
Dog/Loyalty: Show loyalty to your friends. Stand Shark/Predation: Hunt with cunning. Devour your
guard by those in need. Actions: Stalk—Survey foes. Actions: Stalk—Wreck
advanced
Gator/Hunger: Surprise your prey from below or Snake/Secrecy: Whisper secrets. Tell cunning lies that
outrun it. Be insatiable when everyone is looking. are like poison. Actions: Finesse—Influence
Actions: Prowl—Wreck
Eagle/Purity: Swoop down on your prey from above. Wolf/Solitude: Be a sneaky loner. Save nothing for the
Despise air pollution. Actions: Stalk—Survey weak. Actions: Prowl—Stalk
Lion/Pride: Stalk your prey and pick out the weakest. Pollution/Extinction: Desecrate the natural order.
Chase those who flee. Actions: Fight—Prowl Consume and corrupt what is clean or pure. Actions:
Engineer—Wreck
Daedalus: Always be building to the sun and Idoru: Look good and be smart. Manipulate
beyond. Actions: Engineer—Study opportunities into your favor. Actions:
Influence—Study
Emergent Mentors
Some view emergent mentors as virtual demons—others see them as quantum paragons. Whatever
the truth of it, the awareness of the paragon sprites is interfaced to the ideological constructs of
human experience left behind by signals in cyberspace. Sadly, these resonant entities are alien,
abstract, paradoxical, and unfeeling in their assimilation of the mortal mind (use the write-up on
the left as it pertains to your emergent entity). Unlike an arcane mentor, the advice of a paragon
sprite is emotionless, and severe about its precepts. Delivery of insight is incredibly logic-based
(and even ignorant of mortal concerns like sustenance, companionship, and shelter).
Some practitioners report they “unthink” about an emergent mentor to make its realm reach out
to them. Others say it’s a moment of clarity or balance which can jumpstart contact more directly.
And still others say you need to have your brain formatted by a quantum computer. A hidden
dissonance point or cyberspace exception contains all the answers—if only you can find it. What
methods has this entity used?
371
10
second Mars Lander Probe and the Consort with some visitants as if they
sudden appearance of strange power were a normal person (choose one):
sites. The Apocryphus meteor’s near- sectoids—invertebrate—gelatinous. You
collision with Earth has also been are never terrified by an extraterrestrial
detailed. Despite her reputation as a entity you encounter.
scientist, the news publicly discredits it
as forgery and hoax. ◆ Serpentine Transfusion: Choose a
drug or poison (from the Rigger’s field
A whitepaper leaked from an inside harness stock) to which you have become
source suggests new technologies immune. You can push yourself to secrete
are on the way—reading between it through your skin or saliva or exhale
the redacted lines suggests the it as a vapor. Once per run, you may
construction of a “proprietary research flashback to changing your chosen drug
facility” to achieve monopolization of or poison for free.
“interplanetary cybersecurity” may
already be underway. ◆ Interplanetary Projection: When you
enter the Cydonian power site on Earth
When you undergo psychosomatic and spend 1 edge, you can project your
conditioning at the hidden headquarters, consciousness to any occupied Cydonian
you suffer 1 trauma and become a devotee. power site on Mars. Your emergent form
You receive permission to receive the is visible while projecting, allowing
feed from the Cydonian signal stream. instant two-way communications. Spend
You gain Numb as a maneuver (this does 1 edge to enter the construct originating
not count as a special ability). there for a short time.
372
10
advanced
challenges of the secret screening trials,
and offer up your absolute dedication to are transported to the hidden research &
the company, you become a test subject. development facility and receive the final
When you achieve the rank of test procedure. You receive permission to call
subject, you receive permission to take upon the secret company to do a fly-by
part in the forbidden research program and deliver its will, at the cost of 6 edge.
in the Barrens. You may also the following You receive permission to continue to
special abilities as veteran advances: play your character rather than retiring,
with the following restrictions:
◆ Living Experiment: Your liver,
kidneys, heart, and lungs are replaced ◆ You may now clear edge only by
with experimental implants, granting serving the will of your company. Your
you immunity to homeostatic vice becomes Servitude.
irregularity (heart conditions, diabetes, ◆ When next you suffer trauma (your
sleep disorders, etc.). Choose one special fifth), you are deactivated and modified
feature: amphibious—echolocation— into the war machine of the company,
wallcrawler. You may take this ability a losing your former mind and will as the
second time to choose again. company’s directives completely replace
your former thoughts and memories.
With this ability, you are immune to the
Retire your character to their dark fate.
deleterious effects of sleep deprivation,
hunger, and thirst. With amphibious,
you can breathe underwater as well
as air. With echolocation, you can
determine position through ambient
sound reflections. With wallcrawler,
you can traverse solid surfaces
including walls and ceilings using
viscous goo and tiny barbs.
373
10
DRUIDIC COMMUNION
When you achieve the rank of devotee,
you receive permission to perform the
bestial communion ritual in your lodge.
When you open your mind to the thought-
tendrils of a spirit of beasts during the
communion ritual, you suffer 1 trauma
chanGinG The Game
374
INDEX
a Astral Nexus, 320 roadmap, 44
Abstraction, 190 Attribute(s), 20, 32 seizing, 45, 145
Academic background, 53 Attune, 105 Claims, 44
Acquire asset, 175, 181 Awakened, 48, 98, 273 Clock(s). See Progress clock(s)
Action dot(s), 60 Clone(s), 345
B
additional, 46 Cohort(s), 118, 175
Background, 53, 60
assignment of, 53 harm and healing,, 119
Big Seven, 316
Action rating(s), 16, 34 modifying, 119
#1 Exo Heavy Industries,
example of, 20 316, 325 using, 119
Action roll(s), 13, 16–17 #2 Atari-tendo United, 316, Cold, 22
0d, 17 324 Comm, 239, 240
critical, 17 #3 Sinokatsu Dynamics, description and load, 64
327 picture, 63
failure, 17
#4 Mexitech Logistics, 316,
success, 17 Complex, 18, 214, 256
326
Action(s), 16, 62–63 Complication, 30
#5 Tritanium Partners, 327
choosing, 188 Consequence(s), 17, 18, 21,
#6 Hindenberg Orbital, 325
for the GM, 207 22, 30
#7 Caliphate Global, 324 catastrophic or permanent,
in play, 191–203
competitors and ranking, 31
Adept(s), 93 323 complication, 30
Adept way(s) harm, 31
of the mind, body, & soul, c
lost opportunity, 31
94 Character creation, 50–57,
60, 220 reduced effect, 30
Advancement
random, 61 Construct(s), 241
limits, 47
Character(s) Constructs, 249–251
Area, 237
creation, 220 Contact(s), 112
Armor, 32–33, 64
experienced runners, 57 Convergence, 245
armor box, 33
restoring, 33
Player character types, 8–9 Conversation, 12, 15, 26
prime runners, 57 organizing the, 10
special, 53
Chemist, 83, 239 Corporate background, 53
Assassins, 9
Claim(s), 44–45 Corporate Court. See Big
Assense, 99
losing, 45 Seven
375
Couriers, 9 reconditioning and, 170 status, 44
Crafting, 254–256 Downtime roll(s), 13 Tier, 42
drawbacks, 256 Dragon(s), 172, 279 Factors, 23
example of (supernatural), Kalanyr, 97 Failure, 17, 216
305
Dragon’s Deal, 17, 27 Faith, 54, 328
inventing, 254
Drawback(s) Fixer(s), 43, 228
modifying, 255
adept, 94 Flashback(s), 151
roll, 255
arcane, 100 examples of, 152
supernatural, 303–305
creation and item, 256 Fog of Mortal Disbelief, 274
Crew, 109–120 emergent, 106 Force, 237
index
advancement, 47
implants. See Symptom(s) Fortune roll(s), 13–14
changing, 48
Drone(s), 84, 241, 252 Free play, 14
contacts, 112
features, 253 Free spirit(s), 33, 274, 275,
creation, 110–114, 120, 220 320
surveillance, 274, 313
development, 42 characters, 282
using, 253
meeting grounds, 113 playbook, 285–287
Duration, 237
reputation, 111 Roz, 321
safehouse, 111 e Friendly, 44
special abilities, 113 Echo(es), 320
types, 9, 110 Edge, 21 G
upgrades, 114–117, 120 Effect(s), 18, 22, 23, 26 Gambling, 54, 328
376
special items, 72 virtual reality (VR), 243 Magical lineage(s), 51, 341–
343
Harm, 31 Interfering, 44
and human privilege, 342
Haunted, 22 Investigation, 36
dwarf, 341
Hawkers (aka Dealers), 9 Item(s)
elf, 341
Healer conspicuous, 256
goblin, 342
becoming a, 83 drawbacks of, 256
lizardfolk, 342
recovery and, 176 forbidden, 175
obsidifolk, 342
Healing clock, 176 loadout and, 61
ork, 342
Heat, 169 modifications for, 255
ratkin, 343
Dragon's Deals and, 27 rare, 256
index
shifter, 342
Helpful, 44 restricted, 175
stranger peoples, 343
Heritage, 52, 60 standard, 64
troll, 343
Hidden, 111 theft & loot, 233
unreliable, 256 Magnitude, 34, 236–237
Hold, 42
losing, 44 volatile, 256 Marked, 44
reducing, 43 Media background, 53
K Meeting grounds, 113
Horror(s), 278, 320
Karma, 46–47 Meet(s), 228–230
Hostile, 44
Karma trigger(s), 57 Mercs, 9
i Metaplane(s), 277
l
ICe, 250–251 Metatype. See Magical
Labor background, 53
IDN(s), 54 lineage(s)
Language(s), 56
being ID'ed, 54 Method(s), 276
Law background, 53
security review and fakes, Methods
312 Limit(s) arcane, 100
action ratings, 115
Implant(s), 55, 60, 262–268 emergent, 106
detailing, 266 advancement, 47
Military background, 53
essence and, 266 expansions, 117
Muscle, 9
features, 265, 266 mortal, 48
playbook, 73–76
getting additonal, 41 nuyen, 39
special items, 76
locations & specifications, sites, 117
Mythical cities, 311
264 site upgrades, 116
Aztlan, 311, 312
using, 267 Loadout, 61, 146 Draken, 312
Incapacitation, 31, 243 Long-term project, 18, 36, El Dorado, 312
Indulge vice, 177, 178, 181 175, 177, 181
guardians of, 311
Infected, 281 Lost opportunity, 31
Hanging Gardens of
playbook, 283–284 Luxury, 54, 328 Babylon, 312
Interface mode(s) m Tir Na Nog, 312
augmented reality (AR),
Mage(s)
243
playbook, 97
hot-sim VR, 243
377
n in play, 19
Networking, 241 Punk(s), 9
Nuyen, 39–41 playbook, 77–80
Dragon's Deals and, 27 special items, 80
lifestyle and, 41 Push yourself, 17, 24
payoff and, 168
q
removing from stash, 41
Quality, 24, 34, 237
stash and, 40
use of, 39 r
uses of, 174 Radicals, 9
index
Reach, 237
o Reckless, 22
Obligation, 54, 328
Reconditioning, 75, 170
Obsessed, 22
Recover, 176, 181
Occult Task Force (OTF), 274
Reduced effect, 30
Online, 241–244
Reduce heat, 177, 181
cyberspace providers and, 242
Reputation, 47, 111
going, 242–244
Resistance, 13, 22, 23, 216
interface mode and, 243
roll, 32–33
networking limits and, 244
Resonance well(s), 320
persona and, 244
Respectful, 44
P Restricted, 175, 313
Paranoid, 22 Retirement, 40
Payoff, 168 Rigger, 245
Permutation(s), 59, 60. See also Character Rigger(s), 9
creation playbook, 81–84
Playbook special items, 84
changing, 48 Roll(s), types of, 13
choosing, 50–51 Run(s), 14
Player character(s) (PC), 8 random generator, 238
advancement, 46 tracker, 233
in conflict (PC vs PC), 38
Pleasure, 54, 328
s
Safehouse, 111
Position, 24, 28–29
Scale, 24, 237
Potency, 24
team, 42, 118
Practitioner of the Way, 48, 94, 273
Series
Profits, 47
tracker, 233
Programmer, , 70
Sessions, 10
Progress clock(s), 18–19, 211
Dragon's Deals and, 27 Setting, 7–8, 206
378
Shadows, 9 T
Shell(s), 269 Techno(s)
playbook, 271–272 playbook, 103
Signal(s), 240 Tier, 24, 34, 42
hot and cold, 241 faction, 231
Snake(s), 9 Touchstones, 11, 218
playbook, 85
Tradition, 129
special items, 88
Train, 177, 181
Soft, 22 Training
Sorcery & threading, 296–301 downtime activity, 177
index
Special abilities, 46, 47, 50, 53, 60 upgrade, 115
Special harm, 267, 297 Trait(s), 34
recovery and, 176, 181
Trauma, 21–22
Special item(s), 41, 55, 60 and ignoring your vice, 179
getting additional, 55 conditions, 22
loadout and, 61 ignoring vice and, 179
Spirit(s), 275 Travel, 314–315
Starting situation, 221 Trigger(s), 9
War in St. Andrew Parish, 224 playbook, 89–92
Stash, 40 special items, 92
crew advancement and, 47
Stupor, 54, 328 u
Success, 17, 216 Underworld background, 53
Supernatural playbook(s), 276 Unstable, 22
Adept, 93
v
banning or disallowing, 339
Vehicle(s), 84
changing to a, 48
Vice, 54, 60, 178–179
Mage, 97 ignoring, 179
Techno, 103 purveyors, 328
Surgeon, 262 roll, 178
becoming a, 83
Vicious, 22
Surgery, 262–263
example of, 263 w
Symptom(s) Wanted level, 35, 169
of being infected, 283 Watchdog, 245
of lost essence, 268 Weird, 54, 328
Weirdos, 129
379