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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,
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Krzysztof Bieniawski, Martina Belli


Lead Graphic Designer: Manuel Serra Sáez
CONTENT WARNING
Additional Layout: Alba Martínez Gil, Kristoff Alejo This game contains mild language as well as strong
Operations: Maria Jose Castañeda themes of violence, crime, and immorality. Parental
guidance is advised.
Customer Support: Alfonso Campos
Social Media & Content: Kevin Carpenter PRONOUN USE
Additional Contributors: Kend'or Wilson Where the third person is required, this book refers to
characters and players as ‘they’ and to the MC as ‘she’.
This is an arbitrary division for the sake of readability;
© 2024 Son of Oak Game Studio LLC characters, players, and MCs may be of any or no gender.
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TABLE OF CONTENTS
DATABASE: LOADING...>> 6 CYBERSPACE 24
• UNIVERSALLY RELEVANT TAGS AND STATUSES 7 • CYBERSPACE AND HACKING TERMS 24
• GENERAL CONSEQUENCES 8 • DATA, NETWORK, AND CODING 29
• TIME MATTERS 9 » Accessing Data 29
» Connecting to a Node 29
COMBAT 10

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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

» Disarming and Sundering Gear


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» Attacks to Hold Off or Spur Opponents

» Feinting and Distracting Attacks


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» Overriding or Fooling a Security Device or Program
» Taking Control Over a Node or a Program

• VR MODELING
» Altering the VR Environment
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35

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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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» Assuming a Battle Stance 19 » Taking Actions in VR While Harnessed 39


» Improvised Weapons 19
» Preparing an Attack 20 EXPLORATION & SURVIVAL 40
» Leadership 20 • NAVIGATING DANGER 42
» Tactical Teamwork 20 » Chases 42
» Treating Injuries 20 » Creating and Removing Hazards and Obstacles 43
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• COMBAT MOVEMENT 21 » Scavenging 43


» Forcing an Opponent to Move 21 » Scouting and Guarding 44
» Moving Around the Battlefield 21 » Sneaking Past a Threat 44
» Retreating From Combat 22 » Surviving Environmental Hazards 44
» Vehicle Combat 22 » Travel and Survival in Dangerous Environments 45

• COMBAT DEFENSE 22 • MEDICINE, HEALTH, AND RECOVERY 46


» Blocking or Soaking an Attack 22 » Mental and Physical Resilience and Recovery 46
» Dodging an Attack 23 » Performance Enhancement 46
» Taking Cover 23 » Treating Injuries and Other Conditions 47
MYTHOS 48 » Manipulating Public Opinion 68
» Outsourcing a Job 69
• USING MYTHIC POWERS 50
» Persuasion 70
» Aiding Others with Mythos Powers 50
» Preparing an Approach 71
» Attacking with Mythos Powers 50
» Resisting Social or Emotional Manipulation 71
» Divination or Magical Senses 50

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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

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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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• OPERATING TECH & GEAR 84


» Warding 59
» Evaluating and Activating Tech 84

SOCIAL INTERACTIONS 60 » Operating a Drone


» Programming a Drone
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• BUSINESS TRANSACTIONS 62 » Piloting 86
» Making a Purchase 62 » Reloading and Recharging 87
» Negotiating a Fee 63
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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

simulate and resolve any imaginable


of :Otherscape using the rules. Each entry is an action or
a narrow category of actions that can be resolved in a
action that players could want to
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similar way, suggesting how the action’s outcome should


take in a scene. From hacking a be determined – as a narrative, quick, or tracked outcome
simple lock to piloting drones, from – although the MC may always apply their cinematic con-
brewing potions to summoning siderations to override these recommendations.
spirits, from driving a getaway Many actions offer both a quick and a tracked resolution
car to shooting rockets at a giant option, with the tracked option reserved for scenes that
spider tank – all actions of a mythic
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show the action step-by-step, blow-by-blow, or play-


by-play (e.g., a tense hacking heist in VR) and the quick
cyberpunk series can be resolved
A C T I O N D ATA B A S E - : OT H E R S C A P E

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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D ata b a s e : Lo a d i n g . . . > >


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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

from the relevant sections, in


position (exposed).
• You run out of ammo.
addition to those noted for each • You lose your aim, your preparedness, or your cool
action type. They are summed up

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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.

e • ICs counterattack (glitched, taken-over, tagged).


• Your system overloads or overheats (overheated).
• You are attacked by a hidden countermeasure
(glitched or burn tags).
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• The target responds by loading additional protections
(firewalled).
• You suffer from burnout (mentally-tired).
• Access to other connected devices or subdomains is
denied.
• The connection is overloading (disconnected).
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EXPLORATION & SURVIVAL CONSEQUENCES


• You run into a barrier (add story tags), stumble on an
obstacle (off-balance), or get hurt by a hazard (injured,
burnt, poisoned, etc.).
• You get lost or are forced to backtrack (remove traverse).
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∙ You’re spotted, and optionally marked.


∙ Your activity raises suspicion, increasing the alarm level.
A C T I O N D ATA B A S E - : OT H E R S C A P E

∙ You maneuver through an open area (exposed).


∙ Equipment gets damaged or lost (burn a tag).
∙ You are exhausted (winded, tired).

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.

• You are discovered, or your activity raises suspicion,


The outcome of the action also affects its timing: an ex-
ceptionally well-performed negotiation could be completed
quicker than usual, while a botched negotiation could burn
precious daylight, often for naught. To represent this, the
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increasing the alarm level.
MC can always feature time itself as a Challenge in the
• Someone becomes suspicious or decides to approach scene. When establishing or re-establishing a scene, the MC
and investigate. can make Threats related to time, such as, “You’ve spent a
• A piece of intel or blackmail becomes irrelevant or out lot of time climbing the side of the KOCMOC complex; your
of date (burn a tag). synchronized watches are counting down nervously.” – and
• You draw attention from the enemy organization (marked). then deliver Consequences if the crew ignores it.
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• The information you get is vague or part-true, part-false.


When delivering Consequences for any action, the MC can
• You trigger a trap or countermeasures (injured, poisoned, say the action took long enough for more trouble to unfold,
tagged, etc.). and then present these troubles to the players. For example,
as Consequences, a PC drone graveyard tinkerer working
TECH & GEAR CONSEQUENCES on building an assassin drone could find themselves black-
• You push the machine too far (wrecked). mailed by a stray vagabond who’s noticed their unusual
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• 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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crushed, shot, etc., but also subdual statuses such as re-


an alley knife fight, a battle with strained, knocked-out, and so on.
military-grade tank bots, or a
clash of monstrous Conjurations,
The generic statuses injured and wounded indicate any
injury or wound. For flavor and cinematic flair, they should
your characters will encounter usually be rephrased to indicate the specific injury or wound
armed resistance in most jobs inflicted, such as broken-arm or gunshot-wound.
and must know how to defend
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Wreck tracks defeating a PC or Challenge with a mechanical


themselves. Even when Harnessed body, such as a drone or a vehicle.
A C T I O N D ATA B A S E - : OT H E R S C A P E

into cyberspace, warriors and TACTICS


gunslingers use physical combat Statuses can represent a character’s current situation or
actions to hack, as explained under position on the battlefield, be it favorable, unfavorable, or
Harnessing (page 38). favorable for some and unfavorable for others.
• A character can be exposed, surrounded, or cornered,
which is positive for attacks against them and nega-
tive for mitigating attacks against them.
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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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every downtime, depending on the effects of the poison.


MORALE
If the Threat remains unaddressed, even during another
High morale, battle frenzy, fear, and demoralization can all PC’s spotlight, the MC can deliver Consequences such as
affect a character’s performance in battle. Statuses such increasing the tier of the poisoned status or shutting down
as momentum, raging, scared, or demoralized are common body and mental functions by burning tags.
factors in combat actions.
When a PC inflicts poisoned, the poison can be considered a
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POISON secondary character controlled by the PC, not unlike a spirit


The poisoned status becomes incapacitating when its or a drone sent on a mission. Depending on the narrative
tier equals the victim’s hurt-or-subdue Limit and lethal or situation, the poison may continue to affect the Challenge at
permanently transformative when it exceeds that Limit. intervals decided by the MC (every minute, every hour, etc.).
A PC can use Combat Defense (page 22) to avoid being Whenever an interval arrives, the PC gets an interjecting
poisoned in the first place and they may also attempt to spotlight and can take action as the poison to increase its
resist the poison, see Mental and Physical Resilience and tier. See Triggering Story Tags Out Of Turn (Metro:Other-
Recovery (page 46). The poison is neutralized if the status scape, page 111) for a similar mechanism. If you’re using the
is fully removed, see Treating Injuries and Other Conditions Death Spiral Mode (Metro:Otherscape, page 109), the target’s
(page 47) or Healing with Mythos Powers (page 51). poisoned status is a positive status in such a roll.
C O M B AT
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DIRECT ATTACKS
COMBAT

AREA ATTACKS At tac k HAND-TO-HAND ATTACKS At tac k

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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• Disperse the targets around. CONSEQUENCES


• Remove obstacles or hiding places.
• Create a pile of rubble or debris. » The target counterattacks (injured).
• Cause the target to retreat in a certain direction. » You lose balance (off-balance).
» You expose yourself (exposed).
CONSEQUENCES
» You exert yourself (winded).
» You are caught in the area of effect.
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» You lose your weapon (burn a tag).


» You harm allies, innocents, or something valuable to you.
A C T I O N D ATA B A S E - : OT H E R S C A P E

» The targets counterattack (injured).


» You overexert your resources (burn a tag).
» Your attack obscures your senses (creates smoke
cloud) or creates an unintended hazard (such as
pooled acid).
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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

MULTIPLE ATTACKS wounds or pain • physical restriction • weapon faults


• extreme range • poor vision or visibility • environ-
Your rate of attack or ability to attack multiple times in mental interference, such as shooting through water
quick succession should be represented by a tag or several or unstable ground • target’s armor, cover, shielding, or
tags such as rapid fire or many-armed goddess. Multiple dexterity • target’s natural resistances

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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

At tac k Inflict a harmful status such as wounded,


pierced, bleeding, burned, electrocuted, dissolved, or
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corrupted, usually applied to the Limit hurt-or-subdue,
loss from Scaling. Additionally, you may be able to use wreck, or similar.
multiple attack tags to unleash Area Attacks (page 12)
at an entire area. e xtra f e ats
• Cause them greater pain.
• Strike fear into them.
PRECISION ATTACKS • Keep them pinned down.
• Keep them focused on you.
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Called shot • Accurate slice • Aim for a weak • Create a distraction.


point • Stunt shot • Stay hidden.
• Misdirect the source of the attack.
If you take a called shot to maximize damage, see Preparing
• Quickly reload.
an Attack (page 20) before making an Hand-to-Hand
Attack (page 12) or Ranged Attack (page 13). CONSEQUENCES

If you take a called shot to impair a target’s specific ability


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or their equipment, see Impairing Attacks (page 16) or


» You lose sight of your target.
Disarming and Sundering Gear (page 15). » The target closes in to within melee range.
If you take a called shot as a stunt, see Trick Shots (page 17).
» The target shoots back at you (injured).
» You hit an unintended target.
» Your weapon jams, you run out of ammo, or your magi-
cal power is exhausted (burn a tag).
» You lose your aim.
» You expose yourself to harm (exposed).
C O M B AT
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