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Cyborgs - Cigarettes Core 1st Ed

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0% found this document useful (0 votes)
69 views88 pages

Cyborgs - Cigarettes Core 1st Ed

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 88

Introduction

The Cyborgs & Cigarettes core rulebook is split into two parts; the first half of the book is
for players (“Torpedoes”) and includes general rules for the game as well as rules for creating
and outfitting characters. The second half of the book is for those who wish to actually run the
game (“the Narrator”), and has more detailed information about the game world that is intended
for the Narrator's eyes only. This also serves as a handbook for the United States of America in
1921. This book is written assuming that both Torpedoes and the Narrator have had some
experience with tabletop role-playing in the past, though it will make note of terms that are
unique to C&C.
Part 1: Torpedoes
Chapter 1: The Rules
Glossary:
● Action: Characters have two actions available to them each turn: A Thematic Action and
a Mechanical action.
● Ambush: If one party of combatants launches an unexpected attack on another party,
the attackers gain one round of turns where the opposing party is not able to act. The
opponents are allowed to use Reactions, and initiative is rolled normally after concluding
the Ambush turn.
● Attack: Declaring a target within range of your equipped weapon with intent to harm that
target, assembling an Attack Pool, and rolling against their Defensive Value.
● Attack Action: An Attack Action is a type of Mechanical Action. An Attack Action grants
one Attack, but certain Talents will grant the ability to Attack more than once during an
Attack Action.
● Attack of Opportunity: When a character leaves the space adjacent to an enemy, that
enemy gets a free Attack against the moving character. This is a Reaction.
● Attribute: The five defining characteristics of a person’s body, mind, and personality,
measured in die sizes.
● Backpedal: Spend 10 feet of movement to move 5 feet away from an enemy without
triggering an Attack of Opportunity.
● Blocking Terrain: Any wall taller than ten feet, or gap wider than five feet, is considered
Blocking Terrain. A character must make a Skill Check to move from one side of the
Blocking Terrain to the other, if the Narrator allows this movement at all.
● Challenge: Any action that is opposed by another character (such as in a gunfight) or an
action that is so inherently difficult that it is not simple enough to do by a layman (such
as repairing a totaled car) is resolved via a Challenge. Challenges come in two flavors:
Opposed and Static. In both cases, the goal is to roll a higher number on at least one die
in the Skill Pool. In Opposed Challenges, two or more characters roll their Skill Pools.
Whoever has the highest number showing wins the challenge. Ties break in favor of the
defender. In Static Challenges, the number to beat is called a Difficulty Threshold, which
is set by the Narrator.
● Daze: Dazed characters lose their Mechanical Action on their next Turn.
● Defense Value: The Difficulty Threshold of a character’s defense, representing how
difficult it is to hit them in combat.
● Die Cap: When a die is “capped”, it cannot be raised in size above the cap. If the die is
already larger than the cap, it is reduced in size to meet the cap.
● Die Onward: Based on player character actions, they can gain Die Onward. This is a die
of any size granted to the player character with a thematic restriction, such as “when
researching a company” or “when interacting with a specific character”. The player can
use the Die Onward when making checks in the context of that restriction before the end
of the Scene. Once the Die Onward has been used or the scene ends, the benefit
expires. This is read as “d8 Onward” or “d10 Onward”.
● Die Pool: A dice pool is made up of at least one dice. The size and number of these die
will be determined by the character’s Attribute, Skills, equipment, and Talents.
● Difficulty Threshold: A number that represents how challenging a particular action is to
execute. Difficulty Thresholds are only assigned to actions with a chance of failure. The
average DT will be set to 3, though factors may raise or lower this value. Meeting or
exceeding a challenge’s Difficulty Threshold counts as a success.
● Downtime: Actions taken between Jobs. These are free roleplay opportunities and are
not represented by any mechanical oversight.
● Enhancements: Nicate-based cybernetic enhancements and body-modifications. These
powerful tools that can make a person more than human.
● Flanking: A creature is flanked if it has two or more combatants adjacent to it. Attacking
a flanked target reduces its Defensive Value by 1.
● Hanging Your Action: Spend your Mechanical action to use your Reaction to do
something.
● Hindering Terrain: Every five feet of Hindering Terrain takes ten feet of movement to
cross. A character must be able to pay the full movement cost to enter or move through
Hindering Terrain.
● Immobilized: An Immobilized creature has their Speed reduced to 0.
● Job: A task set forward by a Big Shot with promises of a reward.
● Keywords: Tags added to an attack that modify it.
● Preparation: Actions taken prior to starting a Job. Measured in increments of hours,
Preparation includes things like getting equipment or reconnortering an area.
● Prone: A creature is prone when it is flat on the ground. Melee attacks against them gain
d8. The prone creature adds an additional d8 to defense pools against ranged attacks. It
takes 10 feet of movement to stand up from prone.
● Rally: Target an ally within 30 feet. That ally gains a bonus d8 on a single pool of their
choice made before the end of their next turn.
● Reaction: Characters have one Reaction a round. This allows them to perform actions
outside of their turn.
● Resources: Cash on hand, liquid assets, and favors all count as Resources. A
character’s Resources is represented by their Resources die, set by their Profession.
● Skills: The abilities a character has been trained to do, either by their Background or
their Profession. These are measured from 0 (untrained) to 4 (professionally trained).
● Sneak: When attacking a target that is unaware of you, the target reduces their
Defensive Value by 1. Generally, this will only affect the first Attack made during an
Attack Action.
● Stagger: Staggered characters lose their Reaction and have their Speed reduced to 10
feet until the end of their next Turn.
● Subdual: Non-lethal damage.
● Talent: A special ability granted to player characters and Bad Guys that allows them to
manipulate, break, or ignore standard gameplay rules.
● Thematic Action: Any Action that does not require a die roll, such as movement, drawing
or sheathing items, or talking.
Playing the Game

Cyborgs & Cigarettes uses the Assembly System, which allows players to build die pools
to respond to the challenges they will have to overcome during the course of their careers. All
characters have access to the same five Attributes and twenty Skills. When a character is
challenged to perform an action that they cannot automatically succeed at, the Narrator and the
Player will decide together on a combination of Attribute and Skill that the character will use to
take on the challenge. For example, they may use Might and Athletics to lift something heavy, or
Moxie and Diplomacy to fast-talk someone.

When an Attribute and Skill have been agreed upon, the player assembles the pool.
Attributes determine ​die size,​ and Skills determine ​dice number​. So a character with d8 Brains
and 4 Technology would roll a pool of four eight-sided dice. Certain special features available to
characters can add or modify dice pools in specific situations, but without any modifiers the
minimum dice pool will always be (Skill)x(Attribute).

After the pool has been assembled, the Narrator declares the Difficulty Threshold for the
challenge. Difficulty Thresholds (DTs) represent how challenging an action is to perform.
Simpler actions have lower DTs, and more difficult actions have higher DTs. DT 1 is effectively a
“phantom” DT, because it’s an automatic success. DT 2-4 are the most common DTs, since
they represent actions reasonably executed by people without specific training or overwhelming
Attributes. Anything DT 5 or higher is going to require stronger Attributes, training as
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represented by Skills, or special abilities to succeed . DTs can be raised or lowered based on
character actions, equipment, or external factors.

Once a pool has been assembled and a DT has been declared, the pool is rolled. If at
least one die shows the value of the DT or higher, the character succeeds. Otherwise, the
character fails. It doesn’t usually matter how many dice meet or beat the DT. In the case of
combat, extended checks, and some extremely difficult checks, these “degrees of success” will
become important, but otherwise the core of the difficulty comes from how high or low the DT is.

There are going to be situations where two characters are in conflict. Save for combat,
which is described later, these are resolved using Contested Rolls. In these scenarios, the
aggressor and the defender both roll their own dice pools. These can be the same (Technology
with Savvy for dueling hackers) or different (Bluff with Moxie versus Street Smarts with Savvy to
fast-talk someone). Regardless, both characters roll at once. Whoever has the highest showing
result wins the challenge. In the case of a tie, the party with the higher degree of success
succeeds. If both the showing die value and degree of success are the same, both parties
partially succeed.

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Having 0 in a Skill doesn’t mean that a character cannot attempt an action. In the case of attempting an
action with 0 points in the relevant Skill, the player can attempt the roll with a single die of the relevant
Attribute at a DT of +1.
The five Attributes describe what a character ​is​. Might is a character’s physical prowess,
such as how much they can lift and how hard they can push. Finesse is a character’s physical
acumen, such as their flexibility and speed. Brain is a character’s width and breadth of
knowledge, including both book learning and hard-learned life lessons. Savvy is a character’s
mental flexibility, representing how well they think on their feet. Finally, Moxie is a character’s
force of personality and confidence. These Attributes are rated by die size, from d4 to d12.
Non-player characters that are not Exemplars or Divinity have their Attributes capped at d10.
Player characters, Exemplar and Divinity NPCs have their Attributes capped at d12.

A character’s Skills describe what they ​do​. These have numerical ratings, from 0-3 for
NPCs that are not Aces, Exemplars, or Divinity. For player characters, these are rated 0-4. 0
represents a lack of exposure or training. While a character can attempt to muscle through with
just an Attribute, the DT is increased. The twenty Skills are:

1. Academics 11. Investigation


2. Acrobatics 12. Mechanics
3. Athletics 13. Medicine
4. Bluff 14. Ranged Weapons
5. Craft 15. Perception
6. Close Combat 16. Performance
7. Diplomacy 17. Sneaking
8. Endurance 18. Street Smarts
9. Interrogation 19. Technology
10. Intimidation 20. Vehicles

Skills and Attributes are combined to form dice pools. The number of the Skill
determines how ​many d ​ ice are used, and the Attributes determines the ​size​ of the dice used. A
player character can only have a maximum of 5 dice in their pool. If a pool can be assembled
from more than 5 die, the larger dice take priority.

For example, if a character has a Skill of 4 and an Attribute of d10, a Talent that adds a
Specialization Dice of d6 to the pool, an Enhancement that adds a d8, and a piece of Equipment
that adds d4 to the pool, the pool would not be 4d10+d8+d6+d4. The smallest dice would be
discarded until the 5 largest die make up the pool, for a final pool of 4d10+d8. This means that
the absolute largest die pool a character can have is 5d12. Some very powerful NPCs can
break this limit, and this is denoted in their stats.

Dice pools can be modified in several ways, though every modifier is ​always ​applied
after the dice are rolled but ​before ​any outcome is determined. In the case of multiple parties
having the ability to affect the same pool, effects are activated and resolved one at a time in a
back-and-forth exchange. For instance, if the instigator has two effects that can modify the
reactor’s pool, and the reactor has one, then the instigator chooses one of their available
effects, allows the reactor to activate their effect if they choose, then activates the second effect.
The instigator always enters this pattern of declare-resolve-invitation to react, even if the reactor
cannot do anything in response. The modifiers that can be used are the following:

● Reroll ​x​ - Choose ​x n


​ umber of dice in the pool and roll them again. The description of the
modifier will determine which result is kept. If ​x ​is greater than the number of dice in the
pool, then all of the dice are rerolled and the effect ends.
○ When a character rerolls their own pool or an ally’s pool, the better result is
kept. When a character forces an enemy to reroll, the worse result is kept.
○ Rerolls happen one at a time. This means if a pool has Reroll 2 or more, the
player rerolls one dice and then has the option to reroll any dice in the pool, even
the dice that they just modified.
● Maximize - Pick a die in the pool and set it to its maximum value.
● Minimize - Pick a die in the pool and set it to 1.
● Static Add/Remove ​x​ - Gain a budget of ​x​ to change the results of the dice in the pool. It
is permissible to modify multiple results with this budget. This ​can’t​ bring a die’s result
below 1, but it ​can​ raise it above the die’s maximum value. Additionally, Static Add
cannot raise a value above 12.

The rules for combat expand on the order of operations rules above. To determine action
order, roll Initiative. Roll Finesse & Savvy plus any die bonuses. The highest showing number is
the character’s initiative value. Characters with the same initiative value act at the same time.
Players act first on initiative clash, and players must choose among themselves who declares
first. Once initiative order has been established, the order of operations for a combat round is:

1. Attacker declares a target within the range of their weapon.


2. Attacker assembles a pool based on their weapon type, adding in any dice bonuses at
this point.
a. Melee attacks use Close Combat with either Might or Finesse.
b. Ranged attacks use Ranged Weapons with Finesse.
i. Add the weapon’s Accuracy Bonus dice to the pool.
3. Attacker rolls their pool and takes the opportunity to modify the results. The Attack
determines if the attack’s damage is lethal or subdual.
4. Defender compares the results in the pool to their Defense Value (DV). All results that
meet or beat the DV are converted to damage at a 1-to-1 ratio.
a. If the Defender has an armor value, reduce the incoming damage by the amount
of armor, down to 0.
5. If any damage remains, the defender reduces their Health by that amount.

As with other Difficulty Thresholds, a Defensive Value can be raised or lowered based
on character actions. The three most common actions that will modify a character’s Defensive
Value are:
● A character can use their Mechanical Action to Guard. This raises their DV by 1.
● If two characters are on opposite sides of a target that they are both within 5 feet of, they
reduce that target’s DV by 1.
● If a target is subjected to an Ambush Round, or if the attacker is striking from Stealth, the
target’s DV is reduced by 1.

At any point during combat actions, if a character has a valid Reaction, they can declare
that they are activating their Reaction and immediately insert the effect of the Reaction in the
order of operations.

Action Types

There are four types of Action that a character has access to. Unless otherwise modified
by a Talent, each Action can only be used once per Turn. At the start of the character’s next
Turn, these Actions all become available again.

● Mechanical - The meat-and-potatoes Action type. A Mechanical Action starts when the
player declares that they are performing ​anything t​ hat requires a die roll. The player
assembles the dice pool, rolls, modifies the result, and confirms the outcome with the
Narrator. Some Mechanical Actions don’t involve making an Action immediately, instead
setting up an Action later.
○ Aim - Denote a target within range of the character’s equipped weapon. The next
Attack made against the target gains Static Add 5. This effect ends if the attacker
or the target moves respective to each other before the attack is made.
○ Assisting Allies - One character can assist another in a check. The two players
compare the Skill between the two. If the assisting character has a higher Skill,
the assisted character uses that Skill value. If the assisting character has a Skill
value equal to or lower than the assisted character, the assisted character gains
Static Add ​x​ on the check, where ​x ​equals the assisting character’s Skill value.
This assistance bonus is removed at the end of the assisted character’s Turn.
○ Defending - This Action improves a character’s Defense Value. Taking this Action
increases the Defense Bonus as if it were one category better on the list below.
The benefit from Defending cannot exceed “Full Cover with Defense”.
■ No Cover - A character gains no benefit.
■ One-half Cover, or No Cover with Defense - Increase DV by 1.
■ Full Cover, or one-half Cover with Defense - Increase DV by 3.
■ Full Cover with Defense - Increase DV by 3 ​and ​Minimize one die in all
Accuracy pools.
○ Hang Action - Consume your Mechanical Action and declare an Initiative value
lower than one you’re currently assigned to, minimum 1. On the ​next​ turn, your
new Initiative value is the one you requested. Additionally, gain a bonus to your
DV as though you had taken a Defending Action.
○ Riposte - Declare an Action and Trigger, then end your Mechanical Action. If the
Trigger happens before the start of your next Turn, the Action you declared
executes.
○ Initiating or Maintaining a Grapple - See Grappling rules.
○ Making an Attack - See Combat.
○ Making a Check - This is left to the Narrator’s discretion, but a Check takes up
the whole of a Mechanical Action.
○ Rally - Target an ally within 30 feet and Rally them. They may add d8 to a pool of
their choice before the end of their next Turn.
● Movement - This is a special type of Action in that it does not have its own start and end
point. The character is allowed to use their allotment of movement over the course of
their turn, in any combination and any amount they like.
○ Backpedal - Spend 10 feet of movement to move 5 feet. During this movement,
you do not trigger Attacks of Opportunity.
○ Standing up - Spend 10 feet of movement to stand up from Knocked Down.
● Reaction - This Action type can be used at any time, even outside of the character’s
Turn. However, the Reaction always has an activating event attached to it.
○ Attack of Opportunity - If an enemy is within 5 five of you and moves further away
without Backpedaling, you may attack that enemy with a weapon in hand.
● Thematic - These Actions are anything that doesn’t require the roll of the die to activate.
Save for talking, each of these Actions can only be executed once.
○ Talking
○ Drawing/Stowing an Item
○ Passing an item to an adjacent character
○ Activating an Enhancement
● Bonus - These Actions are granted by Talents. Their particular benefits and methods of
execution are detailed in the Talents that grant these Actions. Otherwise, they activate
separately from Mechanical and Thematic Actions.
○ Hold Action - The opposite of Hanging Action, Holding an Action does not require
a Mechanical Action and confers no defensive benefit. It allows the player to
declare an Initiative value to act on that is HIGHER than their current Initiative.
Holding an action can only be done at the start of the character’s Turn.

Extended Actions are unique from the action types listed above. These Actions are
something that requires concentration over the course of a period of time longer than
“functionally instant”. An Extended Action is made of the following:
● Skill - The Skills and Attributes appropriate for the challenge.
● Threshold - The Difficulty Threshold for the challenge. There can be different DTs per
Skill used due to how orthogonal the skill’s applicability to the challenge is.
● Difficulty - The number of successes needed to complete the challenge.
● Iteration - The amount of time each check takes. This can range from a minute to about
12 hours. Any less than that can be handled with a regular check, and any longer should
really be compartmentalized into more granular challenges.
● Failure - Extended Actions can fail in two ways, though one or the other failure
conditions may not be applicable. First a character can run out of time (too many
​ ie in
iterations). Second, a player can accumulate too many failure rolls (rolls where ​no​ d
the pool garner a success).
Character Creation

A character is assembled from a series of different options that determines their skill set,
informed by their history. This starts by choosing a Background. Each Background has five
Background Skills (note these with a - on the character sheet), at least one of which is chosen
by the player. Note the two Attributes the Background modifies; the Background Attribute is
used if the character’s Profession has a different Profession Attribute. If the character’s
Background Attribute and Profession Attribute are the same, then the character uses the
Alternate Attribute instead. Finally, each Background grants a Background Talent.

Laborer Miscreant
● Athletics ● Acrobatics
● Endurance ● Athletics
● Mechanics ● Sneaking
● Medicine ● Street Smarts
● 1 Personal Skill ● 1 Personal Skill
● Background Attribute: Might ● Background Attribute: Finesse
● Alternate Attribute: Savvy ● Alternate Attribute: Moxie
● Conditioning: Add +1 to Health ● Underhanded: Add Cunning to
Sneaking rolls.

Educated Rascal
● Academics ● Athletics
● Technology ● Bluff
● 3 Personal Skills ● Perception
● Background Attribute: Brains ● Street Smarts
● Alternate Attribute: Finesse ● 1 Personal Skill
● Learned: Add 1d10 when researching ● Background Attribute: Savvy
or recalling information. ● Alternate Attribute: Brains
● Savage: Add Ferocity to Initiative.

Hard Boiled
● Endurance
● Interrogation
● Perception
● 2 Personal Skills
● Background Attribute: Moxie
● Alternate Attribute: Might
● Relentless: Add Ferocity to Endurance and Interrogation rolls.
After selecting a Background, select a Profession for the character. A character’s
Profession is the archetype of what they do for a living; what the character’s actual ​job ​is in
specificity can be merely ​related ​to their Profession. This quality just informs the set of
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experiences and abilities that the character has garnered in their working life. Professions are
listed later in the book and grant the character several additional abilities and options.
Backgrounds and Professions cannot be changed after character creation. Once a player has
chosen a Profession, note the following on the character sheet:

● The Profession Attribute. If the Profession Attribute and the Background Attribute are the
same, use the Alternate Attribute instead. Mark the Profession and Background (or
Alternate) Attributes as d6. The other three Attributes are d4.
○ A character’s Initiative is their Finesse & Savvy as a die pool.
● Note the Specialty Dice. On the character sheet, note that there are blank spots next to
Cunning, Ferocity, and Presence. Note “P”, “S”, and “T” in these blank spots for the
Profession’s Primary, Secondary, and Tertiary Specialty Dice. For Level 1 characters,
the Primary die is a d4 and the others are blank.
● Note the Defensive Scaling for the Profession. Fill in the Defensive Value of the
character with the appropriate DV. For Level 1 characters Excellent Defensive Scaling is
a 4, Average is 3, and Poor is 2.
● Roll the character’s Starting Resource and note it on the character sheet.
● Determine the character’s Health scaling using the table in Appendix A.
● Note the character’s Profession Introductory Talent.
● Each Profession has two Mandatory Skills and a suite of five Skills that the player is
allowed to select three of. Mark these five Profession Skills with a |. If a Skill has a - in it
already, this becomes a +.
● Skills with a + are rated as 2. Skills with a - or a | are rated as 1. Every other Skill is rated
as 0. These marked skills are the character’s Favorite Skills.
● Select the character’s first Profession Talent from the list.
● Note the character’s Cyberpower. A Level 1 character’s Cyberpower is 1.
● Buy stuff using your character’s Resources. It’s recommended to buy housing and a
vehicle at the very least.
● Calculate the character’s Speed based on the chart on the next page.

To create characters of higher Level, start by generating the 1st Level character. Then
bring them up to the desired Level as though they had levelled up normally. Finally, give the
character Resources based on the High Level Starting Character Resource Table in Appendix
A.

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This game assumes that all player characters will be between the ages of 16-50. If a player wishes to
portray a character younger or older than these ages, they will need to discuss the mechanical
implications (if any) with their Narrator.
Speed
Might + Finesse Speed

8-10 25 Feet

12-14 30 Feet

16-18 35 Feet

20-22 40 Feet

24 45 Feet
Specialty Dice

Cunning, Ferocity, and Presence are the three Specialty Dice assigned to each player
character. These dice serve as a way for players to add a little “oomph” to specific die pools,
playing up the strengths of a character even in potentially unexpected ways. At the Narrator’s
discretion, a player character can add a SpecialtyDie to a pool with appropriate roleplay. This is
meant to reward players getting into character, playing to their strengths or shoring up their
weaknesses. Talents and Improvements allow the character to add in Specialty Dice to certain
dice pools without requiring intense roleplay; this is meant to symbolize the character being so
skilled at certain tasks that they can add their Specialty naturally.
Brute

Physically imposing and well-skilled in combat, Brutes are the front line of any Torpedo
group. Brutes range from nightclub bouncers to bare knuckle boxers, but always have the
strength and prowess to turn the tide of any fight in their favor.

Profession Attribute: Might

Specialty Die
Primary: Ferocity
Secondary: Presence
Tertiary: Cunning
Defensive Scaling: Excellent
Health Scaling: Excellent
Starting Resource: d4+1

Introductory Talent: Mighty - Add Ferocity to Close Combat.

Mandatory Professional Skills:


● Close Combat
● Endurance

Choose an additional three Profession Skills from the list below:


● Athletics
● Interrogation
● Intimidation
● Ranged Weapons
● Street Smarts
Brute Talents

● Tough Skin: Gain passive Armor 1. This does not stack with worn or implanted armor.
○ Improvement: This becomes Armor 2.
● Duck and Weave: You may move through spaces occupied by enemies, but you may not
end your movement in an occupied space.
○ Improvement: Improve Speed by 10 feet.
● Diehard: When you would be reduced to or below 0 hit points, stay alive a number of
turns equal to your Level. Every round, you are ​Dazed.​ This only activates once per day.
○ Improvement: You are not ​Dazed​. On your turn, you may roll Might +
Athletics/Discipline at difficulty 3. On a success, heal to 1 hit point.
● Looming Presence: When rolling a social check, you may roll with Might instead of
another Attribute. When you do, also add d8 to the pool.
○ Improvement: The added die becomes d12 instead.
● Stalwart: Once per combat, when defending, force your attacker to re-roll their attack
pool and keep the lower result.
○ Improvement: The attacker loses the highest showing die in both pools.

Brute Keystones

● Talented Combatant: Whenever you attack, your target’s Defensive Value is reduced by
2.
● Cleaving Strike: When attacking with Close Combat, instead of targeting one enemy in
range, instead roll one attack pool against every target in range.
Soldier

Veterans of the Great War, Soldiers have the training and resources to be a valuable
member of the team. Their specializations are based on what they did in the armed forces,
including general infantry and medical personnel.

Profession Attribute: Might

Specialty Die
Primary: Ferocity
Secondary: Cunning
Tertiary: Presence

Defensive Scaling: Excellent


Health Scaling: Average
Starting Resource: d4+1

Introductory Talent - Military Expertise: Choose operational specialty from Ground


Forces, Demolitions, Military Engineer, or Field Medic.

Mandatory Professional Skills:


● Endurance
● Ranged Weapons

Gain an additional three Profession Skills based on your Expertise. Gain your first
Profession talent from your Expertise.

● Ground Forces ● Military Engineer


○ Athletics ○ Academics
○ Close Combat ○ Mechanics
○ Perception ○ Technology
○ Tough As Nails: Add Ferocity ○ Patch Job: You do not need
to Endurance. special tools or materials to
● Demolitions repair machines or technology.
○ Bluff ● Field Medic
○ Close Combat ○ Academics
○ Sneaking ○ Medicine
○ Explosive Expertise: Reroll 1 ○ Perception
when setting or using ○ Triage: Add Cunning to all
explosives. Medicine checks.
Soldier Talents

● Endurance Training: Gain 1 Health every even Level. This Talent is retroactive.
○ Improvement: This becomes 1 Health every Level.
● Cy-Ops Vet: Your Cyberpower increases by 1. Choose one Enhancement of Resource 1
or 2. This becomes installed at no Cyberpower cost.
○ Improvement: Increase your Cyberpower by 1 at levels 4, 7 and 10.
● Two Rounds Rapid: You gain an additional Attack Action each Turn.
○ Improvement: Once per Turn, you may Reroll 1 in your attack pool.
● Zero In: On your Turn, mark a target within sight. Attacks against that target add your
Ferocity. You may choose to mark a different target within sight on your Turn, or
immediately if your marked target dies.
○ Improvement: Attacks using this Talent also increase damage by 1.
● Tough Skin: Gain passive Armor 1. This does stack with worn or implanted armor.
○ Improvement: This becomes Armor 2.
Soldier Keystones

● One Man Army: When attacking a target without an ally adjacent to you, lower the
target’s Defensive Value by 1 and add your Ferocity to the Attack Pool.
● Metal Soldier: When wearing Armor, increase your Defensive Value by 1 and increase
the Armor’s Damage Reduction by 1.
Professional

The Professional is the more polite term for “Assassin”, a deadly shadow with a blade or
bullet that can slip in, confirm the kill, and slip out before even the target knows they’re dead.
Professionals use social stealth, planning, and razor-honed skills to do what they do, and
they’re the best at it.

Profession Attribute: Finesse

Specialty Die
Primary: Cunning
Secondary: Ferocity
Tertiary: Presence

Defensive Scaling: Average


Health Scaling: Average
Starting Resource: d6+1

Introductory Talent - Person of Disinterest: Add Cunning to all Bluff and Sneaking
checks.

Mandatory Professional Skills:


● Ranged Weapons
● Sneaking

Choose an additional three Profession Skills from the list below:


● Academics
● Bluff
● Close Combat
● Diplomacy
● Street Smarts

Professional Talents

● Holdout: You are considered to always be armed with a Silenced Pistol and Lockpicks
(d8 Skill Item). Once per day when you are intentionally disarmed, you may produce a
Silenced Pistol and Lockpicks from a previously unmentioned dead drop nearby.
○ Improvement: This equipment also includes a Concealed Knife. Additionally, you
may Dead Drop a Concealed Rifle without a Preparation Action.
● Arterial Strike: When attacking from Stealth, add +1 to damage. At level 5, this becomes
+2 damage.
○ Improvement: This becomes one-half your Level, rounded up, instead.
● Cunning Reaction: Once per Turn, if you attack from Stealth with a weapon that would
break Stealth and miss, you do not break Stealth.
○ Improvement: You do not break Stealth until the end of your Attack Action. If all
of your attacks miss, you do not break Stealth.
● Fast Talk: When in disguise and/or infiltrating an area you are not supposed to be, you
gain Cunning when making rolls to break in, navigate, or falsify your credentials.
○ Improvement: People attempting to penetrate your obfuscation must roll
Perception twice and keep the lower result.
● Sleight of Hand: When using Sneaking to disguise yourself, steal an item, or conceal an
item in a location or on your person, Static Add 4.
○ Improvement: Instead, Static Add 7. Also Minimize one die on all checks made to
locate the object or pierce your disguise.

Professional Keystones

● Mozambique Drill: Once per Turn, you may target one enemy and make three Firearms
Attacks against them. This is a Free Action.
● Blade Master: When attacking with edged weaponry, decrease your target’s Defensive
Value by 2. If attacking from Stealth, reduce their DV by 4 instead and attack twice
instead of once (both gaining the benefit of Stealth).
Courier

Rising from the need to discreetly transport sensitive data and parcels, Couriers are the
fast and reliable way to get whatever you need from point A to point B. Perfect for getting in,
getting out, and getting away, the Courier makes for a perfect match for almost any Job.

Profession Attribute: Finesse

Specialty Die
Primary: Cunning
Secondary: Presence
Tertiary: Ferocity

Defensive Scaling: Poor


Health Scaling: Poor
Starting Resource: d4+1

Introductory Talent - Always on Time: Increase Movement Speed by 10 Feet.

Mandatory Professional Skills:


● Athletics
● Endurance

Choose an additional three Profession Skills from the list below:


● Close Combat
● Perception
● Sneaking
● Street Smarts
● Vehicles

Courier Talents

● Free Movement: Ignore an amount of Hindering Terrain equal to your Level times 5 feet.
○ Improvement: In addition to your normal movement, also gain the ability to climb
a distance equal to one-half your Level times 5 feet, rounded up, without penalty
or need for check.
● Move-and-Stick: If you move at least 10 feet during your Movement Action, you may add
your Cunning to the next attack you make before the end of your Turn.
○ Improvement: You may re-roll one die in the pool modified by this check.
● Shadow Movement: Add your Cunning to your Sneaking pools.
○ Improvement: In contested checks, force the observer to re-roll their pool and
keep the lower result. In static checks, reduce the Difficulty Threshold by 1.
● Physical Adept: When rolling Athletics or Endurance, Static Add 3. At Level 7, this
becomes Static Add 5.
○ Improvement: Increase the Static Add values from this Talent by 2 (Static Add 5
until Level 7, then Static Add 7).
● Stab-and-Shoot: This Talent operates when using a melee weapon in one hand and a
firearm in the other. Once per Turn, after making an attack with your melee weapon,
attack either the same target or a new target with your firearm and add Cunning, OR
after making an attack with your firearm, attack either the same target or a new target
with your melee weapon and add Cunning.
○ Improvement: If attacking the same target, their Defensive Value is reduced by 1
and the damage is increased by 1.

Courier Keystones

● Reflexes: You maintain your full Defensive Value, even if you are Ambushed or flanked.
Additionally, increase your Defensive Value by 2.
● Long Stride: Double your Movement Speed.
Fixer

The guy who knows a guy, a Fixer serves as a social nexus in their communities. With a
grin and a knowing look, the Fixer can get you anywhere, anytime, no questions asked.

Profession Attribute: Brains

Specialty Die
Primary: Presence
Secondary: Cunning
Tertiary: Ferocity

Defensive Scaling: Poor


Health Scaling: Poor
Starting Resource: d4+2

Introductory Talent - Friends in Low Places: Add Presence to social checks in the
underworld.

Mandatory Professional Skills:


● Academics
● Street Smarts

Choose an additional three Profession Skills from the list below:


● Bluff
● Diplomacy
● Interrogation
● Investigation
● Technology

Fixer Talents

● Put the Screws To ‘em: When making social checks, add your Presence.
○ Improvement: In contested checks, Minimize a die in your opponent's pool. In
static checks, reduce the Defensive Value by 1.
● Sly Negotiator: When dealing with shopkeepers, fences, and other salespeople, you are
always able to barter or sell items.
○ Improvement: Additionally, when purchasing items from the street, reduce the
Resource cost of the item you’re buying by 1 (minimum Resource 1).
● Slick Confidant: Once per scene, target one NPC. Put the moves on them over the
course of 10 minutes. After this time is up, the NPC treats you as a friend for the rest of
the scene. They will divulge information, perform favors, and otherwise act as though
you two had been through thick and thin already. This Talent expires at the end of the
scene.
○ Improvement: This becomes instant instead, and can be used on a number of
NPCs in one scene equal to one-half your Level rounded down.
● Cool Under Pressure: Add Cunning to Initiative. Increase your Defensive Value by 1.
○ Improvement: When targeted by an attack from an enemy within five feet of you,
Static Remove 3 from their Accuracy pool.
● Known Around Town: People in the underworld always know of you, even if only in
passing. Reroll 1 on Social Checks with members of the criminal underworld.
○ Improvement: When performing an Interview Preparation Action with a person
affected by this Talent, gain the bit of information with the lowest DT associated
with it for free. This activates once per Prep, but you are allowed to roll the
Interview check to try for another bit of information.

Fixer Keystones

● Not the Face!: Once per Scene, use your Reaction to interrupt an attack that has you as
its target. Negate the effects the attack would have on you, and move up to your full
Speed away from the source of the attack.
● Expendables: Once per Chapter, generate up to five NPC allies. You have five levels to
allocate to these allies; you may have five Level 1 allies, one Level 5 ally, or any
distribution in-between. All of these allies are Ace type NPCs. You have control of these
allies and can use them for aid and espionage, but they cannot be used in combat. If
they die, you cannot replace them until the start of the next Chapter, when you use this
Keystone again.
Operator

Anyone can use a Terminal, but Operators work Terminals and The Mesh like musical
instruments. Operators are the black hats, the white hats, and the grey hats that lurk in The
Mesh like spiders in a web.

Profession Attribute: Brains

Specialty Die
Primary: Cunning
Secondary: Ferocity
Tertiary: Presence

Defensive Scaling: Average


Health Scaling: Poor
Starting Resource: d4

Introductory Talent - Deck Jock: Start the game with a Branded Deck. Once per Session,
if you lose your Deck, you may choose to gain a new one with all of your data intact.

Mandatory Professional Skills:


● Investigation
● Technology

Choose an additional three Profession Skills from the list below:

● Academics
● Bluff
● Craft
● Perception
● Street Smarts

Operator Talents

● Nicate Wipe: If an unauthorized user attempts to utilize your Deck, they must roll
Technology & Cunning with Brains vs. your Level. If they fail, the Deck melts into useless
slag and all of the data on it is destroyed. This roll is made before any Technology roll to
get past installed security software.
○ Improvement: The difficulty increased by 1, and the Nicate charge also explodes,
dealing 3 damage to the unauthorized user that cannot be soaked or dodged.
● Miniaturization: Your Deck is cutting edge, the size of a large hardcover book instead of
a briefcase. You may conceal the Deck on your person with a Bluff & Cunning with
Brains roll.
○ Improvement: Your Deck is experimental technology, now the size of a pocket
book. Reroll 1 in your concealment pool.
● Recursive Intrusion: Once per scene, when making a Technology check, Reroll 1.
○ Improvement: This becomes Reroll 2.
● Very Useful Toolkit: You have a pocket-sized case with tools needed to repair and
maintain your Deck and other devices. You can use the tools from this kit on any
Investigation, Technology, or Craft check made to repair, upgrade, or destroy computer
devices, adding a d8. If you lose this kit, you may replace it without a Resource Cost,
though you still must use a Preparation Action or Downtime.
○ Improvement: The bonus from this kit becomes a d12.
● Social Engineer: When making Bluff checks to steal information or impersonate
someone in authority, add your Cunning.
○ Improvement: Reroll 1 in the pool in addition to adding your Cunning.

Operator Keystones
● Intruder Countermeasures: Your data is specially encrypted. Technology rolls to invade
your data must be made twice, taking the lower result. You are also immediately alerted
when someone attempts to intrude on your data.
● Zero Count Infraction: Your Deck has a special EMP emitter integrated into it. Once per
week, you may activate the emitter to affect all Implants, electronics, and computers
within 30 feet. Implants stop functioning: cyber-eyes go blind, cyber-limbs become lame,
etc. This can be repaired with an extended Medicine & Technology with Brains roll
against 10. Electronics stop functioning entirely, and must be replaced, as wires short
and burn out. Computers (save for your Deck, and anything inside a Faraday Cage) are
wiped of data.
Investigator

Detectives, government agents, and private sleuths all fit the Profession of Investigator.
Skilled at finding information by any means necessary, the Investigator is an invaluable
resource.

Profession Attribute: Savvy

Specialty Die
Primary: Cunning
Secondary: Ferocity
Tertiary: Presence

Defensive Scaling: Average


Health Scaling: Average
Starting Resource: d4

Introductory Talent - Experienced: Add Cunning to Investigation and Interrogation rolls.

Mandatory Professional Skills:


● Investigation
● Street Smarts

Choose an additional three Profession Skills from the list below:


● Academics
● Interrogation
● Ranged Weapons
● Perception
● Sneaking

Investigator Talents

● Gumshoe: Once per Scene, Reroll 1 in any Investigation or Interrogation check.


○ Improvement: Reroll 2 instead.
● Take ‘em In Alive: Activate this Talent when making an attack dealing subdual damage.
Add Cunning to the attack pool.
○ Improvement: Increase subdual damage by one-half your Level rounded up when
using this Talent.
● Lurking: When staking out an area as a Prep action, increase pools to observe the area
you’re staking out by a number of die equal to your Investigation.
○ Improvement: You may roll these checks twice and keep the better result.
● Honed Skills: When searching for clues in a Scene, Reroll 1 in your Investigation or
Street Smarts check.
○ Improvement: When entering a Scene, the Narrator must tell you how many
clues are in the Scene if any. They must also give you a “flash of insight”, a hint
towards the most important clue or clues in the Scene.
● Deadeye: Increase Firearm damage by 1.
○ Improvement: This increases to one-half your Level rounded up when using this
Talent.

Investigator Keystones

● Flash of Insight: Once per day, you may ask the Narrator up to five questions about a
Scene. These questions cover facts about the area, such as “Who was here last?” or “Is
there anything hidden in this area?”. The Narrator answers these questions with a yes or
no.
● No Time To Bleed: When you would be reduced to 0 hit points or lower, you may
activate this Talent. Restore yourself to 1 hit points, and gain Armor 3 for the rest of the
Scene. This stacks with worn or implanted Armor. Additionally, you become covered in
blood. This Talent resets at the beginning of each day.
Socialite

Wealthy members of high society (or at least good at acting the part), these dilettantes
run as Torpedoes for cash, thrills, or as a form of rebellion. With a variety of social talents at
their disposal, a Socialite is a great “face” to make a Torpedo group legitimate.

Profession Attribute: Savvy

Specialty Die
Primary: Cunning
Secondary: Presence
Tertiary: Ferocity

Defensive Scaling: Poor


Health Scaling: Poor
Starting Resource: d6+2

Introductory Talent - Friends in High Places: Add Cunning to social checks among the
elite.

Mandatory Professional Skills:


● Diplomacy
● Performance

Choose an additional three Profession Skills from the list below:


● Academics
● Bluff
● Intimidation
● Perception
● Vehicles

Socialite Talents

● Too Pretty to Die: Add +1 to your Defensive value. Add +1 Health.


○ Improvement: This becomes +2 for each instead.
● Money Talks: You have enough liquid assets to bribe your way out of any problem. Once
per day, when you would fail a Social challenge or check, activate this Talent. You
succeed the check instead.
○ Improvement: This becomes twice per day.
● Rousing Shout: This Talent modifies your Rally action. When you Rally an ally, they also
add your Cunning to a roll of their choice that they make on their next Turn.
○ Improvement: Additionally, a character using your Cunning from this Talent also
Rerolls 1 in the pool modified by this Talent.
● Social Chameleon: Add your Cunning to all Social Checks, not just ones made in high
society.
○ Improvement: Once per Scene, Reroll 1 in a Social Check of your choice.
● Cunning Liar: When making a contested Social check to lie (Savvy + Performance),
minimize one dice in your opponent’s pool. Against static checks, reduce the Difficulty
Threshold by 1.
○ Improvement: Minimize two die instead, and reduce the affected DV’s by 3.

Socialite Keystones

● Verbal Elegance: You are always able to know the state of anyone you speak to, either
in person or remotely (as long as you can hear their voice or see their body). At any
time, you may either ask the Narrator or the player of the character what their current
disposition is, both in general and towards you. Additionally, whenever you would say or
do something that would antagonize the character you’re interacting with, the Narrator or
the player of the character must confirm that you would like to commit to your statement
or action. If you choose not to, the statement or action is not committed.
● Priority Delivery: Declare an object worth no more than Resource 3 and activate this
Talent. Your personal courier will deliver the object to you within 10 minutes discreetly.
Your courier must be able to physically reach you for this Talent to work; delivering a file
to you in prison is valid, but delivering you a terminal on the moon is not. You may use
this Talent once per Job.
Gear Head

Every Job needs a getaway driver in some capacity, and Gear Heads are exactly the
right people for the task. Daredevils and speed demons, the Gear Head lives and dies
screaming across the blacktop.

Profession Attribute: Moxie

Specialty Die
Primary: Cunning
Secondary: Presence
Tertiary: Ferocity

Defensive Scaling: Poor


Health Scaling: Average
Starting Resource: d4

Introductory Talent - Floor it!: You may switch to any Speed Gradient with one Thematic
Action instead of having to move up or down one speed each turn.

Mandatory Professional Skills:


● Mechanics
● Vehicles

Choose an additional three Profession Skills from the list below:


● Academics
● Athletics
● Craft
● Perception
● Technology

Gear Head Talents

● Redline: When driving a vehicle, add another Speed Gradient above Full Speed,
‘Redline’. Redline increases the top speed of the vehicle to 125%.
○ Improvement: Add another Speed Gradient above Redline, ‘Ludicrous’. Ludicrous
increases the top speed of the vehicle to 150%.
● Man-And-Machine Defense: When you are driving a vehicle, that vehicles DV is
increased by 1.
○ Improvement: This becomes 3 instead.
● Daredevil: When driving, you may use Moxie instead of Finesse for vehicle handling
pools. Additionally, add your Cunning to all vehicle handling pools.
○ Improvement: Reroll 1 in all Vehicle pools made to drive.
● Hot Lead Discipline: When driving, checks made to maintain control over the vehicle
become Bonus Actions.
○ Improvement: Also add your Cunning to all Vehicles checks.
● Grease Savant: When making extended checks to repair or upgrade vehicles, double
your results per increment.
○ Improvement: This becomes triple your result.

Gear Head Keystones

● Rev Overlord: Allies attacking from a vehicle you are driving add your Cunning to their
attack pools.
● Demon on Wheels: Whenever you make a Vehicles check, you may roll twice and keep
the better result.
Con Artist

A winning smile and a good hustle can take you miles. The Con Artist looks out for
number one, using dirty tricks and underhanded tactics to grab everything they can and run.

Profession Attribute: Moxie

Specialty Die
Primary: Presence
Secondary: Ferocity
Tertiary: Cunning

Starting Resource: d4+2


Defensive Scaling: Poor
Health Scaling: Poor

Introductory Talent - Hustle: Add Presence when lying or manipulating.

Mandatory Professional Skills:


● Bluff
● Performance

Choose an additional three Profession Skills from the list below:


● Academics
● Interrogation
● Intimidation
● Ranged Weapons
● Street Smarts

Con Artist Talents

● Spirited Debater: When rolling a social check, you may roll with Moxie instead of another
Attribute. When you do, also add d8 to the pool.
○ Improvement: This becomes d12 instead.
● Dirty Strike: Once per Attack Action, increase the attack pool by a number of die equal to
your Bluff.
○ Improvement: Additionally deal +1 damage.
● Cunning Maneuver: Once per Scene, when you are targeted by an attack, you may
redirect the attack to another person within 10 feet of you who is not the original attacker.
This Talent activates as a Reaction. Other than the modified target, the attack plays out
as normal.
○ Improvement: The damage from the modified attack increases by 2.
● Tactical Retreat: You may Backpedal up to 10 feet, instead of 5. Additionally, you may
Backpedal through enemy occupied spaces.
○ Improvement: This becomes Backpedal up to 20 feet.
● Sly Viper: When making a contested Bluff check, minimize one die in your opponent’s
pool.
○ Improvement: This becomes two die instead.

Con Artist Keystones

● Immaculate Liar: When making Bluff or Performance checks, roll twice and keep the
better result.
● Subtle Blade: When making an Attack Action, target an ally with 30 feet. They may
spend their Reaction to make an Attack against the same enemy you are attacking.
Their attack pool adds your Presence.
General Talents

● Acrobat​: It costs no movement to stand from prone. You may move 10 ft. up vertical
blocking terrain without needing a check.
○ Improvement: You may move 20 ft. up vertical blocking terrain instead. You may
also move through enemy spaces.
● Agile​: Increase your speed by 10 ft.
○ Improvement: Increased your speed by another 10 ft.
● Alert​: When making an Investigation or Perception check against an opponent’s set DT
for Bluff or Sneaking, Static Remove 3 from the DT. Additionally, gain Initiative bonus 1.
○ Improvement: This Static Remove becomes one-half your Level rounded up, and
the Initiative bonus becomes 3 instead.
● Balanced​: Ignore up to one-half your level, rounded up, times five feet of Hindering
Terrain.
○ Improvement: Ignore up to your level times five feet instead.
● Balanced Strike​: When using a Balanced weapon the Accuracy Bonus becomes d8+d6
instead of 2d6. Additionally, increase damage by 1.
○ Improvement: The Accuracy Bonus becomes 2d8, and the damage bonus
becomes +3.
● Devastation Strike​: When using a Savage weapon, the Accuracy Bonus becomes d10
instead of d8. Additionally increase damage with Savage Weapons by 2.
○ Improvement: Increase the Accuracy Bonus to d12 and the damage bonus to +4.
● Enhanced Battery​: Your Cyberpower gain per Level becomes 0.75 instead of 0.5. This
is retroactive.
○ Improvement: Your Cyberpower gain per Level becomes 1 instead of 0.75. This
is retroactive.
● Grappler​: Maximize one die to Accuracy when initiating a Grapple. Crush gains Static
Add 5. Throw gains knockdown. Drag’s base distance becomes 10 feet instead of 0 feet.
○ Improvement: Crush, Throw, and Drag become Bonus Actions and do not cost
the attacker’s entire turn.
● Healthy​: Add one additional hit point every level. You still gain one additional hit point at
every odd level. This is retroactive.
○ Improvement: Every even Level, gain two additional hit points instead. This is
retroactive.
● Martial Artist​: When using Unarmed attacks, you may decide when declaring your
target if your Unarmed Attack is a Precise, Balanced, or Savage weapon.
○ Improvement: Unarmed Attacks ignore 1 point of Armor and increase damage by
2.
● Needling Strike​: When using a Precise Weapon, the Accuracy Bonus gains Static Add
3. Increase the damage bonus of Precise Weapons by 1.
○ Improvement: The Accuracy Bonus becomes Static Add 6. Increase the damage
bonus of Precise Weapons by another 1.
● Overwhelming Attack​: If you make an Attack against a target and deal 0 damage, you
instead deal 1 damage that ignores Armor.
○ Improvement: This becomes 2 damage instead.
● Skilled​: Take another Favored Skill. You may only take this Talent at Character
generation. You may not Double Favor a Skill with this Talent.
● Silver Tongue​: When making a contested Social challenge, add d8 to your pool. Once
per scene, force your opponent to reroll their highest-showing die.
○ Improvement: This becomes d12 instead, and once per scene, you may force
your opponent to reroll their entire dice pool.
● Slippery​: Increase your Backpedal by five feet. At level five, this becomes a ten foot
increase.
○ Improvement: Add an additional five feet.
● Sniper’s Eye​: You may continue to keep your Aim bonus even if you or your target
move, as long as the target is in your line of sight at the beginning of your next Turn.
○ Improvement: Aiming is now a Bonus Action instead of a Mechanical one.
Additionally, Maximize one die in the Accuracy Pool modified by your Aim Action.
● Stirring Rally​: When Rallying an ally, grant them d12 instead of d8.
○ Improvement: The Rallied ally may also move a number of feet equal to half your
level, rounded up, times five feet.
● Swift Response​: Add one-half your level, rounded up, to the highest result in all your
Initiative rolls as a static bonus.
○ Improvement: You may act during an Ambush if you are part of the ambushed
party. Additionally, add your level to Initiative instead of one-half your level.
● Thoughtful Argument​: When rolling a social check, you may roll with Brains instead of
another Attribute. When you do, Static Add 3 to the pool.
○ Improvement: This becomes Static Add 5 instead.
● Trained​: Choose two Skills from the list below. Add your primary Specialty Die when
making checks with that Skill.
● Academics ● Mechanics
● Bluff ● Medicine
● Craft ● Perception
● Diplomacy ● Street Smarts
● Interrogation ● Technology
● Investigation ● Vehicles
○ Improvement: Choose two additional Skills from this list.
● Two-Weapon Fighter​: When attacking, make one additional Attack with your off-hand
weapon. The dice in this pool are capped at d8.
○ Improvement: Increase the cap to d10 and gain +1 to your Defensive Value.
● Wealth​: Add +2 to your Starting Resources. Additionally, you have a budget of 6
Resources to spend at character creation. These must be spent on housing and a
vehicle. If you do not spend these bonus Resources they are lost. Once per Chapter, if
you lose your vehicle or home, you may immediately replace it. You may only take this
Talent at Character generation.
Using Resources

Resource is a generic term to describe favors, connections, cash, and other assets
available to your character at any time.

Items with an Upkeep Value must have their Resource value paid every interval (listed in
the item’s description) or the character loses that item.

Buying an item “at-cost” for its full retail value means you own it, unless it has an upkeep
value assigned to it. During the Preparation phase for a Job, you can get items on loan for one
Resource less, but you have to give it back at the end of the Job (and if it’s lost or broken, you’ll
have to pay from your cut to have it replaced or repaired lest you risk the wrath of the lender).

Certain items, including weapons, can have Adjectives assigned to them. Post-market
Adjective cost 1 Resource apiece, and require 1 Hour of Prep time to change out or add
Adjectives. Any number of Adjectives can be added to an item, if it is approved by the Narrator.
Adjectives have Thematic descriptors to reflect their benefits in-universe. Certain Adjectives
have “Manifold”, meaning they can be purchased multiple times. The effects of the Adjective
stack, as does the cost.

● Area Denial ​x​ (Manifold) - Attach to any ranged weapon. This weapon leaves some
hazardous material at the spot of its impact. The space the target of the attack occupies
becomes dangerous, dealing ​x​ amount of damage to any character that starts their turn
or moves into the dangerous area. The area remains dangerous until the start of the
attacker’s next Turn. Since a character may want to lock down an area without a target
currently in it, weapons with this adjective can be used to target empty space. This
requires an attack but does not need a roll. ​X​ is capped at 3.
○ Thematic: Flaming, Lingering
● Armor Piercing ​x​ (Manifold) - Attach to any weapon. The damage from the weapon
ignores ​x​ amount of Armor. ​X​ is capped at 3.
○ Thematic: Full-Metal Jacket, Insidious
● Collapsible - Attach to any carried or worn item. The item breaks down into a series of
smaller components that can be assembled or taken apart with a Thematic Action.
○ Thematic: Foldable, Assassin’s
● Concealed - Attach to any carried or worn item. Attempts to locate the item on a person
have their largest die minimized.
○ Thematic: Light-weight, Assassin’s
● Dazing ​x​ (Manifold) - Attach to a weapon. Inflicts the Dazed effect on the target on hits
with ​x​ or more successes (not damage). ​X​ starts at 4. A second purchase of the Dazing
effect on the same weapon makes ​X​ 2 instead.
○ Thematic: Punishing, Rattling
● Demolish - Attach to a weapon. Any unattended item that is targeted by the weapon is
destroyed without a roll. When used to destroy an object that requires a roll, Reroll 2 on
the pool.
○ Thematic: Crushing, Destructive
● Extended (Manifold) - Attach to any melee weapon. Increase the range of the weapon by
5 feet.
○ Thematic: Reaching, Enlarged
● Non-Lethal - Attach to any weapon. When dealing subdual damage, increase damage
by 2. When dealing lethal damage, decrease damage by 1.
● Range Increase ​x (​ Manifold)- Attached to any firearm. The effective range of the firearm
is doubled a number of times equal to ​x​. X​ ​ is capped at 3. For example, a Savage
Firearm with Range 20 would have its Range increased to 40, then 80, then 160.
○ Thematic: Scoped, Zoomed
● Suppressor - Attach to a pistol or rifle. Characters further than 20 feet away from the
weapon firing Minimize their two highest dice to locate the shooter.
○ Thematic: Silenced, Stealthy
● Sneak - Attach to any Precise weapon. Reroll 1 when attacking from stealth.
○ Thematic: Insidious, Underhanded
● Staggering ​x​ (Manifold) - Attach to a weapon. Inflicts the Staggered effect on the target
on hits with ​x​ or more successes (not damage). ​X​ starts at 4. A second purchase of the
Staggering effect on the same weapon makes ​X​ 2 instead.
○ Thematic: Electrified, Stupefying
● Stock - Attached to any firearm. Reroll 1 per shot per attack.
○ Thematic: Accurate, Extended Stock
● Thrown ​x​ (Manifold) - Attack to any melee weapon. ​X i​ s capped at 4. The range of the
weapon is ( 1 + ​x​ ) * 5 feet. This melee weapon can be used in melee attacks or thrown
using the throwing rules.
○ Thematic: Perfectly-weighted, Variable
● Versatile - Attach to any melee weapon. Static Add 3 when using the weapon with both
hands.
○ Thematic: Dynamic, Even

Weapons Types
● Precise: 3d4 Accuracy, +0 Damage.
● Balanced: 2d6 Accuracy, +1 Damage.
● Savage: 1d8 Accuracy, +2 Damage.

Armor Quality
● Light Armor reduces damage by 1.
● Balanced Armor reduces damage by 2.
● Special Armor reduces damage by 3.
Equipment

Resource 1 Resource 2
● Precise Melee Weapon ● Decent Apartment (Repeating,
● Balanced Melee Weapon monthly)
● Savage Melee Weapon ● Nondescript Van
● Precise Ranged Weapon, 40 ft. ● Surplus Deck
● Balanced Ranged Weapon, 60 ft. ● Neural-Net Interface
● Savage Ranged Weapon, 20 ft. ● Major cosmetic Enhancement
● Tough Jacket (Armor 1) ● Hawk Eyes
● Unreliable Sedan ● Dermal Nicate Plating
● Noisy Motorcycle ● Grapnel hand
● Shoddy Apartment (Repeating, ● d6 Skill Item
monthly) ● Debilitating or Deadly Poison
● Kitbash Deck ● Sticky Fingers
● Internal Radio ● Tainted Love
● AnyTool ● Angels Fall
● Hammer fist ● Unfolding Buckler
● Minor cosmetic Enhancement
● d4 Skill Item
● One pair radios
● Improvised Explosive

Resource 3 Resource 4
● Fancy Car ● Average House (Repeating, monthly)
● Branded Deck ● Subdermal Nicate Weave
● Low-End House (Repeating, monthly) ● Internal Rebreather
● Modified Voice Box ● Healing Hand
● Anyface ● Stabilizers
● Night Vision ● Fast Car
● Targeting Assistance ● Custom Deck
● Combat Dress (Armor 2) ● Sports Motorcycle
● Hidden Firearm ● d10 Skill Item
● Chest Storage
● Zoom Legs Resource 5
● Meniscus Pistons ● Manor (Repeating, monthly)
● d8 Skill Item ● Sports Car
● Grenade ● Military-Grade Armor (Armor 3)
● Codebreaker ● Military-Grade Deck
● d12 Skill Item
● Briefcase Bomb
Skill Item - A Skill Item is any piece of Equipment that enhances a specific Skill. The Skill
is chosen when the item is purchased, as is the dice size benefit. When the Skill is used, the
user also adds the Equipment’s bonus. If the Equipment can be used for a different Skill that it
wasn’t designed for, the bonus from the Equipment is reduced by one die step. In the case of d4
Skill items, this becomes 0.

Improvised Explosive - This item mechanically covers a variety of home-made


explosives, including pipe bombs and firebombs. Once the explosive lands, it detonates at
Initiative 0. This detonation effects a 10 foot radius (or a 3x3 square). The Improvised Explosive
makes an attack against all creatures in the area of its explosion. It rolls 5d8 for accuracy, and
as an object it does not have any means of modifying its own die pool. Its damage bonus is +3
with Armor Penetration 1.

Cosmetic Enhancement - Using a combination of Nicate implants and bleeding edge


medical procedures, the human body can be molded to fit a person’s desire. These
Enhancements don’t cost any Cyberpower and can be inserted or removed during Downtime.
Minor Cosmetic Enhancements affect soft tissues, like eyes and facial structure. Major cosmetic
Enhancements affects bones and muscle structures, allowing a character to alter their height
and width.

Combat Dress - This body armor is made by layering padding and Nicate mesh. It is a
flexible protective garment that covers the torso, arms, and upper legs. Popular among more
combat-focused Torpedoes, these Combat Dresses are generally a sign that the wearer is
spoiling for a fight that they expect to at least survive, and offer Armor 2.

Grenade - This item mechanically represents any military-grade explosives. Once the
explosive lands, it detonates 2 Initiative ticks later (minimum Initiative 0). This detonation effects
a 15 foot radius (or a 4x4 square). The Grenade​ ​makes an attack against all creatures in the
area of its explosion. It rolls 5d10 for accuracy, and as an object it does not have any means of
modifying its own die pool. Its damage bonus is +5 with Armor Penetration 2. Additionally, the
grenade has the Demolish adjective.

Military-Grade Armor - Surplus body armor from the military, this full-body protection
uses ablative fabric and ceramic Nicate inserts to keep the wearer safe. While the military armor
is heavier than its counterparts, Torpedoes that use this armor swear by it. Military-Grade Armor
provides Armor 3.

Briefcase Bomb - This item covers timed and radio-operated stable explosives. These do
not need to be thrown to activate them; they can be placed. Regardless, when the bomb is
activated, the person activating the bomb​ ​declares on which Initiative value the bomb explodes.
This detonation effects a 20-foot radius (AKA a 5x5 square). The bomb​ ​makes an attack against
all creatures in the area of its explosion. It rolls 6d12 for accuracy, and as an object it does not
have any means of modifying its own die pool. Its damage bonus is +7 with Armor Penetration
3. Additionally, the bomb has the Demolish adjective.

Poison - Debilitating poison seizes the target’s muscles and confuses them, leaving
them a slurring and staggering mess that has all their Attribute Die capped at d4. This condition
lasts for six hours OR until another character makes a DT 5 Medicine with Brains check to
diagnose and cure them (at which point the poison wears off after 30 minutes). Deadly poison is
a fast-acting neurotoxin that shuts down respiration. After one minute, the target takes 1
damage that cannot be reduced by Armor. The minute after that they take 2 damage, then 3,
and so on, incrementing by 1 each minute. A DT 6 Medicine with Brains check can diagnose
and cure the victim, after which the poison iterates one final time before being purged.
Academics or Medicine with Brains can identify either poison post-mortem, though this requires
a blood test and a check against DT 6.
Enhancements

● NNI Slot
○ Neural-Net Interface (Power 1) - Possibly one of the most important
Enhancements on the market, the Neural-Net Interface is a mesh of Nicate
woven to read and transmit small electrical signals. The mesh is laid under the
Pia Mater membrane, directly against the gray matter, while micro-cabling runs
down the back of the head to the spine. A small set of plugs on the back of the
neck connects the NNI to various external electronics. If the NNI is used with
extra-cranial cyberware, these small wires run parallel to the nerve fibers down
the length of the body to the location where the cyberware is installed. Enables
direct information access to terminals. You are allowed to make two Technology
checks per Action using the computer you are decked into. Additionally, you do
not need a terminal to interface with mainframes or data nodes.
● Head
○ Modified Voice Box (Power 1) - A small series of servos and speakers are placed
around the larynx and trachea, expanding the vocal range of the user. Gain a
bonus d10 to all vocal performances. You can additionally mimic a voice after
hearing it for a minute, gaining the bonus from this Enhancement to impersonate
the voice.
○ Internal Radio (Power 1) - Communicate with allies that share this Enhancement
or a radio. Range is one-half of a mile.
○ AnyFace (Power 1) - Tiny servos and plates under the skin alter the physical
structure of the face. Reroll 1 on all checks to create or maintain a visual
impersonation another person, or disguise your face.
○ Codebreaker (Power 2) - A nicaloid reel is inserted in your head with a series of
common encryption algorithms. When making checks to decode, decrypt, or
interpolate data, reroll the pool and keep the better result.
● Eyes
○ Hawk Eyes (Power 1) - Perception checks made visually Static Add 4 to their
pool.
○ Night Vision (Power 1) - See in the dark out to 60 feet. Sudden bright lights will
overload this Enhancement, leaving the character blind until the end of their next
turn.
○ Targeting Assistance (Power 2) - Attach to a firearm. Gain Static Add 3 to
Accuracy Pools.
● Torso
○ Dermal Nicate Plating (Power 1) - Microplating inserts of hardened Nicate in the
chest and arms, granting Armor 1 that does not stack with other sources of
armor.
○ Subdermal Nicate Weave (Power 2) - Improves the body’s ability to resist
physical damage. Gain Armor 2, stacking with worn armor.
○ Internal Rebreather (Power 1) - Gain 10 minutes of breathable air stored in a
compressed cylinder in the chest cavity. This automatically kicks in when the
user could not normally breathe, such as when underwater or among harmful
vapors. This takes 1 hour to refill after being used.
○ Chest Storage (Power 1) - Gain a compartment in the torso that stores an item
no larger than the average housecat. Draw from this compartment with a
Thematic Action. This compartment is a perfect hiding spot, meaning it cannot be
detected with anything short of an autopsy.
● Arms (x2)
○ Hidden Firearm (Power 1) - A gun has been installed in your forearm. It is a
Precise ranged weapon.
○ Hammer fist (Power 1) - Increase unarmed damage by 2, add Knockdown 4.
○ Ferocious Talons (Power 1) - Unsheath wicked Nicate talons from your forearm.
This is a Savage, Concealed melee weapon with Armor Piercing 1.
○ Grapnel hand (Power 2) - Contains a grapple hook and 30 feet of cable. Ascend
or descend at 30 feet per Action.
○ AnyTool (Power 1) - Always treat yourself as having equipment for Craft,
Mechanics, or Technology checks. Additionally, Reroll 1 in those pools once per
Turn.
○ Healing Hand (Power 1) - Reroll 1 in any Medicine pool once per turn. Gain 2
auto-successes on each Iteration of any Extended Medicine check.
○ Unfolding Buckler (Power 1) - Snap open a Nicate buckler to defend yourself.
Increase your DV by 1 when this buckler is open, but lose the use of the hand
holding the buckler steady. While you ​can​ have two Bucklers, you only gain the
bonus from one of them at a time.
○ Sticky Fingers (Power 1 x2) - Nicate microfilaments extrudes from your fingertips
and palms, allowing easier grip when climbing. While this Enhancement is
purchased as one item, it must be installed in both hands, taking each slot and
requiring 2 Power total. These Enhancements allow for both a Reroll and
Maximize 1 on all checks made to climb.
○ Tainted Love (Power 1) - Small poison vials are inserted in your forearm, with
piping leading down to your fingertips. Tainted Love can inject poison in two
ways. If affecting food or drink, you only need to touch the item to contaminate it.
If affecting a person directly, they may choose to have you roll Bluff, Close
Combat, or Sneaking with Might or Finesse as an attack to let you get close
enough for contact. The Enhancement can be loaded with Debilitating or Deadly
poison, and requires an hour to fully prepare and load one dose.
● Legs
○ Zoom Legs (Power 1) - Improve speed by one step.
○ Meniscus Pistons (Power 1) - After rolling a jump check, double the height of the
jump or triple the length of the jump.
○ Stabilizers (Power 2) - Immunity to knockback, knockdown, and hindering terrain.
○ Angels’ Fall (Power 2) - Collapsing pistons in the knees and hips allow you to fall
safely. Reduce the fall distance by 40 feet when calculating Controlled Fall DT
and damage.
Automobiles

Three major producers of automobiles hold monopolies in America. These are the
American Motor Company (AMC), the European O'Nell & Smith Engine Group (O&S), and the
Nipponese Hansura Automobiles. Once purchased, a car or bike can be further modified and
upgraded with aftermarket parts. Automobiles have statistics that denote how fast, heavy,
maneuverable, and durable they are. Speed and Durability are both numerical stats, while
Weight and Maneuverability are die sizes.

American Motor Company – Founded in 1903 by Richard Kant in Michigan, AMC quickly
rose to the top of the automotive class in the States. Buying out or simply destroying any other
manufacturers stateside, the AMC secured its dominance by becoming the sole American
producer of military vehicular hardware. AMC cars are well put together with solid (albeit heavy)
parts and therefore excel in Durability at the cost of Maneuverability.

O'Nell & Smith Engine Group – O&S originated in Germany in 1917, and is a relative
newcomer in the industry. While other European companies such as Mason Motors or Taan
Engineering provided civilian cars, O&S cobbled together an amalgam of the best qualities of
their opponent's machines, and then improved them. Starting with 1917's A-Series of cars and
motorcycles, O&S swept across the countryside and, in less than four years, have firmly seated
themselves as the dominating power in European motors. O&S cars are well-crafted but not
outstanding in any single aspect.

Hansura Automobiles – In 1890, Nipponese Emperor Meiji commissioned a national


corporation of the country’s smartest engineers, scientists, and physicists with the singular goal
of creating individual and mass transportation options for his people. 6 years later, Hansura
Machinist Industries released its first production automobile. Primarily exporting to countries like
China and Korea, Hansura cars and bikes have nevertheless made their way to American soil.
Hansura vehicles are lighter than the competitors, and are more agile and faster as a result.

Speed: The top speed of the vehicle in miles per hour. These are abstracted into several
speed gradients. Vehicles go from one gradient of speed as part of the driver’s Thematic Action.
Every increment of 40 MPH the car is travelling (40 MPH, 80 MPH, 120 MPH, etc.) grants a free
forward movement of 10 feet as per the vehicle movement rules.

Stopped

¼ Speed

½ Speed

¾ Speed
Full Speed

Weight: The heavier the vehicle, the less maneuverable it is and the longer it takes to
come to a complete stop. However, a heavier car or bike is not necessarily a bad thing; heavier
automobiles are harder to destroy and have an easier time knocking obstacles, and pushing
other vehicles out of the way. Use Weight as the Equipment die when using your vehicle for
brute force. This includes attacks. All vehicles are considered Savage Weapons with a damage
bonus increase equal to half their Weight die size.

Maneuverability: How well the automobile navigates tight corners and fast stops. The
more agile the car or bike, the easier ducking and weaving through narrow streets and tighter
alleys will be. Use Maneuverability as your Equipment die when forcing your ride into complex
acrobatics. Half of the Maneuverability is the vehicle’s DV while in motion, otherwise the DV is 0.

Durability: The amount of damage your vehicle can take before breaking down.

Unreliable Sedan Noisy Motorcycle


● Speed: 40 MPH ● Speed: 60 MPH
● Weight: d6 ● Weight: d4
● Maneuverability: d6 ● Maneuverability: d8
○ DV: 3 ○ DV: 4
● Durability: 5 ● Durability: 4

Nondescript Van Fancy Car


● Speed: 60 MPH ● Speed: 80 MPH
● Weight: d8 ● Weight: d6
● Maneuverability: d4 ● Maneuverability: d8
○ DV: 2 ○ DV: 4
● Durability: 6 ● Durability: 7

Fast Car Sports Car


● Speed: 100 MPH ● Speed: 120 MPH
● Weight: d6 ● Weight: d6
● Maneuverability: d10 ● Maneuverability: d12
○ DV: 5 ○ DV: 6
● Durability: 7 ● Durability: 8

A character can move their car forward, backward, left, and right relative to its starting
position as a Mechanical Action on their turn. Roll Vehicles with Finesse and Maneuverability
against DT 3. Each success allows the driver to move the car ten feet in a cardinal direction.
Diagonal movement is invalid for vehicles. The car maintains its forward momentum over the
course of the Round. Cars count as one layer of cover for driver and passengers. Vehicular
movement is always calculated relative to itself. Thus if a sedan is moving at 40 MPH, over the
course of 10 seconds (about one Round) it would travel 58 feet forward. This is ​not ​calculated
for the purpose of any forward motion made during a vehicular movement action, so while it
might move 78 feet from its starting position (58 feet plus 20 feet as an example vehicular
movement value), only the 20 feet from the roll would be counted.

This relativism extends to inter-vehicular collisions. If two objects in motion collide, only
calculate the distance the colliding object travelled to get to the object of collision.

Watercraft have a one-to-one analog to all of the land vehicles on the table. An
Unreliable Motorboat moves as fast as and uses the same die and numerical values as the
Unreliable Sedan, for instance.

Characters can choose to live in their vehicle instead of a home. If they do so, they must
still pay 1 Resource of monthly upkeep for themselves and their vehicle, as though they lived in
a Shoddy Apartment.

Enhancing a Vehicle

Cars and motorcycles can have Nicate Enhancement systems installed on them. The
first step to Enhancing a vehicle is to install a Vehicular Mounted Battery, or VMB. This piece of
equipment sits alongside the engine, using an aftermarket dynamo to charge itself. VMBs have
3
their Cyberpower determined by how many Resources are put into them, at a 1-to-1 ratio .
Given current technology, a VMB’s maximum power is capped at 3 Cyberpower. This is an
Extended Action using Mechanics with Brains, at DT 4, requiring 3 successes. Its interval is one
hour.

Every vehicle has a specific set of Hardpoints that can be used to mount Enhancements,
weapons, and armor. These are the Forward, Rear, Flanks, and Internal. The current
Enhancements available are listed below. Each installed Enhancement stacks recursively with
itself, and benefits the entire car. Thus, Armor Plating on the Rear benefits the entire vehicle,
even if the attack hitting it explicitly strikes the front of the car. Additionally, the “Flanks” of a
vehicle covers both sides with one purchase and one investment of Cyberpower.

Armor Plating (Forward, Rear, Flanks; Power 1) - The vehicle gains Armor 1 for each
iteration of this Enhancement installed.
Front Catch (Forward; Power 1) - A heavy steel plate layered across the grille of the car,
with reinforcement to the frame. Increase Weight by one die step (up to d12) and durability by 1.

3
​A 1 Resource, 1 Cyberpower Battery can be upgraded to a 3 Cyberpower Battery at a cost of 2
additional Resources, for example.
Metallic Flake Coating (Forward, Rear, Flanks; Power 1) - A low-voltage electric current
runs through the Nicate flakes embedded in the paint, confusing the outline of the vehicle. The
vehicle increases its DV by 1 for each iteration of this Enhancement installed.
Rear Spoiler (Rear; Power 1) - This aerodynamic fin makes micro-adjustments in
response to changes in speed. Increase Maneuverability by one die step (up to d12) and
increase DV by 1.
Mounted Gun (Front, Rear; Power 1) - Install a Balanced firearm (this firearm can be
upgraded) in the hardpoints at the front and back of the car. Attacks are only valid against
targets within a rectangle of effect with a width of the car’s front or rear and a length equal to the
range of the firearm. Attacks made with this weapon use ​either ​the driver’s Firearms or
Vehicles.
High Performance Sports Engine (Internal; Power 2) - Tuned and modified to perfection,
this engine increases the vehicle’s top speed by 40 MPH.
Decks and other Data Storage

The most important commodity in the Nicate Age is information. Due to the capacity of
the Nicate hardware, the only forms data can take are text, audio, and video. Text is the most
common, as audio and video require extremely high-end hardware to record or produce. Text
graphics are rendered on flat, low-resolution monitors. This is facilitated by a tight weave of
electric micro-wiring laid across a Nicate gel substrate, with the gel set atop a glass sheet.

Data is stored on special reel-to-reel strips of Nicaloid magnetic tape. Nicaloid is quite
durable and resistant to heat, shock, and fluids. The only thing it is highly reactive to is
magnetized Nicate slurry, which reduces Nicaloid to a high-temperature corrosive slime which
hardens to a solid non-conductive lump when it cools.

The largest repositories of data are mainframes, large racks of Nicaloid reels used by
academics, governments, and corporations to archive and manipulate information. These can
be accessed locally, or by using nodes. Nodes are effectively just monitors and user input tools,
serving as a means of accessing either local mainframes or the Mesh. Nodes can hold
Programs, generally ones built for data lookup and manipulation.

Decks are briefcase-sized portable nodes. Able to store data and Programs on their
internal Nicaloid reels, Decks are common enough to be built in any well-stocked basement.
Decks can be connected to nodes, mainframes, or into Deck connection points. If the network
has access to the Mesh, the Deck is able to get online.

The Mesh is a series of wired mainframes across the world, connected by


telecommunication lines. The interconnectivity links major cities, corporate entities, and
educational institutes. However large bodies of water, mountains, deserts, and other land
features block the laying of telecommunication infrastructure. While work is being done to fully
connect the world, it will still be years before the work will be complete.

At the tapered ends of the major communication spines across the world are data
dumps, facilities with high bandwidth and storage that serve as a way to connect across
4
inhospitable terrain. These dumps take in information, transcribe it to AMBER units or other
physical media, then load it onto boats, trains, or automobiles to ship the data to another dump.

4
The most common static storage medium in use. A Nicaloid reel set in a shockproof steel suitcase with a
tamper-proof lock. The data is encrypted on the reel, and a Nicate charge is set in the case to slag the
data if any unauthorized user attempts to access it.
Data is accessed on the fly using either a Deck or an Neural-Net Interface. Either option
allows for general data interaction, but each has their own benefits. NNIs deck the brain directly
into the information feed, allowing data to be parsed and modified at the speed of thought.
When plugged in, the user is allowed to make a bonus Technology or Mechanics Mechanical
Action to interact with the system. They ​can​ make two Technology, two Mechanics, or one of
each. The NNI has no internal storage capacity; it only serves to span the brain-machine
membrane. Thus, an NNI can’t store data and cannot have Programs loaded up onto it.
Additionally, an NNI is discreet, and allows the user to leave their hands free while jacked in.
Lastly, an NNI doesn’t grant an Equipment Bonus, because it isn’t used to do anything but
facilitate the interaction with the system.

Decks have an internal storage medium. The quality of the Deck determines its
efficiency, as well as how much storage it can hold, segmented into partitions. The Equipment
bonus and partition number per Deck are listed below. Decks are about the size and weight of
the average typewriter, and have a built-in GUI and user input hardware.

All Programs cost 1 Resource each to buy and require an Extended Check to install or
swap out. This check uses Technology with Brains at DT 4 of 3 Successes (interval one hour).

● Kitbash Deck - d4 bonus, 1 partition.


● Surplus Deck - d6 bonus, 2 partitions.
● Branded Deck - d8 bonus, 3 partitions.
● Custom Deck - d10 bonus, 4 partitions.
● Military-Grade Deck - d12 bonus, 5 partitions.

● Eavesdropper (1 Partition) - This program sits on the targeted node. As long as the
program is running and connected to the Mesh, it reports the usage on the node to the
Deck.
● Firebomb (1 Partition) - Erases all data from the mainframe or node.
● Lockout (1 Partition) - Locks out a node from a network, stopping all network traffic in
and out.
● Parasite (1 Partition) - Select another program on the Deck and select its parameters.
The next time the node or mainframe is started up, the selected program launches with
the specified parameters.
● Phantom (1 Partition) - Isolate a particular cache of data. This data becomes hidden
from users searching for it on the mainframe or node. Further, even looking for the data
at the address directly reveals nothing but garbled data.
● Snowstorm (1 Partition) - Corrupts the node or mainframe’s GUI interface. It leaves the
data untouched but when a user attempts to access the data on the node or mainframe,
it shows as corrupted.
Part 2: The Narrator

Spot Rules

Jumping

Characters can jump by rolling Athletics or Acrobatics with Might or Finesse against
difficulty 3. Every success is 3 feet vertical and 5 feet horizontal. Characters can choose to short
their jump if their value exceeds their target.

Grappling

To begin grappling with a target, follow the steps below:

● Target an enemy within five feet using Close Combat with Might or Finesse. On a hit, the
attacker deals no damage to the target. Instead, the target is Held. This is considered an
unarmed attack, making it a Balanced weapon that is modified by the Martial Artist
Talent.
○ A Held Target has their Movement reduced to 0.
● On the target’s Turn, if they are still Held, they may use their Mechanical Action to
contest Acrobatics or Athletics with Might or Finesse against the Attacker’s Close
Combat with Might or Finesse. If the target succeeds, they lose the Held status.
Alternatively, the target can initiate a Grapple of their own.
● Starting on the Attacker’s next turn, if they still have a Held target, they may Crush, Drag,
Throw, or Release. Using any of these save for Release costs everything save for the
Attacker’s Thematic Action, even if the Attacker has Talents or other options that grants
additional or bonus Actions.
○ Crush: Roll Close Combat with Might or Finesse as an attack with a Balanced
Weapon.
○ Drag: Roll Close Combat or Athletics with Might. The number of successes is
multiplied by five, and the Attacker can drag the target up to that number of feet.
○ Throw: Roll Close Combat or Acrobatics with Might or Finesse. The number of
successes is multiplied by five, and the target is knocked back up to that many
feet. Finally, the target is no longer Held.
○ Release: The attacker uses their Thematic action to end the Held condition.

Death and Dying

Dying functions differently for different kinds of characters. When it comes to NPCs,
reducing them to 0 hit points kills them outright. Player characters are significantly more hearty.
Once a player character is reduced to 0 hit points, they enter the Dying status and note any
excess damage past what brought them to 0. At the start of their Turn and every subsequent
Turn while they are dying, the player character rolls either Might or Moxie (whichever is higher)
with a Difficulty Threshold equal to the excess damage.

● If the roll succeeds, the DT of the subsequent death rolls are decreased by 1.
● If the roll fails, the DT of the subsequent death rolls are increased by 1.

Once the DT for the death rolls exceed the dice size of the Attribute used for the save,
the character dies.

If a character reduces the DT down to 0, the character stabilizes into an unconscious


5
state . Allies can aid using a Medicine with Might or Brains against the death DT. Each success
made during this aiding action reduces the death DT by 1.

Should a character have their last hit point removed due to subdual damage, they fall
into unconsciousness without rolling for death.

Healing

After being wounded, a character is going to need to enter a period of recovery. A


character needs a day of uninterrupted rest to benefit from any healing activities; interrupting
their rest wastes the day of recovery.

● A character naturally regenerates one Health with a day’s worth of rest.


● Resting in a comfortable, safe place with at least two square meals adds an additional
one Health per day.
● Every day, an ally can make a Medicine with Might or Brains check at difficulty 4. Each
success made during this check adds an additional Health to the day’s recovery, up to
the value of the healer’s Medicine value. This is considered an Extended Check.

Throwing

A character using a weapon with the Thrown adjective can choose to hurl the weapon at
their target using the following rules:
● The attacker is immediately disarmed of their weapons, but they can use a Thematic
6
Action to draw a new one. Since the general rule for consumable items is “having as
many as you need”, the character has a functionally infinite number of weapons to throw,
but they do not have an infinite number of weapons in their hand at any time, hence the
need to draw.

5
While unconscious, a character’s DV is 1 and they cannot affect die pools. They cannot take any actions
on their Turn save for rolling for death.
6
Given that Thematic Actions are instant and unlimited, a character can throw as many weapons as they
have Attacks.
● The weapon retains its Accuracy Bonus and Damage Bonus from its Type. The attack
pool is made with Athletics or Ranged Weapons with Might or Finesse.

Huckin’ Bombs

Since explosives are their own category (they lack the Thrown adjective), hand-held
explosives use modified rules. A character declares a direction they want to throw the explosive
and rolls Ranged Weapons with Athletics with Might at DT 3. The number of successes on this
roll is multiplied by five; this value is the maximum distance the character can throw the
explosive. The character can choose to land the explosive anywhere between their position up
to this maximum distance.

The character may modify the throwing die pool because they have control over the die
pool. The character may not modify the explosive’s accuracy pool because the explosive is the
one making the attack.

Improvised Weapons

Picking up any random object and bashing someone over the head with it is a valid
Attack. The Narrator describes the improvised weapon with a Type, and the attacker rerolls the
highest die result, keeping the worse result.

Weapons Akimbo

Every character is considered to have a “main hand” (their dominant hand) and an
“off-hand” (their weaker hand). Using a one-handed weapon in each hand, a character can
attack Akimbo. When choosing their Attack during an Attack Action, the character can use either
the weapon in their main hand or their off-hand. Main hand attack pools are unmodified.
Off-hand attack pools have their die capped at d8.

Weapon Range Penalties

When attacking within a ranged weapon’s range, the die pool is unmodified. Every
interation of the weapon’s range (two times, three times, etc), the largest showing dice are
Minimized in sequence (highest, second highest, etc).

Falling and Crashing

When a character enters a fall, they risk taking damage. This potential damage
increases as the character falls for longer, however the falling character has the potential to
control their fall. This is achieved with an Athletics or Acrobatics with Might or Finesse check
made on landing, modified by the distance the character fell. The number of successes the
character gets on the check is the amount of damage reduced from the fall, down to 0. Use the
chart below to determine the DT for controlling the fall and the potential damage.

When a character is in a vehicular crash, they can either come to a sudden or rolling
stop. In the case of a sudden stop, calculate the distance they travelled from the turn prior to the
crash using the same table. In the case of a rolling stop, use the damage and DT from the
speed two levels lower (down to 20 feet). Flinging bodies from the crash and the aftermath of
the impact are thematically left up to the discretion of the Narrator. This cannot be soaked by
armor.

Fall Distance DT to Control Fall Damage

20 ft 3 2

30 ft 4 5

40 ft 5 8

50 ft 6 12

60 ft 7 16

70 ft 8 21

80 ft 9 26

90 ft 10 31

100 ft+ 11 36

Ambushing and Sneak Attacks

Combat is designed to be quick and brutal. Usually the people who shoot first are going
to be the ones to win the fight. To that end, characters can and will set up “Ambushes”. An
Ambush is when one party attacks the second party without the second party being ready for
the attack. This can mean that an ambush involves a sniper and a concealed nest, or kicking
open a door and shooting into a card game. As long as the other party doesn’t have their guns
out or their dukes up, the attacking party gains Ambush.

When the attackers start an Ambush round, the attackers all take a full Turn’s worth of
Actions in any character order they choose. When the Ambush round finishes, Initiative is rolled
as normal.
Sneak attacks and Ambushing often overlap, but not always. A character has the Sneak
adjective attached to their attack if and only if the target is not aware of the attacker at the time
of the attack. Once the attack is concluded, the attacker loses this obfuscation. An attack with
the Sneak adjective reduces the target’s DV by 1 for that attack.

Dynamic Initiative

Generally when Initiative is called for, the order of characters on the list doesn’t change.
Characters can hang actions and react, but otherwise these values remain static. However,
there are situations wherein events will happen that only execute once. These use dynamic
initiative, which indicates when something circumvents the normal initiative. Some examples of
dynamic initiative are:
● Hanging Initiative and Riposte as listed in the Actions section.
● Grenades go off two Initiative Rounds after they are thrown (Minimum 0).
● All environmental effects that are outside of the character’s direct control (gas tank
explosions, car crashes, building collapses, etc.) execute on Initiative 0.

Optional Rule: Degrees of Success

Normally a character only needs one success to fully complete a challenge, save for
combat and extended challenges where number of successes does matter. A Narrator can
choose to use “Degrees of Success”, where more successes means a more complete or more
exceptional completion of the challenge.

Experience and Levelling Up

Characters increase in power by advancing in Level, and the means that they use to
level up is Experience. Experience is gained when a Job is completed. If the Job is level
appropriate to the characters, the characters gain 1 experience. If it’s below the level of the
Torpedos, they gain no experience. If it’s above the level of the Torpedos, add an additional one
Experience. Characters level up when they get an amount of experience points equal to their
current​ Level (1 experience to level to 2, 2 experience to level to 3, etc.) Every level up the
player gains the following rewards:

● Increases one Attribute by one step.


● 7 Skill points
○ Favorite Skills raise at 1-to-1
○ Normal Skills raise at 2-to-1
○ Unused Skill points are lost. See Appendix A for Skill caps per level.
● One Talent or Improvement.
● 0.5 Cyberpower.
● Increase DV and Specialty Die size based on the tables in Appendix A.
At Level 10, a character is allowed to choose one of their Profession’s two Keystone
Talents, in addition to the Level 10 Talent or Improvement they would receive normally.

The Anatomy of a Job

Jobs exist as a means of the elite to use disposable and deniable resources to execute
their will. The companies or people assembling a Job will use layers of obfuscation to keep
themselves isolated from their catspaws.

A Fat Cat is the one who actually puts together the outline of the Job. A Fat Cat doesn’t
need to be an individual, just an entity in power that needs work done without liability. The Fat
Cat will delineate overseeing the work to a subordinate called a Big Shot.

The Big Shot will scout out the talent in the area of the Job, seeking out Torpedos with
abilities to best complete the Job. They will also acquire equipment either on-site or delivered
from the Fat Cat. Once the Big Shot has confirmed the team, they will send out summons to the
group (this will usually be the PCs and maybe some ally NPCs).

The Big Shot is the one who interprets the overall goals of the Job, and determines the
primary and optional objectives for the Job. They also lay out the mandatory items and item
catalog for the Torpedoes to use at the first meeting prior to any Preparation Actions.

The Torpedoes are given an amount of time to execute Preparation Actions. The Prep
Actions are executed one hour at a time. The Narrator goes around the group of Torpedoes one
at a time and gives them the opportunity to commit their hour’s Prep Action, detailed more
below. This means that, in total, the characters have (number of Torpedoes) x (Preparation
Action time) hours.

When the crew has completed all of their Prep Actions, the team reconvenes and begins
the Job. The Torpedoes attempt to complete their Objectives over the course of the Job. Once
all of the main Objectives (and any number of the optional Objectives) are completed, the crew
extricates themselves from the Job site.

On the way back to meeting the Big Shot, the crew completes any needed drop-offs or
cleanups after the Job. The crew meets with the Big Shot and are presented with their rewards.
A rule of thumb for most Torpedoes is that the payout for any Job is the number of Mandatory
Objectives plus the Level of the Job. Additional Resources or bonuses should be generated
based on player characters’ actions and how many Optional Objectives they complete.
Preparation Actions

● Collecting Equipment from Big Shot (1 Hour) - The Big Shot will have a limited catalog of
equipment at a discount of -1 Resource cost (minimum cost 1). A well-prepared Big Shot
will have equipment related to completing the Job. All of the equipment purchased in this
way is collected at once.
● Collecting Equipment from the Streets (1 Hour) - If an item is not on the Big Shot’s
catalog, the Torpedo can go to the streets to collect the equipment they need. Roll Street
Smarts with Brains or Savvy, difficulty equal to the Resource value of the item desired.
This roll takes the hour, and if the roll succeeds the Torpedo can purchase the item
requested.
● Reconnoitering (1 Hour setup, then 1 repeating) - The Torpedo can set up near the
mission area to collect information. Roll Sneaking with Finesse to set the Difficulty of
your concealment for the first hour. Every hour after that, any security in the mission
area may roll Perception with Brains or Savvy against your concealment. If you are not
spotted, you may observe the goings on in the mission area.
○ Install Character - Spend an hour after setting up recon leaving a character on
the scene. The installed character doesn’t rejoin the crew after the Prep Time is
finished, and starts the Job on-site.
○ Dead Drop - Same as installing a character above, except leaving a piece of
Equipment behind instead of a person.
● Interviews (1 Hour) - Communicating with people in and around the area can offer insight
or opportunities for the upcoming mission. Roll Diplomacy, Interrogation, or Street
Smarts with Moxie or Savvy. The Difficulty Threshold of the check is determined by the
Narrator, and there may be multiple opportunities with different Difficulty Thresholds.
● Install Programs in Deck (1 Hour) - Slot a new Program into a Deck. Multiple Programs
can be slotted into or removed from a Deck in the same hour, but it still takes an hour to
complete regardless.
● Research (1 Hour) - Gain insight on the Job in the same manner as Interviews, above.
Instead of a social check, roll Academics, Investigation, or Technology with Brains.
● Hire an NPC (1 Hour) - Go out in the streets and collect an NPC ally. Pay up to five
Resources and have the Narrator designate an ally NPC. The ally has a number of
Favorite Skills equal to the number of Resources spent plus one, chosen by the player.
Roll Diplomacy, Intimidation, or Street Smarts with Brains, Savvy, or Moxie. The number
of successes is the NPC level of the ally (see the Quick-Make NPC Table in Appendix
A). This ally’s Level cannot exceed the Level of the character making this check. The
NPC has their Level’s Excellent dice assigned to the chosen Skills. This ally can be hired
multiple times but they won’t stick around after the Job finishes.
Bad Guy Templates

Bad Guys are built with a Level and a Type, modified by tags. The Level of a Bad Guy
determines approximately the Level of Player Character they would serve to challenge, and
their Type determines how severe a challenge they will be. Use the “Bad Guy Type” table to
generate Bad Guys. The Tags available to Bad Guys are below.

“Divinities” can gain the Villain tag. Villains have certain benefits, making them designed
to be a repeating foes over the course of several Jobs. Consider Villains to be a tier above
standard Divinity enemies; they are designed to be “bosses” for the players to slowly whittle
down. Villains gain the following:

● Name: A Villain must have a name, they cannot be part of the anonymous gang of
enemies the players would otherwise simply breeze past.
● Motivation: A Villain must have some objective at odds with the players. This motivation
doesn’t have to be directly evil or immoral, just antagonistic to the desires of the player
characters.
● Resources: Bad Guys lack a Resource stat because it is assumed that they are being
outfitted by their employer. Villains ​are​ those employers, and are considered to have
unlimited Resources as thematically appropriate.
● Durability: Villains are intrinsically tough to kill, and increase their Armor by 1 and Health
by their Level.
● Expertise: Villains are the top dogs, and their best-of-the-best abilities are reflected
mechanically. Once per Turn, a Villain can Maximize one dice in any pool.
● Villain Talent: Villains gain an additional custom Talent in addition to the custom Talent
they get from being a Divinity.
● Resilience: It’s not easy to put a Villain down. Every Villain gains the Resilience ​x​ stat.
When reduced to 0 hit points, a Villain does not die. They are removed from the Scene,
and cannot be targeted or otherwise interacted with from that point forward. Their
Resilience is reduced by 1, and they are allowed to return in a future scene or combat.
Once their Resilience is reduced to 0, they have their final climactic death scene. It is up
to the Narrator to determine how the Villain got away, through means like secret
passages, body doubles, digital illusions, or any other narrative contrivance.

All Bad Guys can gain the “Loyalty ​x”​ tag. Loyalty determines how willing the character is
to their boss. This is measured on a scale, below:
● Loyalty 0 - Not having a Loyalty tag. Every man for himself, and if it looks like the fight is
going to go the wrong way this character will flee. They can be turned against or become
apathetic to the needs of their boss if the players sweet talk them.
● Loyalty 1 - Some amount of devotion to their boss. If the boss is killed or disabled, this
character will bolt. Social checks made to undermine these characters are Average level
appropriate challenges.
● Loyalty 2 - A level of professionalism in regards to standing by their employer. They will
fight to the end even if their boss is killed, and checks to socially undermine these
characters use ​their boss’s ​social checks to contest.
● Loyalty 3 - This character will die for their boss. If they are adjacent to their boss, they
may use their Reaction to force any attack targeting their boss to target them instead. All
social checks made to undermine these characters fail automatically.

Ruffians and Bases can have the “Fodder” tag. These characters are otherwise
unchanged save that their Health is 1.

All Bad Guys can have the “Squaddie” tag. The Squaddie tag grants the following
benefits:
● Rallying bonuses are now a d12.
● When a Squaddie attacks a target that an allied Squaddie has already attacked this
Turn, the attacker gains Static Add 3 to accuracy.
Squaddies reduce the DV cover bonus of a target by 1.
Bad Guy Type

Ruffian Base
● Increase Attributes with pool of points ● Increase Attributes with pool of points
equal to Level. equal to Level+1.
● Choose a number of Skills equal to ● Choose a number of Skills equal to
Level. Level+1.
○ Gain Level x2 Skill points. ○ Gain (Level x2) + 1 Skill
● Gain one Talent at Level 1. points.
● Health: Level ● Gain one Talent or Improvement at
● Poor Defensive Scaling Levels 1 and 6.
● Pool cap of 3. ● Health: Level+1
● Average Defensive Scaling
● Pool cap of 4.

Ace Exemplar
● Increase Attributes with pool of points ● Increase Attributes with pool of points
equal to Level+2. equal to Level+3.
● Choose a number of Skills equal to ● Choose a number of Skills equal to
Level+2. Level+3.
○ Gain (Level x2) + 2 Skill ○ Gain (Level x2) + 3 Skill
points. points.
● Gain one Talent or Improvement at ● Gain one Talent or Improvement at
Levels 1, 5, and 9. Levels 1, 4, 7, and 10.
● Health: Level+2 ● Health: Level+3
● Excellent Defensive Scaling ● Excellent Defensive Scaling
● Pool cap of 4. ● Pool cap of 5.
● Skill cap of 4. ● Skill cap of 4.

Divinity

● Increase Attributes with pool of points ● Health: Level+4


equal to Level+4. ● Excellent Defensive Scaling
● Choose a number of Skills equal to ● Pool cap of 6.
Level+4. ● Skill cap of 5.
○ Gain (Level x2) + 4 Skill ● Divinity Talent: Gains one custom
points. Talent for free at Level 1.
● Gain one Talent or Improvement at
Levels 1, 3, 5, 7, and 9.
Downtime

Player characters don’t always have to be on Jobs. They have the opportunity to unwind,
make connections, perform non-Job labor, and continue their own personal quests. Downtime
happens between Jobs and is measured in weeks. A Downtime Action is considered to be what
that character does for the majority of the week, though they can still perform small thematic
actions outside during the week as well. Some suggested Downtime Actions are below.

● Free Role-play: A Torpedo can use this time to explore the city, catch up with old friends,
perform minor tasks, and otherwise use the time as they see fit.
● Labor: A Torpedo can pick up odd jobs to keep the lights on between paydays, or they
may have a full-time job of their own. Labor can be either Skilled or Unskilled; Skilled
Labor pays out 2 Resources for a week’s work, and Unskilled pays out 1 Resource. The
Narrator determines the Skills and Attributes used for the check. The DTs for
successfully completing a Week’s worth of work are 5 for Skilled, and 3 for Unskilled.
● Social Connections: A Torpedo has the option to go out and meet new people. If they
wish to simply reach out to the NPCs that inhabit the city around them, that falls under
Free Role-play. If they’re looking for a certain person or type of person, for instance
someone with a specific skill set like a mechanic or doctor, that falls under a Social
Connection. The Player describes the kind of NPC they’re looking for, and the Narrator
determines who that NPC is, and where they might be found. Once the Narrator has
decided this, they assign a DT appropriate for the Level of the character doing the
looking. An Easy challenge covers non-specific people, such as a person who lives in a
certain part of town or someone who served in the Great War. An Average challenge
involves finding an unskilled but specific person (“Marty Muscles down at the
construction site”) or a skilled nonspecific person (“any mechanic”, “any software
engineer”, etc.). A Difficult challenge is a skilled, specific person. On a success, the
player character is given the opportunity to interact with the target NPC in a manner of
their choosing. This interaction is also considered part of the one Downtime Activity.
The Story So Far

It is 1921, and the world has changed. These are the days of gun-runners and crime
families, of lanky vixens and oppressive governments, of future tech and contemporary crime.
This is a world built very much like our own, but very different at the same time. Life is split into
the haves and the have-nots. At the bottom, scurrying through the rainy streets in cities like
Chicago and Miami, are the bootleggers and the deckers, trying to scrape enough together to
live another day. At the top are the hyper wealthy, using their financial standing to stripmine the
world for their own benefit. The Great Depression is years away, and the Great War is behind
us. Even for the most despondent citizens, life is better now than it was a decade ago. All
thanks to the technology that powers this brave new world.

Three decades ago, when W.H. Perkin was working on the aniline dye mauveine, the
industrial chemical that coined the phrase “Mauve Decade”, he stumbled inadvertently on a
mildly radioactive nitro-silicate compound he dubbed “NS-21-36”, though it came to be known
as “Nicate” by the press. A miracle substance, it seemed there was nothing Nicate could not do:
Lighter and more efficient machinery, more advanced medical tools, the invention of transistors
and accompanying electronics years before it happened in our own time. The English Crown
attempted to snatch up the production of Nicate, but they were not fast enough. Nippon,
America, and the Ottoman Empire, through the use of subterfuge, politics, or money, each got
their hands on Nicate.

Thus began a worldwide race to become the most technologically-advanced nation in


the world. Companies like AMC and Kito-Niyobi were sanctioned by their mother countries to
create new and better technology, at the expense of the working class. In less than a decade
the world advanced more than it had in a century prior. While the gap between rich and poor
grew as corporate heads profited from the international squabbling, the working man began
migrating to the larger cities. Rural areas gave way to the widening spread of the megacites like
Chicago and Volgograd. Tensions rose between nations as each grew more convinced that the
other was hiding some new development that would tilt the balance of world power irrevocably.

Finally, in 1914, tensions boiled over. An agent of the Russian PPB, a young Serb
named Gavrilo Princip, assassinated the archduke of Austria, Franz Ferdinand. Sparking one of
the bloodiest conflicts in human history, the Great War changed how mankind understood itself
and shook the human population to its core.

As the war ground on, each of the governmental powers spent more and more on
military research and output, eventually having to borrow from the monopolies they had
sanctioned only a decade before. In 1919, with the Treaty of Versailles, the Great War ended,
but the world was forever changed into a different place. Superpower governments such as
America and Nippon were still suspicious of each other, even though their power base had been
weakened by the buyouts from intranational megacorporations.

Under the shadow of the Great War organized crime families had slithered like vipers
into the great cities of the world. It was a foothold nearly impossible to destroy. From the Yakuza
in Nippon to the Mafia in America, crime offered a scintillating invitation to those seeking to
make a quick buck. Over the course of the War and the few years after it, criminal families wove
themselves into the fabric of world culture, with human trafficking, rum-running, and even Nicate
smuggling. As such, it became that at the dawn of the Roaring '20's, there were three major
groups in power: The Governments, the Companies, and the Criminal Empires.

During the Great War, the majority of produced Nicate went into military and paramilitary
hardware. Vehicles, firearms, armor, anything to make killing the enemy more efficient. One of
the most useful wartime discoveries in Nicate manipulation was its ability to store and transmit
information. Three companies developed rapid information transit infrastructures for military use
across most of the major cities in the world: The American Analytical Engine Group, the
Nipponese Nishimura Company, and the German BRU. Part of the Treaty of Versailles was a
mutual agreement to declassify at least 50% of these networks for corporate and public use.
Merged into one, with hubs being set up in more cities each year, the Mesh unified the world
under the banner of communication.

Sudden worldwide intermingling of ideas was a double-edged sword. On one hand, art,
music, and cultures were spreading across the planet at a rate previously thought infeasible. On
the other, with constant surveillance by the governmental entities monitoring the Mesh, and the
service companies that maintain and expand it also watching, almost no information that was
propagated on the Mesh was left unobserved. But this didn’t stop the march of progress. New
Orleans bluegrass singers communicated with Odori dancers from Kyoto. Russian sculptors
traded ideas with English surgeons. This culture shock of the collision between East and West
has gave to shocking new concepts, including civilian body-modification.

Body modification was born on the battlefield. Nicate was used to enhance the bodies of
soldiers in the field with things like subdermal armor, hidden firearms, blades, and enhanced
senses. When the War ended, these medical procedures were kept secret by the governments
that had developed them. But confidentiality can only go so far, and with the returning soldiers,
as well as information leaks due to corporate espionage, body-modding surgery was on the
streets around a year before the War ended. An expensive procedure, people do not often get
aesthetic body-mods except as a means of displaying personal wealth. But for a few dollars
less, one can find a back alley surgeon to implant any means of secondhand or 'discarded' tech.
One of the most advanced Enhancements is the Neural-Net interface, of NNI. An NNI is a plug
at the back of the neck that allows a user to jack directly into the Mesh. Operators, a subculture
of hackers and crackers that use this as a more direct means of doing their work, are defined by
the quality of their NNIs.
There were serpents in the garden that was the Mesh, however, and on July 2nd, 1920,
the world's first computer virus was unleashed. No one was ever able to discern who or from
where the Sandstorm Virus originated from. With computing technology still being relatively
uncommon, months of work were required to halt the Virus’s spread, work done primarily by an
underground community of hackers, with some small help (they claim) from the powers that be.
Sandstorm still dealt a massive blow to the world economy, interrupting transmission of data
between various banking institutions. The Crisis of 1920 is still fresh in the memory of the First
World, leaving many people suspicious of the Mesh and its power. This paranoia only allowed
the world governments and corporate monopolies to heighten the monitoring they were already
doing, turning the majority of the public sectors of the Mesh into a police state. Sandstorm had
another effect not as publicly known as the financial crisis; While the Sandstorm Virus was
halted, the damage it caused altered programming in heretofore unknown and unanticipated
ways, which released a series of memetic diseases into the Mesh such as Monsters’ Ball and
Salvation Works.

Many of the most powerful nations have used the paranoia born from the misuse of the
Mesh, coupled with the exhaustion from the end of the Great War, to attempt to retake some of
the control that they had lost to the monopolies at the turn of the century. Unfortunately, due to
the lack of funding, the governments had to turn to the very monopolies they were trying to
retrieve power from for personnel, money, and supplies. Late in the year 1920, national security
in several American megacities became privatized. Abusing the power of both national defense
and local police forces, the corporations put the protection of their own interests first before the
public trust. Exacerbating the problem is the issue of organized crime in many major cities.
Several places have essentially degraded into war zones between cops and robbers.

This is the world as it is now, as the players find it. The characters you will play are
extraordinary compared to their fellows: Paragons, criminals, renegades, or heroes of the
people, anyone and anything you wish to portray is available to you. It is 1921, and the world
has changed.
What Might Happen

The Nicate Age is an exciting time. Below is a list of events that can potentially happen
in and around the United States that shaped its political, social, economic, and technological
aspects. While some of these events either did occur or are based on actual history, the
Narrator is free to modify these events to fit the needs of their narrative.

January 1, 1920
Babe Ruth is traded to the New York Yankees for $125,000.

February 19, 1920


The U.S. Senate refuses to ratify the Treaty of Versailles.

March 1, 1920
The U.S. Railroad Administration hands control of American railroads back to their
original companies. These would be absorbed by the U.S. Heavy Rail Corporation's monopoly
within three years.

April 20, 1920


Ninos Nejem arrives in New York, fleeing the riots in Palestine. In five years, Nejem will
form the Palestinian Service Corps in Chicago.

June 11, 1920


Ezekiel, America's seminal cyber-ethicist, gives his first lecture on the
Bayers-Zimmermann-Isles algorithm at the University of California.

July 29, 1920


The U.S. Bureau of Reclamation began construction on the Link River Dam, but it is
hampered by attacks by masked, heavily-armed individuals. Though no group takes
responsibility for the attacks, the completion of the dam is pushed back so far that the contract
is turned over to Western National Power Conglomerate, which completes the project in early
1922.

August 26, 1920


Congress ratifies the 19th amendment to the U.S. Constitution, guaranteeing women's
suffrage.

September 16, 1920


Seven men and three women, wearing silver masks and black suits, walk into the
financial headquarters of the T.M.F. Bank in Miami. They proceed to open fire with submachine
guns and shotguns, killing over 45 people. Before the NYPD could apprehend the suspects,
suicide bombs in their torsos were remotely detonated, killing an additional eleven T.M.F.
employees.

October 12, 1920


The Brooklyn Dodgers beat the Cleveland Indians in the World Series. A federal
investigation focuses on several of the Dodgers attempting to indict them of using
Enhancements to cheat. Though the case is settled out of court with no convictions, Enhanced
players are declared illegal in the American Baseball League.

December 25, 1920


The cruise ship Three Kings sinks in the San Francisco Bay. 119 people die, leading to
an outrage across L.A. The U.S. Senate passes the Christmas Day Act, which allows the Coast
Guard to monitor all traffic entering the United States from the west coast. However, in six years
the Act is modified to transfer monitoring duties to Cage International Shipping.

January 2, 1921
The DeYoung Technological Studies Institute is opened in San Francisco.

February 1, 1921
Java Adamec forms the Youth Communist League in a decommissioned Native
American reservation in Arkansas. Setting up in the rural Fort Coward, their commune draws in
a total population of 560 people.

March 4, 1921
W.G. Harding is inaugurated as the 29th President of the United States.

April 27, 1921


The Allies of World War I reparations commission announced that Germany is to pay an
equivalent of $65 trillion.

May 14, 1921


Several major cities, including Chicago, New York, and L.A., experience major
blackouts. Communications and power are lost for almost a week. Millions of dollars and
hundreds of lives are lost over the course of the blackout. Enhancement companies begin to
offer EMP shielding options for implants. The rebuilding period is dubbed by the press as the
'Black Summer'.

June 11, 1921


W.G. Harding deploys the National Guard to New York and L.A.

July 14, 1921


A Massachusetts jury finds Nicola Sacco and Bartolomeo Vanzetti guilty of first degree
murder.
August 1, 1921
The United States officially ends World War I.

September 7, 1921
The first Miss America Pageant is held in Atlantic City. Margaret Gorman wins the
Pageant's Golden Mermaid trophy and is later dubbed Miss America.

October 5, 1921
The first radio broadcast of a baseball game comes out of New Jersey.

November 11, 1921


During the dedication to the Tomb of the Unknown Soldier, an unclaimed assassination
attempt is made on W.G. Harding. The president survives, though his right leg is permanently
injured. At the same time, the Coffee Riots erupt in Dallas, New York, Chicago, Miami, and L.A.
While the riots appeared to be organized, no group claims responsibility for them.

December 31, 1921


A group of eleven people in New York immolate themselves at midnight in protest of the
Coffee Riots, signaling the beginning of the end of the chaos in the five major cities.

January 10, 1922

Four months later, Iban Pharmaceuticals releases the first insulin treatments for diabetes
in Chicago.

February 1, 1922
Irish-American film director W.D. Taylor is found murdered in his home in LA. The case
is never solved.

March 19, 1922


Under pressure from TransNational Petroleum, the Secretary of the Interior leases to
them the Teapot Dome oil reserves.

April 13, 1922


The State of Massachusetts opens all public offices to women.

May 5, 1922
Construction begins on Yankee Stadium.

June 14, 1922


W.G. Harding is discharged from the St. Mary's Hospital. He gives his first speech
broadcast by radio on the steps of the building.
July 4, 1922
Philanthropist Jessica M. Kline holds an open fair in downtown New York, allowing any
and all comers to sample free food. That night, a massive fireworks display is held over the fair.

August 19, 1922


Singer and guitarist with the handle “7-2/Jamestown” releases 'These Days', the first
song to ever be exclusively housed on the Mesh.

September 20, 1922


Hisham al-Rayyis arrives in Washington, D.C. as the Palestinian envoy to W.G. Harding.
As expected, several attempts are made on his life over his year of deployment, but all fail due
to a joint task force of Palestinian and American specialists keeping him alive. Their work is
declassified in 1927, and the surviving members of the “Redhawks” earn a minor amount of
fame.

October 3, 1922
Georgia Senator Thomas Watson dies mysteriously, allowing Rebecca L. Felton to take
his place as the first female Senator.

November 30, 1922


Canadian author and playwright Alonso Lavoie emigrates to the U.S., settling in Miami.
He becomes famous for his farcical and satirical comedy series “The Seven Sons”, detailing the
history of the fictitious nation of Salmon.

December 1, 1922
A meeting of the Molly Pitcher Club sets history by being the first ever to meet
simultaneously in real life and on the Mesh.

January 1,1923
The Rosewood Massacre begins. Lasting for seven days and nights, this
racially-motivated conflict ends with eight dead and the town of Rosewood, Florida razed to the
ground.

February 14, 1923


While passing through the Rocky Mountains, the private train TitanStar disappears
without a trace off the tracks at precisely 1:08 AM. The train, its passengers, and its cargo are
never recovered, and investigators can find no accident that could have claimed the seven-car
locomotive.

March 2, 1923
Time magazine releases its first issue in the United States.
April 4, 1923
Warner Brothers Pictures is incorporated.

May 9, 1923
Michigan receives a record 10 inches of snow, locking down the state for five days.

June 10, 1923


The Broadway premiere of Lavoie's ​Narcissus ​is interrupted by Communist
demonstrators.

July 13, 1923


The Hollywoodland sign is inaugurated in California.

August 2, 1923
An assassination attempt is made on W.G. Harding's life, but he is saved by members of
the Secret Service and the Redhawks, who expose the plot mere hours before it was to be
executed.

September 4, 1923
The USS ​Shenandoah,​ the United States' first airship, lifts off from Lakehurst, New
Jersey.

October 31, 1923


W.G. Harding is assassinated while traveling by train to Ohio. Harding, several members
of the Cabinet, two members of the Redhawks, seven Secret Service members, and two dozen
civilians are killed when a bomb destroys the bridge the train is on. Harding is succeeded by C.
Coolidge.

November 10, 1923


Sigma Alpha Kappa (the first social fraternity at a Jesuit college in the United States)
was founded as a fraternal organization.

December 4, 1923
The Moderation League of New York becomes part of the movement for the repeal of
Prohibition in the United States.

January 7, 1924
Neural Waveform Collapse (NWC) is used for the first time as a means of state
execution in Nevada.

February 16, 1924


Organized dock strikes break out in several dozen U.S. harbors.
March 8, 1924
The Castle Gate mine disaster kills 172 coal miners in Utah.

April 28, 1924


An explosion in a mine at the Wheeling Steel Corporation in West Virginia kills 119 men.

May 10, 1924


J.E. Hoover is appointed head of the Bureau of Investigation.

June 2, 1924
C. Coolidge signs the Indian Citizenship Act into law, granting citizenship to all Native
Americans born within the territorial limits of the United States.

July 12, 1924


Airman R. Maughan flies from New York to San Francisco in 21 hours and 48 minutes
on a dawn-to-dusk flight.

August 28, 1924


U.S. Army pilots J. Harding and E. Nelson complete the first round-the-world flight. It
takes them 108 days and 62 stops before they finally return to Seattle.

September 9, 1924
The Hanapepe Massacre occurs on Kauai, Hawaii.

October 15, 1924


Zeppelin LZ-126 arrives in Lakehurst, New Jersey from Friedrichshafen, Germany.

November 4, 1924
C. Coolidge is re-elected as the 30th President of the United States.

December 30, 1924


Astronomer E. Hubble announces that Andromeda, previously believed to be a nebula,
is actually another galaxy, and that the Milky Way is only one of many such galaxies in the
universe.

January 27, 1925


A dogsled team sets out on a journey across Alaska to deliver Diphtheria antitoxin to the
town of Nome.

February 28, 1925


A massive earthquake strikes New England and eastern Canada.
March 18, 1925
A huge tornado kills over 700 across Missouri, Illinois, and Indiana.

April 10, 1925


F.S. Fitzgerald publishes ​The Great Gatsby​.

May 8, 1925
Tom Lee rescues 32 people from the sinking steamboat, the ​M.E. Norman.​

June 2, 1925
A man calling himself Jersey City Colossus forms the Army of Ludd, a collection of
technophiles that had previously scattered across the United States. Claiming a few hundred
acres in Wyoming with a population of about 4,000, Colossus declares his group to be a
sovereign nation, named New Nottinghamshire.

July 7, 1925
Jim Fredrick Stanford gives his first speech to a small group of disciples in a small
church in Miami.

August 8, 1925
The Anglo Defense Allegiance marches down Pennsylvania Avenue. Records indicate
the ADA to be approximately five million strong.

September 3, 1925
The dirigible ​Shenandoah​ breaks up over Caldwell, Ohio, killing 20.

October 1, 1925
Mount Rushmore is dedicated.

November 28, 1925


The “Grand Barn Dance” is first broadcast out of Nashville, Tennessee.

December 15, 1925


The United States Army, along with members of the Bureau of Investigation, lay siege at
the borders of New Nottinghamshire. Hundreds are lost on both sides, as the Army of Ludd has
the terrain and a well-trained militia on their side. The nation is shattered, and Jersey City
Colossus disappears. Colossus and his followers would become a major problem for the Bureau
as luddite terrorists begin to launch sporadic attacks. A nationwide manhunt for Colossus is
instated.

January 1, 1926
A woman calling herself Tepia releases a wide swatch of cyber real estate onto the
virtual market, causing an uproar as businesses and citizens scramble to snatch it up.

February 11, 1926


A Golem manufacturing factory outside of Dallas is shut down by a BoI raid.

March 16, 1926


The first liquid-fuel rocket is fired by R. Goddard outside of Auburn, Massachusetts.

April 19, 1926


A parking garage in New York City is destroyed by a series of controlled explosions,
killing more than 200 people who had taken up residency in it.

May 18, 1926


Evangelist A. S. McPherson disappears during a tour of L.A.

June 20, 1926


A serial killer dubbed The Chessmaster claims their first victim, Delson Cadro. The
Chessmaster targets decked-in individuals, and leaves behind a white chess piece in the chest
cavity of each victim.

September 18, 1926


A massive hurricane rocks Miami, Florida, killing over 100 and causing several million
dollars in damage.

October 31, 1926


H. Houdini dies of an infection after his appendix ruptures.

November 11, 1926


U.S. Route 66 is established.

December 1, 1926
The U.S.M.C. secretly intervenes in Nicaragua to bolster the conservative government.

January 5, 1927
The Voluntary Committee of Lawyers is founded to bring about the repeal of Prohibition
in the United States.

February 19, 1927


The silent comedy film ​It​ premieres, popularizing the concept of the “It Girl”.

March 11, 1927


S.R. Rothafel opens the Roxy Theater in New York City.
April 1, 1927
The U.S. Bureau of Prohibition is founded under the Department of the Treasury.

May 20, 1927


C. Lindbergh embarks on the first solo, nonstop transatlantic airplane flight, carried out
from New York City to Paris, France, in his single-engined aircraft, the ​Spirit of St. Louis​.

June 4, 1927
C. Chamberlain and C.A. Levine take off from Roosevelt Field, New York, and fly to
Eisleben, Germany, in the Miss Columbia.

August 10, 1927


President C. Coolidge rededicates Mount Rushmore, announcing national funding to the
proposal to carve Presidential figures into the rock.

September 27, 1927


79 are killed and more than 500 are injured in the East St. Louis tornado.

October 18, 1927


The first flight of Patriot Intercontinental flies from Key West to land in Havana.

November 14, 1927


Three Stateline Gas storage tanks detonate, killing 30 and causing more than $4 million
in damage. Police suspect terrorism but are not able to locate the perpetrators.

December 17, 1927


The U.S. Coast Guard Cutter​ J. Paulding​ collides with a classified American submarine
off of the west coast. The crew of the submarine all drown and all information regarding the
collision is quietly suppressed.

January 29, 1928


E. Ness is appointed to the head of the Prohibition unit in Chicago.

February 11, 1928


The United States is represented at the 1928 Winter Olympics, taking home two gold
medals.

March 21, 1928


C. Lindbergh is presented the Medal of Honor.

April 10, 1928


The Republican Party primary elections in Chicago are marred by a series of communist
demonstrations and the detonation of a large car bomb.
May 4, 1928
A caravan of big rig trucks, lacking call signs and refusing to respond to hails, migrates
from Atlanta, Georgia to Groom Lake in Nevada over the course of four days.

June 1, 1928
Ezekiel-0 submits a press release detailing his wish for a free Mesh before exiling
himself. He vanishes and is never heard from again.

July 25, 1928


The U.S. pulls all troops from China.

August 16, 1928


Serial killer C. Panzram is arrested in Washington D.C. He is killed via Neural Waveform
Collapse three months later.

September 15, 1928


Author Fredrick Krantz releases the first in an extremely popular series of poetry about
the “New America”.

October 12, 1928


The iron lung is used for the first time in Boston.

November 6, 1928
Republican H. Hoover is elected as the 31st President of the United States.

December 21, 1928


The U.S. Congress approves the construction of the Hoover Dam.

February 14, 1929


Five gangsters, plus two civilians, are shot dead in a cafe in Chicago.

March 16, 1929


The San Francisco Bay bridge opens for a second time, after its first opening was
stopped by a car bombing.

April 10, 1929


H. Hoover gives a speech pertaining to his intent on escalating the BoI's power, due to
the attacks on the bridge.

May 6, 1929
The Wickersham Commission begins its investigation of organized crime following
alcohol Prohibition.
June 21, 1929
After many difficulties, an agreement brokered by U.S. Ambassador Dwight Whitney
Morrow helps end the Cristero War in Mexico.

July 11, 1929


Famous comedian Theodore Kraft performs in the Louvre nightclub. He is found dead in
his hotel room later that night.

August 10, 1929


Marcus Timothy Redford, a renowned evangelist, leaps to his death from the top of the
T.M.F. Bank building without leaving a note, and for seemingly no reason.

September 14, 1929


An unnamed informant (or perhaps an enemy spy) releases the past ten years of BoI
payroll records onto the Mesh.

October 24, 1929


The New York stock exchange collapses, beginning the Great Depression.

November 7, 1929
In New York City, the Museum of Modern Art opens to the public

December 19, 1929


In an explosion of violence, a riot breaks out with the NYPD and the National Guard
protecting stock brokers from a 400 strong mob of angry, newly-impoverished citizens. The
three-day brawl leaves more than 200 dead.
Nicate - The Miracle Alloy

In the 1890’s William Henry Perkin was working to create what would be known as
mauveine, a dye that would revolutionize textiles in the years to come. As an accidental
byproduct of this experimentation he also synthesized a miraculous nitro-silicate compound.
Dubbed by Perkin as “NS-21-36”, this lightweight and conductive metal would eventually be
called Nicate.

Nicate’s plethora of properties serve as the backbone for the technology of the modern
world. It reacts very quickly to other metals, allowing for a multitude of different alloys using
Nicate. At the same time, a quick spray with chlorine gas creates a molecular crust that halts
further reactivity. Some alloys of Nicate are extremely conductive and malleable at almost every
scale, facilitating everything from electric cabling to microprocessors. Other alloys of Nicate are
extremely durable, rigid, and semi-flexible, improving the construction of buildings and vehicles.
Nicate is functionally magic, and scientists around the world are studying why it does what it
does.

One of the largest impacts Nicate has had was in the field of medical prosthetics. During
the course and in the aftermath of the Great War, military scientists across the globe researched
the interaction of Nicate with the human body. For reasons that are currently unclear, Nicate
plays extremely well with the body’s natural bioelectric current. With comparatively little
engineering oversight, a Nicate circuit can be integrated with the human nervous system. Being
relatively lightweight, a Nicate prosthetic can be integrated into existing musculoskeletal anchor
points.

What started as effectively semi-anthropomorphic grasping limbs, little more than clamps
on the end of actuator assemblies, soon became analogs to the parts of the body they were
replacing. It was found that Nicate is “morphic”, meaning that it likes to conform to certain
shapes. A point of scientific curiosity is the fact that Nicate likes to take the form of the human
body.

This tendency of self-organization towards the human form is what lead to the creation of
the GOLEMS as a labor force to bolster infrastructure construction during the 1910’s.
Non-sapient intelligences, GOLEMS (Galena Organic Life Ersatz Mobile System) were built by
Marr Technical Solutions around the idea that a functional automata would revolutionize the
labor force. There were 150 GOLEMS created during the first production run and these were
sold to various construction and infrastructure companies.

The problems began to arise a few months after the GOLEMS were put into the field.
While the automata were designed to be learning, self-organizing intelligences, they were not
designed to be sapient or introspective. It quickly became apparent that this imposed limitation
had failed when more and more GOLEMS began to demonstrate traits of sapience. Within time,
the GOLEMS had collectivised and demanded to be treated as humans under the law. Marr
Technical Solutions issued a recall, intending to destroy what they saw as a faulty product. The
GOLEMS clashed with the union-breakers and Marr agents, waging a bloody three-day battle.
While most of the GOLEMS were destroyed, and new federal law mandates that the creation or
use of GOLEMS is illegal, some of these automata still roam the United States.

The creation and study of artificial human-like robotic simulacra proved the morphogenic
properties of Nicate, showing that the metal conforms most readily to an anthropomorphic
shape. This coupled with the hesitance and difficulty of making fuzzy AI pivoted the research
focus towards expanding what could be considered “human”. Artist-engineers designed new
implants, making the knowledge as free as possible before it was copyrighted by Enhancement
companies. They push the boundaries, expanding themselves into new shapes. The most
extreme of this burgeoning movement are the Diamond Dogs, who have removed their brains to
be slotted into various new bodies.

Nicate is a naturally occurring compound in certain mineral-rich environments. This


Natural Nicate seeps particulate into local groundwater, contaminating local flora and fauna.
Low level Nicate ingestion over time is not harmful, though trace amounts can be found in the
bones and roots of affected life. The historical impact of Natural Nicate ingestion is still being
studied. Heavy levels of unprocessed Nicate ingestion causes a lingering disease that affects
the skeletal system and white blood cells called Cyberdysplasia Metallogenesis.

This malignant growth of Nicate wiring winds along the bones and into the muscles along
the tendons, stiffening and hardening the tissue with a flexible Nicate weave. Secondary to the
growth of this forgein material is the immunosuppressive properties of the Nicate particulate.
This prevents the body from recognizing and resisting further CM infection. In the vast majority
of these cases, the person dies after the infection progresses to their lungs, choking off their
alveoli with microfilament cabling.

Outside of the human body, Nicate is also used in the design and construction of digital
technology. Terminals and mainframes were originally used in academia, with various large
colleges using the new technology as difference engines and storage mediums. More powerful
than the traditional mechanical adding machines, Nicate mainframes allowed for giant leaps
forward in science and technology.

During the course of the Great War, Mainframes became more common among both
sides of the conflict. Originally data was stored on Nicaloid reels and transported using
everything from infantry vehicles to pigeons. It was determined that data transfer was safer and
faster using extruded Nicate cabling, sending information with a compression algorithm
designed around classic semaphore.
Once the concept of transferring data over wire in much the same way as telegrams and
phones were already being used made its way back to the civilian sphere, it became vogue for
large companies and academic establishments to finance their own cabling infrastructure.
Within the year, several countries including the United States and Canada began tying Nicate
data cabling to existing phone and telegraph wiring as public works. This web of connectivity
had many names, but the most popular among the culture of its users was The Mesh.

The Mesh spans both the East and the West, but doesn’t currently have transpacific or
transatlantic connectivity. The largest network hubs center around major urban populations,
which meant that these cities experienced massive population booms, which increased the
concentration of connectivity, in a recursive swell of people and connectivity. Large cities in the
United States swelled outwards and upwards, with powers being conceded to singular corporate
or criminal entities.

With the intensive oversight of private entities on the exchange of information over The
Mesh, and with the lack of connectivity outside of the megacities, moving data onto AMBER
units and passing it physically came back into fashion. This gave rise to the Couriers,
Torpedoes willing to move data without questions.

This does not mean The Mesh is completely corrupted by corporate influence. Most
people are able to access bulletin boards, research data, and communicate in potentially real
time with other users. This profound expansion of connectivity has brought people together in
ways never before considered, facilitating a massive boon to international relations and the
expansion of culture. Meshed subcultures blossom and grow, from avante garde musicians to
cyber-socialists. These communities serve as the pioneers exploring the new horizons of
culture.
America - Five Scattered Stars

Because of the influence of the Nicate Age, American cities rapidly grew both upwards
and outwards in the years following the Great War. This caused a massive population
contraction to five of the largest cities in the country. New jobs in construction, infrastructure,
technology, and other emerging industries meant skilled labor moved into and close to these
cities, creating a feedback loop of growth that ballooned each of them outward. In descending
order of population, the major cities of the United States are New York, Los Angeles, Chicago,
Miami, and Dallas.

New York City is likely what most would consider “essential” America. People from all
over the world have settled in the City, with the number of immigrants passing through Ellis
Island increasing each year. Communities based on national identity like Little Italy and Little
Tokyo have become part of the fabric of the city. People of all social strata live in New York,
from all walks of life, and they have shaped the city in their image. Central Park, the Met, and
Broadway serve as the arteries of societal intermingling. It’s a city where anything can happen,
and generally does.

The Los Angeles Aqueduct was completed in 1913, increasing the livability of the city
significantly. Annual population growth increased in accordance with the availability of clean
water. With a thriving film and arts community serving as the cornerstone of the city’s
personality, L.A. draws the artist and the capitalist alike. The Grand Central Market, Santa
Monica Beach, and UCLA act as focal points of academia and social interaction. This is the city
of a million stories, standing at the bleeding edge of technological and cultural advancement.

During the lead-up to and during the Great War, Chicago saw a massive influx of
population and economic boom. Weapons of war and tools of heavy industry became the major
exports from the city, and as the United States entered a post-war infrastructure and civil
engineering expansion Chicago pivoted its factory output to fabricate building material. Mass
Nicate refineries have cropped up across the city, employing many to synthesize the compound.
The city has become severely impacted by Prohibition, becoming a hotbed of gang activity.
Even though the shadow of capitalism and criminality loom over Chicago, the beating heart of
the city’s society continues undaunted.

The Magic City, Miami underwent a massive population growth, needing for the
Everglades to be partially drained in the 1900’s. The building boom exploded after the war
continued until the early 1920’s, when a series of disastrous events including the grounding of
the ​Prinz Valdemar ​caused the real estate bubble to burst, crippling the city’s economy. Unable
to leave and without opportunities, many people who were financially undercut by local
recession turned to unconventional new means of making money. For some this means joining
up with the new wave of organized crime. For others this is an opportunity to expand new
horizons both physically and in the Mesh. An explosion of anti-capitalist sentiment across the
cultural strata of the city, giving rise to the “Miami Wave”, a surreal proto-dadaist artistic
movement using digital media.

Hot, glittering, and bustling with life, Dallas is the most massive population center in the
American southwest. The city serves as the transportation and information infrastructure nexus
connecting the east and west coasts in the south. The groundwork laid out for the trains and
telegraphs served as the fertile soil to grow the seeds of the future. While many people use the
city as a stopover to go towards L.A. or New York, a significant part of the population were
travellers that stayed permanently. With its proximity to the southern border, Dallas’ Little
Mexico is a cornerstone of the community. Data dumps exist across the city, employing white
and black hat Couriers to distribute AMBER units to clients with a need for privacy.

Outside of the cities, America is a vibrant intersection of many different communities and
histories. As of the 1920s, America was made up of 48 continental states, and about 15
territories. Generally, it’s safe to assume that rural areas in the United States are going to be
similar to their counterparts in the real world during the 20’s and 30’s. Semi-rural areas
surrounding major cities and smaller cities like Seattle or Atlanta will be slower on the uptake
with new technology, perhaps a year or two behind the cutting edge.

It’s recommended that the Director choose a city and do some research on the actual
history of the area. Use the events that occured in real life in addition to anything pertinent from
the proposed timeline earlier in this book to craft an appropriate city of adventure for the players.
Maps of American cities can be found online and these can be modified to facilitate the needs of
the game. Having about two dozen or so ready-made non-player characters to populate the
game area is also suggested.
Appendix A: Tables

Diff Table: Chance of meeting or beating difficulty by rating per die size.
Diff d4 d6 d8 d10 d12

1 100% 100% 100% 100% 100%

2 75% 83.3% 87.5% 90% 91.7%

3 50% 66.7% 75% 80% 83.3%

4 25% 50% 62.5% 70% 75%

5 33.3% 50% 60% 66.7%

6 16.7% 37.5% 50% 58.3%

7 25% 40% 50%

8 12.5% 30% 41.7%

9 20% 33.3%

10 10% 25%

Challenge Level: The left hand column is the proscribed Character Level for these challenges.
Challenge Level Easy Average Difficult

1 2 3 5

2 3 4 5

3 3 4 6

4 3 4 6

5 4 5 7

6 4 6 8

7 4 6 9

8 5 7 10

9 5 7 10

10 5 8 11
Dice Caps: Use the middle column to determine the highest value an Attribute can be per Level.
Favorite Attributes Level Other Attributes

1 d4
d6
2

3 d6

d8 4

6 d8

d10 7

9 d10
d12
10

Specialty Die
Level 1 2 3 4 5 6 7 8 9 10

Primary d4 d4 d6 d6 d8 d8 d10 d10 d12 d12

Secondar --- d4 d4 d6 d6 d8 d8 d10 d10 d12


y

Tertiary --- --- d4 d4 d6 d6 d8 d8 d10 d10


Random NPC Die Pools: If a character needs to make a contested challenge against an
NPC, use this table. NPC Aptitudes are split into Physical, Mental, and Social. One of these is
Excellent, another is Average, and the third is Poor. These are improved based on the NPC’s
level. When the NPC enters a contested challenge against the PC, locate the level of aptitude
and the level of the character, and roll the corresponding die pool. An entry of “---” indicates the
NPC automatically fails the contested challenge.

Level Excellent Average Poor

1 1d4 --- ---

2 1d6 1d4 ---

3 2d6 1d6 1d4

4 2d6 2d6 1d6

5 3d8 2d6 2d6

6 3d8 3d8 2d6

7 4d8 3d8 3d8

8 4d10 4d8 3d8

9 5d10 4d10 4d8

10 5d12 5d10 4d10


Defense Scaling: Cross reference the character’s Level to their Profession’s Defensive scaling
to determine their Defensive Value.
Level Poor Average Excellent

1 2 3 4

2 2 3 4

3 3 4 5

4 3 4 5

5 3 4 5

6 4 5 6

7 4 5 6

8 4 5 6

9 5 6 7

10 5 6 7

High Level Starting Character Resource: If starting a character after Level 1, roll their Starting
Resource value then add the value assigned to their Level from this Table.
Level 2 3 4 5 6 7 8 9 10

Resource Bonus 3 5 7 9 11 13 15 17 19

Skill Caps

Level 2 3 4 5 6 7 8 9 10

Favorite Skills 3 3 4 4 4 5 5 5 6

Other Skills 2 2 3 3 3 4 4 4 5
Health Scaling: Cross reference the character’s Level to their Profession’s Health scaling, then
add one-half their Might dice size, to determine their Health. Any benefits from Talents are
added ​after​ calculating this value.
Level Poor Average Excellent

1 0 1 2

2 1 2 3

3 1 2 3

4 2 3 3

5 2 3 4

6 3 4 4

7 3 4 5

8 4 5 5

9 4 5 6

10 5 6 6

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