Otherscape - Action Database
Otherscape - Action Database
Otherscape - Action Database
Order #218155
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.
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
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:
and situations during the game.
Amít Moshe
If you ever feel stuck for your next action as a player
Game Designers: Eran Aviram, Itamar Karbian, Kelly Black
or for Consequences as the MC, the Action Database
Developer: Kelly Black is here for you. If your group is coming from more
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
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,
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.
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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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.
• ICs counterattack (glitched, taken-over, tagged).
• Your system overloads or overheats (overheated).
• You are attacked by a hidden countermeasure
(glitched or burn tags).
• 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).
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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• You lose track of time or of your environment (distracted). resent the climactic moment drawing nearer and nearer.
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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).
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
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
slow-firing weapon or slow projectile • detrimental corrupted, usually applied to the Limit hurt-or-subdue,
weather conditions wreck, or similar.
e xtra f e ats
SUCCESS
• Cause pain.
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.
• 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. » 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
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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
(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-
ful status of the MC’s choice or is narratively eliminated, weapons, weapon skills • specialized ammo • aiming
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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COMBAT
ATTACKS TO HOLD OFF DISARMING AND SUNDERING GEAR
OR SPUR OPPONENTS At tac k We ak e n
Q u i ck D i sr u pt I n flu e n c e At tac k – S u s p e n d
Sunder a weapon • Swat weapon away • Break
shield • Damage cyberware • Destroy wand • Jam
Fire suppressive gunfire • Repel with sword or
signal • Break claws • Snatch out of their hands
spear maneuvers • Hold at gunpoint • Smoke the
enemy out • Deploy sentry drones • Unleash
You attack a piece of equipment on somebody’s person,
spirit dogs
either held, stowed away, or attached to their body, with
You use force or the threat of force to limit a target’s tactical the goal of making it unusable or unavailable to them.
options, forcing them to reconsider, give up, or take certain
actions, such as stepping into a specific area, revealing POWER
themselves, staying put, attacking, drawing their weapon,
physical strength • precision • appropriate weapon
or activating a device.
skills and maneuvers • long reach • opponent’s reckless-
ness • entangling equipment or weapons such as chains,
POWER nunchaku, or flails • fragile gear
area attack weapon, ammo, or spells • automatic or opponent’s strong grip or physiology • gear that
rapid-fire weapons • martial arts skills • tactical aware- is hard to reach, remove, or damage • limited space •
ness • intimidating demeanor • target’s fear • target’s robust or shielded gear
inferior position
countermeasures • target’s training • target’s resolve SUCCESS
• inconvenient angle of attack
Quic k Remove an item not represented by a tag. Actions
using the item are not available until it is retrieved.
SUCCESS
We ak e n Remove an existing tag representing gear. If you
Q u i ck The opponent’s behavior is affected as planned. succeed, you could then Create to give yourself the same
tag, meaning you managed to grab hold of it and can now
D i sr u pt I nf lu en c e Give the target a tag or status that
use it yourself (see Improvised Weapons, page 19).
hinders their actions, like suppressed, cornered, threat-
ened, or harassed. Retrieving their gear might be as easy for your target
as reaching over to pick a crowbar up from the ground,
A t ta ck – Su spend Alternatively, describe your threat and
or as complicated as spending weeks in a specialized
suspend the roll (Metro:Otherscape, page 125). Should
laboratory to fix severe damage to a unique piece of cy-
the target not conform to your desired course of action
berware. If it is possible within the scope of a scene, the
for them, you can then roll and Attack to give a harmful
MC can use Consequences at a later time to determine if
status such as injured.
the target retrieved their gear.
e x t r a f e a ts
e xtra f e ats
• Improve your position. • Kick the disarmed item away or otherwise prevent it
• Push them back. from being retrieved.
• Keep them focused on you. • Maneuver around your opponent.
• Disrupt their tactics. • Place or plant something on your opponent.
CONSEQUENCES CONSEQUENCES
» You harm allies, innocents, or something valuable to you. » The target attacks you (injured).
» You run out of ammo or magical power (burn a tag). » The target disarms you instead (burn a tag).
» You focus too much on the action (distracted). » The target grapples you (pinned-down).
» The target manages to partially circumvent your attack » You drop something.
(e.g., only one person escapes).
» The target secures their gear (strong-grip or inaccessible).
C O M B AT
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counterintelligence and surveillance • target’s alertness, Dis rupt Hit a specific limb, organ, or component,
resolve, training, sharp senses, or leadership • impaired communi- such as with a crippling shot (limping), kick to the
cation, e.g., due to loud ambient noise or cyberspace interference head (dazed), or a strike to the ears (deafened or
off-balance).
SUCCESS
We ak e n Remove specific ability or advantage tags,
Q u i ck The target stalls or takes the desired action. such as by shooting off a scanner dish, punching
a proboscis to impair acute smell, or throwing a
I nf lu ence Dictate the target’s next actions by giving them a knife to slow down a fast runner.
compelling status such as hostile to their own allies, focused on
something else, docile, or overconfident. e xtra f e ats
• Make the impairment go unnoticed (if possible).
D i sr u pt Inflict a hindering status on your target, such as
• Cause your target to flinch or be distracted.
vulnerable, overextended, guard-down or unaware, surprised,
• Keep the spotlight to immediately attack.
dazed, or distracted.
W e a k en Reduce a positive tag on the target that represents CONSEQUENCES
preparation or commitment such as high-morale, energized, or
drilled maneuver. » The target attacks back (injured).
e x t r a f e a ts » The target is impaired, but in a different way.
• Draw attention away from your allies. » You hit someone or something you did not
• Move the target around the battlefield. intend to harm.
• Split up the target group. » Your weapon jams (burn a tag).
• Humiliate them.
» You run out of ammo (burn a tag).
A C T I O N D ATA B A S E - : OT H E R S C A P E
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POWER
SUCCESS
CONSEQUENCES
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Peek out of cover • Deploy a scanner drone Gang up • Enact a team-up maneuver • Reposition
• Employ tactical thinking • Sense the life your ally • Shout a warning • Deliver a
force of combatants • Analyze a fighting style stimulant
• Analyze weaponry, cyberware, or Sources •
Identify a weakness You provide an ally with a momentary advantage or boost.
Several crew members can help together, each making their
You survey the battlefield to gather or surmise valuable own assistance roll, as separate actions. Assistance can
insights such as your opponent’s numbers, position, tactics, also be provided during another PC’s action by invoking
objectives, intentions, or capabilities. If appropriate, the MC one of your tags (Helping and Acting Together, Metro:Oth-
may reveal specific information from the Challenge Profile erscape, page 95).
such as tags, Limits, Consequences, and Specials to reflect
To extend medical treatment during combat, see Treating
the knowledge gained by a PC.
Injuries and Other Conditions (page 47). To help outside
of combat, see Helping and Supporting (page 72). See
POWER
also Granting Abilities to People or Items (page 51),
sharp senses • supernatural senses • tactical training Performance Enhancement (page 46), and Building,
• sense-enhancing gear, such as binoculars • superior Crafting, or Upgrading Tech (page 88). To prepare yourself,
position • combat analytics software or tech • warfare see Preparing an Attack (page 20).
knowledge or databases
poor visibility • opponent’s speed or cover • unique POWER
tactics, behaviors, or abilities • counterintelligence tech
relevant gear • combat maneuvering skills • tactical
or Sources
skills • camaraderie and leadership • blessings
confusion • internal strife • opponent’s preparedness
SUCCESS
to prevent the assist • communication difficulties • large
Q u i ck You learn the most valuable details. distance between you and the ally
D i scov er Quantify how much was learned or fine-tune
the specific information you’re looking for. SUCCESS
D i sr u pt Give your opponent a weakness tag such as gap E n han c e Give your ally a status like on-alert, boost-
in armor, slow left hook, or same old tricks. ed-agility, got-your-back, protected-flank, or fortified-re-
solve.
e x t r a f e a ts
• Keep your target unaware that you have this information. Bestow Give your ally a tag such as emergency force
• Keep the spotlight to act on new information field, protective winds, or smoke cover.
immediately. e xtra f e ats
• Use new information to circumvent a Threat posed by
• Position yourself to protect your ally.
the target.
• Hide intentions from opponents.
• Extend the spotlight and give it to your ally.
CONSEQUENCES
A C T I O N D ATA B A S E - : OT H E R S C A P E
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Adopt a martial arts stance • Go into a rage Pick up a discarded weapon • Pull a weapon out
• Fight defensively • Battle dance • Mystical of a bag • Smash a bottle • Conjure a weapon •
trance • Act as a bodyguard • Mark your prey • Distribute armaments
Lock on primary target
You grab something in your vicinity to serve as a weapon, or
You change your posture, focus, or demeanor in order to create a temporary weapon from nearby resources or using
gain certain combat advantages. A “stance” can be anything magic. This action can be used to invoke a “too broad” tag
that significantly skews your capabilities in combat, such by using it to create a specific weapon tag (Downgrading
as defensiveness over aggressiveness, focusing on one a Tag, Metro:Otherscape page 192).
target at the expense of others, or a physical position that
favors one specific kind of attack. POWER
POWER
resourcefulness • desperation • nearby debris • a
martial arts training • specialized weapons • men- stocked armory, lab, warehouse, or factory • conjuring
tal focus • specialization in a specific combat tactic or abilities • weapon dispensing allies
behavior • personality trait physical obstacles (object is secured, chained, or
exhaustion • physical or mental restraints • target’s buried) • hindered vision or manual dexterity
countering maneuver • energy block • distracting
environment SUCCESS
» You take a status that will go into effect when you exit
the stance (e.g., disoriented).
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SUCCESS SUCCESS
CONSEQUENCES
CONSEQUENCES
» Your opponent attacks while you’re preparing (injured). » You get separated.
» An unaddressed Threat manifests while you prepare. » Your opponents get reinforced to match your numbers.
» You draw attention to yourself. » You miscommunicate (out-of-sync).
» You lose your grip on your weapon or implement
(burn a tag).
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COMBAT
For scaling terrain and movement MOVING AROUND THE BATTLEFIELD
outside of combat, see Exploration Quic k E n han c e
& Survival actions (page 40) and
Reposition • Dash • Leap • Parkour • Tumble and
Sneaking and Hiding (page 77). roll • Attain the high ground • Hide and sneak
• Get behind • Fly around
FORCING AN OPPONENT TO MOVE You move to a desired position while facing opposition,
danger, or difficulty, or move under pressure, for example
Q u i ck D i sr u pt W e ake n
when under fire, maneuvering in tight spaces, racing to
Push or pull a target • Throw a target • beat time, moving while injured, not sure where to go,
Present an obstacle • Menace a target • Force a etc. Your desired position can be a specific position on the
target back • Employ fancy footwork battlefield such as “on top of the open hatch” or a relative
position such as “above my opponent”.
You use physical strength, magic, intimidation, tactical
maneuvering, or any combination of these in order to In many cases, moving around the battlefield does not require
move your target or force them to move to where you a roll – you narrate moving together with another action (see
want them to be. Narration, Metro:Otherscape, page 85). If you are moving to
take cover, see Taking Cover (page 23). If you are traversing
through a hazard represented by a tag or status, see Travel
POWER
and Survival in Dangerous Environments (page 45).
physical strength • tactical movement • appropriate
weapon • intimidating look • advantageous terrain POWER
limited mobility • target’s quickness or robustness fortitude • quickness • athleticism • invisibility • wings
• target’s wings or climbing appendages • disadvanta- • grappling hook • jet pack • handholds • map of the area
geous terrain
hesitation • injuries • opponent’s alertness and
senses • surveillance • physical barriers • rough terrain •
SUCCESS hazards • environmental opposition (e.g., crosswinds)
Q u i ck You move your target or force them to move to the
SUCCESS
desired location.
D i sr u pt Create a status that represents the hinder-
Quic k You arrive at the desired destination.
ing nature of your target’s new position, such as E n han c e Give yourself a status that represents the benefit
exposed-back, neck-deep-water, life-drained (e.g., if of your new position such as improved-position, clear-
pushed into a magical field), or marked (by a security shot, high-ground, out-of-sight, blocking-the-path, etc.
system).
e xtra f e ats
W e a k en Remove a beneficial status such as concealed, • Move unnoticed.
commanding-position, aimed-and-ready, or magical- • Get there in time.
ly-empowered (from a ley line confluence). • Keep the spotlight to immediately attack.
e x t r a f e a ts • Take someone else with you.
• Place them in between you and a threat. • Put yourself out of harm’s way.
• Cause them to drop something. • Make an impressive entrance.
• Keep the spotlight and follow-up with an attack.
CONSEQUENCES
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Duck • Jump back • Leap out of the line of fire Fall prone • Camouflage • Duck behind a wall •
• Roll with it • Fly away • Flow around the Power up electromagnetic shield • Throw down
attack • Lead the attack around you • Become furniture • Conjure a wall of stone
incorporeal
You move to a hidden position to avoid being seen, or, if
You move in order to avoid harm with a mitigation roll. already under attack, move to a defensive position or use
This represents using any of your natural and enhanced your abilities to improve your protective capabilities to
movement abilities capable of putting distance between physically block harm.
you and the incoming harm, moving around harm, or having
harm move around or through you. POWER
CONSEQUENCES
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new types of digital beings who is facilitated by tech that employs electricity, radio waves,
microwave, visible light (such as fiber optics and lasers),
engage in these same activities for and such to transmit data.
their own reasons. An aura is the surface communication information one
With this exponential expansion of online life, online crime can “see” when examining a device or a digital construct,
has become commonplace and security measures are whether from within cyberspace or from without, using an
constantly evolving to meet the challenge. This has been appropriate scanner. It is the information any communicating
exacerbated by the introduction of Harnessing technologies, device broadcasts due to simply existing in cyberspace and
which allow every lay person to “hack” by simply interacting being connected. An aura shows what this item is, how it’s
with a VR environment. Whether as everyday users, sea- connected to cyberspace, and what its obvious features are,
soned hackers, data specialists, or meathead Harnessed but further information may be encrypted. Reading an aura in
A C T I O N D ATA B A S E - : OT H E R S C A P E
brains – your PCs are bound to engage with cyberspace. cyberspace is part of perceiving (Narration, Metro:Otherscape
page 85), but if you suspect something is being hidden from
you, you can Scan the Network (page 31).
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• Disabling a device or shutting down an entire Domain • If the target is cyberware, the hacker can control its
functions.
This Limit takes glitched, but under some situations it can
also take injured and similar statuses; see Taking Actions Upon taking over a node, the hacker gains superuser and
in VR While Harnessed (page 39). may remove the tag from any previous admins. There is
no other way to obtain this tag (including Bestow or Cre-
A user who is forcibly disconnected by maxing out crash may ate); this is a Special unique to cyberspace. In addition
suffer from additional statuses delivered with the final Conse- to allowing certain actions reserved to a superuser, the
quence that maxes out the Limit such as cyberspace-delirium tag empowers superuser actions within the Domain and
(meatspace disorientation following a sudden disconnect impedes actions against the admin within the Domain or
experienced by human users) or some temporary lagging against the Domain. The tag does not protect the superuser
to their origin code (digital entity). When the Limit is maxed from attacks originating from outside the Domain.
by an especially dangerous IC or enemy operator, it may re-
sult in damage to the user’s console, virus-infected, tagged DEFENDING AGAINST HACKING
(see below), or even brain-damaged, limited-motor-control, Users, devices, Domains, and even IC’s can be firewalled
wiped-memories, or the like. This can be represented with a against hacking. These statuses apply against attempts
Challenge Special. to Weaken them, because defensive software is designed
to protect itself first and foremost.
FIGHTING FOR CONTROL
Take-over tracks gaining control over a Domain core, a TAGGING AND TRACKING STATUSES
device, program, or construct. When this Limit is maxed IC are likely to give a hacker tagged, representing the system
trying to identify them. This status hinders attempts to hide
and impersonate within the Domain that gave it. It can be
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CYBERSPACE
ACCESSING DATA Qu i c k D i s c ove r C re ate CONNECTING TO A NODE
Download all the files • Harvest data archive • Connecting to a remote Domain or device with a known
Draw from tapped data streams • Intercept comms • address is equivalent to moving in cyberspace and should be
Collect drone data • Analyze with cybernetic eyes narrated as part of another action (Narration, :Otherscape
You use your computer skills to access data, whether page 85). When connecting poses its own challenges, such
stored as files or transferred as a data stream. Encrypted as roaming the dangerous Spirals as your avatar, see Travel
data may need specific decryption tags to decipher, while and Survival in Dangerous Environments (page 45). To
some data may require accessing a specific subdomain or find the address of an unknown node, see Scanning the
having superuser status. Network (page 31).
DATA FORGERY
POWER
C re ate
computer skills • database and data analysis skills •
cryptography skills • decryption software • useful cre- Forge credentials or documents • Cook up the
dentials • fast download speeds • large storage capacity books • Set up a fake data stream • Create a
• video scrubbing and searching software • physically cyberspace illusion to fool IC • Edit a deep-
tapping the hardware fake recording
security measures such as firewalls, encryption, or You use your computer skills to create a digital deception of
ICs • download throttling • overabundance of data • poor some kind, creating forged credentials to fool security sys-
strength of signal from the source • hardware hardening tems or creating virtual objects that give a false impression.
SUCCESS POWER
Q u i ck You download the data or tap into a data stream forgery skills • forgery software or AI • existing docu-
and read its contents. ment to modify or copy • knowledge of the impersonat-
D i scov er When you are looking for specific information ed target or forged content • artistic talent
and must search a lot of data, especially if time is short. target’s alertness • fraud detection • firewalls • target’s
Cr e a t e Gain story tags that represent the data you unique features or complexity • lack of specialized skills •
collected such as incriminating evidence or Mutblade’s inadequate software or hardware • computational overload
credentials.
e x t r a f e a ts SUCCESS
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Debug software • Defrag • Run virus check • Search cyberspace • Analyze communicational
Patch up apps • Free system resources • Turn it “aura” • Observe the digital environment •
off and on again • Restore from backup Interpret the metaphor • Notice hidden elements
• Identify constructs and avatars
You use your programming skills to repair a file, a datastream,
an app, a construct, an avatar, or the digital environment. You use your computer skills to scan cyberspace for spe-
cific data, analyze the aura of a node or transmission to
POWER
determine its nature, or analyze the VR world around
you or objects within it. If appropriate, the MC may reveal
computer skills • diagnostic or repair software • a specific information from the Challenge Profile such as
secure Domain tags, Limits, Consequences, and Specials to reflect the
inadequate software or hardware • computational knowledge gained by a PC.
overload • the target status or tag may also apply if it is
actively fighting back (e.g., virus-infected) POWER
» An app proves to be useless for the job (burn a tag). e xtra f e ats
» The repairs take longer than expected, potentially • Keep the spotlight to act on the information you gathered.
exposing you to new dangers. • Remain undetected.
• Clean up the data trail.
CONSEQUENCES
(firewalled).
» Your console overloads (burn tags or overheated).
» You get the wrong impression about a construct’s capa-
bilities (wary or unimpressed).
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Follow online activity • Combine and contrast All night coding • Cobble together software
public and private information • Get ready packages • Deploy black market code • Rewrite a
to doxx • Tap location data • Triangulate a similar program
communication
You use your computer skills to write a program for use
You use your data analysis or hacking skills to track some- in cyberspace, on a console, or even inside of a piece of
one’s location in the material world using digital clues they cybernetic hardware. See also Creating VR Constructs
leave online. (page 36).
POWER POWER
hacking skills • data analysis skills • experience programming skills • powerful console • premade
tracking targets • knowledge of geography • access to software plugins • advice from a programming mentor
comms towers, transceivers, drones, or other hardware • energy drinks • assistance from online databases or
that could be used for geo-location communities
scrambled or otherwise unknown online presence • exhaustion • distractions • computational overload
obfuscated signal (bouncing off multiple online nodes
or satellites) • masking or encryption software • location SUCCESS
with no net access
C re ate Gain a tag or a set of story tags (Story Tag Sets,
Metro:Otherscape page 112) representing the program
SUCCESS and its capabilities.
Q u i ck You locate the target. ADVAN C E The MC may choose to represent this as an on-
A dva nce Give pinpointed against a located Limit repre- going project. Advance to give making-progress against
senting how hard the target is to pin down and follow a complete Limit set by the MC. When complete is maxed
digitally. Once the limit is maxed out, you learn where out, the program is ready.
they’re at right now. If the target is a digital entity, you e xtra f e ats
learn the current location of their source code and the • Keep the spotlight to run your program (take an action
server it is on. as the program).
e x t r a f e a ts • Complete the work quickly.
• Track their movements in addition to their current • Use few resources.
location. • Make a new contact while getting help debugging.
• Keep the spotlight for a follow-up action. • Impress professionals who interact with the program.
• Remain undetected.
• Clean up the data trail. CONSEQUENCES
» The target traces you back. » Console burns out from testing (burn a tag or overheated).
» You attract ICs or enemy hackers. » Your code triggers the admin’s or some authority’s
deep scans.
» ICs counterattack (glitched, taken-over, tagged).
» The target hides deeper (hidden).
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CYBERSPACE
CRASHING A NODE OR A PROGRAM
BLOCKING A DIGITAL ATTACK M i tigate At tac k
signal • shielding over the device • opponent’s glitched • superuser • hacking skills • powerful console •
low bandwidth • being in your Domain offensive software such as a malevolent virus • tar-
powerful penetration program or virus • compu- get’s exploits and vulnerabilities, such as knowledge of
tational power • your hesitation • your cyberspace killswitch codes or other “easter eggs” left by previous
weaknesses or vulnerabilities • a surprising attack • skill admins • maps of data hierarchies within the Domain
of rival programmer • being in their Domain firewall • defensive software • hardened hardware
• integrity of the node’s programming • skill of rival
programmer
SUCCESS
CONSEQUENCES
33
34
CYBERSPACE
|
35
You alter the fundamental rules governing activities around You write code or run an app to create a new digital construct.
you within cyberspace. In most environments, you must This can be a “dumb” environmental element such as a wall,
be a superuser to do so. an automated element such as a hurricane following a pat-
tern, or something autonomously intelligent. The entity you
This is akin to rewriting the laws of physics, but could also created operates on rules you program into it and has the
serve to change the way vehicles operate, alarms go off, or capabilities you give it. Its appearance is interpreted through
virtually any part of the Domain environment behaviors. the Domain’s environment, and so it most likely looks like
These alterations are fairly localized to the area of cyber- what it is. See also Writing a New Program (page 32).
space around you, unless you Scale the action.
POWER
CONSEQUENCES
A C T I O N D ATA B A S E - : OT H E R S C A P E
CONSEQUENCES
» The construct displays unintended behaviors such as
» You are discovered, or your activity raises suspicion, stupidity or malice.
increasing the alarm level.
» The construct can’t quite do what you wanted it to
» You attract ICs or enemy hackers. (slightly alter story tags created).
» You alter the rules in a negative way, such as causing » The construct displays obvious loopholes (add nega-
yourself to fall through the floor or get stuck in one place. tive tags).
» You interrupt your own data stream (glitched). » The construct is already glitchy or won’t last very long.
» Your console overloads (burn tags or overheated). » You are discovered, or your activity raises suspicion,
increasing the alarm level.
» You attract ICs or enemy hackers.
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36
POWER
SUCCESS
CONSEQUENCES
MOVING IN VR
See Moving Around the Battlefield (page 21) or Travel
CYBERSPACE
37
The VR metaphor displays Harnessed PC’s tags and even entire themes being burnt
cyberspace data as objects in a while in cyberspace; this represents a failure to code a
certain aspect of that character, such as their battleax
three-dimensional space in order to Source. The MC can rule that some tags cannot be burnt
help users interact with it intuitively. this way because they are not reliant on the avatar, such
Harnessing adds another layer of as observant. A miss could mean the Harnessed PC has
technological wonder to this. a barely functioning avatar, is terribly glitched, or is even
floating in cyberspace without a digital body.
Not only does it display cyberspace data and program as
objects in a three-dimensional space, but it also translates POWER
computational problems to motor problems the brain
can understand, and then translates the brain’s reaction hacking skills • Harnessing skills • VR modeling skills
to these problems back into code. This allows lay people • Harnessing software • a powerful console • familiarity
with the Harnessed minds and bodies
to hack in cyberspace without knowing how to code, by
doing what they’re good at in the physical world: fighting, subject resistance • unusual or unique features to
breaking and entry, impersonation, etc. In practicality, this code • mysterious Mythos abilities
allows all PCs to participate in hacking a scene, by using
their regular abilities and gear. SUCCESS
A hacker can Harness a human brain by transferring into Quic k You create an avatar that retains all the Har-
the avatar the type of activities that the brain is used to nessed character tags in cyberspace (power, weakness,
engage in. This process can be involved and error-prone, loadout, and story).
so Harnessing is not cost-effective for short hack jobs. A Bestow Give the avatar tags that the original character
hacker must Harness themselves if they want to use their does not possess such as new abilities or weapons. See
physical abilities in a cyberspace job; otherwise, their avatar also Customizing an Avatar (page 37).
represents only their hacking capabilities. e xtra f e ats
While Harnessed, physical statuses, such as injured, con- • Avatars hit the ground running (keep the spotlight and
tinue to affect the digital avatar of a Harnessed character, give it to them).
as their mind cannot tell the difference between the two, • Avatars spawn in a specific place in another Domain.
• Avatars spawn undetected.
unless special coding is used to override this (see Repairing
• Harnessed are still partially aware of meatspace.
Data or Program, page 31). However, overriding neural
paths to heal an avatar in cyberspace does not heal the
CONSEQUENCES
physical body of the PC.
» Not all abilities were properly coded (burn tags of Har-
To unplug a Harnessed user, see Disconnecting (page 30). nessed PCs for the duration of the Harnessing).
» Your coding is buggy (target avatar is glitched).
» The target avatar has shortcomings (add negative tags).
HARNESSING A BRAIN QUICK B e stow
» Your console overloads (burn tags or overheated).
You use your Harnessing skills to Harness yourself or another » Someone looking for the Harnessed detects their fea-
character, who must be connected to cyberspace through tures in cyberspace (Harnessed avatar is tagged).
A C T I O N D ATA B A S E - : OT H E R S C A P E
38
CYBERSPACE
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39
Domains deep within the Spirals – When the MC describes the environment while Establishing
your crew’s jobs will take them far a scene, she can choose to make any detail into a story tag,
if she wants it to have mechanical significance. The MC can
and wide, through every imaginable also decide in the middle of a player action that a feature
terrain and climate. To survive the of the scene is worthy of a story tag and interject to add it.
hardships of a devastated world, Players can take actions to add or remove environmental
they must be prepared to endure story tags (Create or Weaken).
harsh conditions, face off with local
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40
41
CHASES A dvan c e Disrupt E n han c e M i t i g ate exhaustion or low fuel • opponent is hidden or
disguised • limited visibility • dense crowds • driving
After them! • Keep them in sight • Follow their challenges like a winding path, narrow alleyway, or
path • Cut them off • Take a shortcut • Pedal to muddy ground • bad weather • opponent’s home field
the metal • Weave through traffic • Veer sideways advantage
• Swerve into them • Maneuver into broken ground
• Throw caltrops in their path • Shoot the
SUCCESS
engine, wheels, or gas tank • Jam their autopilot
Advan c e Add catch or outrun statuses to max out
A chase scene usually has a tracked outcome and revolves catch/outrun.
around the catch/outrun polar Limit. When outrun maxes
Dis rupt Give your opponent a hindering tag or status
out, the fleeing party manages to escape its pursuer(s),
such as tight path, oil slick, off-balance, or shot-tire.
ending the chase for the time being. When catch maxes out,
the pursuer catches the fleeing party and ends the chase E n han c e Give yourself more speed by adding speeding.
by blocking their escape or otherwise preventing them from M itigate Prevent your opponent from gaining on you.
running away. The MC determines the Limit as a measure of
e xtra f e ats
how lengthy she wants the scene to be and the stakes at hand.
• Block them on one side.
Outrun hinders any action at range that becomes less ef- • Block a specific path for them.
fective from a distance, such as most attacks, intimidation, • Avoid an upcoming obstacle.
communication, or noticing small details. The MC may rule • Change your position relative to them.
that as long as this outrun exists it is impossible to per- • Direct the chase to a specific area.
form close combat actions, such as hand-to-hand attacks, • Keep the spotlight to attack.
grabbing items, or attaching a tracker beacon by hand. • Have them lose track of you for a moment.
42
(burn a tag).
» You get hurt in the process (corroded, electrocuted,
bruised, bleeding, entangled, poisoned, weakened,
impeded, etc.).
» You end up caught in the hazard or behind the obstacle.
» Equipment gets damaged (burn a tag).
» The hazard expands or changes shape.
» A different obstacle appears.
|
43
44
45
• Ignore the next immediate Threat to afflict you with » You are temporarily afflicted by severe side effects
the same venom, brainwashing technique, etc. (sickened, can’t-breathe, overconfident, cursed, or
• Inspire others with your strength. glitchy).
CONSEQUENCES » You have lasting side effects (e.g., weakened immune
system, hallucinations, uncontrolled ticks, or burn tags).
» You suffer from complications (get a different status or
negative tag). » Someone sees you using.
» You’re exhausted (exhausted or burn tags). » You become tolerant to the substance and cannot use
it again soon.
» You lose your cool in front of others (burn tags or get
bad-rap).
» You lose patience with the recovery process.
|
46
SUR
on the tools and magic at hand, while some issues can
be treated in the field or on the job, other, more complex
problems may require advanced treatment, a hospital stay,
or lengthy rehabilitation. See also Healing with Mythos
AL
Powers (page 51).
POWER
SUCCESS
CONSEQUENCES
47
48
49
AIDING OTHERS WITH a more specific Mythos power tag (Downgrading a Tag,
Metro:Otherscape page 192). See also Granting Abilities to
MYTHOS POWERS People or Items (page 51).
Lifting their load with telekinesis • Breathing
courage into their hearts • Conjuring a magical POWER
sword • Shining bright to ward off fear
your broad or indirectly relevant tag • anything
See Assisting an Ally (page 18), Improvised Weapons that can speed up the focusing such as a self-flipping
(19), Leadership (page 73), and also Granting Abilities grimoire or rapid mimicking
to People or Items (page 51). distractions and confusion • slowness and inefficiency
» This is the last ability you’ll gain for a while (burn the
indirectly relevant tag).
» This ability comes at the expense of another (burn
specific tag).
» There are dangerous side effects to the creation (a
negative status).
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50
Concoct a potion • Coat sword with flames • Healing touch • Calming whispers • Blessed
Giant’s strength enchantment • Blessing of blood • Troll regeneration • Concocting an
accuracy • Protective charm • Eyes of the eagle antidote • Qi infusion • Banishing the evil
• Adorn with illusionary disguise spirit of a disease • Undo a curse • Free
a mind from hypnotic grip • Remove a Mythic
You create a magical effect on the fly, temporarily en- parasite • Cure a legendary disease • Heal a
hancing your own abilities or those of an ally or conjuring tainted soul
a magical item that lasts for a short while. To create a
being, see Summoning a Conjuration (page 57). Scale If you’re healing a natural condition, see Treating Injuries
up the action to grant the abilities to several targets; to and Other Conditions (page 47).
grant size, Bestow tags representing size. Otherwise, you use Mythos powers to cure a supernatural
condition.
POWER
POWER
enchantment abilities • familiarity with the target
• suitable or receptive target • appropriate expertise healing powers • connection to the target • expe-
(anatomy, herbalism, weapon-forging) • well-equipped rience with the condition or Source used to cause it •
and suitable workspace medicinal items • environment conducive to the curing
target’s resistance • target’s contradictory features • and to healing
poor quality items or ingredients the condition itself (when healing oneself or if it is an
aggressive condition) • continued contact with the caus-
SUCCESS ing Source • using a healing Source which is ineffective
against the condition Source
Be stow Give ability tags such as flying, time-bending
speed, intangible, blessing of the nymph, etc.
SUCCESS
Cr e a t e Give tags representing a magical object or effect,
such as arcane shield, or add a tag to an existing item Re store Remove harmful statuses and tags.
such as adding nightmare claws to cyberware arm or Dis c ove r Understand the malady better, or pinpoint its
runic ammo to machine guns. With extra Power, you can source (or Source).
add features such as strikes true, dragon-slaying, and
the like. e xtra f e ats
• Contain the condition temporarily (if it’s a Challenge).
Enhance Give a status such as hasted, blessed-aim,
magically-warded, or hidden.
CONSEQUENCES
e x t r a f e a ts
• New abilities or items last longer. » The patient is left with complications (negative tags or
• Keep (or give) the spotlight to act immediately. statuses).
• Grant the user the ability to switch new powers on » The condition spreads to you or those nearby (negative
and off. tags or statuses).
» You have exhausted what your healing could do in this
CONSEQUENCES case and can’t try again.
» The new ability comes with inherent flaws (add nega-
tive tags).
» The target is adversely affected by the new ability (e.g.,
in-pain, blinded, addicted, or burn a tag).
» The target is disfigured or transformed into something
unintended.
MYTHOS
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51
Become invisible • Assume a were-form • Grow » Your shaping adds or eliminates something you didn’t
bark on your skin • Mimic the appearance or intend (add negative tags or burn tags).
abilities of others • Duplicate yourself • » An ally or an innocent is caught in your shaping (injured).
Become incorporeal
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MYTHOS
The following actions represent POWER
Q u i ck D i scov e r Quic k You commune with the Mythos and learn perti-
nent information.
Project an astral body • Speak to your
reflection • Meditate • Make an offering Dis c ove r Glean answers to specific questions.
or sacrifice • Pray • Listen to the winds • e xtra f e ats
Ritually invoke a Mythos’ true name
• Impress onlookers, those Touched by the Mythos, or
You communicate with a Mythos in the Otherscape to ob- Conjurations of the Mythos.
tain mystical, magical, or mythological secrets. You must
possess a Source of the Mythos. To beseech a Mythos to CONSEQUENCES
cause supernatural phenomena, see Using Mythic Powers » Your relationship with the Mythos worsens (it becomes
(page 50). resentful or you might Mark Decay on a Mythos theme).
Common topics are history of a Source; relationship between » The Mythos strikes out at you (burn any tag or an entire
Mythoi; capabilities of a magical Challenge; general guidance theme).
(“what would the Mythos do”), and earthly knowledge within » The Mythos invades reality, creating a temporary Thin
its domain of influence (“when will the next storm hit” or Place or Conjuration.
“what’s the best way to make a buck”). The information is » The experience leaves you spent (burn a tag or
usually provided in symbolism and metaphors and is often exhausted).
heavily skewed through the biases of the Mythos.
» Touching the Mythos proves to be too much (delirious
or a compelling servant-of-the-Mythos).
MYTHOS
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53
Q u i ck D i scov er advan c e Quic k You uncover the Mythos behind this Source and
its powers.
Read an astral aura • Sense resonance • Listen
to the Source whisper • Ask your own Source Dis c ove r Quantify how much was learned or how to fine-
about another Source tune the specific information you’re looking for, such as
the details suggested above and also the Ritual required
You examine a Source and attempt to use your knowledge to maintain a connection with the Source, who else pos-
of Mythoi, powers of perception, or magical senses to figure sesses a similar Source, or what could negate its powers.
out which Mythos grants it power and what this power ADVAN C E The MC may choose to represent this as an on-
might be. If you use mundane research instead, see Intel going project. Advance to give making-progress against
Gathering (page 79). an unlocked Limit set by the MC in order to spend time
studying the Source. When unlocked is maxed out, you
The information revealed might include visions of the
unlock all the secrets of the Source.
Mythos, knowledge of who last possessed the Source, or a
sense of the Source’s purpose or powers. If appropriate, the e xtra f e ats
MC may reveal specific information from the Source’s theme • Briefly communicate with the Mythos.
kit or Challenge Profile such as tags, Limits, Consequences, • Make the Source momentarily show a visible aspect of
and Specials to reflect the knowledge gained by a PC. the Mythos.
POWER CONSEQUENCES
intuition and uncanny senses • arcane or mystical » You get the wrong impression or false visions.
knowledge • relevant historical knowledge • general » Other Sources around you are disrupted (burn a tag).
knowledge of Mythoi • qualities that resonate with the
target Mythos • sage and learned advisors » You anger the Mythos or act in a manner not aligned
with its nature (cursed).
distractions • illusions or other deceptions • effects
suppressing the Source’s power • qualities offensive to » You hit a setback in your research (reduce mak-
ing-progress) or a temporary impasse (you must come
the Mythos
up with a new approach).
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54
MYTHOS
POWER
TAKING ACTION WITH A CONJURATION force of spirit • magical skills • applicable wards •
OR COMPANION UNDER YOUR CONTROL incantations and abjurations • medium powers • expe-
rience with this specific class of Conjuration • magic
A Conjuration you control, or any creature represented that excels at banishment or destruction of this class
by the Companion theme, are secondary characters rep- of Conjuration • things abhorrent to the Conjuration or
resented by one or more tags (power, loadout, or story). Mythos (salt, religious symbolism, flowers cut under a
full moon, and the like)
Depending on its capabilities, such a creature can
perform or assist with almost any Combat (page 10), presence of the origin Source • target’s banishment
Exploration & Survival (page 40), Spycraft (page resistance • objects or spiritual fetters that bind the
74), or Mythos (page 48) action, and if it’s sentient, target to the Megacity
could even engage in Social Interactions (page 60).
SUCCESS
If the creature’s assistance is directly helpful to an
action, such as when a dire bear helps break down At tac k Give a banished status against the target’s
a door, simply add its relevant tags to the action as banish Limit. Once this Limit is maxed, the target is
positive tags. Any relevant weaknesses the creature dissipated or flees back to the Otherscape, and is
has are also applied as negative tags. removed from the scene.
When the creature is the one taking the action, use its e xtra f e ats
tags when you count the action’s Power. Intelligent • Ward the possessed person or area against this type of
and semi-intelligent creatures can act autonomously, Conjuration, for now.
based on their disposition and your orders. If you are • Keep the Conjuration focused on you.
• Momentarily bind the Conjuration from using a
able to take full control over a creature and “ride” its
specific ability.
senses, see Operating a Drone (page 85). Either
• Perform the banishment without being noticed.
way, the player of the PC controlling the creature • Banish the Conjuration into a neighboring area.
rolls for its actions (Playing with Secondary PCs, • Don’t let up and keep the spotlight to continue the
Metro:Otherscape, page 111). banishment.
CONSEQUENCES
55
56
MYTHOS
SUMMONING A CONJURATION C r e ate COUNTERING, DISPELLING, OR
Summon hellhounds • Animate golem • Craft a DISENCHANTING MYTHOS POWERS
living illusion • Arouse spirits in seance •
Zombie reanimation • Call upon the elves of
AND SOURCES M itigate We ak e n Dis rup t
the Black Forest Counter a spell • Break an enchantment • Dampen
a Mythos power • Release someone from magical
You use magic to summon a Conjuration into being – a bonds • Fight fire with fire • Fight fire with ice
Mythic creature or being associated with a Mythos you have • Disperse malign forces
access to through a Source. The Conjuration behaves in a
way that befits its Mythos, but it can be influenced. Scale You use your Mythos powers to nullify another Mythos power.
up the action to summon more than one Conjuration or to
summon a giant one. POWER
A Conjuration you summon obeys you and is under your magical skills • specific skill at countering or disen-
control, unless this control is lost due to Consequences. chantment • knowledge of or power over other super-
natural forces • specific abilities that perfectly counter
POWER the target ability
conjuration powers • the Source of the Conjuration powerful or alteration-resistant magic • the target’s
• appropriate implements, location, and offerings • a magical skills or force of spirit • the raw power of the ef-
relevant place of power (a ritual chamber, ley line, etc.) • fect • place of power • the magic aligns with your Mythos
experience with summoning this class of Conjurations
wards against magical summoning • magical damp- SUCCESS
ening • setting or situation that essentially contradicts M itigate Reduce or remove the Effects of a Mythos pow-
the Mythos er just as it is being activated.
SUCCESS We ak e n Remove the target’s tags and statuses repre-
senting Mythos powers or originating from them such
Cr e a t e Create a story tag set (Metro:Otherscape page as door-binding spell, giant’s strength, or warded. Some
112) with the first tag representing the Conjuration and Challenges are able to restore lost abilities as Conse-
each additional tag representing further abilities and quences or Specials.
attributes. Successive actions can be taken to sum-
mon new Conjurations or to add attributes to existing Dis ruptGive the target tags and statuses that hinder the
ones. For example, you might summon a laughing pixie use of Mythos powers such as dampened-magic, cut-off-
with tags like small and elusive, magically contagious from-the-divine, or muted. These are treated as helpful
laughter, and cooperative. when mitigating the Consequences they’re affecting.
e x t r a f e a ts e xtra f e ats
• The Conjuration lasts longer. • Entirely block the target from using a specific ability,
• Summon the Conjuration in an advantageous position. for now.
• Summon the Conjuration without being noticed. • Keep the spotlight to act immediately.
• Keep the spotlight to act immediately as the Conjura-
tion or with it. CONSEQUENCES
57
Q u i ck A dva nce E n han c e Quic k You complete the ritual with the desired narrative
outcome.
Meditative trance • Religious rite • Casting a
complicated spell • Drawing more power Advan c e Give a status such as chanting or making-prog-
ress with the intention of maxing out complete-ritual.
You perform involved or complicated magic in order to Upon maxing out the Limit, the expected narrative
achieve a specific narrative effect, such as opening a portal outcome of the ritual occurs.
to hell or restoring the soul of a possessed child. Depending E n han c e Give yourself an empowered status that will
on your goal, the MC will tell you whether to roll for a quick boost a designated magical action; taking that action
outcome, to use Advance to reach a Limit, or, if you are completes the ritual and expires empowered. Succes-
seeking an outcome beyond your powers, to Go Out With sive actions can be taken to increase empowered before
a Blaze (Metro:Otherscape page 123). Alternatively, you completing the ritual, but empowered does not help
can perform a ritual with the sole purpose of empowering successive actions, only the final action.
yourself in preparation of a future action. e xtra f e ats
Completing a PC’s Ritual motivation may or may not in- • Keep the spotlight to continue the ritual or complete it.
volve a magical ritual such as this; a motivational Ritual
is more commonly a recurring mundane activity that the CONSEQUENCES
PC must partake in.
» The ritual is interrupted (reduce making-progress or
empowered that was previously gained).
POWER
» The ritual backfires or blows up in your face (cursed or
ritual library • tomes of knowledge • mentors • pa- injured).
tience or willpower • raw magical talent • tags related to
the spell being prepared • arcane sanctum • solitude or
» The ritual costs you your magic (burn tags).
other focus-aiding conditions • ingredients or sacrifices » There are undesired side-effects, such as a partial
• properly prepared ritual site transformation (skin of gold, blind in one eye).
distractions • flawed understanding of the ritual or » A hostile Conjuration appears.
Mythos • abundance of Noise
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Craft a Relic • Sanctify a Thin Place • Uplift Protective circle • Psychic bubble • Salt
a Familiar • Birth an Avatar across the doorstep • Sign of the cross •
Whispered prayer • Present a hamsa
The ability to create new Sources is rare even among the
most powerful beings in the world. Even Avatars, who You use your Mythos powers to limit the activities of other
can Touch a person and grant them magical powers with Mythos powers generally, a particular kind of Mythos powers,
the flick of a finger, do not always know why their own their Conjurations (ghost, kami, kelpie, etc.), or even just
Mythos picked them or how to turn others into independent one specific manifestation of a Mythos. Mythos powers
Sources. No one has truly solved the mystery of where a activated against warded people or things, or within the
Mythos will next manifest and why – and no-one ever will, area of the ward, are inhibited by it. Warding an area any
not completely. However, limited understanding of how to bigger than a doorway requires a Scaled action. To create
awaken Sources – and how to snuff them out permanently a magical trap, see Setting a Trap (page 87).
– can be achieved, especially through strange and ancient POWER
forms of Esoterica.
force of spirit • warding rites • knowledge of local
Creating a Source is almost always an involved project or Mythoi • useful ley lines or other magical flows • appropri-
an unleashing of raw power. Use the rules for Performing ate magical implements • items and symbols anathema
a Magical Ritual (page 58). to the Mythos
vulnerability to specific Mythoi or powers • a strong
presence of an opposing local Mythos • distractions • con-
ditions that erode the ward (rain against markings, etc.)
SUCCESS
CONSEQUENCES
59
The life of a mercenary, operative, or hustler is full of their best to assist their charmer, whether because
negotiations. Negotiating fees, hiring the right help, in- they trust them or desire to get their approval.
timidating an informant into talking, and closing a deal • Threaten: The character is too afraid to act against or
with the other side just to stay alive are elementary tools defy the imposing character.
in your crew’s survival kit. For social engineers and expert
RELATIONSHIPS AND CONNECTIONS
fixers, connections, leverage, and influence offer an even
greater, potentially even limitless power, as they step over Long-term mutual commitment, engagement, familiarity,
the dead bodies of their betrayed enemies in their climb or feelings the PC has with another person or groups can
to the top of the social food chain. be represented by tags such as begrudging, my mentor,
or loyal to the gang. These tags are also used to represent
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60
are hard to forget and won’t expire until the PC takes action
to rectify the relationship.
Actively working to repair one’s damaged reputation involves
interacting with the groups and communities in which a PC
has made a bad name for themselves, and either Making
a (good) Impression (page 68) to offset that bad-rap
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61
crew for a successful job by giving them a solvency status • Do it on the down low.
or valuable liquid assets. • Leave no paper trail.
• Have it delivered to a place of your choice.
• Prevent any trouble during the transaction.
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62
» Word about the deal gets around. You use your haggling skills to squeeze out a few more
» You start getting promotional spam on your AR bucks for the job you’re about to undertake or for the job
(spammed). you just completed. The MC will set the baseline fee or
» The seller gets antsy or even hostile. reward as a solvency status relative to the crew’s general
wealth and based on how deep the employer’s pockets are
» You get a reputation of being a big spender or easy to and the nature of the job. If the employer needs this job
swindle.
done urgently or you hold something they want, you have
leverage over them; if they are doing you a favor for even
paying you, they have leverage over you.
POWER
SUCCESS
CONSEQUENCES
negotiation attempts.
» Your employer turns on you or leaves you to die.
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63
POWER
SUCCESS
e x t r a f e a ts
• Do it on the down low.
• Leave no paper trail.
• Prevent any trouble during the transaction.
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64
SOCIAL INTERACTIONS
COMPETITIONS Advan c e S e t Bac k CONSEQUENCES
POWER
SUCCESS
e x t r a f e a ts
• Entertain onlookers.
• Gain an extra turn (keep the spotlight).
• Make the hall of fame (if you win).
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65
Mislead • Manipulate • Impersonate • Lie your » The target sees through the attempt and becomes
ass off • Dishonestly seduce • Sweet talk •
hostile, attacks (using their own Consequences), or
Lure in • Con
raises the alarm.
» The target is suspicious and demands more proof.
You use lies and deceptions, possibly including a disguise,
to make someone feel or behave in a specific way: open
» The target falls for your deception, but reacts in an
unexpected way.
a secured door, ignore the mistake, stop paying attention
to something, accept you as a VIP, or tell you something » You get nervous.
they don’t realize they shouldn’t have. » You get deceived yourself and don’t realize it until it’s
too late.
During a fight, see Feinting and Distracting Attacks (page
16). If you’re integrating yourself somewhere over a » Your lies reach unwanted ears or catch up with you.
long time, see Getting Close to Someone (page 67). To
spread false rumors see Manipulating Public Opinion (page
68). If you’re using Deception to gather information, see
Conversational Inquiry (page 79).
POWER
SUCCESS
66
CONSEQUENCES
lations or audacity.
» An enemy group learns of your rallying allies against them.
» Your reputation is harmed by the act of asking for help
(bad-rap).
» You spend more resources on this than you planned
(burn tags or broke).
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67
Charm • Act tough • Make a big entrance • Impressive Info leak • Anonymous data drop • Mass
handshake • Yes, that is a signed copy • Throw cash manipulation • Online rabble rousing •
around • Show off • Activate a magnificent AR display • Reporting the news • Start a rumor • Boost
Brandish a weapon reputation • Spread propaganda • Educational
program
You conduct or express yourself in a way that will make a
desired impression on those present. To impress a crowd You manipulate online forums, local hangouts, or the media
or an audience, this action must be Scaled. with a drop of intel, whether manufactured or true. This
can have hard to predict effects, but you act with a goal
POWER
in mind. How you present the information, the channels
you use to disseminate it, and the particular facts you
charisma and charm • looking good • broadcasting highlight can help in getting your desired outcome. This
competence • keeping your cool • fashion, luxury items, is a Scaled action.
or other impressive accessories • display of powers or
abilities • magical aura or glamor
POWER
social awkwardness • inappropriate appearance •
bad standing with target • qualities that are a turn off or effective, explosive, or sensational content • con-
warning sign to the target • obvious flaws or weakness- tacts in the media • cyberspace dissemination bots •
es • anything interfering with or vying for the attention influence over a large community • reputation as a news
of the target source, data leaker, or whistleblower • high-quality forg-
ery • shadows that can whisper in people’s dreams
SUCCESS reputation as a liar or forger • anonymity • disliked by
the media or online communities • information is hard to
Q u i ck The target is impressed.
believe • counter social engineering techniques
I nf lu ence Give the target a status, most likely for use in SUCCESS
upcoming social actions against them, such as attracted,
dazzled, awed, admiring, wary, or fascinated. In f lue n c e Give a large number of people a compelling
status such as angry-at-Stratosphere-Strategies, suspi-
Enh a nce Improve your standing with the target by giving cious-of-cyborgs, excited-for-the-Hooded-Scoundrel, or
yourself good-rap with them. just generally paranoid.
e x t r a f e a ts e xtra f e ats
• Remain anonymous despite drawing attention. • The effect is long lasting.
• Draw attention away from someone else. • Be recognized as the face of this movement.
• Time the triggering of the attention-grabbing moment. • Use the masses to block a Threat, e.g., prevent your
assassination – for now.
CONSEQUENCES
» You come out looking like a fool or are mocked (em- CONSEQUENCES
» You ruin your fancy outfit, car, avatar, etc. or find out you (marked).
it’s useless here (burn a tag). » You make a major enemy.
» You make the opposite impression (threatened instead » The community you galvanized now hates you (hated).
of attracted).
» You lose control of the narrative and/or how people
react to it.
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SUCCESS
69
ance • mind control or suggestive powers » The target refuses your requests and ends the discus-
bad reputation • hostile or strained relationship with sion, for now.
the target • communication problems or interference » The target’s mental state changes in an unintended
such as loud ambient noise • undermining appearance way (emotional status).
• social awkwardness • belonging to a social circle or
faction opposed by the target
» The target is willing, but demands something in return.
» The target changes their mind (reduce previously
gained convinced).
» The target tries to convince you to the contrary (con-
vinced).
» The target becomes hostile.
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CONSEQUENCES
SOCIAL INTERACTIONS
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POWER
SUCCESS
CONSEQUENCES
topic).
» Your own resources are depleted (burn a tag or get
winded or broke).
» The items gathered are not quite what was intended
(slightly change the tags).
» One of you isn’t happy about this (change a relation-
ship tag).
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72
CONSEQUENCES
SOCIAL INTERACTIONS
73
old intelligence agencies, sending patterns, and the nasty surprises they have in store for – all
A C T I O N D ATA B A S E - : OT H E R S C A P E
74
75
e xtra f e ats
• Stumble across a golden opportunity to penetrate
deeper (keep the spotlight).
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76
» You are discovered, or your activity raises suspicion, Quic k E n han c e Dis rupt
increasing the alarm level.
» You’re forced to move back (reduce previously gained Hide • Burgle • Observe unseen • Camouflage •
infiltrate). Skulk underground • Rooftop hopping • Sneak up
on someone • Move silently or while invisible •
» Security procedures recently changed (burn a tag
Move between shadows
representing prep such as forged credentials, maps,
passwords, or similar). You avoid being spotted or found. You might be moving
» You lose an item you used or exhaust an ability (burn silently, staying still, using cover, finding hidden paths, or
a tag). using powerful magic and tech that provides invisibility
» An approach proves to be ineffective (burn a tag). or illusory darkness.
» Someone sees something out of place and decides to To track a series of sneaking actions into a place, see
investigate. Infiltration (page 76). To follow a target unnoticed, see
Surveilling (page 78). To sneak up on a target, see also
Surprise Attacks and Silent Kills (page 14).
LOSING A TAIL R e sto r e
POWER
You can shake off a tail or surveillance with speed, stealth,
guile, or maneuverability, using your skills or surroundings small silhouette • camouflaged outfit • cloaking tech
in order to keep the observer back while you move to a hid- or magic • thick foliage • crowded street • lots of Noise •
den or far away spot, preventing them from following you. piled trash and debris • darkness
sentry’s sharp senses and alertness • surveillance •
Remove the tailed or surveilled status. This
R esto r e
open terrain • loud terrain such as knee-deep water or
action uses the reverse of the positive and negative tags creaking wood • bright floodlights
listed under Surveilling. Losing a tail cannot rid you of
tagged or marked, it only stops the surveillance on you.
SUCCESS
CONSEQUENCES
77
Follow from a distance • Shadow • Stakeout • Quic k You have current information on their where-
Satellite surveillance • Camera surveillance abouts and/or activities.
• Send a drone to watch them • Keep tabs Find out specific details. You can also ask to
Dis c ove r
on someone • Monitor their accounts or VR be notified when something changes in their routine or
activity • Track their astrological map • when a specific event or behavior takes place.
Stalk someone like a creep
E n han c e Give the target a tailed, surveilled, marked, or
You follow someone with the intention of tracking their tagged status, which supports your future intel actions
location, movements, and actions, possibly for an extended against them.
period of time. Unlike a chase (Chases, page 42), you’re e xtra f e ats
not trying to intercept or stop them, but rather to monitor • The target won’t become suspicious, for a while.
them at a distance and keep them in your sights. Also unlike • Remain unnoticed (by others).
a chase, a tail has no Limit or built-in endgame. Surveilling • Have a fast exit strategy, in case you are made.
does not necessarily mean that you are observing their
every step up close; the MC will decide the level of detail CONSEQUENCES
you gather based on your methods.
» You lose your target.
POWER
» The target notices you.
» You lose track of the target for a time, during which
surveillance skills or tech • stealth skills • dark anything could have happened.
clothes • tracking skills • unmarked vehicle • tracking
device • silent drones • hidden vantage point • signal » The information you get on the target is blurry, incom-
monitoring app • a dedicated VR tracker construct plete, or spotty.
78
SPYCRAFT
These actions cover gathering CONVERSATIONAL INQUIRY
information and turning it into Quic k Dis c ove r C re ate
actionable data. Some actions that
Hit the streets • Ask around the neighborhood •
can be considered Intel are found Meet informants • Visit the local bar • Chat up
in other categories, among actions the street vendors • Bribe a city worker • Tap
that are affected by similar tags or into contacts network • Gossip with colleagues •
Canvas the neighborhood • Interrogate • Interview
statuses. These are Accessing Data
(page 29), Tracing Data or Signal You get out to where people are talking and invest
(page 32), and Scouting and the time, legwork, and resources in order to locate up-to-
date information about your current subject of interest.
Guarding (page 44).
The quality of the information given will depend on your
The information garnered by successful intel actions is choice of where to go and who to talk with – a bar frequented
provided by the MC and by default must be useful to the PC by VR enthusiasts will have a lot of information about new
as well as truthful. However, as a common Consequence, developments in Harnessing cyberware, and less about the
the MC can choose to give intentionally vague or part-true, current gang war downtown. Strictly secret information is
part-false information to represent the imperfect execution unlikely to be available.
of this action.
While the information shared in the game is mostly nar- POWER
rative, it can also contribute directly to a player’s rolls if it personal charm • intimidation • street cred • cash to
is expressed as a story tag. If a player has already spent throw around • favors owed by others • membership in a
a point of Power on Discover in order to find a physical gang, club, community, or other in-group
clue that could be a useful story tag, such as a keycard,
bad reputation • grating personality • fear and mis-
the MC should consider giving it to the PC without having trust • cultural barriers • obscure or hidden information •
them spend more Power. However, if the player wants to dangerous side of town
dictate what they find, or what is important, they can Create
specific tags as long as these are reasonably found in the
SUCCESS
scene. For example, a player may decide to Create a DNA
sample of the burglar. Quic k You gather the most pertinent information.
In some cases, when a PC is trying to identify or understand Dis c ove r Get answers to specific questions.
things on a rudimentary level, the MC may rule the player C re ate Give yourself tags based on the information you
could Roll With Self, Mythos, or Noise (Metro:Otherscape collect such as incriminating holograms, profile of the
page 122). killer, or word on the street.
e xtra f e ats
• Keep it on the down low.
• Circulate your own rumor, message, or warning.
• Take action based on the intel to avert an incoming
Threat.
CONSEQUENCES
79
RECONNAISSANCE SUCCESS
See Scouting and Guarding (page 44) and Surveilling Quic k You gather the most pertinent information.
(page 78). Dis c ove r Get answers to specific questions.
C re ate Give yourself tags based on the information you
80
POWER
SUCCESS
CONSEQUENCES
81
bridge the human-machine gap and tap the very network of The power, fuel, or ammo supply of a device is handled
consciousness with superhuman cybernetics and immersive narratively. The MC can make Threats about supply running
neural interfaces. At the cutting edge are technologies that low (“You’ve fired half your clip by now”) and use Conse-
can, and do, go completely out of hand: nanites, rapid gene quences to announce supply has run out, which prohibits
editing, geoengineering, extraterrestrial research – and any further actions using that device, weapon, vehicle, etc.
with Source-powered science, not even the sky’s the limit. (“You’re empty.”), but does not decommission the device
in the same way that burning a tag does. Players can
Reload or Recharge (page 87) using a quick outcome,
or spend Power on an Extra Feat or a great success in a
related action (such as while moving) to reload supply
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83
or other relevant consultants • divinatory Mythos pow- » You draw the wrong conclusions about this tech.
ers in the invention, crafting, or smithing domain
» You accidentally interface or activate the device, to
rarity or uniqueness • unknown or masked make or detrimental results.
manufacturer • distractions or inclement conditions •
poor tools or workspace
» You damage the device or disrupt its functionality
(burn tags, malfunctioning, or depowered).
» You hit a setback in your research (reduce mak-
ing-progress) or a temporary impasse (you must come
up with a new approach).
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POWER
CONSEQUENCES
85
Burn rubber • Fly casual • Maneuver around an Quic k You pilot the drone or vehicle to the desired
obstacle • Stay on their tail • Land safely • destination.
Move into position E n han c e Give your drone or vehicle a movement status
such as speeding, high-up, under-the-radar, careful-ap-
You maneuver a drone or vehicle you control. proach, evasive, or the like.
Driving or flying in normal conditions does not require a Re store Remove unwanted movement and position
roll – you narrate moving together with another action statuses from your drone or vehicle such as off-balance
(Narration, Metro:Otherscape page 85). Roll for this action or exposed.
when piloting is difficult or dangerous because you’re un-
e xtra f e ats
der fire, maneuvering in tight alleys, not sure where to go,
landing in difficult conditions, bypassing a road hazard, etc. • Keep the spotlight and immediately take action from
the new position.
If you are piloting to set up some other action, such as • Pull off a stunt to reposition the vehicle or drone.
maneuvering into position so that a gunner can fire on a • Move behind an enemy.
target or so that surveillance systems can get the perfect • Move to an unseen location.
footage, see Assisting an Ally (page 18) and Helping and • Make a lot of noise as you peel out.
Supporting (page 72). If you’re traveling somewhere, • Block another vehicle from a certain path.
see Travel and Survival in Dangerous Environments (page
45). If you’re facing opposition during your movement, CONSEQUENCES
see also Chases (page 42). » You push the machine too far (wrecked).
POWER
» You spin out (off-balance).
» The vehicle or drone gets stuck or blocked.
dexterity, coordination, and reflexes • skill at driving
or piloting • good piloting UI • AI assistance • the vehicle » A subsystem is damaged (burn a tag).
or drone’s maneuverability • supportive backwind » A passenger or a bystander is hurt (injured).
inclement weather • damage to the vehicle or drone
• bad reception or failing connectivity (for remote
driving) • road hazards or obstacles
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87
SUCCESS
88
» You misplace the item in question. » You destroy your own gear (burn a tag).
» You become engrossed in the work and lose track of » Bystanders are hurt as well.
time or of the environment (distracted).
» You set off an alarm, or your activity raises suspicion,
increasing the alarm level.
» Enemies close in on your location.
TAMPERING WITH A DEVICE » You damage a related or nearby system you did not
Q u i ck D i sr u pt W e ake n intend to.
89
90
91
Chase Chases Advance, Disrupt, Enhance, Mitigate 42
Cleave Area Attacks Attack 12
Code
cyberspace fraud Data Forgery Create 29
VR objects and entities Creating VR Constructs Create 36
new program Writing a New Program Create 32
user's avatar Customizing an Avatar Bestow, Enhance 37
|
92
93
94
95
circuvent a firewall Overriding or Fooling a Security Device or Program Quick, Set Back, Weaken 34
crash a program Crashing a Node or a Program Attack 33
defend against hacking Blocking a Digital Attack; Protecting Data or Programs Mitigate, Enhance, Create 33, 30
distributed denial of service (DDoS) attack Crashing a Node or a Program Attack 33
hack a device Disrupting Device Functionality Disrupt, Weaken 34
infect with a virus Crashing a Node or a Program; Taking Control Over a Node Attack, Quick, Advance, 33, 35
or a Program Influence
opponent's devices or cyberware Disrupting Device Functionality; Feinting and Distracting Quick, Influence, Disrupt, 34,16
Attacks Weaken
take over a program Taking Control Over a Node or a Program Quick, Advance, Influence 35
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96
97
98
99
100
101
102
in Dangerous Environments
|
103
104
Appendices
|
105