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What is this reference guide
and who is it for?
The :Otherscape role-playing game uses an open
game system that supports any action players can
imagine and makes it easy and simple for players and
the MC to translate these actions into game elements
like tags and statuses.
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The core rules of the game are presented in Chapter
2: //Play of the Metro:Otherscape corebook and
explain how to make rolls, use Effects, deliver Conse-
quences, and mitigate them to resolve the outcome of
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any conceivable action player characters can take in
the world of mythic cyberpunk.
The Action Database is a supplement to the core
rules: an encyclopedic collection of suggestions for
typical :Otherscape actions and how to use the game
to resolve them. It can be used by players and MCs
CREDITS alike for inspiration for actions and Consequences, or
as a quick reference on how to resolve specific actions
Creator, Lead Game Designer, and Creative Director:
Amít Moshe
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Game Designers: Eran Aviram, Itamar Karbian, Kelly Black
Developer: Kelly Black
and situations during the game.
If you ever feel stuck for your next action as a player
or for Consequences as the MC, the Action Database
is here for you. If your group is coming from more
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rules-heavy role-playing games, this will help you
Editor: Eran Aviram
bridge the gap to :Otherscape’s open system.
Proofreader: Matthew Pook
The Action Database is not required to play the game
Game Producers: Omer Shapira, Inbar Barzilay nor does it limit play; it is not a rulebook. You can use
the core rules to create any outcome, without ever
Art Production: Erina Liddle
referring to the Action Database. This may be your
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Lead Writers: Itamar Karbian, Kelly Black group’s preferred way to play :Otherscape, especially
if you’re used to narrative games.
Writers: Amít Moshe, Eran Aviram
Lead Artist: Isago Fukuda
Additional Artists: Ario Murti, Bad Moon Studio, Chinh
Duc, Daniel Liang, Daniel Sachs, Jayden Morris, Juni Frio,
Sa
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» Data Forgery 29
• DIRECT ATTACKS 12 » Disconnecting 30
» Area Attacks 12 » Protecting Data or Programs 30
» Hand-to-Hand Attacks 12 » Repairing Data or Programs 31
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» Homing Ranged Attacks 13 » Scanning the Network 31
» Multiple Attacks 13 » Tracing Data or Signal 32
» Precision Attacks 13 » Writing a New Program 32
» Ranged Attacks 13 • HACKING 33
» Restraining an Opponent 14 » Blocking a Digital Attack 33
» Surprise Attacks and Silent Kills 14 » Crashing a Node or a Program 33
» Two-weapon Fighting 14 » Disrupting Device Functionality 34
• TACTICAL ATTACKS
• VR MODELING
» Altering the VR Environment
34
35
36
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36
» Impairing Attacks 16 » Creating VR Constructs 36
» Trick Shots 17 » Customizing an Avatar 37
» Moving in VR 37
• COMBAT SUPPORT 18
» Analyzing the Battlefield 18 • HARNESSING 38
» Assisting an Ally 18 » Harnessing a Brain 38
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» Finding and Focusing on a Specific Ability 50 • TEAMWORK 72
» Granting Abilities to People or Items 51 » Helping and Supporting 72
» Healing with Mythos Powers 51 » Leadership 73
» Manipulating Others with Mythos Powers 52 » Team Preparations 73
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» Moving and Evading with Mythos Powers 52
» Protecting with Mythos Powers 52 SPYCRAFT 74
» Shapeshifting and Transformations 52 • CLANDESTINE OPERATIONS 76
» Shaping the Environment with Mythos powers 52 » Avoiding Attention and Staying Anonymous 76
» Breaking and Entering 76
• MYTHOI & SOURCES 53
» Infiltration 76
» Communing with a Mythos 53
» Losing a Tail 76
» Identifying a Source 54
» Sneaking and Hiding 77
• CONJURING & COMPANIONS
» Banishing a Conjuration
» Commanding a Conjuration
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55
56
» Surveilling
• INTEL GATHERING
» Conversational Inquiry
78
79
79
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» Summoning a Conjuration 57
» Reconnaissance 79
• THE ARCANE ARTS 57 » Researching a Topic 80
» Countering, Dispelling, or Disenchanting » Searching and Investigating a Scene 81
Mythos Powers and Sources 57
» Performing Magical Rituals 58 TECH & GEAR 82
» Sourcecraft 59
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» Setting a Trap 87
» Paying for a Service 64
» Selling Stuff 64 • TECHNICAL MODIFICATIONS 88
» Building, Crafting, or Upgrading Tech 88
• IN-PERSON INTERACTIONS 65 » Maintaining and Repairing Tech 89
» Competitions 65 » Tampering with a Device 89
» Deception 66
» Gathering Support and Resources 67 APPENDICES 90
» Making an Impression 67
• Action Database Index 90
» Getting Close to Someone 68
• Effects 106
» Negotiation 68
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Database: Loading...>>
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With its open-ended tag-based The following Action Database is provided as suggestions
rules, :Otherscape allows you to on how to handle the most common actions in the universe
option for when the MC wants to keep the game and story
using the same rules. moving, for instance, making an entire firefight play out
with a single roll.
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UNIVERSALLY RELEVANT
Each entry also lists:
• Suggestions for the kinds of tags and statuses that
would positively or negatively affect the action’s Power
• Suggestions for which Effects to choose in order to best
TAGS AND STATUSES
translate your action’s outcome into game rules, the tags Almost every action requires you to pay attention to what
and statues most likely to be created (or removed) as a you’re doing and be able to perceive your surroundings.
result of this action, and any related Limits For this reason, tags and statuses like darkness, heavy
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» Suggestions for Extra Feats appropriate to the action, fog, loud crowd, distracted, in-pain, etc. can negatively
which can also be used as suggestions for a greater affect most actions. Likewise, stamina statuses like tired,
degree of success when using a quick outcome winded, or exhausted or mental statuses like light-headed
or distressed can affect any action that requires effort or
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• Suggestions for likely Consequences that might result focus. Motivating or empowering feelings, such as save my
from a miss or a mixed hit brother or hates the corporations, can boost a wide variety
The recommended suggestions in this document are for of actions, if the MC deems determination and conviction
handling cyberpunk actions in the published :Otherscape as playing a part in the success of the action.
setting, but things could be different in your game. Per-
haps Harnessing works differently in your series, or your
PC practices an unusual type of Esoterica that unleashes
a different kind of Consequences. Use the Action Database
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as a baseline and mix and match Effects and Consequences
as appropriate to your game.
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GENERAL CONSEQUENCES COMBAT CONSEQUENCES
• The target counterattacks (injured).
The Consequences below can be • You harm allies, innocents, or something valuable to you.
used most of the time with actions • You are forced into an inconvenient or dangerous
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(remove status).
here for ease of access. • You get distracted or surprised; you fall prone or get
knocked-back.
• Your enemies get a chance to prepare or set some-
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thing up.
• You get frustrated, panicked, or otherwise emotional.
CYBERSPACE CONSEQUENCES
• You are discovered, or your activity raises suspicion,
increasing the alarm level.
• The target is alerted to your presence (tagged).
• You attract ICs or enemy hackers.
MYTHOS CONSEQUENCES
• Your Source is sapped, your powers wane, or you
exhaust your magical resources such as ingredients
(burn a tag or drained).
• Your Source powers run rampant.
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• There are undesired side-effects, such as an explosion
(injured, cursed). TIME MATTERS
• Your use of this Source attracts Source hunters. The actions listed in this document
• Your use of this Source is noticed by an interested party. vary in how long they take to
• Your use of this Source is an anathema to the Mythos
perform, from near-instantaneous
combat attacks to business or
within it (burn a tag).
• You disrupt helpful magic effects on yourself, your
travel actions that could span days.
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target, or nearby (burn a tag).
• You leave a Mythic scar on the area (cursed). Actions taken by PCs must match in
scope to the scene in which they are
SOCIAL CONSEQUENCES taken; a PC cannot go on a journey
across the world during a combat
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• It’s gonna cost you (broke).
• You harm your reputation (bad rap). scene that lasts under a minute.
• You get nervous, embarrassed, or otherwise emotion-
Furthermore, the very passing of time can trigger other
ally compromised.
events around the PCs. For example, searching a crime
• You insult them or otherwise make them decide to cut
scene could take a good chunk of time and while the PCs
the connection, at least for now.
are searching, others may notice them there, the gang of
• An enemy learns about your actions. perpetrators could be on the move, or a different problem
• The target changes their mind (reduce convinced). can arise for the PCs on the other side of town.
SPYCRAFT CONSEQUENCES e
• The target behaves in an unexpected way.
• The device is damaged (malfunctioning, glitchy, and illegal project and wants something in return for their
depowered). silence. If there is a progress Limit (Metro:Otherscape, page
• The drone or vehicle spins out of control (off-balance). 106) in the scene that is measuring the passage of time,
• A piece of gear or a mechanical system gets damaged such as a ticking time bomb or an ongoing ritual, the MC
(burn a tag). may, as Consequence, add statuses to that Limit to rep-
D ata b a s e : Lo a d i n g . . . > >
• You lose track of time or of your environment (distracted). resent the climactic moment drawing nearer and nearer.
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Armed and violent conflict is an COMMON COMBAT STATUSES
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everyday part of the dystopian WINNING A FIGHT
future of :Otherscape, especially The Limit hurt-or-subdue tracks defeating a PC or a Chal-
for mercenaries engaged in the lenge by killing them, injuring them, restraining them, or
arms race for Sources and tech otherwise physically overpowering them. It includes all
such as your crew. Whether it’s physical harm statuses such as injured, wounded, burned,
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• A character can secure an advantageous-position which
is positive for mitigating attacks against them and for
attacks they perform, while being negative for attacks
against them and mitigating attacks they perform.
• A character can position themselves behind-cover or be
hunkered-down, to boost their mitigation against attacks.
• A character can be prone, which may be favorable for
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mitigating ranged attacks or unfavorable for mitigat-
ing attacks in close-quarters.
Challenges gain positive tactical statuses as Consequences;
if a player wants to take action to create one for their PC,
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see Moving Around the Battlefield (page 21). The MC
may also interject to give, remove, or expire an appropriate
tactical status according to what happens in the fiction.
However, not all tactical aspects require a status – only
the most pertinent one should be reflected in a status.
BATTLEGROUND AWARENESS
A character could get distracted, either because their at-
tention is dispersed or because they are too focused on
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something; they can also become blinded, blindsided, shell-
shocked, stunned, etc. Such statuses hinder a character’s
ability to notice enemies sneaking by or sneaking up on
the character, as well as most attack mitigation reactions.
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STAMINA
When someone is physically overextended, they can become
tired, winded, exhausted, or similar. The MC may count When a PC is poisoned, the poison becomes a Challenge.
stamina statuses against their hurt-or-subdue Limit for The MC can pose a Threat using the poison (“The poison
simplicity, or separate them into a different Limit, which spreads in your body.”) The frequency of this Threat can
is usually equal to their hurt-or-subdue Limit. range from every time the scene is re-established to once
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DIRECT ATTACKS
COMBAT
Fire a missile or a rocket • Bombard • Shower Punch • Kick • Bash • Stab • Slash • Thrust •
with a hail of bullets • Cleave with a mighty Bite • Impale • Run over • Touch with harmful
weapon • Infuse an area with evil spirits • substance • Touch with magical effect
Blanket area with magical frost
You strike at close range in order to harm. Apply Scale to
You deliver an attack to an entire area. Targets in the area attack multiple targets or a larger target. To attack an area,
are hit selectively or indiscriminately, depending on the see Area Attacks (page 12).
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nature of your attack. If there are defensive tags shared
by most of the targets, they apply to this roll; otherwise, POWER
targets mitigate this attack individually (Resisted Area
of Effect or Multiple Targets, Metro:Otherscape page 121). weapons • weapon skills • touch-based abilities •
specific maneuvers • strength or speed • empowered or
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This action always has a target Scale; see Hand-to-Hand excessive energy • target’s weak spots or vulnerabilities
Attacks and Ranged Attacks for attacking single targets.
wounds or pain • physical restriction • unstable
ground • target’s armor, shielding, or dexterity • target’s
POWER natural resistances
attack rate or speed • large melee weapon • explosive
ammo • command of terrain • brute force • destructive SUCCESS
attitude • hazardous materials • targets in a choke point
At tac k Inflict a harmful status such as wounded,
targets are spread out • cover or hiding spots • slashed, bleeding, burned, electrocuted, dissolved, or
weather conditions
SUCCESS
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slow-firing weapon or slow projectile • detrimental corrupted, usually applied to the Limit hurt-or-subdue,
wreck, or similar.
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• Cause pain.
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A t ta ck Inflict a harmful status such as wounded, • Push them back.
slashed, bleeding, burned, electrocuted, dissolved, or • Block their path.
corrupted, usually applied to the Limit hurt-or-subdue, • Keep them focused on you.
wreck, or similar. • Draw someone else’s attention.
• Draw an item out of a pouch.
e x t r a f e a ts • Maneuver around or away from them.
• Create a mess or cause chaos.
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COMBAT
HOMING RANGED ATTACKS RANGED ATTACKS At tac k
See Ranged Attacks (page 13). Tags that describe hom- Shoot with a firearm or a cold ranged weapon
ing weapons such as guided missiles, smart ammunition, • Blast with a magical bolt • Throw or hurl a
or bewitched arrows can simply be used to increase the projectile
Power of a Ranged Attack action and therefore the chances You shoot, throw, launch, or otherwise propel a harmful
of a hit. Locking on with a guided weapon before making a projectile, object, energy, or substance at range. Apply Scale
ranged attack can also be reflected as Preparing an Attack to fire at multiple targets or a larger target. To attack an
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(page 20). area, see Area Attacks (page 12).
Alternatively, the MC may choose to represent launching
a homing projectile as a Chase (page 42) where upon POWER
maxing out catch the target is hit and then takes a harm-
weapons, weapon skills • specialized ammo • aiming
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ful status of the MC’s choice or is narratively eliminated,
decommissioned, etc. or great accuracy • manual dexterity • ideal conditions
for a clear shot • empowered or excessive energy •
target’s weak spots or vulnerabilities
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attack tags can add to the Power of Hand-to-Hand Attacks
(page 12) or Ranged Attacks (page 13), as long as
you attack in a fashion that utilizes your rate of attack. If
you’re attacking multiple opponents by Scaling an attack
action, multiple attack tags can help to offset the Power
SUCCESS
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