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RUNNERS IN THE SHADOWS

v0.8
Runners in the Shadows
Copyright ©2015, 2019 Mark Cleveland Massengale

All Rights Reserved.

Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo is © One Seven Design,
and is used with permission. More information: https://bladesinthedark.com/licensing.

This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/),


product of One Seven Design, developed and authored by John Harper, and licensed
for our use under the Creative Commons Attribution 3.0 Unported license (http://
creativecommons.org/licenses/by/3.0/).

An homage to the Sixth World Setting

Credits
Mark Cleveland Massengale
Game Design, Writing, Layout, Graphic Design

Art Sources
C a l l e RGI, D i r k l o e c h e l , R a b e n A a s , J o n O n e
M a c S mi t h , M e l a n i e M a i e r , E x e l l e r o

Additional Material by
J a im e B a u e r , J a s o n T u r g e o n , and S c r a i g o n E a r h a r t -S t o k e s
Thanks
Various playtesters: Evan Flance, Tom Delorenzi, Goran Tomic, Genevieve Audet, Eric Melson, Nefthalie Ramos.

The original runners: Jaime Bauer, Coty Beck, and “Natelby” (circa: December 2015)

Acknowledgements
A few game designs influenced Runners in the Shadows in various ways. This game would not exist without them.

Apocalypse World, by D. Vincent Baker and Meguey Baker.

Blades in the Dark, by John Harper.

Shadowrun by Jordan Weisman, et al.


Contents
The Basics 6 Characters 36 Downtime 89
The Game . . . . . . . . . . . . . . . . . . . . . 6 Character Creation ����������������������������������������37 Payoff. . . . . . . . . . . . . . . . . . . . . . 90
The Setting. . . . . . . . . . . . . . . . . . . . . . 6 Optional: Permutations ������������������������������������������� 42 Heat. . . . . . . . . . . . . . . . . . . . . . . 91
The Players . . . . . . . . . . . . . . . . . . . . . . 7 Character Creation Summary 44 Incarceration. . . . . . . . . . . . . . . . . . . . 91
The Characters ����������������������������������������������������������7 Actions. . . . . . . . . . . . . . . . . . . . . . . 45 Entanglements �������������������������������������������������92
The Crew. . . . . . . . . . . . . . . . . . . . . . . 8 Face . . . . . . . . . . . . . . . . . . . . . . . 47 Downtime Activities ��������������������������������������� 94
The Game Master ������������������������������������������������������8 Hacker . . . . . . . . . . . . . . . . . . . . . 49 Vice. . . . . . . . . . . . . . . . . . . . . . . 96
Playing a Session ������������������������������������������������������8
Cyberdecks. . . . . . . . . . . . . . . . . . . . . 51 Edge Relief . . . . . . . . . . . . . . . . . . . . . 96
Before You Start �������������������������������������������������������9
Muscle . . . . . . . . . . . . . . . . . . . . . 52 Indulging Your Vice ������������������������������������������������� 96
Touchstones . . . . . . . . . . . . . . . . . . . . . 9
Punk. . . . . . . . . . . . . . . . . . . . . . . 54 Downtime Activities in play ����������������������������97
The Core System �����������������������������������������������10
Rigger. . . . . . . . . . . . . . . . . . . . . . 56 NPC & Faction Downtime ���������������������������������������� 97
The Conversation ���������������������������������������������������� 10
Drones . . . . . . . . . . . . . . . . . . . . . . . 58 D o w n t im e A c t i v i t i e s S u mm a r y ���������������������������� 98
Judgment Calls . . . . . . . . . . . . . . . . . . . 10
Rolling the Dice ������������������������������������������������������� 10 Snake . . . . . . . . . . . . . . . . . . . . . . 59
Types of Rolls. . . . . . . . . . . . . . . . . . . . 11 Trigger . . . . . . . . . . . . . . . . . . . . . 61
How to Play 99
The Game Structure ������������������������������������������������� 11 Standard Items . . . . . . . . . . . . . . . . . . . 63 Fiction-First Gaming ����������������������������������������99
Actions & Attributes ��������������������������������������12 Triggering the Action Roll �������������������������������������� 100
Edge & Trauma �������������������������������������������������13 The Crew 64 Why We Do This ��������������������������������������������������� 101
How to Choose an Action �������������������������������������� 101
Progress Clocks ����������������������������������������������15 Crew Creation ������������������������������������������������ 64
The Purpose of Dangers & Edge ����������������������������� 102
Action Roll . . . . . . . . . . . . . . . . . . 17 The Crew . . . . . . . . . . . . . . . . . . . . 65
NPC Threat Levels �������������������������������������������������� 102
A c t i o n R o l l S u mm a r y ����������������������������������������� 19 Crew Upgrades �������������������������������������������������67 There’s Always a Consequence ������������������������������ 102
Effect . . . . . . . . . . . . . . . . . . . . . . 20 Cohorts . . . . . . . . . . . . . . . . . . . . 69 Scaling Effectively �������������������������������������������������� 103
Consequences . . . . . . . . . . . . . . . . . . . 22 DocWagon Contracts �����������������������������������71 Setting Precedents ������������������������������������������������ 103
Setting Position and Effect ����������������������������22 Radicals . . . . . . . . . . . . . . . . . . . . 73 Abstraction vs. Details ������������������������������������������ 103
Consequences & Harm �������������������������������������23 Demand . . . . . . . . . . . . . . . . . . . . . . 104
Resistance & Armor ��������������������������������������� 24 The Run 75 Engineer. . . . . . . . . . . . . . . . . . . . . . 104
Death. . . . . . . . . . . . . . . . . . . . . . . . 25 Finesse . . . . . . . . . . . . . . . . . . . . . . 105
planning & engagement ����������������������������������75
Fight . . . . . . . . . . . . . . . . . . . . . . . 105
Fortune Roll ����������������������������������������������������26 The Detail. . . . . . . . . . . . . . . . . . . . . . 75
Hunt . . . . . . . . . . . . . . . . . . . . . . . 106
Gather Information ����������������������������������������27 Item Loadouts. . . . . . . . . . . . . . . . . . . 75
Hustle . . . . . . . . . . . . . . . . . . . . . . . 106
Example of Play �����������������������������������������������28 Engagement Roll ���������������������������������������������������� 76
Interface. . . . . . . . . . . . . . . . . . . . . . 107
Nuyen & Stash ��������������������������������������������������29 Linked Plans . . . . . . . . . . . . . . . . . . . . 78
Network. . . . . . . . . . . . . . . . . . . . . . 107
Flashbacks . . . . . . . . . . . . . . . . . . . . . 78
The Faction Game ����������������������������������������������31 Prowl. . . . . . . . . . . . . . . . . . . . . . . 108
Flashback examples ������������������������������������������������� 79
Tier. . . . . . . . . . . . . . . . . . . . . . . . . 31 Recon . . . . . . . . . . . . . . . . . . . . . . . 108
Giving up on a Run ������������������������������������������������� 79
Hold . . . . . . . . . . . . . . . . . . . . . . . . 31 Study. . . . . . . . . . . . . . . . . . . . . . . 109
Long Distance Travel ����������������������������������������������� 80
Development. . . . . . . . . . . . . . . . . . . . 31 Wreck . . . . . . . . . . . . . . . . . . . . . . . 109
Teamwork . . . . . . . . . . . . . . . . . . . 81
Fixers. . . . . . . . . . . . . . . . . . . . . . . . 31 Assense . . . . . . . . . . . . . . . . . . . . . . 110
Faction Status. . . . . . . . . . . . . . . . . . . . 32 Example run . . . . . . . . . . . . . . . . . . 82 Attune . . . . . . . . . . . . . . . . . . . . . . 111
Claims. . . . . . . . . . . . . . . . . . . . . . . 33 Players’ Best Practices ���������������������������������112
Advancement ��������������������������������������������������� 34
PC Advancement ���������������������������������������������������� 34
Crew Advancement ������������������������������������������������� 35
Changing Playbooks or Crew Type ���������������������������� 35
Running the Game 113 Strange Forces 155 Changing the Game 190
GM Goals . . . . . . . . . . . . . . . . . . . 113 The Supernatural World �����������������������������155 Gameplay Options �����������������������������������������190
GM Actions. . . . . . . . . . . . . . . . . . 114 Occult Task Force �������������������������������������������������� 156 Advanced Abilities & Permissions 195
GM Principles. . . . . . . . . . . . . . . . . 117 Gongs, Eagles, & Spirit Warriors ����������������������������� 156 Jackpoint Trade Secrets ����������������������������������������� 196
Spirits & Gremlins �������������������������������������������������� 156 African Martial Arts ����������������������������������������������� 196
Starting the Game �����������������������������������������118
The Supernatural Playbooks ����������������������������������� 157 Eastern Pistol Katas ����������������������������������������������� 197
S t a r t i n g S i t u a t i o n ��������������������������������������������121
Adept . . . . . . . . . . . . . . . . . . . . . . 159 Way of the Samurai ����������������������������������������������� 197
Deeper in The Shadows �����������������������������������127
Magician . . . . . . . . . . . . . . . . . . . 162 Paths of Submersion ��������������������������������������������� 198
Shadowy Deals . . . . . . . . . . . . . . . . . . 127
Technomancer �����������������������������������������������165 Path of the Otaku �������������������������������������������������� 199
Narrating a Faction Turn ����������������������������������������� 128
Supernatural Evidence �������������������������������������������� 168 Cult of Corruption �������������������������������������������������� 199
Series Countdowns ����������������������������������������������� 128
Metaplanar Horrors ����������������������������������������������� 168 Arts of Initiation . . . . . . . . . . . . . . . . . . 200
Changing the Cast or Crew ������������������������������������ 129
Dragons . . . . . . . . . . . . . . . . . . . . . . 169 The Dweller on the Threshold �������������������������������� 201
Other Sprawls. . . . . . . . . . . . . . . . . . . 129
The Infected . . . . . . . . . . . . . . . . . . . . 170 Ancient Rituals . . . . . . . . . . . . . . . . . . 202
Season Two. . . . . . . . . . . . . . . . . . . . 129
Free Spirit Characters �������������������������������������������� 170 The Stuff of Nightmares ����������������������������������������� 203
Random Run Generator ��������������������������������130 Forgotten Mentor Spirits ��������������������������������������� 204
Free Spirit. . . . . . . . . . . . . . . . . . . 171
Magnitude . . . . . . . . . . . . . . . . . . . 131 Bound to the Free Spirit ����������������������������������������� 205
Infected. . . . . . . . . . . . . . . . . . . . 173
“Suicide” Runs ������������������������������������������������132 Druidic Communion ����������������������������������������������� 205
The Metaplanes. . . . . . . . . . . . . . . . . . 175
Zeta Complex (V) �������������������������������������������������� 133 The Omnilab Program �������������������������������������������� 206
Supernatural Limits ����������������������������������������������� 175
Bankroft Tower (VI) ����������������������������������������������� 136 Temple of the Emergent Serpent ��������������������������� 206
Power Sites. . . . . . . . . . . . . . . . . . . . 176
Futurism 137 Lodges. . . . . . . . . . . . . . . . . . . . . . 176 Seattle 207
Secret Arts of Summoning ������������������������������������ 178
The Digital World �����������������������������������������137 The Black Pearl of the West �������������������������207
Essence Contracts �������������������������������������������������� 179
Cybercrime . . . . . . . . . . . . . . . . . . 141 Reagents . . . . . . . . . . . . . . . . . . . . . 181 A Brief History of Seattle �������������������������������������� 208
Virtual Hosts �������������������������������������������������143 Sorcery. . . . . . . . . . . . . . . . . . . . . . 181 Cultures . . . . . . . . . . . . . . . . . . . . . . 209
Supernatural Creations ������������������������������������������ 188 Languages. . . . . . . . . . . . . . . . . . . . . 209
Crafting. . . . . . . . . . . . . . . . . . . . 145
Institutions . . . . . . . . . . . . . . . . . . . . 210
Sample Creations �������������������������������������������������� 147
Corporations . . . . . . . . . . . . . . . . . . . 211
Sample Apps. . . . . . . . . . . . . . . . . . . 148
Syndicates . . . . . . . . . . . . . . . . . . . . . 211
Sample Gadgets . . . . . . . . . . . . . . . . . . 148
The Fringe . . . . . . . . . . . . . . . . . . . . 212
Sample Special Plans ��������������������������������������������� 149
The Haunted City �������������������������������������������������� 212
Implants . . . . . . . . . . . . . . . . . . . . 150 Rays & Lines of Power ������������������������������������������ 213
Getting an Implant ������������������������������������������������ 150 Factions . . . . . . . . . . . . . . . . . . . . 214
Finding a Surgeon �������������������������������������������������� 150
Undergoing Surgery ����������������������������������������������� 150
Symptoms of Lost Essence ����������������������������������� 151
Shell Characters . . . . . . . . . . . . . . . . . . 152
Cybermancy . . . . . . . . . . . . . . . . . . . . 152
Shell. . . . . . . . . . . . . . . . . . . . . . 153

5
Chapter 1
The Basics

The Game
Runners in the Shadows is a game about a group of daring operatives building a criminal
enterprise in a fantastical dystopian vision of near-future Earth. There are dangerous
meetings, thefts, bloody fights, chases, escapes, deceptions, betrayals, successes, and
The city is also a fantasy. It’s about fifty years in the future and the world is struggling

THE GAME
deaths.
to deal with the resurgence of supernatural awareness and hauntings by free spirits—a
We play to find out if the fledgling crew can thrive amidst the teeming threats of rival result of the end of a 5,200-year cycle known by the Mayans. The end of this period
crews, powerful gangs, ruthless corporate agents, corrupt law enforcement, and the sweet roused the great dragons from their ancient sleep, caused people’s bodies to experience
allure of the future’s many vices. supernatural genetic expressions, and lifted the Fog of Mortal Disbelief. The inhabitants
of this fantasy Earth are not just human, but also Tolkien-esque creatures of fantasy such
as dwarves, trolls, and even dragons—all struggling to adapt and coexist.
So plug in, reload, and breathe deep of the cost of
Following the cataclysm foretold by the end of the Mayan calendar (on Dec 24th, 2011),
becoming a legend in the shadows. a biological phenomena began presenting itself which experts called unexplained genetic
expressions (UGEs) at the time. These UGEs resulted in the emergence of human variants

The Setting called metatypes: elves and dwarves. These were the first line of metahumanity. Through
painful body transformations, people also started changing into orks and trolls. This
The game takes place in the windy, rainy city of Seattle (aka Pyramid City or “the goblinization of people into these green-skinned metatypes has been polarizing—and
Needle”). It’s near-futuristic in its development. Imagine a world like ours during the while it has became far more common and accepted to goblinize, the stigma attached to
next era of human advancement—there is renewable energy, quantum computers, self- looking so different is far from gone. The population at large still struggles to deal with
driving vehicles, and an economy based on information technology. This impending Earth its newfound diversity despite the frequency of its appearance. There is no longer racism
is something like a mash-up of three predicted futures; the one predicted by ancient like we know; instead it wears a new mask based on metatype (and is never far away).
legend and myth, the one imagined by writers in the 1980’s (namely, William Gibson),
You’re in a haunted, futuristic city, in an enclave of the United Canadian and American
and one predicted by modern day futurists. It’s dystopian: over-populated, controlled by
States (or UCAS). The UCAS are the losers of a war—waged by the native Americans to
powerful corporations, and connected by ubiquitous access to a worldwide information
take back the ancestral lands stolen from them by the European conquerers that founded
network known as cyberspace (aka “the Matrix”).
the United States. The city is bordered by the protected lands of the Native American
Territories (or NAN) on all sides, established following a momentous treaty which officially
recognized the NAN and legitimized the Tribal Council as the rulers of western North
America. The city’s unique location makes it a coveted epicenter of trade, intrigue, and
megacorporate influence.

6
1
The point of all this is to create a pressure-cooker environment for our criminal escapades.
Operating in a city outside your established area of influence is like a “reset button” for The Players
the reputations of a crew of runners, so it’s impractical to “leave town and wait for the
Each player creates a runner character and works with the other players to create the crew
heat to die down” after you pull off a run. Everything the players choose to do has
to which their characters belong. Runners are criminals who take shady jobs for shadier
consequences for their characters and shifts the balance of power around in the city—
employers. They are often the uncounted, homeless, and the unscrupulous. Each player
driving the action for a sandbox style of roleplaying game. For a full guide to Seattle, see
strives to bring their PC to life as an interesting, daring, runner who reaches boldly beyond
page 207.
their current safety and means. This is the players’ core responsibility: they engage with
the premise of the game, seeking out interesting opportunities for crime in the cities—
taking big risks against powerful foes and sending their characters into danger.

The players work together with the Game Master to establish the tone and style of the
game by making judgment calls about the mechanics, dice, and consequences of actions.
The players take responsibility as co-authors of the game with the GM.

The Characters

Overview
The characters attempt to develop their crew from a hastily assembled group of poor
independent runners to a serious criminal syndicate. They do this by taking runs from
clients, planning their own devious operations, making alliances, destroying their enemies,
and trying to stay one step ahead of the authorities.

Playbooks
There are several character types to choose from, each representing a different style of
runner:
‹‹ F a c e s are bold negotiators and planners.
‹‹ H a c k e r s are meticulous informants and datathieves.
‹‹ The M u s c l e is a formidable combat enforcer.
‹‹ P u n k s are vandals and escape artists.
‹‹ R i g g e r s are brilliant electricians and chemists.
‹‹ S n a k e s are master manipulators and double agents.
‹‹ T r i g g e r s are deadly sharpshooters and trackers.

You can mix and match, or play a crew that is all of one type. It’s up to you.

There are also three special playbooks—each character can only ever take one of these,
but you can still mix them up with the other playbooks:
‹‹ A depts are practitioners of “the way.”
‹‹ M agicians are awakened wielders of astral power.
‹‹ T echnomancers are mystical users of cyberspace.

7
1

The Crew The Game Master


In addition to creating runner characters, you’ll also create the crew by choosing which The GM establishes the dynamic world around the characters, especially the corrupt and
type of criminal enterprise you’re interested in exploring. The crew gets its own “character powerful rulers of the corporate world, and the ruthless criminals of the underworld. The
sheet,” just like a player character. GM plays all the non-player characters in the world by giving each one a concrete desire
and preferred method of action.
‹‹ A s s a s s i n s are killers for hire.
‹‹ C o u r i e r s transport contraband. The GM helps organize the conversation of the game so it’s pointed toward the interesting
elements of play. The GM isn’t in charge of the story and doesn’t have to plan events
‹‹ A C u l t serves a supernatural tradition.
ahead of time. They present interesting opportunities to the players, then follow the chain
‹‹ M e r c e n a r i e s are thugs and extortionists. of action and consequences wherever they lead.
‹‹ R a d i c a l s are vigilantes and revolutionaries.
For more, see GM Goals & Principles, page 113.
‹‹ T h i e v e s are burglars and spies.

Playing a Session
The crew type isn’t restrictive (you can pursue a variety of activities); it’s there to help focus
gameplay. Neither typical, nor detailed within, are D e a l e r s —they sell illegal product (for
that, just use the H a w k e r s playbook in Blades).

OVerview
So, what’s it like to play? A session of Runners in the Shadows is like an episode of a TV
show. There are one or two main events, plus maybe some side-story elements, which
all fit into an ongoing series. A session of play can last anywhere from two to six hours,
depending on the preferences of the group.

During a session, the crew of criminals works together to choose a criminal run to
accomplish (either by getting a job from an NPC or by creating their own operation), then
they make a few dice rolls to jump into the action of the run in progress. The PCs take
actions, suffer consequences, and finish the operation (succeed or fail). Then the crew has
downtime, during which they recover, pursue side-projects, and indulge their vices. After
downtime, the players once again look for a new opportunity or create their own goals
and pursuits, and we play to find out what happens next.

A given game session is typically one run and the following downtime, plus exploration
and discovery of a new opportunity. As your group gets more familiar with the game, you
might be able to pack more into a session, even doing two runs in an evening of play.

After a dozen sessions or so, you might decide to have a break in the flow of the story and
start up a “season two” series—possibly with a slightly different cast of characters and a
new starting situation.

8
1

Before You Start Touchstones


Read this book once through. You won’t immediately understand everything until you see When you’re pitching the game to prospective players, here are some media touchstones
it play. You won’t get all the rules right the first time. That’s fine; the rules will make more you can use to relate the game to stuff with which they’re already familiar.
sense when you read them again after you play. The system of Runners in the Shadows is
designed to be learned as an ongoing process—each time you play you’ll get better until TV: Altered Carbon, by John Lenic, et. al. Orphan Black, by R. Cochrane, et. al. Phillip
everything is second nature. K. Dick’s Electric Dreams, by R. D. Moore, M. Dinner, B. Cranston, et. al.

You might be the only person in the game group that’s read the book—that’s fine, too, but B o o k s /F i l m s : Neuromancer, and other works (Johnny Mnemonic, etc.) by William
then it’s on you to convey everything to the other players, so that’s a job you’re taking on. Gibson. Ghost in the Shell, by M. Shirow. Blade Runner, by Ridley Scott. Bright, by David
You can send everyone the link to the Handouts PDF if players want to look at it ahead of Ayer. Minority Report, by Steven Spielberg. Dredd, by Pete Traviss. Cloud Atlas, by the
time. Wachowski brothers, et. al. Strange Days, by Kathryn Bigelow.

What the other players will need to do, though, is buy into the idea of the game. Tell them V i d e o G a m e s : Deus Ex, by Ion Storm. Syndicate, by Bullfrog Studios.
it’s a game about daring scoundrels in a haunted city in a near-future, fantasy version of
Earth. Mention a few touchstones that they’re familiar with (see the list on right). “It’s What You Need to P l a y
kind of like Ocean’s Eleven meets Blade Runner, but there’s also elves and trolls and weird
‹‹ Players: two to four. Plus one Game ‹‹ Keep this book handy for reference.
techno-magic.” If their eyes don’t light up at the idea of making a character, maybe this

Overview
Master.
game isn’t going to click with them. That’s fine. You can always play a different game with ‹‹ Some blank paper and index
that person some other time. You want to have full buy-in from your players. ‹‹ A handful of six-sided dice. At least cards for notes and sketches. Pencils and
six. markers.
Read through the Starting Situation again (page 121) and get a good handle on the
important factions involved, what they want, who runs them. Or, feel free to make up your ‹‹ Printed copies of the character ‹‹ Beverages and snacks are nice. It’s a
own starting situation—just enough to throw the group into an interesting circumstance playbooks, crew sheets, and reference social event, after all.
right out of the gate. You don’t want everyone sitting there, excited to play, and then say, sheets + maps.
“So... what do you want to do first?” The starting situation keeps the momentum high at
the beginning.

For more, see Starting the Game on page 118.

9
1

The Core System


they already have you trapped? The GM has final say.
‹‹ Does this situation call for a dice roll, and which one? Is your runner in position
to make an action roll or must they first make a resistance roll to gain the initiative? The
The Conversation GM has final say.

A roleplaying game is a conversation between the GM and the players, punctuated by The particular choices you make will create your own unique form of Runners in the
dice rolls to inject uncertainty and surprising turns. Shadows. You’ll say something about the world and the characters, about crime fiction,
and about what might await the inhabitants of Earth in a dark alternate universe. What will
The GM presents the fictional situation in which the player characters find themselves.
you say? There’s only one way to find out.
The players determine the actions of their characters in response to the situation. The GM

Rolling the Dice


and the players together judge how the game systems are engaged. The outcomes of
the mechanics then change the situation, leading into a new phase of the conversation—
new situations, new actions, new judgments, new rolls—creating an ongoing fiction and

THE CORE SYSTEM


Runners in the Shadows uses six-sided dice. You roll several at once and read the single
building “the story” of the game, organically, from a series of discrete moments. highest result.
No one is in charge of the story. The story is what happens as a result of the situation ‹‹ If the highest die is a 6, it’s a full success—things go well. If you roll more than
presented by the GM, the actions the characters take, the outcomes of the mechanics, and one 6, it’s a c r i t i c a l success—you gain some additional advantage.
the consequences that result. The story emerges from the unpredictable collision of all of ‹‹ If the highest die is a 4 o r 5, that’s a partial success—you do what you were
these elements. You play to find out what the story will be. trying to do, but there are consequences: trouble, harm, reduced effect, etc.

Judgment Calls ‹‹ If the highest die is 1-3 , it’s a bad outcome. Things go poorly. You probably don’t
achieve your goal and you suffer complications, too.
Playing Runners in the Shadows is a joint exercise—a collaborative, expressive act—not a
If you ever need to roll but you have zero (or negative) dice, roll two dice and
purely strategic endeavor. For a game of roleplaying, you’ll need to make judgment calls.
take the single lowest result. You can’t roll a c r i t i c a l when you have zero dice.
That is, to determine when to incorporate game mechanics and to what degree, as well
as to say what’s true for that game of Runners. By making these choices, the game group All the dice systems in the game are expressions of this basic format. When you’re first
together establishes a style, tone, and form of fiction unique to their instance of play. learning the game, you can always “collapse” back down to a simple roll to judge how
Blades in the Dark is designed to bring these judgment calls to the forefront and make things go. Look up the exact rule later when you have time.
them explicit tools of the game. And Runners is no different.
The most common result is 4/5: partial success. This means that your character will tend
When you play, you’ll make several key judgment calls. Everyone contributes, but either to succeed, but at a cost—you’ll rarely get away clean. Runners in the Shadows is a
the players or the GM gets final say for each: game about dark horse characters characters who are in way too deep, the odds stacked
‹‹ Which actions are reasonable as a solution to a problem? Can this person be hustled? against them. The dice mechanic reinforces this by making partial success crop up again
Must we get out the tools and engineer this maglock, or could it also be interfaced and again. And this is great! This is where the sweet nectar of gaming fun is found. In the
through hacking programs to open it more discreetly? The players have final say. troublesome parts. There is less sweet gaming nectar in the easy success.

‹‹ Which events in the story match the karma triggers for character and crew To create a dice pool for a roll, you’ll use a trait (like your R e c o n or your I n t u i t i o n or
advancement? Did you express your character’s beliefs, drives, metatype, heritage, or your crew’s T i e r ) and take dice equal to its rating. You’ll usually end up with one to four dice.
background? You tell us. The players have final say. Even one die is pretty good in this game—a 50% chance of success. The most common traits
you’ll use are the action ratings of the player characters. A player might roll dice for their F i g ht
‹‹ How dangerous and how effective is a given action in this circumstance? How action rating when they become entangled in combat with an enemy, for example.
risky is this? Would prowling past this security do a little or a lot? The GM has final say.
‹‹ Which consequences are inflicted to manifest the dangers in a given circumstance?
Does this fall from the roof break your leg? Do the Cops merely become suspicious or do

10
1

Types of Rolls
During free play, the game is very fluid—you can easily skim past several events in a
quick montage; characters can disperse in time and space, doing various things as they
please. When you shift into the run phase, everyone leans forward and knows that it’s
There are four types of rolls that you’ll use most often in the game:
time to focus and get the job done. The camera zooms down into the action, obstacle to
‹‹ A c t i o n r o l l . When a PC attempts an action that’s dangerous or troublesome, obstacle, as each challenge is faced. The players use flashbacks to elide time and establish
you make an action roll to find out how it goes. Action rolls and their effects and previously unseen preparations. Then when the run is over and you shift to downtime, the
consequences drive most of the game. See page 17. pressure’s off. The PCs are safe and can enjoy a brief respite from danger to recover and
‹‹ D o w n t i m e r o l l . When the PCs are at their leisure after a job, they can perform regroup before they jump back into the cycle of play again.
downtime activities in relative safety. You make downtime rolls to see how much they
get done. These are special rolls which might require action rolls before they occur,
depending on the desired pacing and tone. See page 89.
‹‹ R e s i s t a n c e r o l l . A player can make a resistance roll when their character suffers

THE CORE SYSTEM


a consequence they don’t like. The roll tells us how much edge their character marks to
reduce the severity of a consequence. When you resist that “Broken Leg” harm, you mark
some edge and now it’s only a “Sprained Ankle” instead. See page 24 for details. FREE PLAY
‹‹ F o r t u n e r o l l . The fourth (and often rarest) type of roll is made by the GM, to Character Scenes
Actions & Consequences
disclaim decision making and leave something up to chance. How loyal is an NPC? How
Gather Information
much does the plague spread? How much evidence is burned before the police kick in
the door? See page 26. Choose a Target
Choose a Plan

The Game Structure


Runners in the Shadows has a structure to play, with four parts (see the diagram at right).
By default, the game is in free play—characters talk to each other, they go places, they
do things, they make rolls as needed.
DOWNTIME
When the group is ready, they choose a target for their next criminal operation, then Payoff, Heat, Entanglements
choose a type of plan to employ. This triggers the engagement roll (which establishes the Downtime Activities
Return to Free Play Engagement Roll
situation as the operation starts) and then the game shifts into the run phase. See page
75 for more details.

During the run, the PCs engage the target—they make rolls, overcome obstacles, call for
flashbacks, and complete the operation (successfully or not). When the run is finished, the
game shifts into the downtime phase.

During the downtime phase, the GM engages the systems for payoff, heat, and
RUN
entanglements, to determine all the fallout from the run. Then the PCs each get their
downtime activities, such as indulging their vice to clear edge or working on a long-term Actions & Consequences
project. See page 89 for details on downtime. When all the downtime activities are Flashbacks
complete, the game returns to free play and the cycle starts over again.

The phases are a conceptual model to help you organize the game. They’re not meant to
be rigid structures that restrict your options (this is why they’re presented as amorphous
blobs of ink without hard edges). Think of the phases as a menu of options to fit whatever
it is you’re trying to accomplish in play. Each phase suits a different goal.

11
1

Actions & Attributes Attribute Ratings


There are three attributes in the game system that the player
Intuition
Body
Action Ratings
characters use to resist bad consequences: I n t u i t i o n , B o d y ,
Demand and W i l l p o w e r . Each attribute has a rating (from zero to 4) Willpower
that tells you how many dice to roll when you use that attribute.
There are 12 actions in the game that any of the player Engineer
The rating for each attribute is equal to the number of dots in the first column under that
characters uses to overcome obstacles.
F i g ht attribute (see the examples, at right). The more well-rounded your character is with a
Each action has a rating (from zero to 4) that tells you how many
dice to roll when you perform that action. Action ratings don’t Finesse particular set of actions, the better their attribute rating.

just represent skill or training—you’re free to describe how your Hunt


character performs that action based on the type of person they
are. Maybe your character is good at E n g i n e e r i n g because they Hustle
Resistance Roll
have an inventive curiosity to them, while another character Each attribute resists a different type of consequence. You resist physical harm with your
follows the doctrines of the scientific method learned in a
Network B o d y rating, for example.
classroom. You choose which action to perform to overcome Prowl Resistance rolls always succeed—you diminish or deflect the bad result—but the better
an obstacle, by describing what your character does. Actions your roll, the less edge it costs to reduce or avoid the danger.
that are poorly suited to the situation may be less effective and Recon When the enemy has a big advantage, you’ll need to make a resistance roll before you
may put the character in more danger, but they can still be
attempted. Usually, when you perform an action, you’ll make
Study can take your own action. For example, when you get into a shootout with the gun-fu
master, she disarms you before you can strike. You need to make a resistance roll to keep
an action roll to see how it turns out. Survey hold of your gun if you want to attack her. Or perhaps you face a gang hopped up on
coke and attempt to D e m a n d them to back down. But before you can make your own roll,
The Special Actions Wreck you must resist being surrounded by the gangers. The GM judges the threat level of the
enemies and uses these “preemptive” resistance rolls as needed to reflect the capabilities
There are also two, mutually-exclusive special actions, A s s e n s e and A tt u n e ; unlike the of especially dangerous foes.
actions listed above, you cannot choose to roll them until you’ve established that you’re
a w a k e n e d or e m e r g e n t . See the supernatural playbooks for details; starting on

page 158.

Action Roll
You make an action roll when your character does something potentially dangerous or
troublesome. The possible results of the action roll depend on your character’s position.
There are three positions: controlled, risky, and desperate. If you’re in a controlled
position, the possible consequences are less serious. If you’re in a desperate position,
the consequences can be severe. If you’re somewhere in between, it’s risky—usually
considered the “default” position for most actions.

For details on action rolls, see page 17.


If there’s no danger or trouble at hand, you don’t make an action roll. You might make a
fortune roll or a downtime roll—or the GM will simply say yes, and you accomplish your
goal.

12
1

Edge & Trauma Trauma


When a PC marks their last edge box, they suffer a level of t r a u m a . When you take

Edge
t r a u m a , circle one of your t r a u m a conditions like Cold, Reckless, Unstable, etc. They’re

all described below.


Player characters in Runners in the Shadows have a special reserve of ingenuity, fortitude,
When you suffer t r a u m a , you’re taken out of action. You’re “left for dead” or otherwise
and luck called edge. When they suffer a consequence that they don’t want to accept, they
dropped out of the current scene, only to come back later, shaken and drained. When
can mark their edge instead. The result of the Resistance Roll (page 24) determines
you return, you have zero marked edge and your vice has been satisfied for the next
how much edge it costs to avoid a bad outcome.
downtime (see page 96).
During a gun fight, Daniel’s character, Cross, gets badly shot in the chest. Daniel rolls
T r a u m a conditions are permanent. Your character acquires the new personality quirk
his B o d y rating to resist, and gets a 2. It costs 6 edge, minus 2 (the result of the
indicated by the condition, and can earn karma by using it to cause trouble. When you
resistance roll) to resist the consequences. Daniel marks off 4 edge and describes how

EDGE & TRAUMA


mark your fourth trauma condition, your character cannot continue as a runner. You must
Cross survives the attack.
retire them to a different life or send them to prison to take the fall for the crew’s w a n t e d
l e v e l . (See Retirement, page 30, and Incarceration on page 91).
The GM rules that the harm is reduced by the resistance roll, but not avoided entirely.
Cross suffers level 2 harm (‘Chest wound’) instead of level 3 harm (‘Punctured lung’).
Trauma Conditions
‹‹ C old : You’re not moved by emotional appeals or social bonds.
Pushing Yourself ‹‹ O bsessed : You’re enthralled by one thing: an activity, a person, an ideology.
You can mark edge to push yourself for greater performance. For each bonus you choose ‹‹ P aranoid : You imagine danger everywhere; you can’t trust others.
below, mark 2 edge (each can be chosen once for a given action):
‹‹ R eckless : You have little regard for your own safety or best interests.
‹‹ Add +1d to your roll. (This may be used for an action roll or downtime roll or any
other kind of roll where extra effort would help you) ‹‹ S oft : You’re lenient; you become sentimental, passive, gentle.

‹‹ Add +1 level to your effect. (See Effect) ‹‹ H aunted : You’re often lost in thought, reliving past horrors, seeing things.

‹‹ Take action when you’re incapacitated. (See Consequences) ‹‹ U nstable : Your emotional state is volatile. You can instantly rage, or fall into
despair, act impulsively, or freeze up.
The ability to push yourself for +1d means you effectively have at least 1d in every action ‹‹ V icious : You seek out opportunities to hurt people, even for no good reason.
as long as you have edge to spend. Even 1d gives you a 50/50 chance of success. This
is the measure of “luck” and moxie in the game system. Even when you’re in a bad spot, You can play your t r a u m a conditions as much or as little as you like. They can totally
trying to do something for which you have no experience or training, you can dig deep transform your character’s persona or have only a small impact—it’s up to you. If you do
and give yourself a chance. (A much better chance than rolling 2d and taking the lowest play them strongly, though, allowing a t r a u m a condition to complicate your character’s
when you have zero dots.) life, you earn karma for it when karma is awarded at the end of the session.

It’s important to remember this! Some players tend to forget and dismiss actions for which they
have zero dots. “Nah, I can’t do that. I don’t have Recon. I’d have to roll 2 dice and take the
worst. Ugh.” As long as you have some edge available, you can get 1d and give any action a
decent shot.

13
1

Edge & The Supernatural


A close encounter with a free spirit or dragon is a harrowing experience. By default, the
standard effect is to either paralyze a person with fear or panic them into fleeing from its
presence. A PC can choose to freeze up or flee or make a resistance roll with W i l l p o w e r
to ignore the effect. Characters with lots of exposure to astral entities, such as Magicians,
wage mages, and occultists become less susceptible and only face fear or panic from
exceptionally powerful entities.

Being possessed by a free spirit inflicts a level of t r a u m a at the end of every week. Once
the possessed body suffers its fourth level of t r a u m a , it can no longer sustain its life. The
possessing spirit must either ritually prepare it for permanent possession (suffering all of
the t r a u m a the person possessed formerly in life as t o r m e n t , possibly becoming lost

EDGE & TRAUMA


forever in the process) or abandon it and seek a new host.

Mind-bending horrors (such as the physical manifestation of a powerful spirit, or visions


of forgotten mentor spirits) may have additional effects on sight (in addition to causing
viewers to freeze up or flee). You may choose to resist them, too, as normal. When you
behold the glorious horror of the Event Horizon, you stand frozen in place as it tests you,
and you crave to be submerged in its anomalous power.

14
Progress Clocks D a n ge r C l o c k s
The GM can use a clock to represent a progressive danger, like suspicion growing during
A progress clock is a circle divided into segments (see examples at right). Draw a a seduction, the proximity of pursuers in a chase, or the alert level of guards on patrol. In
progress clock when you need to track ongoing effort against an obstacle or the approach this case, when a complication occurs, the GM ticks one, two, or three segments on the
of impending trouble. clock, depending on the consequence level. When the clock is full, the danger comes to
fruition—the counterhackers hunt down the intruders, activate a system alert, dispatch the
Sneaking into the Lone Star office suite? Make a clock to track the alert level of the system’s IC, etc. (See Consequences, page 22.)
patrolling guardian drones. When the PCs suffer consequences from partial successes
or missed rolls, fill in segments on the clock until the alarm is raised. Ra c i n g C l o c k s
Generally, the more complex the problem, the more segments in the progress clock. Create two opposed clocks to represent a race. The PCs might have a progress clock called
“Escape” while the Beat Cops have a clock called “Cornered.” If the PCs finish their clock

PROGRESS CLOCKS
A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-clock. A before the cops fill theirs, they get away. Otherwise, they’re cornered and can’t flee. If
daunting obstacle is an 8-segment clock. both complete at the same time, the PCs escape to their safehouse, but the police are
outside!
The effect level of an action or circumstance is used to tick segments on a clock (see
Effect Levels, page 20). It’s the GM’s job to tick a clock so it reflects the fictional You can also use racing clocks for an environmental hazard. Maybe the PCs are trying to
situation. If the PCs are making a lot of progress, the clock should be ticked a lot. This complete the “Search” clock to find the paydata on the crashing host before the GM fills
comes with practice, by properly judging effect levels. But you should always feel free to the “Crashed” clock and the system goes down.
adjust a clock in play to better reflect the situation. You can’t usually fill a clock with the
effect of a single action. This is by design. If a situation is simple enough for one action, L i n k ed C l o c k s
don’t make a clock, just judge the outcome based on the effect level of the action.
You can make a clock that unlocks another clock once it’s filled. For example, the GM
When you create a clock, make it about the obstacle, not the method. The clocks for might make a linked clock called “Trapped” after an “Alert” clock fills up. When you fight a
an infiltration should be “Interior Patrols” and “The Office Location,” not “Sneak Past the veteran martial artist, she might have a clock for her “Defense” and then a linked clock for
Drones” or “Hack the Elevator.” The patrols and the location are the obstacles­—the PCs “Vulnerable.” Once you overcome the “Defense” clock, then you can attempt to overcome
can attempt to overcome them in a variety of ways. the “Vulnerable” clock and defeat her. You might affect the “Defense” clock with violence
in a gunfight, or you lower her defense with deception if you have the opportunity. As
Complex enemy threats can be broken into several “layers,” each with its own progress always, the method of action is up to the players and the details of the fiction at hand.
clock. For example, the Puyallup gangs’ safehouse might have a “Perimeter Security”
clock, an “Interior Guards” clock, and an “Office Security” clock. The crew would have to Mission Clocks
make their way through all three layers to reach the gang boss’ personal cryptosafe and
The GM can make a clock for a time-sensitive run, to represent the window of opportunity
hidden valuables.
you have to complete it. If the countdown runs out, the mission is scrubbed or changes—
Remember that a clock tracks progress. It reflects the fictional situation, so the group can the target escapes, the system admins are doing a complete overhaul, etc.
gauge how they’re doing. A clock is like a speedometer in a car. It shows the speed of the
vehicle—it doesn’t determine the speed. Tug-of-war Clocks
You can make a clock that can be filled and emptied by events, to represent a back-and-
Si mple Obsta cl es forth situation. You might make a “Riot!” clock that indicates when the citizens start to rise
Not every situation and obstacle requires a clock. Use clocks when a situation is complex up over poor treatment. Some events will tick the clock up and some will tick it down.
or layered and you need to track something over time—otherwise, resolve the result of Once it fills, the riot begins. A tug-of-war clock is also perfect for an ongoing competition
an action with a single roll. to gain a fixer’s preference between two crews or factions.

Examples of progress clocks follow.

15
1
Lo ng- te rm Project progress clocks in play
Some projects will take a long time. A basic long-term project (like engineering a new
Infiltrating the Smith Residence
feature for a device) is eight segments. Truly long-term projects (like creating a new
designer drug) can be two, three, or even four clocks, representing all the phases of The runners are sneaking into Agent Smith’s apartment to steal his
development, testing, and final completion. Add or subtract clocks depending on the personal datafiles (in which he keeps the secret maps and hunting
details of the situation and complexity of the project. methods for his assassin drone hit squad—worth a small fortune
to the right buyer). The GM makes a progress clock for the alert
A long-term project is a good catch-all for dealing with any unusual player goal, including
level of Agent Smith’s personal staff and bodyguards. She makes alert
things that circumvent or change elements of the mechanics or the setting. For example,
a 4-clock because it’s a mid-size apartment, not a mansion and
by default in the game, t r a u m a is permanent. But maybe a player wants to work on a
grounds—only a few suspicious events will rouse the whole place. During the
project where they create a device to draw traumatic arcane energies into the astral plane,
operation, Silver rolls to Prowl through the first floor and rolls a 4/5. She gets

PROGRESS CLOCKS
thus reducing a character’s t r a u m a and unleashing a storm of elementals in the area. It
past, but the complication is a tick on the “Alert” clock. The GM ticks it once to
will be a long and dangerous process to set up everything needed to begin and work on a
represent the threat level of the culinary drones downstairs—they’re not trained
project like this, but almost anything can be attempted as long as the group is interested
security, so limited effect is called for.
and it seems feasible to everyone.
Later, when Mouse rolls a 1-3 on a desperate action to sneak into Smith’s
Faction Cl ocks private suite, the GM fills three segments—the agent’s bodyguards are Tier IV
Each faction has a long-term goal (see the faction write-ups, starting on page 214). When professionals and are experts at spotting trouble. This fills the clock! When Mouse
the PCs have downtime (page 89), the GM ticks forward the faction clocks that they’re eases the door open, she’s set upon by the first pair of bodyguards, while the
interested in. In this way, the world around the PCs is dynamic and things happen that other two attempt to press Smith (and his precious paydata!) out the back way.
they’re not directly connected to, changing the overall situation in the city and creating
new opportunities and challenges. Assaulting the Talons

The PCs may also directly affect NPC faction clocks, based on the missions and runs they The runners attack the HQ of the Talons, in a final
pull off. Discuss known faction projects that they might aid or interfere with, and also showdown to see which group will survive to control
consider how a PC operation might affect the NPC clocks, whether the players intended the gun-running market in Renton. The GM makes a
it or not. clock for the forces of each side. As the PCs take
actions and suffer consequences, the GM ticks the
talons pc
clocks to show the waning strength and morale of crew crew
each side. When one side’s clock is filled, they’ve
reached a breaking point—will they flee, surrender,
or fall into a suicidal rage?

16
1

Action Roll 3 . T he GM Set s the P o s i t i o n


Once the player chooses their action, the GM sets the position for the roll. The position
When a player character does something challenging, we make an action roll to see how represents how dangerous or troublesome the action might be. There are three positions:
it turns out. An action is challenging if there’s an obstacle to the PC’s goal that’s dangerous controlled, risky, and desperate. To choose a position, the GM looks at the profiles for
or troublesome in some way. We don’t make an action roll unless the PC is put to the test. the positions below and picks one that most closely matches the situation at hand.
If their action is something that we’d expect them to simply accomplish, then we don’t
make an action roll. Positions
Each game group will have their own ideas about what “challenging” means. This is You have a golden opportunity. You’re exploiting a dominant
great! It’s something that establishes the tone and style of your Runners series. controlled
advantage. You’re set up for success.

To make an action roll, we go through six steps. In play, they flow together somewhat,
but let’s break each one down here for clarity. You go head to head. You’re acting under duress. You’re taking
risky
a chance.
(1) The player states their goal for the action.

ACTION ROLL
(2) The player chooses the action rating.
You’re in serious trouble. You’re overreaching your capabilities.
(3) The GM sets the position for the roll. desperate
You’re attempting a dangerous maneuver.
(4) The GM sets the effect level for the action.
(5) Add bonus dice. By default, an action roll is risky. You wouldn’t be rolling if there was no risk involved. If
the situation seems more dangerous, make it desperate. If it seems less dangerous, make
(6) The player rolls the dice and we judge the result. it controlled.

1. The Player States Their G oal Choosing the position is an important judgment call and stylistic choice for your game.
Your goal is the concrete outcome your character will achieve when they overcome the More controlled action rolls mean generally safer and more dominant runners. More
obstacle at hand. Usually the character’s goal is pretty obvious in context, but it’s the GM’s desperate action rolls give the game a gritty, underdog kind of feel. There’s no ironclad
job to ask and clarify the goal when necessary. rule about how to choose positions. It’s meant to be an expressive element of the game.
Make the choice that feels right to you and the rest of the group. If you’re ever unsure
“You’re punching him in the face, right? Okay... what do want to get out of this? Do about which position to pick, ask the other players. As a player, if you’re angling for a
you want to take him out, or just rough him up so he’ll do what you want?” particular position, ask the GM what you might do to get it, or ask them to clarify the
situation to explain their choice.
2. The Pl ayer Choo se s the A ct io n Rating
“It’s risky? I was thinking it’d be controlled. I know this neighborhood is bad, but it’s
The player chooses which action rating to roll, following from what their character is doing
not a real threat to me, is it?”
on-screen. If you want to roll your F i g ht action, then get in a fight. If you want to roll your
D e m a n d action, then order someone around. You can’t roll a given action rating unless “No, I think the danger is in the situation instead. You’re wanted by gangers for
your character is presently performing that action in the fiction. shooting up their hideout, and driving in a fancy car in the Barrens, trying to find out
who is paid off by the Vitale Family. Who knows if someone in the neighborhood
There’s definitely some gray area here, where actions overlap and goals can be attempted
might decide to rat you out for money, or to get on Rosetta’s good side? It’s an
with a variety of approaches. This is by design. If your goal is to hurt someone with
uncertain environment. Maybe if you confront someone alone, that’s more of a
violence, you might F i g ht or H u n t or P r o w l or W r e c k , depending on the situation at
controlled position for you. Or maybe if you bring the crew with you and make a
hand. If your goal is to dismay and frighten an enemy, you might D e m a n d or H u s t l e or
show of force so they can all see how little you care.”
W r e c k . It’s the player’s choice.

See page 101 for more about choosing an action rating.

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1
As GM, you have final say over the position for the roll, but explain and clarify things as
The Dragon’s Deal
needed, especially when you’re starting out. By discussing the position (and how it might
be better or worse) you’ll help everyone build a better view of the fictional situation in “Never make a deal with a dragon,” they say. Except, runners still do it—and you
their minds’ eye and get on the same page about the tone of the game. probably will too, when the Dragon’s Deal on the table is for a “free” extra die.
PCs in Runners are professional criminals—but they don’t always act in their own best
You’ll also set precedents that the players can build on to make better decisions in the
interests. To reflect this, the GM or any other player can offer you a bonus die if you accept
future. “Ah, so we got a controlled N e t w o r k roll when we wined and dined them and
a Dragon’s Deal. Common Dragon’s Deals include:
showed them how friendly we are. Noted.”
‹‹ Unmark karma. Obviously, you haven’t learned a thing!
4 . T he GM Sets the Effe ct Le ve l ‹‹ Collateral damage, unintended harm. There’s no time to be precise—just spray
and pray.
The GM assesses the likely effect level of this action, given the factors of the situation.
‹‹ Sacrifice n u y e n or an item. Shoot more bullets at your problems to make them go
Essentially, the effect level tells us “how much” this action can accomplish: will it have
away.
limited, standard, or great effect? Effect level is explained in the next section, starting
‹‹ Betray a business partner or close friend. Angel gets arrested so you can get away.
on page 20.
‹‹ Offend or anger a faction. The Halloweeners will know you stole it.

ACTION ROLL
The GM’s choices for effect level and position can be strongly influenced by the ‹‹ Start and/or tick a troublesome clock. You’re running out of time to do this!
player’s choice of action rating. If a player wants to try to scare someone into backing ‹‹ Add h e a t to the crew from evidence or witnesses. So what if there’s cameras?
down by N e t w o r k i n g —well... maybe that’s possible, but the GM wouldn’t be crazy ‹‹ Suffer harm. You crash through the window to get at your target even faster. You
to say it’s a desperate roll and probably limited effect. Seems like D e m a n d i n g would take the punch to improve your chances.
be a lot better for that. The players are always free to choose the action they perform, The Dragon’s Deal occurs regardless of the outcome of the roll. You make the deal, pay
but that doesn’t mean all actions should be equally risky or potent. the price, and get the bonus die. There might not be an interesting Dragon’s Deal in every
situation. If one doesn’t occur to anyone right away, that’s fine.
5. A dd Bonu s Dice “So our thugs are a bunch of wild college kids.. if we let them loose on the party,
You can normally get two bonus dice for your action roll (some special abilities might give who knows what they’ll do. I’m gonna get all up in their faces and Demand they keep
you additional bonus dice). their fraggin’ noses clean.”
‹‹ For one bonus die, you can get assistance from a teammate. They mark 1 edge, say
“Oooh, I have a Dragon’s Deal. You can take +1d but you go too far with your
how they help you, and give you +1d. See Teamwork, page 81.
intimidation and threats this time. I’m gonna start a new 4-clock called... ‘Revenge of
‹‹ For another bonus die, you can either push yourself (mark 2 edge) or you can the Nerds’ and tick it three times. Mess with them this hard again, and you’re gonna
accept a Dragon’s Deal (you can’t get dice for both, it’s one or the other). have a group of crazed frat boys on your hands.”

“Nice! Hm. Maybe I’ll try to un-tick some of that clock in downtime...”

Some players like to get a little fancy or creative with Dragon’s Deals, using them to
rewrite a bit of the situation, create something new in the flow of the narrative, or shine a
spotlight on a character’s weaknesses.

“Someone here is a member of your old crew—the one you screwed over.”

“One of the mafiosos becomes jealous of you.”

“Your character doesn’t realize it, but one of the helicoptors parked at the airport you’re
burning turns out to be your fixer’s method of escape should they get cornered.”

“Spending this much time during a meeting at a drug den... seems like you would
have to overindulge yourself here, yeah?”

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1
Don’t push these bargains too hard if the player doesn’t like this kind of narrative sleight-
of-hand. It’s fun for some and annoying for others. action roll

The Dragon’s Deal is always a free choice. If you don’t like one, just reject it (or suggest 1d for each A ction controlled
how to alter it so you might consider taking it). You can always just push yourself for that rating dot. You act on your terms. You exploit a dominant advantage.
bonus die instead.
+ +1d if you
Assistance.
have Critical: You do it with increased effect.
6: You do it.
If it’s ever needed, the GM has final say over which Dragon’s Deals are valid.
+
4/5: You hesitate. Withdraw and try a different approach, or else do
+1d if you P ush it with a minor consequence: a minor complication occurs, you have
6. Roll the D ice a nd Judge the Result Y ourself -or- you reduced effect, you suffer lesser harm, you end up in a risky position.
accept a D r a g o n ’ s 1-3: You falter. Press on by seizing a risky opportunity, or withdraw
Once the goal, action rating, position, and effect have been established, add any bonus and try a different approach.
Deal.
dice and roll the dice pool to determine the outcome. (See the sets of possible outcomes,
by position, on the right.)
risky
The action roll does a lot of work for you. It tells you how well the character performs as You go head to head. You act under fire. You take a chance.
well as how serious the consequences are for them. They might succeed at their action
without any consequences (on a 6), or they might succeed but suffer consequences (on a Critical: You do it with increased effect.
6: You do it.
4/5), or it might just all go wrong (on a 1-3).
4/5: You do it, but there’s a consequence: you suffer hard, a
complication occurs, you have reduced effect, you end up in a
On a 1-3, it’s up to the GM to decide if the PC’s action has any effect or not, or if it desperate position.
even happens at all. Usually, the action just fails completely, but in some circumstances, 1-3: Things go badly. You suffer harm, a complication occurs, you end
it might make sense or be more interesting for the action to have some effect even on a up in a desperate position, you lose this opportunity.
1-3 result.

Shark I n t e r f a c e s with the mysterious cyberspace address he finds hidden ont he controlled
dead hacker. The roll is a 1-3. The GM could say that Shark fails to interface with You overreach your capabilities. You’re in serious trouble.
the icon, and the backlash from the desperate failure manifests as a system ban
Critical: You do it with increased effect.
(serious complication) and harm, level 3. But it would be much more interesting if the
6: You do it.
interfacing happened, and Shark was confronted with this horrific virtual entity, mind- 4/5: You do it, but there’s a consequence: you suffer severe harm, a
to-mind, right? Shark connects with the the emergent will of that rampant AI, and serious complication occurs, you have reduced effect.
the infinitely looping algorithm within it overwhelms his cyberdeck. His suffers level 1-3: It’s the worst outcome. You suffer severe harm, a serious
complication occurs, you lose this opportunity for action.
3 harm, sure, but also gets a new 6-clock: “Unloop the Dreams of Electric Sheep.”

Each 4/5 and 1-3 outcome lists suggested consequences for the character. The worse
your position, the worse the consequences are. The GM can inflict one or more of these
consequences, depending on the circumstances of the action roll. Consequences are
A c t i o n Ro l l S u mma ry
‹‹ A player or GM calls for a roll. Make an action roll when the character performs a dangerous or
explained in detail on page 22. PCs have the ability to avoid or reduce the severity troublesome action.
of consequences that they suffer by resisting them. See page 24 for details about ‹‹ The player chooses the action rating to roll. Choose the action that matches what the character is
resistance. doing in the fiction.
‹‹ The GM establishes the position and effect level of the action. The choice of position and effect is
When you narrate the action after the roll, the GM and player collaborate together to say influenced strongly by the player’s choice of action.
what happens on-screen. Tell us how you leap across to the other rooftop. Tell us what ‹‹ Add up to two bonus dice. 1) Assistance from a teammate. 2) Push yourself (mark 2 edge) or accept
a Dragon’s Deal.
you say to the Lone Star agent to convince her. The GM will tell us how she reacts. When
‹‹ Roll the dice pool and judge the outcome. The players and GM narrate the action together. The GM has
you face the Capoeira martial artist, what’s your fighting style like? Etc. final say over what happens and inflicts consequences as called for by the position and the result of the roll.

D o u b l e - d u t y Rol l s
Since NPCs don’t roll for their actions, an action roll does double-duty: it resolves the action of the PC as well
as any NPCs that are involved. The single roll tells us how those actions interact and which consequences
result. On a 6, the PC wins and has their effect.On a 4/5 , it’s a mix—both the PC and the NPC have their effect.
On a 1-3, the NPC wins and has their effect as a consequence on the PC.
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1

Effect
When considering factors, effect level might be reduced below limited, resulting in zero
effect—or increased beyond great, resulting in an extreme effect.
If a PC special ability gives “+1 effect,” it comes into play after the GM has assessed the
In Runners in the Shadows, you achieve goals by taking actions and facing consequences.
effect level. For example, if you ended up with zero effect, the +1 effect bonus from your
But how many actions does it take to achieve a particular goal? That depends on the effect
B o d y g u a r d ability would bump them up to limited effect.
level of your actions. The GM judges the effect level using the profiles below. Which one
best matches the action at hand­­—great, standard, or limited? Each effect level indicates Also, remember that a PC can push themselves (mark 2 edge) to get +1 effect on their
the questions that should be answered for that effect, as well as how many segments to action. See page 13.
tick if you’re using a progress clock. For a master table of factor examples, see Magnitude on page 131. Every factor won’t
always apply to every situation. You don’t have to do an exact accounting every time,
e ff e c t l e v e l s ticks either. Use the factors to help you make a stronger judgment call—don’t feel beholden
You achieve more than usual. How does the extra effort to them.
great manifest? What additional benefit do you enjoy?
3
You achieve what we’d expect as “normal” with this action.
Dominant Factors
standard Is that enough, or is there more left to do? 2 If one effect factor overshadows the others, the side with that advantage dominates the
situation. It doesn’t matter if you have a fine pistol and extra effect if you try to fight 20
You achieve a partial or weak effect. How is your impact people at once. Their scale dominates the battle and you’re left with very limited effect,
limited diminished? What effort remains to achieve your goal?
1 or no effect at all. The same principle applies to “impossible” actions.
Machina wants take down the quantum network that the Cops are using to host their

EFFECT
comms. She says, “I take my cyberdeck over there and I Interface through my attack
Assessing Factors programs, taking their entire virtual host down, node by node. Ha! I rolled a crit! Great
effect!” Obviously, this isn’t possible. A person can’t take down a virtual host such as this
To assess effect level, first start with your gut feeling, given this situation. Then, if needed, alone. We know it’s inherently silly, like walking to Australia. But this is also codified
assess three factors that may modify the effect level: potency, scale, and quality. If in the effect factors. The network is dominant in quality, scale, and potency.
the PC has an advantage in a given factor, consider a higher effect level. If they have a
Unless those factors are countered somehow, Machina’s effect level is zero before she
disadvantage, consider a reduced effect level.
starts. No matter what she rolls for her action, she’ll have no effect. This concept is
Potency useful when assessing other very tough (but achievable) situations.
The potency factor considers particular weaknesses, taking extra time or a bigger risk, or
Let’s imagine instead that Machina is facing a dragon. She wants to F i g ht with it, by
the influence of arcane powers. The magical discharge of a mana spell is potent against
engaging it with her pistols. This is similar to taking down the virtual host with a single
an elemental. An infiltrator is more potent if all the cameras are disabled and they move cyberdeck. Even on a C r i t i c a l , the GM says, “You manage to land a solid hit on the
about in the shadows. creature’s skull, but there’s no wound and your bullet richoets off its scaly hide.” In
other words, zero effect! (On a 1-3, the GM might say, “The creature swats your pistol
Q u a l i t y /T i e r aside, clutches you in its ferocious grip, and rips your body into two pieces.” Seriously.
Quality represents the effectiveness of tools, weapons, or other resources, usually
Don’t mess with dragons.)
summarized by Tier. Fine items count as +1 bonus in quality, stacking with Tier.
But this situation isn’t entirely hopeless. There must be some way to battle a dragon.
Mouse is cracking the maglock open to a safehouse run by the Black Lodge. Her crew This is where effect factors can help make sense of the situation. If the dragon is
is Tier I and she has a fine autopicker—so she’s effectively Tier II. The Black Lodge is dominant in quality, scale, and potency, then the PCs can try to understand the
Tier III. Mouse is outclassed in quality, so her effect will be limited on the maglock. factors, and take actions to address them. What’s the dragon vulnerable to? They can
use that to remove its potency (and seize that advantage for themselves). What scale
Scale is it? They need to bring more runners. Etc.
Scale represents the number of opponents, size of an area covered, scope of influence, Effect factors are a way to codify the situation into a few key factors so it’s easier to
etc. Larger scale can be an advantage or disadvantage depending on the situation. In talk about what needs to change in order to have the desired effect.
battle, more people are better. When infiltrating, more people are a hindrance.

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1

Trading Position for Effect Effects in the Fiction


After factors are considered and the GM has announced the effect level, a player might Effects aren’t simply a matter of a level name or ticking clock segments. After the action
want to trade position for effect, or vice versa. For instance, if they’re going to make a risky roll, when you narrate the outcome, answer the effect questions by describing what
roll with standard effect (the most common scenario, generally), they might instead want happens “on screen.” The answers to the questions will tell the group what the new
to push their luck and make a desperate roll but with great effect. situation is like, creating a natural bridge to further actions.

This kind of trade-off isn’t included in the effect factors because it’s not an element the GM For a simple action, the effect level determines the end result. Do you achieve your
should assess when setting the effect level. Once the level is set, though, you can always goal partially, fully, or with great effect? For a more complex obstacle, the GM creates a
offer the trade-off to the player if it makes sense in the situation. progress clock to track the effort made to overcome it. You tick a number of segments on
the clock depending on the effect level of your action and the factors involved. When you
“I lay down multiple bursts of gunfire, Wrecking the area so they have to drop back fill the clock, the obstacle is overcome. See Progress Clocks, page 15.
into cover, and I will smash through the backdoor and make my getaway.
For example, if the player says “I shove him and run away,” that might be a simple
“Great idea. But I don’t think you can pin them all down with a single burst. Scale is a action. It will have limited, standard, or great effect on the enemy, resulting in a
factor here. So your effect will be limited. Let’s say you can get half of them to back new situation. The enemy might be slowed down (limited), knocked off their feet
off in one action, and you’ll need to Wreck to pin down the other half (and give you and delayed in the chase (standard), or even injured by a powerful throw (great)—
a chance to escape from the remaining bodyguards) to finish it. depending on the assessment of the factors at hand.

“I didn’t realize they kept that much security. Hmmm. Okay, what if I just go full-auto If the player says, “I engage this guy in a knife fight to the death,” that might be a

EFFECT
with both my guns. Can I get them all at once if I make a desperate roll?” more complex obstacle. The GM creates a clock for the thug’s level of threat, then
there are several action rolls to resolve the fight, each ticking the clock according to
“Yep, sounds good to me!”
the effect level (and risking consequences from the outcome of each).

Go with your gut and use simple or complex obstacles as you like, moment to moment in
play. There’s no hard and fast rule for what’s “simple” or “complex.”

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Why We Do This Setting Position and


The reason we assess effect is to set expectations and make the fictional situation more
clear, so everyone is on the same page.
Effect

SETTING POSITION AND EFFECT


You tangle with the Mafia enforcer, face to face. Do you inflict a grievous mortal The GM sets position and effect for an action roll at the same time, after the player
wound? Do you only graze them? Why are you having the effect that you have? How says what they’re doing and chooses their action. Usually, Risky / Standard is the default
could it be worse? How could it be better? combination, modified by the action being used, the strength of the opposition, and the
effect factors.
By assessing effect and describing it in the fiction, the players understand how much
progress they’re making and how much they’re risking. By understanding effect, the group The ability to set position and effect as independent variables gives you nine combinations
understands how many actions (and risk of consequences) will be needed to achieve their to choose from, to help you convey a wide array of fictional circumstances.
goals. Maybe a shallow graze is all you need to prove your point. Maybe nothing short
of death will suffice. After each instance of action, effect, and consequences, the players For example, if a character is facing off alone against a small enemy group, the
know where they stand, and can make informed decisions about what to do next. situation might be:

If you’ve played other roleplaying games or video games, you’re probably familiar with ‹‹ She fights the gang straight up, rushing into their midst, unleashing flurries of
the concept of “hit points” for a character or a progress bar during a boss fight. The effect punches in a chaotic Fight. In this case, being threatened by the larger force lowers
system in Runners is this type of pacing mechanic, abstracted so it can apply to any type her position to indicate greater risk, and the scale of the group reduces her effect
of situation, from fighting, to social manipulation, investigations, supernatural powers, (Desperate / Limited).
infiltration, whatever! Every action has an explicit effect that everyone playing the game
‹‹ She fights the group from a choke-point, like a narrow hallway where their
can understand—either resolving the current situation so we can move on to the next
numbers can’t overwhelm her at once. She’s not threatened by several at once, so her
one, or incrementing progress toward the current goal.
risk is similar to a one-on-one fight, but there’s still a lot of enemies to deal with, so
her effect is reduced (Risky / Limited).

Consequences ‹‹ She doesn’t fight the group, instead trying to maneuver her way past them and
When a PC suffers an effect from an enemy or a dangerous situation, it’s called a escape. She’s still under threat from many enemy attacks, so her position is worse,
consequence. Consequences are the companion to effects. PCs have effect on the world but if the ground is open and the group can’t easily corral her, then her effect for
around them and they suffer consequences in return from the risks they face. See the next escaping isn’t reduced (Desperate / Standard). If she had some immediate means of
page for details on consequences and how they impact the player characters. escape (like leaping onto a speeding truck), then her effect might even be increased
(Desperate / Great).

‹‹ The group isn’t aware of her yet—she’s set up in a sniper position on a nearby
roof. She takes a shot against one of them. Their greater numbers aren’t a factor, so
her effect isn’t reduced, and she’s not immediately in any danger (Controlled / Great).
Maybe instead she wants to fire off a volley of suppressing fire against the whole
group, in which case their scale applies (Controlled / Limited). If the group is on guard
for potential trouble, her position is more dangerous (Risky / Great). If the group is
alerted to a sniper, then the effect may be reduced further, as they scatter and take
cover (Risky / Limited). If the group is able to muster covering fire while they fall back
to a safe position, then things are even worse for our runner (Desperate / Limited).

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1

Consequences & Harm Worse Position


This consequence represents losing control of the situation—the action carries you into a more
Enemy actions, bad circumstances, or the outcome of a roll can dangerous position. Perhaps you make the leap across to the next rooftop, only to end up dangling
inflict consequences on a PC. There are five types (see right). R e d u c e d E ffe c t by your fingertips. You haven’t failed, but you haven’t succeeded yet, either. You can try again, re-
C omp l i c a ti on rolling at the new, worse position. This is a good consequence to choose to show escalating action.
A given circumstance might result in one or more consequences, A situation might go from controlled, to risky, to desperate as the action plays out and the PC gets
depending on the situation. The GM determines the consequences, L os t O pp or tu n i ty deeper and deeper in trouble.
following from the fiction and the style and tone established by the
W or s e P os i ti on

CONSEQUENCES & HARM


game group.
Harm Harm
This consequence represents a long-lasting debility (or death). When you suffer harm, record the
R e d u c e d E ff e c t specific injury on your character sheet equal to the level of harm you suffer. If you suffer lesser harm,
This consequence represents impaired performance. The PC’s action isn’t as effective as they’d record it in the bottom row. If you suffer moderate harm, write it in the middle row. If you suffer
anticipated. You hit him, but it’s only a flesh wound. The host accepts the forged invite, but it’s IC severe harm, record it in the top row. See examples of harm and the harm tracker, below.
will keep her eye on you throughout the hacking session. You’re able to scale the wall, but it’s slow Your character suffers the penalty indicated at the end of the row if any or all harm recorded in that
going—you’re only halfway up. This consequence essentially reduces the effect level of the PC’s row applies to the situation at hand. So, if you have “Drain” and “Battered” harm in the bottom row,
action by one after all other factors are accounted for. you’ll suffer reduced effect when you try to run away from the authorites. When you’re impaired by
harm in the top row (severe harm, level 3), your character is incapacitated and can’t do anything
C o mp l i c a t i o n unless you have help from someone else or push yourself to perform the action.
This consequence represents trouble, mounting danger, or a new threat. The GM might introduce an If you need to mark a harm level, but the row is already filled, the harm moves up to the next row
immediate problem that results from the action right now: the room catches fire, you’re disarmed, above. So, if you suffered standard harm (level 2) but had no empty spaces in the second row, you’d
you need to mark ammo to keep shooting, the crew takes +1 h e a t from evidence or witnesses, have to record severe harm (level 3), instead. If you run out of spaces on the top row and need to
you lose status with a faction, the target evades you and now it’s a chase, reinforcements arrive, etc. mark harm there, your character suffers a catastrophic, permanent consequence (loss of a limb,
sudden death, etc., depending on the circumstances).
Or the GM might tick a clock for the complication, instead. Maybe there’s a clock for the alert
level of the guards at the mansion. Or maybe the GM creates a new clock for the suspicion of the harm This character has three harm: a “Shattered
corporate guests at the after party and ticks it. Fill one tick on a clock for a minor complication or ne e d Right Leg” (level 3) plus “Tired” and “Battered”
Shattered Right Leg help (level 1). If they suffer another level 1 harm, it
two ticks for a standard complication.
-1d will move up to level 2. If they suffer another
A serious complication is more severe: reinforcements surround and trap you, the room catches
reduced level 3 harm, it will move up to level 4: Fatal.
fire and falling ceiling beams block the door, the gun is broken and no longer available until serviced, Tired Battered effect
the crew suffers +2 h e a t , your target escapes out of sight, black IC suddenly jacks your connection,
etc. Fill three ticks on a clock for a serious complication.
h a r m e x a mp l e s
Don’t inflict a complication that negates a successful roll. If a PC tries to corner an enemy
Fatal (4): Electrocuted, Drowned, Stabbed in the Heart.
and gets a 4/5, don’t say that the enemy escapes. The player’s roll succeeded, so the enemy is
Severe (3): Impaled, Broken Leg, Shot in Chest, Badly Burned, Terrified.
cornered... maybe the PC has to wrestle them into position and during the scuffle the enemy grabs
their gun.
Moderate (2): Exhausted, Deep Cut to Arm, Concussion, Panicked, Seduced.
Lesser (1): Battered, Tired, Distracted, Scared, Confused.
L o s t O pp o r t u n i t y Harm like “Tired” or “Exhausted” can be a good fallback consequence if there’s nothing
This consequence represents shifting circumstance. You had an opportunity to achieve your goal else threatening a PC (like when they spend all night S t u d y i n g discussion threads, looking
with this action, but it slips away. To try again, you need a new approach—usually a new form of for any clues to their enemy’s weaknesses before he strikes).
action or a change in circumstances. Maybe you tried to F i g ht with the executive to trap her on the
balcony, but she evades your maneuver and leaps out of reach. If you want to trap her now you’ll Special harm is only common for supernatural playbooks and has special rules for healing.
have to try another way—maybe by H u s t l i n g her with your street charm. See Recover on page 95 for details.

23
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Resistance & Armor


The GM may also threaten several consequences at once, then the player may choose
which ones to resist (and make rolls for each).

When your PC suffers a consequence that you don’t like, you can choose to resist it. Just tell the “They evade your grasps and then leap off the fire escape with enough time to draw
GM, “No, I don’t think so. I’m resisting that.” Resistance is always automatically effective her magic wand. That’s a complication and you lose the opportunity to catch her
(unless its special)—the GM will tell you if the consequence is reduced in severity or if you with fighting.”
avoid it entirely. Then, you’ll make a resistance roll to see how much edge your character
marks as a result of their resistance. “I’ll resist losing the opportunity by grappling her as she turns to run. She can pull the
wand, but I don’t want to let her escape.”
You make the roll using one of your character’s attributes (I n t u i t i o n , B o d y , or

RESISTANCE & ARMOR


W i l l p o w e r ). The GM chooses the attribute, based on the nature of consequences:
resistance roll
‹‹ I n t u i t i o n : Consequences from deception or surprise.
1d for each A ttribute You reduce or avoid the effects of the consequence
‹‹ B o d y : Consequences from physical strain or injury.
rating (GM chooses).
‹‹ W i l l p o w e r : Consequences from mental strain or resolve.
You mark 6 edge minus the highest die result.
Your character mark 6 edge when they resist, minus the highest die result from the
resistance roll. So, if you rolled a 4 , you’d mark 2 edge. If you rolled a 6, you’d mark C r i t i c a l : Clear 1 edge.
zero edge. If you get a c r i t i c a l result, you also clear 1 edge.
Once you decide to resist a consequence and roll, you mark the edge indicated. You can’t
Cody’s character, Shark, is in a desperate F i g ht with several guards and one of them roll first and see how much edge you’ll mark, then decide whether or not to resist.
lands a shot with their pistol. Since the position was desperate, the GM inflicts severe
harm (modified by any other factors). They tell Cody to record level 3 harm, “Gut
Shot” on Shark’s sheet. Cody decides to resist the harm, instead. The GM says he can
reduce the harm by one level if he resists it. Cody rolls 3d for Shark’s B o d y attribute Armor
and gets a 5. Shark marks 1 edge and the harm is reduced to level 2, “Shot in the If you have a type of armor that applies to the situation, you can mark an armor box to
Arm.” reduce or avoid a consequence, instead of rolling to resist.

Usually, a resistance roll reduces the severity of a consequence. If you’re going to suffer Jax is taking level 2 harm, “Clobbered,” and the fight isn’t even over yet, so Jaime
fatal harm, for example, a resistance roll would reduce the harm to severe, instead. Or if decides to use Jax’s armor to reduce the harm. She marks the armor box and the harm
you got a complication when you were sneaking into the manor house, and the GM was becomes level 1, “Bruised.” If Jax was wearing heavy armor, she could mark a second
going to mark three ticks on the “Alert” clock, she’d only mark two (or maybe one) if you armor box and reduce the harm again, to zero.
resisted the complication.
When an armor box is marked, it can’t be used again until it’s restored. All of your armor
You may only roll against a given consequence once. is restored when you choose your l o a d for the next run. See Loadout on page 39 for
details.
The GM also has the option to rule that your character completely avoids the consequence.
For instance, maybe you’re in a shootout and the consequence is getting pinned down.
When you resist, the GM says that you avoid that consequence completely: you are not
pinned down.

By adjusting which consequences are reduced vs. which are avoided, the GM
establishes the overall tone of your game. For a more daring or “pink mohawk” game,
most consequences will be avoided. For a grittier or “black trenchcoat” game, most
consequences will only be reduced with resistance.

24
1

Death
There are a couple ways for a PC to die:
‹‹ If they suffer level-4 fatal harm and they don’t resist it, they die. Sometimes this is
a choice a player wants to make, because they feel like it wouldn’t make sense for the
character to survive or it seems right for their character to die here.
‹‹ If they need to record harm at level-3 and it’s already filled, they suffer a catastrophic
consequence (like “Lost Arm,” or “Disfigured” or “Scorched”), which might mean sudden
death (depending on the circumstances).

When your character dies, you have options:


‹‹ You can create a new runner to play. Maybe you “promote” one of the NPC crew
members to a PC, or create a brand new character who joins the crew.
‹‹ You can transfer your character to the Free Spirit playbook and carry on. See page
170 for details about free spirit characters.

25
1

Fortune Roll
Other examples of fortune rolls:
‹‹ The PCs instigate a war between the Halloweeners and the Vitale Family, and watch
them devour each other. Does either side dominate? Are they both made vulnerable by
The fortune roll is a tool the GM can use to disclaim decision making. You use a fortune
the conflict? Make a few fortune rolls to find out.
roll in two different ways:
‹‹ A submersible explosive detonates in the the sewers beneath Puyallup. How badly
When you need to make a determination about a situation the PCs aren’t directly does the Ork Underground get hit by the sewage main bursting? The GM assigns a
involved in and don’t want to simply decide the outcome. magnitude to the refuse, and makes a fortune roll to judge the extent of its contamination.

Two rival gangs are fighting. How does that turn out? The GM makes a fortune roll ‹‹ The Trigger stakes out a good spot and makes a sniper shot against a mafia hitman
for each of them. One gets a good result but the other gets limited effect. The GM when he enters his office. The controlled H u n t roll is a success, but is great effect enough
decides that the first gang takes over some of their rivals’ turf but suffer some injuries to instantly kill a grizzled assassin? Instead of making a progress clock for his mortality,
during the battle. the GM decides to use a simple fortune roll with his “toughness” as a trait to see if he
can possibly survive the attack. The roll is a 4/5 : the bullet misses his heart, but hits him
When an outcome is uncertain, but no other roll applies to the situation at hand. in the lung—it’s a mortal wound. He’s unconscious and slowly bleeding out, with only

Fortune Roll
hours to live, unless the syndicate can get a street doc (or a real one) to him in time.
While burglarizing the workshop of a cyberneticist, Rogue stumbles on a locker with a
prototype drone inside. As she’s trying to interface with the drone to understand its ‹‹ Law enforcement is putting a case together against the PC crew. How quickly will
configuration, she hears a pair of voices rounding the corner outside. Realizing there’s their evidence result in arrests? The crew’s w a n t e d l e v e l counts as a major advantage
just one way in and out of this room, she activates whatever functions it has. Will the for the detectives.
device have a helpful effect when the guards arrive? Will she be blown to pieces by ‹‹ The PCs face off in a battle with a horde of powerful spirits. The tide of battle goes
a malfunctioning prototype? Who knows? The GM makes a fortune roll to see how in the PCs’ favor, and many of the spirits are banished. One of the players asks if those
it turns out. remaining can be dealt with. The GM isn’t sure. How insane are these particular spirits?
They’re spirits of beasts, so the GM makes a 2d fortune roll for “reason” to see if a spark
When you make a fortune roll you may assess any trait rating to determine the dice pool
of understanding persists. If so, maybe one of the PCs can roll to N e t w o r k , H u s t l e , or
of the roll.
D e m a n d the spirit to abandon its service.
‹‹ When a faction takes an action with uncertain outcome, you might use their Tier
rating to make a fortune roll.
‹‹ When a group operates independently, use their quality rating for a fortune roll.
fortune roll
‹‹ When a supernatural power manifests with uncertain results, you might use its
magnitude for a fortune roll. 1 d for each T r a i t Critical: Exceptional result / Great, extreme effect.

‹‹ When a PC gathers information, you might make a fortune roll using their action rating.
6: Good result / Standard, full effect.
rating to determine the amount of the info they get.
+ +1 d for each M a j o r 4/5: Mixed result / Limited, partial effect.
If no trait applies, roll 1d for sheer luck or create a dice pool (from one to four) based on Advantage.
the situation at hand. If two parties are directly opposed, make a fortune roll for each 1-3: Bad result / Poor, little effect.
side to see how they do, then assess the outcome of the situation by comparing their - -1 d for each M a j o r
performance levels. Disadvantage.

The fortune roll is also a good tool to help the GM manage all the various moving parts
of the world. Sometimes a quick roll is enough to answer a question or inspire an idea for
what might happen next.

26
1

Gather Information g a th e r i n f o r m a t i o n
G r e a t : You get exceptional details. The information is
The flow of information from the GM to the players about the fictional world is very Ask a question and
complete and follow-up questions may expand into related
important in a roleplaying game. By default, the GM tells the players what their characters make an action roll
areas or reveal more than you hoped for.
perceive, suspect, and intuit. But there’s just too much going on to say everything—it or a fortune roll. The
would take forever and be boring, too. The players have a tool at their disposal to more GM answers you S t a n d a r d : You get good details. Clarifying and follow-up
fully investigate the fictional world. honestly, with a level questions are possible.
of detail depending
L i m i t e d : You get incomplete or partial information. More
When you want to know something specific about the fictional world, your character can on the effect level.

GATHER INFORMATION
information gathering will be needed to get all the answers.
gather information. The GM will ask you how your character gathers the info (or how
they learned it in the past).

If it’s common knowledge, the GM will simply answer your questions. If there’s an obstacle
E x amp l e s & Q u e s t i o n s
to the discovery of the answer, an action roll is called for. If it’s not common knowledge ‹‹ You might D e m a n d a local casino owner tell you what he knows about the secret
but there’s no obstacle, a simple fortune roll determines the quality of the information you meetings held in his back room. What’s really going on here? What’s he really feeling
gather. about this? Is he part of this secret group?
Each attempt to gather information takes time. If the situation allows, you can try again if ‹‹ You might N e t w o r k with a well-connected friend to learn secrets about an enemy,
you don’t initially get all the info that you want. But often, the opportunity is fleeting, and rival, or potential ally. What do they intend to do? What might I suspect about their
you’ll only get one chance to roll for that particular question. motives? How can I discover leverage to manipulate them?
‹‹ You might I n t e r f a c e with your cyberdeck to see the data trails of recent wireless
Some example questions are on the bottom of the character sheet. The GM always answers
activity. Have any new devices been here? How can I find the hosting device that’s
honestly, but with a level of detail according to the level of effect.
protecting them? What should I be worried about?
The most common gather information actions are to R e c o n the situation to reveal or ‹‹ You might H u n t a courier across the city, to discover who’s accepting certified
anticipate what’s going on and S t u d y i n g a person to understand what they intend to do credsticks worth several n u y e n from a world-class sniper. Where does the money end
or what they’re really thinking. up? How can I find out who signed for the package at City Hall?

Sometimes, you’ll have to maneuver yourself into position before you can gather ‹‹ You might S t u d y ancient and obscure books to discover an arcane secret. How can
information. For example, you might have to P r o w l to a good hiding place first and then I disable their astral wards? Will anyone sense if they’re disabled?
S t u d y the gangers when they perform their initiation. ‹‹ Or you might S t u d y a person to read their intentions and feelings. What are they
really feeling? How could I get them to trust me?

Investigation ‹‹ You might R e c o n a penthouse to case it for a heist. What’s a good point of
infiltration? What’s the danger here?
Some questions are too complex to answer immediately with a single gather information ‹‹ Or you might R e c o n a charged situation when you meet another crew. What’s
roll. For instance, you might want to discover the network of contraband smuggling routes really going on here? Are they about to attack us?
in the city. In these cases, the GM will tell you to start a long-term project that you work
‹‹ You might H u s t l e a powerful executive at a party so he divulges his future plans.
on during downtime (page 95).
What does he intend to do? How can I get him to think I might be a good partner in this
You track the investigation project using a progress clock. Once the clock is filled, you have venture?
the evidence you need to ask several questions about the subject of your investigation as ‹‹ Or you might H u s t l e his bodyguard to confide in you about recent events. Where
if you had great effect. has he been lately? Who’s he been meeting with?

27
1

Example of Play
Jaime decides to resist the consequence. Jax is going to need her pistols if this turns into a
battle, especially if it starts with a three-on-one attack on her. Jaime rolls 2d for Jax’s B o d y
attribute and gets a 4 . She marks 2 edge and avoids the complication. The Halloweeners
think they have her in a bad spot, but she’ll be a lot faster than they expect, and won’t be
Food Fight surrounded or unarmed when they attack.

The Halloweeners, an NPC street gang, have been encroaching on the meeting grounds The Last Thought have a savage gang, and now that weapons are drawn, they will certainly
of the PC crew (“the Last Thought”), in the low-class foodie district in Renton. The players go on the attack—unless someone does something to make the Halloweeners back off
left their crew at weak hold for a while, so the GM decided to show that weakness by right now, it’s gonna be an outright conflict. Jaime and Nate discuss some options for how
describing Halloweeners milling around in their territory, talking to Johnsons, and generally they might further intimidate the Halloweeners, maybe even by busting out some arcane
ignoring the Last Thought’s claim to the meeting arrangements they’ve made here. power to get even greater effect on them, but Cody (Shark’s player) steps in and takes the
initiative. “Screw it,” he says, “Shark just walks up and shoots Cutoff in the kneecap. ‘Thug
In this session, the GM casually mentions that a Halloweener is selling “coke” in the life, fool.’” Everyone shakes their heads and chuckles because, of course he does that! This

EXAMPLE OF PLAY
nearby Stuffer Shack, and that sets things in motion—Jax, Shark, Mouse, and Totes (the is how Shark solves problems.
PCs) have had enough! They activate all their teams of thugs and come out in full force to
So what action is this? Cody thinks and says, “Well, I mean, I’m still trying to force them
run the Halloweeners off. It’s a display of dominance to see who flinches first. The Cops on
to do something. I’m shooting a gun, but I’m not Skirmishing or Hunting here. I’m forcing
this particular beat are occupied at that moment—giving the two crews a chance to sort
him to give this nonsense up. So it’s Demand... which I have zero dice in, ha. Here we
it out a bit before any authorities can arrive.
go.” Jaime immediately volunteers to mark 1 edge to give Cody 1d for an assist—Jax is
Jax makes the opening move, getting up in the face of the first Halloweener. She stares already helping, being her scary badass self. Cody asks for a Dragon’s Deal, and the GM
him down, ice cold, and says, “You’re either real brave or real stupid. This will be your has one: regardless of how this turns out, Shark is going to the top of the Halloweeners’
last line if you don’t take yourself somewhere else right away. Now scram! Before I get hit-list. Cody agrees, and takes +1d.
angry..” Sounds like a D e m a n d roll, and that’s what Jaime (Jax’s player) chooses. The GM
The GM says it’s a desperate roll, because obviously it is. Cody rolls 2d and gets... two
reveals that this is Cutoff, second-in-command to the leader of the Halloweeners, and
sixes—a c r i t i c a l success! He grins, “That’s how you do it, people.” Blam! Cutoff takes a
there’s no way he can lose face by backing down right away. It’s a risky roll with limited
bullet to the knee and Shark orders the Halloweeners to back off. With a c r i t i c a l success,
effect.
Shark’s effect is increased, from standard to great. Is that enough to make them back
Jaime gets 3d for Jax’s D e m a n d rating, plus 1d for an assist from Totes (the weird Magician down?
of the crew). Totes’s player, Nate, describes how the leaves on Totes’s spell focus begin The GM says, “I don’t know... I mean, great effect is impressive. You ‘achieve more than
to glow softly and points it threateningly at Cutoff—enough to make anyone scared, but usual’ it says in the rules—you get an additional benefit. But you’re also shooting their
the Last Thought also have a reputation as brutal killers who are involved in some kind of leader’s right-hand man! Would they back down after that? The gang is chased them off,
voodoo magic, so that’s a perfect assist in this battle of nerves. Jaime rolls 4d and gets a but Cutoff’s three bodyguards stick around. As soon as you make any more trouble for
4/5: partial success. them, they’ll realize they’re abandoned and I’ll make a fortune roll to see how long before
they run off too.”
Jax does what she’s trying to do, and intimidates the Halloweeners.
The GM describes Jax’s limited effect: “When you stare Cutoff down,
you see him freeze up. He really doesn’t want to mess with you but
Questions to Consider
‹‹ Could the GM have run this situation using progress clocks? Maybe make a
he’s terrified of looking weak in front of his gang. You notice a few
“Morale” clock for each side` and tick them according to the effect and consequences
members shuffle nervously and start to back away.”
from the rolls? How would that go? Does that seem like an easier or harder way for you
It was a partial success, though, so Jax suffers a consequence from to handle it as a GM?
it, too. Harm doesn’t seem to apply here (not yet). A complication ‹‹ What about Shark’s final effect level? Do you think great effect was enough for that
makes sense, though. The GM says that Cutoff’s three bodyguards result, or was an extreme effect more appropriate? How would you judge it?
become enraged when Jax speaks to their boss like that. They draw
their weapons and close in on Jax. If she even twitches, they’ll be
on her before she can draw her sidearm.

28
1

Nuyen & Stash Nuyen Use


N u y e n is an abstract measure of cash and other liquid assets held in an account. Flashing ‹‹ Spend 1 nuyen to get an additional activity during downtime (page 94).
around this many 0s is usually enough to get you robbed. In the Sixth World, everyone
‹‹ Spend 1 nuyen to increase the result level of a downtime activity roll (page 94)
who needs to make a secret transaction uses datachips which contain prerendered financial
data, commonly called “cred” or “credsticks”—and sometimes “post-cryptocurrency” by ‹‹ Spend nuyen to avoid certain crew entanglements (page 92).
financial analysts due to comparisons made to its completely undetectable predecessors ‹‹ Put n u y e n in your character’s stash to improve their lifestyle and circumstances
(a thing of the past). when they retire. See the next page.

The small quantities of currency the PCs use in their daily lives are not tracked. If a runner ‹‹ Spend nuyen when you advance your crew’s Tier (see page 31).
wants to toss some money around to achieve a small goal (bribe a bouncer, get a fine
meal, hop a train, etc), use the PC’s lifestyle quality for a fortune roll (see Stash, next Underworld Exchanges & Corporate scrip
page). Underworld deals in the city are expected to be made in cryptocoin—devices that

NUYEN & STASH


quickly perform an anonymous transfer of money. Other forms of currency like specially-
Monetary Values minted platinum coins and other rare items might also serve as bargaining ships in certain
underworld circles. Italian lira. Oyabun bloodseals. Navajo banking notes.
‹‹ 1 nuyen: A full credstick. A wageslave’s weekly pay.
An employer that offers script should always be viewed with suspicion due to the frequent
‹‹ 2 n u y e n : A fine weapon. The weekly income for a small business. A cup of real
use of competitors scrip as a red herrring. Besides, scrip takes advantage of a well-
coffee. A set of luxurious designer clothing.
known loophole in corporate tax law. Despite an active market for corporate scrip trades,
‹‹ 4 nuyen: A wageslave’s monthly pay. A stack of credsticks. accepting it is generally regarded as leverage during a negotiation.
‹‹ 6 nuyen: An bag of real coffee. An excessive amount of credsticks.
‹‹ 8 n u y e n : A good monthly take for a small business. A small datavault full of
financial information and paydata.
‹‹ 10 n u y e n : Liquidating a significant asset—a self-driving work van, a racing
motorcycle, a deed to a small property or penthouse.

More than 4 n u y e n is simply an impractical amount to possess. At first, more than 1


nuyen is a dangerous amount to transfer at a time. See Detectives on page 138 for
details.

You must expend the excess or put it in your stash (see next page). A crew can also
secret away 4 n u y e n in their safehouse by default. If they upgrade to a datavault, they
can expand their stores to 8 and then 16 n u y e n . Any n u y e n beyond their limit must be
spent as soon as possible (typically before the next run), or distributed among the crew
members.

One unit of nuyen on a credstick or other legitimate currency takes up one item slot of load
when carried.

29
1

Stash & Retirement removing Nuyen from your


When you mark your character’s final trauma and they retire, the amount of nuyen they’ve
managed to stash away determines their fate. Your stash tracker is on your character sheet. stash
‹‹ Stash 0-9: Squatter. You end up institutionalized or homeless, awash in vice and Stash represents a PC’s collection of hidden assets and investments. If you want to pull
misery. n u y e n out of your stash, you may do so, at a cost. Your character sells off some of their

assets and investments in order to get some quick cash. For every 2 stash removed, you
‹‹ Stash 10-19: Low. A shack or room that you can call your own.
get 1 n u y e n you can spend.
‹‹ Stash 20-29: Medium. A tiny house or pitiful garden level apartment, with some
small comforts. You might operate a bar or small business.
‹‹ Stash 30-39: High. A well-appointed home or apartment, claiming a few luxuries. Additional Special Items
You might operate a medium business.
When the quality level of your lifestyle increases (see left), choose two additional special

NUYEN & STASH


‹‹ Stash 40: Luxury. An exorbitant home or penthouse apartment, filled luxurious items you have available to you.
appointments. You might operate a large business.
If you don’t care to expand your list of special items, you have other options available to
In addition, each full row of stash (10 n u y e n ) indicates the quality level of the runner’s you. A special item choice can be spent to do one of the following instead:
lifestyle, from zero (squatter) to four (high).
‹‹ upgrade a special item you already have so that it is fine (or exquisite instead, if it
Marla is a runner who likes to show off her programmable nanotattoos, and Jess, her was already fine).
player, often describes Marla as showing them off while moonlighting as the singer ‹‹ gain an implant (or add a feature to an existing one). See Implants on page 150
for a rock band. But she’s really just a homeless girl trying to make it, right? How for details on undergoing the required surgery.
impressive (impactful, even) is the display quality and choice of art, really? The GM
can call for a fortune roll using Marla’s lifestyle level as the dice pool to find out how
much impact the attire has.

Shark wants to take a prospective new business partner on an encrypted conference


call with his fixer—alone. He can’t take them back to the hidden safehouse where
the others hole up, so what to do? Cody, Shark’s player says he arranges for a media
booth rental at Fantasy Towers, so the GM asks for a fortune roll using Shark’s lifestyle
rating to see what quality he can procure.

30
1

The Faction Game Development


To move up the ladder and develop your crew, you need r e p . R e p is a measure of clout
The cities are cespools of crime, top to bottom. The small fish are eaten by the
bigger fish to pad their bank accounts and survive. Trust is fleeting, betrayals turn and renown. When you accrue enough r e p , the other factions and their Johnsons take you
to violence. Into this web of deceit and violence your fledgling crew has set its more seriously and you attract the support needed to develop and grow.
course. Will you be chewed up and spat back out into the gutters, or will you rise
When you complete a run, your crew earns 2 r e p . If the target of the run is higher Tier
to become legends in your own right?
than your crew, you get +1 r e p per Tier higher. If the target of the run is lower Tier, you
get -1 r e p per Tier lower (minimum zero). The GM may also award an additional r e p or

Tier
two for a particularly well-connected target.

THE FACTION GAME


You need 12 r e p to fill the rep tracker on your crew sheet. When you fill the tracker, do
Take a look at the factions on Faction Trackers in the handouts. Each notable faction is
one of the following:
ranked by Tier—a measure of influence, wealth, and scale. At the highest level are the Tier
V and VI factions, the true powers in the city. Your crew begins at Tier 0. ‹‹ If you hold is weak, it becomes strong. Reset your rep to zero.
‹‹ If your hold is strong, you can pay to increase your crew Tier by one. This costs
You’ll use your Tier rating to roll dice when you acquire an asset, as well as for any fortune
nuyen equal to the new Tier x 8. As long as your r e p tracker is full, you don’t earn new
roll for which your crew’s overall power level and influence is the primary trait. Most
r e p (12 is the max). Once you pay and increase your Tier, reset your r e p to zero and
importantly, your Tier determines the quality level of your items as well as the quality
reduce your hold to weak.
and scale of the groups your crew can afford—and thereby what size of enemy you can
expect to handle.

Group scal e by t ie r Fixers


Another way to contribute to the crew’s development is by acquiring additional fixers.
‹‹ Tier V. Massive groups (80 people)
When you are mutually chosen by multiple fixers, you establish a more stable basis for
‹‹ Tier IV. Huge groups. (40 people) your r e p . Each fixer you claim represents abstracted support for the crew (partly a result
‹‹ Tier III. Large groups. (20 people) of the additional meeting grounds to which they provide safe access).

‹‹ Tier II. Medium groups. (12 people) Fixers you can claim are marked on your r e p tracker (see the example below). Each
‹‹ Tier I. Small groups. (3-6 people) fixer marked reduces the r e p cost to develop by one. So, if you have 2 fixers, you need
10 r e p to develop. If you have 4 fixers, you need 8 r e p to develop. You can maintain
‹‹ Tier 0. 1 or 2 people representation with a maximum of 6 fixers. When you develop and reset your r e p , you
keep the marks from all the fixers who represent you.

Hold If you have 3 fixers, you need only 9


On the faction ladder next to the Tier numbers is a letter indicating the strength of each r e p to develop, instead of 12.
faction’s hold. Hold represents how well a faction can maintain their current position on
the ladder. W indicates weak hold. S indicates strong hold. Your crew begins with strong When you develop, you’ll clear the 9
hold at Tier 0. repmarks, but keep the 3 fixer marks.
Mark fixers on the right side, to show the “cap” on how much rep is needed.

Also, when you’ve mutually chosen a fixer, you expand the scope of your crew’s meeting
grounds. Most crews are created with one fixer, already mutually chosen (and a meeting
grounds to go along with that). See page 76 for details.

31
1

Reducing hold Faction status levels


You may perform an operation specifically to reduce the hold of another faction, if you ‹‹ +3: A l l i e s . This faction will help you even if it’s not in their best interest to do so.
know how they’re vulnerable. If the operation succeeds, the target faction loses 1 level of They expect you to do the same for them.
hold. If their hold is weak and it drops, the faction loses 1 Tier and stays weak.
‹‹ +2: F r i e n d l y . This faction will help you if it doesn’t create serious problems for
When a faction has m a r k e d your crew (see right), it temporarily loses 1 hold. them. They expect you to do the same.
‹‹ +1: H e l pf u l . This faction will help you if it causes no problems or significant cost
Your crew can lose hold, too, following the same rules above. If your crew is Tier 0, with for them. They expect the same from you.
weak hold, and you lose hold for any reason, your safehouse comes under threat by your
enemies or by a faction seeking to profit from your misfortune. ‹‹ 0: N e u t r a l .

THE FACTION GAME


‹‹ -1: I n t e r f e r i n g . This faction will look for opportunities to cause trouble for you (or
profit from your misfortune) as long as it causes no problems or significant cost for them.
Faction Status They expect the same from you.

Your crew’s status with each faction indicates how well you (and your fixers) are liked or ‹‹ -2: H o s t i l e . This faction will look for opportunities to hurt you as long as it doesn’t
hated by them (and their representation). Status is rated from -3 to +3, with zero (neutral) create serious problems for them. They expect you to do the same, and take precautions
being the default starting status. You track your status with each faction on the faction against you.
sheet. ‹‹ -3: M a r k e d . This faction will go out of its way to hurt you even if it’s not in their
best interest to do so. They expect you to do the same, and take precautions against you.
When you create your crew, you assign some positive and negative status ratings to When you’re marked by any number of factions, your crew suffers +1 h e a t from runs,
reflect recent history. The ratings will then change over time based on your actions in play. temporarily loses 1 hold, and PCs get only one downtime action rather than two. You can
stop being marked by eliminating your enemy or by negotiating a mutual agreement to

Faction status changes establish a new status rating.

When you execute an operation, you may take -1 or -2 status with the factions it hurt. You If your crew has weak hold when you are marked, the temporary loss of hold causes you
may also get +1 status with a faction. Your status may also change if you do a favor for a to lose one Tier. When you are no longer marked, restore your crew’s Tier back to its pre-
faction or you refuse one of their demands. marked level.

32
1

THE FACTION GAME


Claims
As soon as you seize a claim, you enjoy the listed benefit for as long as you hold the
claim. Some claims count as fixers. Others provide special benefits to the crew, such as
bonus dice in certain circumstances, extra n u y e n generated for the crew to access, or new
Each crew sheet has a map of claims available to be seized (see the example above).
opportunities for action.
The claim map displays a default roadmap for your crew type. Claims should usually be
seized in an orderly sequence, by following the paths from the central square, the crew’s Seizing a claim is a serious attack on someone—either a skilled group of skilled runners (if
safehouse. it’s a fixer) or a faction. In the former case, this usually results in an entanglement that the
GM can inflict right away. That crew of assassins you are trying to push out of the business
However, you may attempt to seize any claim on your map, ignoring the paths (or even
are here to collect their dues. In the latter case, this usually results in -2 faction status
seek out a special claim not on your map) but these operations will always be especially
with the target, and potentially +1 status with its enemies. The Talons have had enough
difficult and require exceptional efforts to discover and achieve. The claim roadmap shows
of your drek. So that’s -2 for them—oh look, you’re m a r k e d now!
typical paths for advancement, not an absolute restriction on your operations.

Seizing a claim Losing a claim


An enemy faction may try to seize a claim that your crew holds. You can fight to defend
Every claim is already controlled by a faction or a crew of runners. To acquire one for
it, or negotiate a deal with the faction, depending on the situation. If you lose a claim,
yourself, you have to take it from someone else. To seize a claim, tell the GM which claim
you lose all the benefits of that claim. If your safehouse is lost, you lose the benefits of all
on your map your crew intends to capture. The GM will detail the claim with a location
of your claims until you can restore your safehouse or establish a new one. To restore or
and a description and will tell you which faction or crew currently controls that claim. Or
establish a new safehouse, accomplish a run to do so.
the GM might offer you a choice of a few options if they’re available. You could complete
a serious run the fixer has chosen for you (for free)—or maybe you could just complete a
series of runs at a discounted rate (each extra n u y e n ticking up a progress clock, “Seize
the Fixer”).

If you choose to ignore the roadmap paths when seizing a claim, the GM might tell you
that you’ll need to investigate and gather information in order to discover a claim of that
type before you can attempt to seize it.

Execute the operation like any other run, and if you succeed, you seize the claim and the
targeted faction loses the claim.

33
1

Advancement
When you fill a karma track, clear all the marks and take an advance. When you take an
advance from your playbook track, you may choose an additional special ability. When
you take an advance from an attribute, you may add an additional action dot to one of
the actions under that attribute.
PC Advancement Renee is playing a Trigger. At the end of the session, she reviews her karma triggers
Each player keeps track of the experience points (karma) that their character earns. and tells the group how much karma she’s getting. She rolled two desperate H u n t
actions during the session, so she marked 2 karma on her I n t u i t i o n karma track.
During the game session, mark karma: She addressed several challenges with tracking or violence, so she marks 2 karma for
‹‹ When you make a desperate action roll. Mark 1 karma in the attribute for the that. She expressed her heritage many times when dealing with the gang from her
action you rolled. For example, if you roll a desperate P r o w l action, you mark karma in homeland, so she takes 2 karma for that. She also showcased her character’s beliefs,
B o d y . When you roll in a group action that’s desperate, you also mark karma. but 2 karma is the maximum for that category, so she doesn’t get any more. She
didn’t struggle with discrimination, her vice, or traumas—so no karma there. That’s 4
At the end of the session, review the karma triggers on your character sheet. For each one, karma at the end of the session. She decides to put it all in her I n t u i t i o n karma track.

ADVANCEMENT
mark 1 karma if it happened at all, or mark 2 karma if it happened a lot during the session. This fills the track, so she adds a new action dot in H u n t .
For most playbooks, the karma triggers are:
You can also earn karma by training during downtime. When you train, mark karma in one
‹‹ Your playbook-specific karma trigger. For example, the Muscle’s is “Address a
of your attributes or in your playbook. A given karma track can be trained only once per
challenge with violence or coercion.” To “address a challenge,” your character should
downtime phase. See Training, page 95.
attempt to overcome a tough obstacle or threat. It doesn’t matter if the action is successful
or not. You get karma either way.
‹‹ You expressed your beliefs, drives, heritage, or background. Your character’s
beliefs and drives are yours to define, session to session. Feel free to tell the group about
them when you mark karma.
‹‹ You struggled with issues from discrimination, your vice, or traumas. Mark
karma for this if discrimination or your vice tempted you to some bad action or if a
t r a u m a condition caused you trouble. Simply indulging your vice doesn’t count as

struggling with it (unless you unless you overindulge, see Vice, page 96).
‹‹ Any additional karma trigger’s gained from a special ability or manuever. In
Runners in the Shadows, there are several ways to gain additional karma triggers. You
cannot mark more karma from additional karma triggers than the number of them you
have (in sum) +1. So, if you have both the Vengeful and Ambitious special abilities, you
cannot mark more than 3 karma per session from them.

You may mark end-of-session karma on any karma tracks you want (any attribute or your
playbook karma track).

34
1

Crew Advancement Changing Playbooks or


At the end of the session, review the crew karma triggers and mark 1 crew karma for each
item that occurred during the session. If an item occurred multiple times or in a major way, Crew Type
mark 2 crew karma for it. The crew karma triggers are: A player might want to change their character to a different playbook (the Muscle becomes
‹‹ Your crew-specific karma trigger. For example, the Couriers’ is “Execute a Punk), or the group may decide to shift their crew to a new type (Couriers become
a smuggling operation or acquire new clients or contraband sources.” If the crew Assassins). There are two ways to do this.
successfully completed an operation from this trigger, mark karma. ‹‹ The change represents a “rebuild” of the character or crew. For instance, if the PC
‹‹ Contend with challenges above your current station. If you tangled with higher was created as a Punk, but after a couple sessions, the player realizes that the Trigger
Tiers or more dangerous opposition, mark karma for this. playbook is a better fit for what they want to play. In this case, re-create the character or
crew anew using the new sheet, keeping the same number of advances already earned.
‹‹ Bolster your crew’s reputation or develop a new one. Review your crew’s
reputation. Did you do anything to promote it? Also mark karma if you developed a new ‹‹ The change represents growth into something new, leaving the old life behind. In
this case, transfer the action ratings of a PC or the upgrades of a crew to the new sheet

ADVANCEMENT
reputation for the crew.
(keeping the same total number of action dots or upgrades; you don’t get the “free”
‹‹ Express the goals, drives, inner conflict, or essential nature of the crew. This
elements of the new playbook as extra advancement). You may keep some of the special
one is very broad! Essentially, did anything happen that highlighted the specific elements
abilities, secret arts, or mystic feats already earned as veteran advances. A crew might
that make your crew unique?
also keep their claims—assess each one to see if it makes sense in the fiction to keep it
When you fill your crew advancement tracker, clear the marks and take a new special with the new crew type.
ability or mark two crew upgrade boxes.

For example, when a crew of Assassins earns a crew advance, they could take a new
special ability, like Predators. Or they could mark two upgrades, like Prison Contacts
and Willpower Training.

Say how you’ve obtained this new ability or upgrades for the crew. Where did it come
from? How does it become a new part of the crew?

Profits
Every time the crew advances, each PC gets stash equal to the crew Tier +2, to represent
profits generated by the crew as they’ve been operating.

35
Chapter 2 runners
Characters Every player character in Runners in the Shadows is a daring criminal in the shadows of
a futuristic city, known in the common lingo as a runner. Runners are familiar with all of
the various feats of criminality represented by the actions of the game. They’re all able
to F i g h t in a brawl, P r o w l in the darkness, I n t e r f a c e with cyberspace, N e t w o r k with
contacts for information, and so on. Because of the way the dice system works, every
runner can roll at least 2d for any action in the game (+1d from pushing or a Dragon’s
Deal, and a +1d assist from a teammate). A roll of 2d is pretty good, statistically—a 75%
chance of success. This means that all of the “zero rating” actions on your character sheet
The cities need wage slaves—to consume its pleasures, for better or worse. The
don’t actually represent deficiencies or gaps of skill; they indicate the actions for which
corporations need the people on the bottom of the pile, filling the prisons, living
your character is likely to dull their edge and rely on teamwork. As a runner in the Deluge,
and dying for zeroes in a massive tax-free account. To those in power, you are an
with your crew at your back, you can attempt almost anything.
anonymized number buried in a report they don’t even bother to check anymore.
The nature of the Sixth World is designed to chew you up and spit you out, lining Of course, you’ll also have your specializations and skills, the qualities that make your
the pockets and bank accounts of the corporate and political elite along the way. character uniquely effective in the criminal world. You might want the ability to summon
elementals and conjure fire with your body, or maybe you want to manipulate the network
of the underworld to your advantage and see danger before it strikes, or maybe you just
wage slaves are content to be cogs in the corporate machine. want to be the deadliest sniper out there. In this chapter, you’ll learn how to create your
own unique runner and choose the abilities that suit the style of play you prefer.
That’s not you though. you are a

runner in the shadows


—an outcast or castaway that could just as easily be

forgetten, as become an urban legend.

36
2

Character Creation
When you choose a playbook, you’re choosing a set of special abilities (which give your
character ways to break the rules in various ways) and a set of karma triggers (which
determine how you earn karma for character advancement). The supernatural playbooks
are special, requiring a bit more character investment upfront but granting access to a
Choose Playbook maneuever and either secret arts or mystic feats (in addition to the usual special abilities).
However, every playbook represents a criminal at heart. The Muscle has special abilities
A playbook is what we call the sheet with all the specific rules to play a certain character
related to combat, but that doesn’t mean they’re “the tank” of the game. Any character
type. Rather than a general “runner” sheet, the game has seven customized playbooks
type can do well in combat. Think of your playbook as an area of focus and preference, but
(plus a few extra ones for the magic-users, and some special ones described later). By
not a unique skill set.
choosing a playbook, you’re choosing which type of runner your character is.

CHARACTER CREATION
This is why we call them “playbooks” rather than “character classes” or “archetypes.”
The playbooks are: You’re selecting the set of initial action ratings and special abilities that your character has
‹‹ The Face is good at representation and planning. Play a Face if you want to develop access to—but you’re not defining their immutable self or true nature. Your character will
your reputation and deal with other factions. grow and change over time; who they become is part of the fun of playing the game.

‹‹ The Hacker is good at using software and gathering information. Play a Hacker if Your playbook choice also represents how the other runners in the underworld see you.
you want to subvert cyberspace. The names of the playbooks (and some of the abilities too) are underworld slang. If they’re
‹‹ The Muscle is good at winning fights, with violence and intimidation. Play a Muscle a smooth talker and shrewd manipulator, people might call them a Face.” If someone
if you want to get your way. dabbles in supernatural power, people say they’re an “adept” (or “a fraggin’ weirdo,”
depending who you ask). Part of your character’s reputation is reflected by their playbook
‹‹ The Punk is good at burglary and vandalism. Play a Punk if you want to be a
choice.
nuisance and get away with it.
‹‹ The Rigger is good at using technical skill and working with chemicals. Play a Each playbook is detailed at the end of this section, starting on page 46.
Rigger if you want to be creative with experimental tools.
Once you’ve chosen your playbook, follow the steps on the
‹‹ The Snake is good at social engineering and manipulation. Play a Snake if you
want to betray people and collect information.
following pages to complete your character.
‹‹ The Trigger is good at tracking things down and shooting them. Play a Trigger if
you want to choose your battles.

In addition, there are three supernatural playbooks (each of which are mutually exclusive
to one another). A PC created with any of the supernatural playbooks begins with their
senses already opened through a source described with some of their creation details.
Other PCs might have hidden talents even they weren’t aware of. When you create a PC
with any of the folloowing playbooks, take a few moments to describe your tradition and
method using your playbook as a guide:
‹‹ The Adept is good at harnessing their body’s innate magic. Play an Adept if you
want to perform mystical feats that surpass human capabilities.
‹‹ The Magician is good at magical stuff and dealing with spirits. Play a Magician if
you want to pursue the secret arts of arcane power.
‹‹ The Technomancer is good at emergent stuff and dealing with cyberspace. Play a
Technomancer if you want to hack cyberspace with mysterious power.

37
2
Troll
Trolls are roughly half a meter taller than humans (averaging about seven feet in height). They tend
to have sharp personalities and dull wits. Many trolls discriminate against anyone who’s not as big
or green as they are. “Pathetic squishies, the whole lot of ‘em.” -troll
‹‹ Th ermal Sens es : Your senses can detect nearby thermal radiation signatures which
are normally invisible.
‹‹ Overs ized: You remain fast even at a normal l o a d . You are not encumbered until 9
load. This tends to make you more noticeable, but also intimidating to those smaller than you.

CHARACTER CREATION
‹‹ Hardened: Your skin and bones always count as a source of armor against physical strain
or injury, granting you an extra armor box.
‹‹ P ointy: You have horns on your head and bony growths that you can use as weapons.
Being this pointy tends to make security-conscious people nervous. Note: You may decide your
horns were removed.

Human
Humans are by far the most common variety of person, making all other metatypes the minorities and
resulting in preferential treatment from fellow humans. Many humans discriminate against anything
that’s not human, especially trolls and orks. “Why? Because they’re freaks, that’s why.“ -human

From left to right: a dwarf, troll, human, ork, and elf. Instead of writing any traits, choose two free permutations during character creation to represent
your easier life: don’t worry, you’ll get a reminder and a list of possibilities at the end of character
creation.

Choose a Metatype Ork


All runners are not created equal. Take a look at the entries on this page, and choose the
metatype that you were born with (or turned out to be when you got older). Each metatype Orks have monstrous, human-like features. Orks cannot reproduce with any other metatype. Many
orks discriminate against humans and elves. “Dems breeders and keebs are the ones who’s holdin’
entry below includes a cue to their behavior towards other metatypes. Listed beneath each
us down.” -ork
metatype are a number of metatype traits. Most traits are both positive and negative. When
you choose a metatype, circle it on the list on your playbook and record all your traits in your ‹‹ Low-ligh t Vi s ion: You can see in low-light as well as if it were well-lit.
notes for future reference. ‹‹ Foolis h P ride: Clear 1 edge when you roll a c r i t ic a l on a desperate action.

If you can’t decide which one to pick, go with H u m a n —it is the simplest to play. ‹‹ Numbs k ull: You can push yourself to act despite incapacitation by marking only 1
edge (instead of 2).

Dwarf
Dwarves are roughly a meter and a half tall—which may prove useful or problematic when it comes Elf
to performing certain actions. Showing great drive despite their UGEs, dwarves have earned the Elves are pointy-eared humanoids with alluring eyes. They tend to be just as capable as humans,
respect of most of the other metatypes. Some enjoy discriminating against trolls and orks. “Tuskers but have certain qualities that make them feel “special.” Many elves discriminate against trolls and
are a buncha’ big idiots if you ask me.” -dwarf orks. ”It’s a pity, really. Such hopeless times for those poor savages in the Underground! Someone
‹‹ T he r m a l S e n s e s : Your senses can detect nearby thermal radiation signatures which should start a CashGrab project to put that herd of cattle to work already.” -elf
are normally invisible. ‹‹ Low-ligh t Vi s ion: You can see in low-light as well as if it were well-lit.
‹‹ S ho r t S t u ff: You can hide and slip free of restraints more easily, for example—but
cannot cross as much distance as those taller than you (regardless of l o a d ). ‹‹ Ex tras onic Hearing: Mark 1 edge to perceive beyond human limits for several
‹‹ P o i s o n - r e s i s t a n t : You don’t suffer much from the intoxicating effects of alcohol, and minutes. “Hear” subsonic and supersonic frequencies, sense the presence of wireless signals, intuit
can choose to mark only 1 edge when you resist harm from poison, regardless of the result of your roll. the location of devices running silently, etc.
‹‹ Elven Grace: You remain inconspicuous even at a normal load.

38
2
Choose a Heritage Choose a Background
Your heritage describes where your family line is from. You may be of any heritage of Your character’s background describes what they did before they joined the crew. Choose
your choice—and then decide if you’re a foreigner who has immigrated to the city or if one of the general background options from the list on your playbook, then write a detail
you’re a local who grew up here. When you choose a heritage, circle it on the list on your about it that’s specific to your character. For example, you could choose Underworld, and
playbook, then write a detail about your early life on the line above. Also check the box then write Street slummer and pickpocket. Or you might choose Law and write Ex-cop
for “SINner” if you were issued one at birth. For example, you might choose E u r o p e , and (SINner) and check the box for “SINner.” See more examples below.
then write Berlin, manufacturers turned homeless. Or you might choose N o r t h A m e r ic a ‹‹ A c a d e mic : a college dropout, a philosopher, a journalist, an artist, etc.
and write Tir Tairngire, disgraced elven nobility and check the box for “SINner.” Each area

CHARACTER CREATION
of the world is described in brief, below. Sprawls and nations of note are given in italics. ‹‹ C o r p o r a t e : a wage mage, corporate security, a business liaison, an accountant, an
heir to a bankrupt corporation, etc.
‹‹ If you want to be from a place considered “wild” by the rest of the world, you
could be from A f r ic a . The Global SIN Registry doesn’t require biometrics for SINs issued ‹‹ L a b o r : a factory worker, a chauffeur, a dock worker, a pilot, a cashier, etc. An
there. Asamando, Azanian Confederation, Egypt, Kenya, Kingdoms of Nigeria. electrician for Remote Communications Utilities.

‹‹ If you want to be from elven territory, a native American, or displaced due to an ‹‹ L a w : a prison guard, a lawyer, a judge, a private eye, law enforcement.
old war—you could be from N o r t h A m e r ic a . The continent is home to Ares Macrotech ‹‹ M e d i a : a news reporter, a rocker, a social media personality, a trideo actress, a
and has been divided by the uprising of native Americans and Confederates. It fractured camera person, a pro athlete. The drummer for Maria Mercurial.
further when Central American and Caribbean powers later retook their ancestral homes.
‹‹ M i l i t a r y : a soldier, a member of a foreign legion, an intelligence operative, a
Any cities that remain here are allowed to exist because of treaty-protection with the
strategist, a training instructor.
new governing authorities. California Free State, Confederation of American States (CAS),
Denver (Front Range Free Zone), Los Angeles, Pueblo Corporate Council, Quebec, Salishe- ‹‹ U n d e r w o r l d : a beggar, a purse snatcher, go-ganger, or other outcast who grew up
Shidhe Council, Seattle, Sioux Nation, Tir Tairngire, United Canadian and American States in the shadows.
(UCAS).
‹‹ If you want to be from an area considered completely dominated by the control of
Aztechnology and the Corporate Court, you could be from C e n t r a l A m e r ic a . Aztlan, Assign Four Action dots
Caribbean League, Pan-Corporate Panama Canal Zone (PCPCZ). Your playbook begins with three action dots already placed. You get to add four dots (so
‹‹ If you want to be a distant wanderer, or come from territory ruled by a dragon, you you’ll have seven total). At the start of the game, no action rating may have more than
could be from S o u t h A m e r ic a . The place is mostly jungle and Amazonia is the largest two dots (or a special ability tells you otherwise). Brief descriptions of all the actions follow
city of note there. Amazonia, Argentina, Peru. on page 45. Assign your dots like this:

‹‹ If you want to be from far away or a region steeped in tradition, you could be from ‹‹ Put one dot in any action that you feel reflects your character’s heritage or
A s i a . At least four of the biggest megas hold their headquarters here: Wuxing, Renraku, metatype.
Shiawase, and Mitsuhama. Technology tends to be on the cutting edge of advancement, ‹‹ Put one dot in any action that you feel reflects your character’s background.
and wars break out frequently between the powers that be. Arabian Caliphate, Canton
‹‹ Assign two last dots anywhere you please (max starting rating is 2, remember).
Confederation, Hong Kong Free Enterprise Zone, Indian Union, Japanese Imperial State
(JIS), Manchuria, Phillipines, Qingdao, Shaanxi, Yakut. Tip: Spreading your action dots out across a variety of actions will create a character who
‹‹ E u r o p e is the largest and most populated area of the world, and is home to Saeder- isn’t tapped out quickly when things go wrong, whereas confining your choices to a few
Krupp—the most powerful megacorp. If you want to be from a cultural melting pot, you actions will create a more focused character that is likely to avoid problems altogether.
could be from Europe. It’s a diverse conglomeration of cultures that have grown together Both are viable approaches to action dot assignment.
in close proximity for centuries. Allied German States, Balkans, Belgium, Czech Republic,
France, Italian Confederation, Poland, Portugal, Spain, Tír Na Nóg, United Kingdom
‹‹ If you want to be exotic or have a fish-out-of-water story, you could be from
O c e a n i a . Australian Republic, Tasmania, New Guinea

39
2
Choose Two Special Abilities S i x t h W o r l d L i n g u i s t ic s
Take a look at the special abilities for your playbook and choose two. If you can’t decide
Access to a free and reliable translator app is common, causing certain linguistic
which ones to pick, go with the first ones on the list—they’re placed there as a good
families to fall out of use, and others to rise to regional popularity. Your heritage
default choice.
typically indicates which language would be your native tongue (the first one you
S p e ci a l A r m o r ever learned). If it makes sense because of your chosen details (background, for
example), you are bi-lingual (so choose two languages).
Some special abilities refer to your special armor. Each character sheet has a set of three
boxes to track usage of armor (standard, heavy, and special). If you have any abilities that The GM will modify your position and effect accordingly when you communicate in

CHARACTER CREATION
uses your special armor, tick its box when you activate one of them. If you don’t have any a language or dialect which is not native to you. If you don’t know a language or
special abilities that use special armor, then you can’t use that armor box at all. dialect well enough to speak it, you may undertake a long-term project to learn
it (or just pick up your fraggin’ comm like everyone else)—but you’ll never fool a

Choose one Close Friend & native speaker without much certainty.

One Rival
The most common of these are given some detail, but this is by no means an
exhaustive list:
Each playbook has a list of potential NPC friends. Choose one from the list who is a close ‹‹ If you’re from around here (North America), you probably know E n g l i s h
relationship (a trusted contact, a good friend, a lover, a family relation, etc.). Mark the simply because it is the official lanuage across the continent. Those of native
upward-pointing triangle next to their name. Then choose another NPC on the list who’s American descent, however, sometimes learn N a v a j o (the official language of
your rival or enemy. Mark the downward-pointing triangle (or right hand box) next to the Salish-Shidhe legal system), but some know the fairly common languages of
their name. the D a k o t a or L a k o t a instead.
‹‹ If you’re from Central or South America, you might know A z t l a n e r or

Choose a Vice Spanish.


‹‹ If you’re from eastern Europe, you might know R u s s i a n —or if you’re from
Every runner is in thrall to some vice or another, which they indulge to replenish their western Europe, you might know S p a n i s h , F r e n c h , I t a l i a n , or G e r m a n .
edge. Choose a vice from the list, and describe it on the line above with the specific ‹‹ If you’re from Africa you might know A r a b ic or A f r ic a n .
details and the name and location of your vice purveyor in the city. For example, you ‹‹ If you’re from Asia you might know J a p a n e s e or M a n d a r i n (Chinese).
might choose P l e a s u r e , then write Otep’s BTL Host, #Pandoras_Box. You can create a ‹‹ Note: If you are an ork or elf, your list of choices also includes your
vice purveyor or ask the GM to tell you about a couple likely options for your vice. See a metatype’s ancestral language (O r ’ z o t a or S p e r e t h i a l , respectively). Or’zota is
detailed list of vice purveyors on page 219. spoken in ork communities as a sort of “thieve’s cant.” Sperethial is considered a
‹‹ D e v i a n t : You experiment with mystical substances, network with tormented spirits, holy language to the nobility of elven society.
interface with rogue AI, observe strange rituals, etc.
‹‹ F a i t h : You’re dedicated to an unseen power, mentor spirit, ancestor, etc.
‹‹ G a m b l i n g : You crave games of chance, betting on sporting events, etc.
‹‹ L u x u r y : Expensive and/or ostentatious displays of opulence.
‹‹ O b l i g a t i o n : You’re devoted to a tradition, a family, a cause, a charity, etc.
‹‹ P l e a s u r e : Gratification from lovers, food or drink, performance, art, or trideo, etc.
‹‹ S t u p o r : You seek oblivion in the abuse of drugs, drinking to excess, getting beaten
to a pulp in mosh pits, etc.

40
2
Choose SIN Status Choose three Special Items
To avoid being caught, it is assumed your character has another identity—fake, as usual. Runners gain access to a limited number of special playbook items at the start of the game.
As real as the plastic roses sold by the millions in the CAS every February anyway.. Which Choose three special items available to a character of your type (like the Rigger’s drone,
of your friends had a hand in getting this fake SIN? Can they be trusted if questioned? Can for example). You’ll get more special item choices later by advancing your character’s
you be trusted? lifestyle.

Given your character and their personal history, what SIN status do you have? Most runners At your option, spend one or more special item choices during character creation to begin
exist outside the system—unidentified and uncounted. If that’s you, circle nothing (and the game with some implants, already installed. Each of the Implants on page 150 can

CHARACTER CREATION
write nothing on the line—you are SIN l e s s ). When you are apprehended by authorities, be taken with a special item choice. Record any chosen implants in your notes for future
you become a SIN n e r (instead of SINless) and will record a type at that time. reference. You may get more implants later in play (perhaps by spending your future special
item choices), which you can then have installed by spending downtime to undergo surgery.
If you’re a SIN n e r , circle its type on the list
in your playbook, then write the name of the Mike is playing the Trigger and wants to be as tough as possible. He chooses to
SIN Types
SIN issuer on the line above (a corporation spend one special item choice on a sub machine gun (from the Trigger playbook), and
‹‹ Corporate: Your SIN was
or nation; see right). Consider this an assist then his remaining two special item choices to begin play with two implant choices:
issued by the human resources
(+1d) to acquire asset downtime activities one for the skin implant with the bulletproof feature, and one to add the chemproof
department of a corporate faction.
taken through the issuer. feature. He records the 1 essence he lost in the process and the other details of his
Which faction was it? Perhaps you
features for these implants on his sheet.
Discuss your choice as you go—ensuring born in an extraterritorial zone, or
your decision excites you. You face reprisals issued a corporate SIN for your
should you ever get apprehended, so think
of this as a cue to the sort of repercussions
loyalty?
‹‹ National: Your SIN was issued
Record Name, Look, &
you are interested in should you ever get
arrested. Do you fear that Mitsuhama might
by the country of your birth. Which
nation is it? Were you born in a
Languages
intervene should you get arrested? Do you hospital, or somewhere else? Are Choose a street name for your character (there is a page of examples in just a couple
lose sleep over the possibility your prison you allowed to return to the nation pages). If you know their given name, write that down too. Record a few evocative
record will one day come to light? Have of your natural birth? words that describe your character’s look (samples provided on page 43). Given your
you managed to avoid being numbered metatype, heritage, background, and other details, what is your native language? Record
so far, loathing the day you become “just Use of your real SIN may also have it first in your notes for future reference (it’s the one you are most fluent). Select others as
another number”? additional costs, such as a bribe, appropriate to your choices so far. See previous page for details on common languages.
added heat, the start of a dire
progress clock, etc.

41
2
Review Your Details Optional: Permutations
Take a look at the details on your character sheet, especially the karma triggers for your Was there an option you really wish you could’ve taken? It’s yours—for a price..
playbook (like “Earn karma when you address a challenge with supernatural knowledge
or power,” for example). You begin with access to all of the items on the right side At your option, choose up to two positive permutations (and an equal number of
of your sheet (and any special items you chose), so don’t worry about picking specific negative ones) from the list below. The GM might also offer additional permutation
things—you’ll decide what your character is carrying later on, when you’re on the run (see options specific to your group (like “Allergic to gunpowder” or “Rivals with Skelter”) to
Loadout, page 44). encourage players to insert some drama or intrigue into the story. Other permutations
might be up for discussion too.

CHARACTER CREATION
When you choose a permutation, record a short detail about it in your notes for future
reference. You earn karma when you express or struggle with certain aspects of your
character, so think of this as a chance to facilitate that expression in play. See examples
of permutations and details below.

While not required, it can be fun to link permutation details together by mentioning how
one begot the other. Permutations may have details with a good or bad connotation—it’s
up to you. If it’s ever needed, the GM is the final arbiter of which permutations are valid.

Positive
‹‹ Choose another special item Priviliged childhood.
‹‹ Choose another action dot Orphaned.
‹‹ Choose another NPC on your list who is “close” Fiercely loyal.
‹‹ Choose two more languages, already known Broken home.
‹‹ Choose two more spells, already learned* Former wage mage.
‹‹ Choose two more complex forms, already learned* “Touched” by an AI.
Your character is ready for play (unless you want a permutation or two; see right). Reminder:
If your metatype is h u m a n , you get two additional permutations for free. ‹‹ Take your third action dot** (counts as two) Fanatic.
‹‹ Choose another special ability (counts as two) Diverse skillset.
That’s it. Finito.

When you start the first session, the GM will ask you some questions about who you are, Negative
your outlook, or some past events. If you don’t know the answers, make some up. Or ask ‹‹ Choose one fewer special item Gambling problem.
the other players for ideas. ‹‹ Choose one fewer action dot Pampered.
‹‹ Choose another NPC on your list who is a “rival” Neighborhood bully.
‹‹ Debt (for tier +1 n u y e n ) Owes the Yakuza.
‹‹ Choose one fewer special abilty (counts as two) New at this.

* You must take the appropriate supernatural playbook and secret art (Magician and S o r c e r e r ,
or Technomancer and T h r e d e r ) to choose these permutations.
** You must already have two dots in the action chosen to choose this permutation.

42
2
Look
Aliases
Man, Woman, Ambiguous, Concealed
Angel, Arty, Alex, Bamboo, Barefoot, Betty, Betamax, Bald Scarred Head, Shorn Black Hair, Cropped Blonde Hair, Topknot,
Bricks, Bonnie, Boxer, Chuckles, Cowboy, Crank, Greasy Red Hair, Chromed Skull, Perfect Hair, Untamed Hair, Mohawk,
Dirt, Ditch, Dozer, Dogboy, Dragon, Drake, Eagle, Wiry Dreds, Chipped Horns, Missing Horn, Curly Horns, Swept Hair,

CHARACTER CREATION
Evergreen, Echo, Eli, Frost, Finley, Flynn, Gatekeeper, Liberty Spikes, Scorched Hair, Tattooed Head, Unassuming Hair,
Ragged Hair, Pointy Hair, Loose Hair, Tight Hair, Effortless Hair,
Geez, GH.ost, Glimmer, Gutter, Heisenberg, Hiro,
Sweeping Hair, Calming Hair, Shocking Hair, Distracting Hair
Huck, Ichor, Indigo, Jackel, Jeanie, Kid Ick, Killjoy,
Klutch, Lugnut, Lazarus, Lightfoot, Lord, Lotus, Lucky, Fierce Green Eyes, Dead Hazel Eyes, Vibrant Blue Eyes, Grim
Mac, Machete, Maggie, MinusOne, Morphie, Moto, Eyes, Distant Eyes, Disarming Eyes, Piercing Eyes, Powerful Eyes,
Assymetrical Eyes, Milky Eyes, Calculating Eyes, Merciless Eyes,
Mouse, Myst, Moonchild, Nailbiter, Needlenose,
Arresting Eyes, Knowing Eyes, Playful Eyes, Guarded Eyes, Wild Eyes
Nex, O’Conner, Ol’ Greg, One Time, Orpheus,
Pacman, Payback, p3ndr4g0n, Porkchop, Poolrat, Athletic, Pudgy, Lean, Thin, Frail, Lanky, Stumpy, Plump, Towering
Runaway, Quartz, Quentin, Razorfist, Red Hank,
South Asian, African, Hispanic/Latino, Middle Eastern, Caucasian, Native American
Ringo, Ripper, Rukkus, Sato, Sid, Sequoia, Sinker,
Slaughter, Steady, Stutter, Tessy, Tate, Trickshot,
Note: These are all just examples of details that tend to “work,” are chosen to
Twink, Ugh, Uni, Victory, Vixen, Volcano, Willie, spark your creativity, and not meant to be a prescriptive list. For best results,
Whiplash, Witchy, Yellowfin, Yumyum, Zero, Zoe create your own that you feel best express your unique sense of style.

Vintage Ball Cap Trenchcoat Heavy Work Boots Camouflage


Pilot’s Goggles Tall Stilettos Old Bomber Jacket Stolen Uniform
Row of Ear Piercings Lebret Piercing Windbreaker Hoodie
Tall Boots Hot Pink Sneakers Waxed Shoes Tattered Jeans
Suit & Vest Suspenders Headdress & Furs Tall Stilettos
Heavy Cloak Puffy Coat Tophat Lebret
Loose Silks Sharp Trousers Suspenders Hipster Beads
Skintight Leathers Gatorskin Bodysuit Puffy Coat Hemp Necklace

43
Character Creation
Summary CHARACTER CREATION SUMMARY
1 Choose a playbook. Your playbook represents your character’s 10 Choose three special items. Select the three special items to
reputation in the underworld, their special abilities, and how they advance. which you have access at the start of the game.

2 Choose a metatype. Read and record your metatype traits. If 11 Record name, alias, look, and other details. Choose a name,
you’re not sure, choose h uMan and move on. an alias or street name (if you use one), and jot down a few words to
describe your look. Examples are provided on the preceding pages. Write
3 Choose a heritage. Detail your choice with a note about your family your native tongue down first, then any others (one or two) that make sense
or early life. For example, “North America: nomadic Denver tribespeople.” for your choice of details.

4 Choose a background. Detail your choice with a note about your If you want, review the permutations section on page 42 for ways to
specific history prior to this crew. For example, “Law: ex-cop in Seattle.” further customize your starting build. If you are h u m a n , take two free
permutations.
5 Assign four action dots. No action may begin with a rating higher
than 2 during character creation. (After creation or using permutations,
LOADOUT
action ratings may advance up to 3. When you unlock the Mastery advance
You have access to all of the standard items on your character sheet, and
for your crew, you can advance some actions up to rating 4.)
all the special items you chose during character creation. For each operation,
6 Choose two special abilities. They’re in the gray column in the decide what your character’s load will be. During the operation, you may
middle of the character sheet. If you can’t decide, choose the first abilities say that your character has an item on hand by checking the box for the item
on the list. They’re placed there as a good first option.The secret arts and you want to use—up to a number of items equal to your chosen load. Your
load also determines your movement speed and conspicuousness:
mystic feats are exclusive to those with the appropriate playbooks.

7 Choose a close friend and rival. Mark the one who is a close
 1-3
citizens.
load : Light. You’re faster, less conspicuous; you blend in with

friend, long-time ally, family relation, or lover (use the upward-pointing


 4/5 load : Normal. You look like a criminal, ready for trouble.
triangle). Mark one who is a former friend turned rival, enemy, scorned
lover, betrayed partner etc. (use the downward-pointing triangle).  6 load : Heavy. You’re slower. You look like an operative on a
mission.
8 Choose your vice. Pick your preferred type of vice, detail it with a  7-9 load : Encumbered. You’re overburdened and can’t do anything
short description and indicate the name and location of your vice purveyor. except move very slowly.
The GM will help you with the purveyor source if you aren’t sure.
Some special abilities (like the Muscle’s M ule ability or a dragon’s incredible
9 Choose SIN status. If you are SINless (default), leave this blank. strength) increase the load limits.
Otherwise, mark the box to choose the type of issuer, then detail it with
Some items count as two items for load (they have two connected boxes).
the issuer’s name. Also record any additional details in your notes for
Items in italics don’t count toward your load .
future reference.
You don’t need to select specific items now. Review your personal items
and the standard item descriptions on page 63.
2
Actions When you N etwork , you socialize with friends and contacts.

You might gain access to resources, information, people, or places. You might make
When you D e m a n d , you compel swift obedience with leverage.
a good impression or win someone over with your charm and style. You might make
You might intimidate or threaten to get what you want. You might lead a gang in a new friends or connect with your heritage or background. You could try to manipulate
group action. You could try to order people around to persuade them (but Networking your friends with social pressure (but Hustling might be better).
might be better).
When you P r o w l , you traverse skillfully and quietly.
When you E n g i n e e r , you fiddle with devices and mechanisms.
You might rush past a guard to a better vantage point. You might run and leap across
You might create a new gadget or alter an existing item. You might rig a vehicle, wire the rooftops. You might attack someone from hiding with a backstab or blackjack.
explosives, or connect to your sim-rig. You might disable a vehicle, or pick a lock. You You could try to waylay a victim in the midst of battle (but Fighting might be better).
might turn the mecahnical or electronic devices around the city to your advantage.
When you R e c o n , you observe the situation and anticipate outcomes.
You could try to use your technical expertise to control a drone (but Finessing might
be better). You might spot telltale signs of trouble before it happens. You might uncover
opportunities or weaknesses. You might detect a person’s motivations or intentions.
When you F i g h t , you entangle a target in close combat so they can’t easily escape.
You could try to spot a good ambush point (but Hunting might be better).

2: Actions
You might brawl or wrestle with them. You might scramble for a weapon on the
When you S tudy , you scrutinize details and interpret evidence.
ground. Or to shove a pistol in someone’s face. You might seize or hold a position
in battle. You could try to charge an enemy in cover or at range (but Hunting might You might gather information from articles, newscasts, and archived discussion.
be better). You might do research on an esoteric topic. You might closely analyze a person to
detect lies or true feelings. You could try to examine events to understand a pressing
When you F i n e s s e , you employ dextrous manipulation, fancy footwork, or subtle
situation (but Recon might be better).
misdirection.
When you W r e c k , you unleash savage force.
You might pick someone’s pocket. You might handle the controls of a vehicle or
direct a mount. You might formally duel an opponent with graceful fighting arts. You You might smash down a door or wall with a sledgehammer, or use an explosive
could try to employ those arts in a confusing melee (but Fighting might be better). to do the same. You might employ chaos or sabotage to create a distraction or
You could try to pick a lock (but Interacing might be better). overcome an obstacle. You could try to overwhelm an enemy with sheer force in
battle (but Fighting might be better).
When you H u n t , you carefully track a target.
As you can see, many actions overlap with others. This is by design. As a player, you
You might follow a target or discover their location. You might arrange an ambush.
get to choose which action you roll, by saying what your character does. Can you try to
You might attack with precision shooting from a distance. You could try to bring your
W r e c k someone during a gunfight? Sure! The GM tells you the position and effect level
guns to bear in a melee (but Fighting might be better).
of your action in this circumstance. As it says, F i g h t might be better (less risky or more
When you H u s t l e , you influence with guile, charm, or argument. effective), depending on the situation at hand (sometimes it won’t be better).

You might lie convincingly. You might persuade someone to do what you want. You For a more complete description of the actions and how they work in play (including the
might argue a compelling case that leaves no clear rebuttal. You could try to trick two special ones), see page 104-page 111.
people into affection or obedience (but Networking or Demanding might be better).

When you I n t e r f a c e , you control devices through transmitted signals, software


configuration, or implanted devices.

You might issue commands to your drone through a comm. You might switch your
cyberdeck’s interface modes to enter VR. You could try to spot hidden devices nearby
(but Reconning might be better).

45
Playbooks
3
Face
An impressive negotiator and planner.
No one uses their real name in the shadows. Some don’t even use their face, but
everyone needs a go-between for these deals. The Face knows that. They also
know that the shadows in the streets and high-rise towers are built with secrets
and painted over with lies. Every well-paid crew needs a potent communicator to
make that deals that keep their operation afloat. A masterful negotiation is one

Face
that didn’t even seem like it happened—and the ones that make that happen are
called Faces.

When you play a Face, you earn karma when you address a challenge with influence
or conspiracy. It’s all about who you know, and who you screw over. Use your contacts,

Playbook:
informants, and to point your operations in the right direction. Use your downtime activities
and flashbacks wisely to prepare for trouble and to calculate the angles of successs. When
things go to drek, remember to breathe slow—it’s all part of the plan and everything’s
under control.

Are you enmeshed in the network of favors and debts that you cultivate, or do
you scrupulously hold yourself apart, as a cold predator upon the shadows? Face Special Abilities
starting actions Shrewd friends, rivals
Deal Shar k
 network ‹‹ Angel, a data broker. Perhaps a You are not affected by quality or Tier when you negotiate extra payment for a run.

 reliable contact for underworld jobs, or This ability turns you into a shark at the negotiation table; you always land a sweet deal,
hustle
perhaps a former partner who sold you out? either by easy confidence or ferocity. Without it, attempting an excessive negotiation
(asking to increase it by more than the initial offer, for example) would only insult potential
starting builds ‹‹ Winston Mogi, a crew boss.
business partners.
Perhaps a fan of your tactics, or a former
If you want some guidance when you
lover now scorned?
assign your action dots and special A Little Jin g on the Side
ability/item, use one of these templates. ‹‹ Alan Stein, an executive. Perhaps a At the end of each downtime, you earn +2 stash.
T h e D i r e c t o r . Demand +2, Recon +2. friend from childhood who turned out to Since this money comes at the end of downtime, after all downtime actions are
Connected, Weaving the Web. be corporate, or a powerful suit hellbent resolved, you can’t remove it from your account and spend it on extra activities until
on your demise? your next downtime phase.
T h e F e n c e . Demand +1, Fight +1, Hustle
+1, Interface +1. A Little Jing on the ‹‹ Brie, a prostitute. An informant
Side, Slick. to spot potential targets, or a rival
Slick
You may expend your special armor to resist a consequence from acquiring illegal assets,
T h e F r o n t m a n . Hustle +1, Interface +1, manipulator?
or to push yourself to distract or delay someone in conversation.
Study +2. Deal Shark, Ambitious.
‹‹ Dante, a club owner. A good source When you use this ability, tick the special armor box on your playbook sheet. If you
T h e D i s t r a c t i o n . Engineer +1, Prowl for rumors and exclusive tickets? “resist a consequence” of the appropriate type, you avoid it completely. If you use
+1, Wreck +2. Incorrigible, Spectacle.
this ability to push yourself, you get one of the benefits (+1d, +1 effect level, act
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the
beginning of downtime.

47
3
C onnected
During downtime, you get +1 result level (a 1-3 becomes
Face Items
a 4/5, etc.) when you acquire an asset or reduce h e a t . ‹‹ Fine outfit: A suit of clothes that marks you as either an important executive, soldier
Your array of underworld connections can be leveraged of rank, or undisputed leader of a gang, with all the appropriate badges, medals, and
to loan assets, pressure a vendor to give you a better accoutrement. [0 l o a d ] If you’re carrying this item as a second outfit to change into, it
deal, intimidate witnesses, etc. counts as 2 l o a d .
‹‹ Nightlife subscription: Prepaid credit usable at popular clubs and restaurants across

Face
Sp r a wl Whi sperer the city, potent both in its ability to intoxicate and its ability to impress. Based on your
You gain +1d to Network when you gather information previous orders, what top-shelf selection(s) are suggested when you use it? [1 l o a d ]
on a target for a run. You get +1d to the engagement
‹ ‹ Privacy generator: A small tabletop device that allows the user to have a short
roll for that operation.
face-to-face conversation free of audio surveillance and remote listening. A must-have for
Your network of underworld connections can always be an important meet. [1 l o a d ]

Playbook:
leveraged to gain insight for a job—even when your ‹‹ Red-rock: A dose of the popular drug, which induces a dreamlike state. The victim
contacts aren’t aware that they’re helping you. of this crystal is not fully unconscious, but rather retreats into a calm, suggestible mental
state, similar to hypnotism. [0 l o a d ]
I n co r r i g i b le
‹‹ Entourage: Up to half a dozen bodyguards, fans, and retainers who are loyal only
When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down).
to you. They function as a cohort (Group: Thugs), but do not increase in scale. [0 l o a d ]
An ally who joins in your vice may do the same.
Normally, you need your purveyor to supply your vice, or you have to find a new
source. With this ability, the other PCs may indulge their vice through a single purveyor
without changing their own, then go back to their usual purveyor after indulging.

Amb i ti o u s
You gain an additional karma trigger: You defended your Fixers or tried to get more. If the
crew followed your lead, also mark crew karma.
You may mark 1 karma per session for each additional karma trigger you have on your
sheet. If any of your additional karma triggers happened a lot then you can mark 1 additional
karma that session.

S p e c ta c le
When you engage someone in conversation, it is especially distracting. When you N e t w o r k
a distracted target, take +1d.
Your delivery of dialogue grabs the attention of groups of people around you. How
they react depends on the person. Some people will get upset, some will be pleased,
others will grow suspicious of you. The GM judges the response of a given NPC.

In addition, when you H u s t l e someone who’s affected by distraction (from this ability
or otherwise), take +1d to your roll.

48
4
Hacker
A digital mastermind and cybercriminal.
Signals exists almost everywhere—data pulsing back and forth between wireless
enabled devices just waiting to be exploited. Hackers are a specialized kind of
infiltrator, with a huge investment into the technology needed to be thieves of the

Hacker
virtual and augmented worlds.

When you play a Hacker, you earn karma when you address a challenge with
cybercrime or information technology. Beneath the networked buildings and
holographic advertisements that make up the sprawling city, an unfathomable web
of signals provides a seemingly unlimited array of exploitable technology. Use your
downtime activities and flashbacks wisely to prepare for trouble and to calculate

Playbook:
the angles of success. Wield software like a weapon, removing or turning threats
against those who dare to oppose you.

The extensive training that makes a Hacker is rare among the disenfranchised criminal
population—how did you learn your skills? Are you immersed in the black market
data trades that you exploit as a Hacker, or do you scrupulously hold yourself apart,
as a cold predator upon cyberspace?
Hacker Special Abilities
starting actions 1337 friends, rivals Decker
Create one of your cyberdecks as a cohort (use the edges and flaws on the list below).
 inte rfa c e ‹‹ Whisper, a secrets trader. a
The cyberdeck can use teamwork actions (using quality for rolls). A cyberdeck can’t lead
profitable way of unloading sensitive data,
 s tud y or a rival in the industry? a group action, but may participate.
C yb erd ec k E d ges C yb erd ec k F l a w s
sta r ting b uild s ‹‹ Smith, a G-Man. Perhaps an
old colleague turned legit, or perhaps ‹‹ Smart: The cyberdeck can be trusted ‹‹ Anomalous: The cyberdeck leaves
If you want some guidance when you
someone who counterhacked you? to make good decisions and act on its own behind strange data trails. Take +1 heat
assign your action dots and special
abilities, use one of these templates. initiative in the absence of direct orders. when you use it on a run.
‹‹ Gunther, a mechanic. Perhaps an
Combat Hacker. Prowl +1, Wreck +1, old colleague who likes to work with ‹‹ Secure: The cyberdeck cannot ‹‹ Costly: The cyberdeck costs 1
Fight +2. Decker, Virtual Fighter. his hands, or perhap someone whose be hacked and provides a measure of nuyen per downtime to keep in operation.
Developer. Engineer +2, Study +1, creations nearly killed you? protection against being counterhacked. ‹‹ Unreliable: The cyberdeck isn’t
Recon +1. Programmer, Meticulous. ‹‹ Stable: The cyberdeck keeps always available, due to other obligations,
‹‹ Links, a forum admin. Perhaps a good
Network Admin. Recon +2, Hunt source of cyberspace gossip, or perhaps a operating even when broken. upgrade of its programming, etc.
+1, Study +1. Signal Junkie, Search well-connected digital gatekeeper?
Protocol.
Pr og r am m er
‹‹ Layne, a BTL dealer. Perhaps a When you invent or craft a creation with software features, you get +1 result level to
Project Manager. Demand +2, Network your roll (a 1-3 becomes a 4/5, etc.). You begin with one special design already known.
reliable underworld contact, or perhaps an
+2. Time Manager, Data Analyst.
old counterhacker with a grudge? Follow the Inventing procedure with the GM (page 145) to define your first special
design.

49
4
S ign a l J un k i e
You can push yourself to do one of the following: completely ignore interference—
Hacker Items
disrupt nearby wireless communications. ‹‹ Cyberdeck: A comm with a large screen, modified to spot hidden trails and run
When you push yourself to activate this ability, you still get one of the normal benefits hacking software that allow the trained user to exploit digital vulnerabilities. A metal and
of pushing yourself (+1d, +1 effect, etc.) if you’re making a roll, in addition to the glass tablet about the size of a composition book. Feel free to tell us which build you’ve

Hacker
special ability. chosen when you mark the l o a d for this item. See the following page for details on how
to configure your first cyberdeck. [1 load]
When you ignore interference, the GM will describe its effect level. IF you’re using this
ability as cover or distraction, it’s probably a setup teamwork maneuver, using Interface. ‹‹ Fine surveillance kit: A clandestine surveillance kit equipped with an impressive
array of tiny wireless devices and sensors for recording audio and video. The fine quality
When you disrupt nearby wireless communications, the GM will describe its effect level
of this kit may increase the effect of your investigative actions when you use it. [1 load]
and significant collaterial disruption. If you disrupt it in combat, you’ll still make an action
roll in the exchange (usually with Interface). ‹‹ Portable VR kit: A heavy case containing secure seating and a lightweight headband
that provides a means of virtual reality interface. Includes a stylish texture case and

Playbook:
Virtu a l F i g h ter comfortable harness. This specialty-made chair and desk collapses into a compact form
When you make a resistance roll for harm to your persona, you get +1d. You are never capable of carrying the integrated trodes, thus reducing its l o a d to 1 even though it is
jacked by IC you engage in VR. conspicuous to onlookers while in use or unfolded. [1 load]

Da t a An a lys t ‹‹ Blueprints: A data chip loaded with useful architectural projections and city plans.
During downtime, you get two ticks to distribute among any long term project clocks that Feel free to specify which plans you’ve loaded on you’re carrying when you choose this
involve investigation or learning a new design plan. item. [1 load]

If you have this, at the start of downtime you can start new projects and immediately ‹‹ Fuzzer: An offfline device coated in transparent fibers that weighs almost nothing
begin ticking them (or wait until later until in the phase you’re sure which ones you and adheres to fabric. Captures signals, even encrypted ones, which are transmitted within
want to tick). arm’s length, storing them for later retrieval. With a bit of modification, this device can be
configured to defeat any transmitted signals within range.
S e a r c h Pr o to c o l
You are always aware of icons in your presence. Take +1d when you gather information
about high-technology by any means.

T ime M a n a g er
Due to your careful planning, during downtime, you may give yourself or another crew
member +1 downtime action.
If you forget to use this ability during downtime, you can still activate it during the score and
flashback to the previous downtime when the extra activity happened.

M e t i c u lo us
You may expend your special armor to resist a consequence of hacking or to push
yourself when you contend with or employ software.
When you use this ability, tick the special armor box on your playbook sheet. If
you “resist a consequence” of the appropriate type, you avoid it completely. If you
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the
beginning of downtime.

50
4
Cyberdecks Modifying a Cyberdeck
A cyberdeck is a comm with a software interface suitable for cybercrime. It can examine hidden You can add an additional build to a cyberdeck by spending two special item choices.
data trails and hack other devices. A cyberdeck may be rebuilt if severely damaged or crashed. If When you perform actions for which your cyberdeck’s build applies, use its full quality
a cyberdeck’s processor array is burnt or destroyed, the cyberdeck’s configuration is lost—along rating. Otherwise, its quality is zero. A given cyberdeck can have up to two builds.
with any signals or data stored within the cyberdeck.
The GM might roll your cyberdeck’s quality if it is ever put to the test, to see how well it
thwarts the opposition.
Getting a Cyberdeck You can swap out a cyberdeck’s build(s) freely during downtime. Swapping out build(s)
A PC with the cyberdeck Hacker item (see previous page) begins with one cyberdeck, already during a run can cause lost progress, data corruption, or hardware malfunction (Risky
configured for use. To add another cyberdeck, spend a special item choice or secure one on action roll) and is not recommended.
your own, then configure it using the process below.
Building a cyberdeck is a complex electrical and software project (see page 148), made
much simpler if you start with a working comm that has been modified for this purpose.
Using a Cyberdeck
Preparing a cyberdeck’s interface for a new owner is a complex software project. Roll one of your action ratings* to use your cyberdeck. Note that you can roll actions
besides Interface (like Study and Hustle) to use a cyberdeck. The GM will give your

Configuring a Cyberdeck position and effect by taking all the factors into account, as usual.

Choose a build from the list below and record its look in your notes (see sidebar on the *: If you also have the Decker special ability, teamwork maneuvers using the quality rating
right for ideas). of the cyberdeck are also available to you. See Using a Cohort for details.

Cybe r d eck Builds


Combat: signal corruption, device crashes, engage IC


Process: searching, editing, encyption & decryption

Sleaze: intercepting signals, taking authentication, evade IC


Look
Firewall: authentication, filtering device corruption, cyberspace armor*
First, give an impression of its
With the Firewall build, you gain cyberspace armor—helpful for dealing with cyberspace shape. Rectangular, Pointy,
consequences (virtual or otherwise). To use it to reduce the severity of a consequence by Apple-tato,
1, reduce the device’s Firewall rating by 1. To use it to avoid a consequence completely,
reduce the device’s Firewall rating by 2 instead. A cyberdeck’s firewall rating cannot be Then, choose a color. Something
reduced below 0, and is automatically restored when you mark your load for a run. edgy or over the top is best.
Heritage cherry sunburst,
Leather chic, Black sparkle, Hot
pink and bejeweled.

Also tell us what personal


flair you have applied to it.
Unicorn stickers. Lucky rabbit’s
foot. Engraved anarchy sign,
Random marker doodles.

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5
Muscle
A dangerous and intimidating fighter.
In the shadows, there are those who snatch what they want with no qualms
about the consequences. They are the fit, ferocious, and fearless. They handle
enforcement, collection, killing, leg-breaking, and intimidation. When you

Muscle
need a security presence to reckoned with, you bring the Muscle.

When you play the Muscle, you earn karma when you address a
challenge with violence or coercion. Nobody says it louder than you,
and you always get what you want. Take no prisoners, bar no holds, leave
no survivors—or remove all doubts in your ability to cause pain.

Playbook:
Are you barbaric or precise? Have you developed your own collection
of special tactics or martial arts? Do you want to be the leader or
the leader’s protection?

starting actions dangerous friends, rivals


Muscle Special ABilities
 fi g h t ‹‹ Knuckles, a brawler. Perhaps
Har den ed
You may expend your special armor to reduce harm from an attack in combat or to push
 someone who bested you before, or a
demand yourself during a battle.
martial arts instructor who trained you?
When you use this ability, tick the special armor box on your playbook sheet. If you
starting builds ‹‹ Livewire, vicious ganger. Perhaps “reduce harm” that means the level of harm you’re facing right now is reduced by
a fellow member of a former crew, or one. If you use this ability to push yourself, you get one of the benefits (+1d, +1
If you want some guidance when you
a street thug whose gotten in your way effect, act despite severe harm) but you don’t mark 2 edge. Your special armor is
assign your action dots and special
before? restored at the beginning of downtime.
ability/item, use one of these templates.
C o mm a n d e r . Demand +1, Recon +2, ‹‹ Crit, a cold killer. Perhaps an Bodyg uar d
Study +1. Militant, Mule. assassin for hire, or a particularly deadly When you protect a teammate, take +1d to your resistance roll. When you gather info to
runner? anticipate possible threats in the current situation, you get +1 effect level.
E n f o r c e r . Network +1, Hunt +2, Wreck
+1. Easy Confidence, Hardened. The protect teamwork maneuver lets you face a consequence for a teammate. If
‹‹ Lefty, an extortionist. Perhaps a
you choose to resist that consequence, this ability gives you +1d to your resistance
T h e P r o t e c t i o n . Interface +1, Prowl +1, former partner in thuggery, or a competitor
roll. Also, when you read a situation to gather information about hidden dangers or
Recon +2. Bodyguard, Tough as Nails. in the shadows?
potential attackers, you get +1 effect—which means more detailed information.
T o r t u r e r . Hustle +1, Study +1, Wreck
‹‹ Dex, a street doc. Perhaps a buddy
+2. Steel Trap, Savage.
from your former military tour, or the meat-
Easy Con fiden ce
You gain potency when you ask or tell someone to stay out of your way.
grinder who botched your treatment?
With this ability, your voice gives others pause and can be the difference between
a long protracted chase and a quick takedown. What about your casual demeanor
makes it clear you mean business?

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5
Mul e
Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
Muscle Items
This ability is great if you want to wear heavy armor and pack a heavy weapon without ‹‹ Fine heavy weapon: A finely crafted two-handed melee weapon of your choice. A
attracting lots of attention. Since your exact gear is determined on-the-fly during an sledge hammer, a katana, a pole arm, a battle axe, etc. A heavy weapon has more reach
operation, having more load also gives you more options to get creative with when and hits harder than a standard weapon. This might give you potency when the power or

Muscle
dealing with problems during a run. reach of the weapon is a factor. [2 l o a d ]

‹‹ Fine hand weapon: A finely crafted melee weapon of your choice. Is this a well-
S a vag e crafted standard weapon, like a perfectly-balanced wakizashi, or something medieval, like
When you unleash physical violence, it’s especially frightening. When you D e m a n d a a dueling rapier or a morningstar? [1 l o a d ]
frightened target, take +1d.
‹‹ Fine scary weapon/tool: A scary-looking hand weapon or tool. This item grants
You instill fear in those around you when you get violent. How they react depends on increased effect when you intimidate, not increased harm in combat. Maybe a monofilament
the person. Some people will flee from you, some will be impressed, some will get chainsaw, unwieldy piece of metal, or bizarrely-shaped eyeball extractor. [1 l o a d ]

Playbook:
violent in return. The GM judges the response of a given NPC. In addition, when you
Demand someone who’s affected by fear (from this ability or otherwise), take +1d to ‹‹ Stimz vial: A dose of the drug, which boosts strength, pain tolerance, and irrational
your roll. aggression for the span of several minutes. The GM will modify your position and effect
accordingly when you fight on stimz. Also, you suffer two consequences: “Can’t Tell
T o ug h a s N a i ls Friend From Foe” and “Can’t Stop Until They’re All Broken.” You may resist these as usual.
Penalties from harm are one level less severe (though level 4 harm is still fatal). [0 l o a d ]

With this ability, level 3 harm doesn’t incapacitate you; instead you take -1d to your ‹‹ Containment manacles: A set of heavy manacles and chain, suitable for restraining
rolls (as if it were level 2 harm). Level 2 harm affects you as if it were level 1 (less a prisoner. A souvenir from an escape from law enforcement, perhaps? [0 l o a d ]
effect). Level 1 harm has no effect on you (but you still write it on your sheet, and
must recover to heal it). Record the harm at its original level—for healing purposes,
the original harm level applies.

Mil ita n t
When you D e m a n d a cohort in combat, they continue to fight when they would otherwise
break (they’re not taken out when they suffer level 3 harm). They gain potency and 1 armor.
This ability makes your cohorts more effective in battle and also allows them to resist
harm by using armor. While you lead your cohorts, they won’t stop fighting until they
take fatal harm (level 4) or you order them to cease. What do you do to inspire such
tenacity in combat? For details about cohorts, see page 69.

Steel Trap
From hard-won experience or training, you are immune to interrogation and torture. You
get +1 edge box.
This ability gives you an additional edge box, so you have 10 instead of 9. The
maximum number of edge boxes a PC can have (from any number of additional
special abilities) is 12.

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Punk
A wily hoodlum and vandal.
Behind the mirrored windows of the executives, and in the darkness at the street
level, waits an underestimated threat. The Punk knows how to get in an out before
anyone knows a thing. The sheer aptitude and physicality of their profession is
respected among runners. They seem to go wherever they please—do what they
want, completely undetected. They are the career criminals, the rowdy types who

Punk
adapt and overcome, and the last ones to get caught.

When you play a Punk, you earn karma when you address a challenge with
evasion or vandalism. Remain unseen, leave no traces, and strike from the darkness.
The sprawling megaplexes and their darkened streets are an important ally in your

Playbook:
crimes. If things don’t go as planned, get out, and live to steal another day.

Which kind of punk are you? A clever thief with fast hands? The surprising
athlete who never gets caught? Or more of deadly stalker, toying your
victims in the darkness?

starting actions shady friends, rivals


Punk special Abilities
 prowl ‹‹ Dax, a hoodrat. Perhaps a mentor
 wreck
who taught you how to be bad, or a Am bush
perhaps a rival from your childhood? When you attack from hiding or spring a trap, you get +1d.

starting builds ‹‹ Lazarus, a Cop. Perhaps a former This ability benefits from preparation— so don’t forget you can do that in a flashback.

If you want some guidance when you runner with a blind eye, or perhaps a dirty
assign your action dots and special officer hot on your trail? Dar edevil
When you roll a desperate action, you get +1d to your roll if you also take -1d to any
ability/item, use one of these templates.
‹‹ Rogo, a beggar. Perhaps a valuable resistance rolls against consequences from your action.
F i r e s t a r t e r . Engineer +1, Fight +2, source of street remors, or perhaps a
This special ability is a bit of a gamble. The bonus die helps you, but if you suffer
Wreck +1. Sabotuer, Driven. bothersome vagabond who is in the way
consequences, they’ll probably be more costly to resist. But hey, you’re a daredevil,
of progress?
Getaway Artist. Finesse +2, so no big deal, right? (Note: Since they already have it, orks gain nothing from this
Fight +1, Hustle +1. Mobility, ‹‹ Lucky, a snitch. Who does Lucky ability)
Catch Me If You Can. give their intelligence to?
S t a l k e r . Hunt +2, Recon +1, Study +1.
Sabotuer
‹‹ Leo, a burglar. Perhaps a good When you W r e c k , the work is much quieter than it should be and the damage is very
Ambush, Daredevil. source for building plans and historical well-hidden from casual inspection.
T h e R i n g L e a d e r . Network +2, Recon detils, or perhaps a rival who exploits
You can drill holes in things, melt stuff with acid, even use a muffled explosive, and it will
+1, Study +1. Too Cool For Skool, security measures.
all be very quiet and extremely hard to notice. This ability is useful for wireless wrecking
Adaptable.
too, if you’re into that.

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6
T o o Co o l F o r  S k o ol
Choose one of your action ratings. When you lead a group action using that action, you can
Punk Items
suffer only 1 edge at most regardless of the number of failed rolls. ‹‹ Fine wrecking tools: A specialized set of tools for sabotage and destruction. A
This special ability is good for covering for your team. If they’re all terrible at your small, powerful drill. A mallet and steel spikes. A prybar. A kinetic battery, clamps, wire.
favored action, you don’t have to worry about suffering a loss of edge when you lead A portable impact wrench and scissor jack. A miniwelder and fuel tank. [2 l o a d ]
their group action. ‹‹ Light climbing gear: A well-crafted set of climbing gear which is less bulky and

Punk
lighter than a standard set. [1 l o a d ] Standard climbing gear is 2 load.
C a t c h  M e I f  Y o u  Can
‹‹ Fine stealth outfit: A full bodysuit of smart clothing designed to blend the user into
You may expend your special armor to resist a consequence from detection or security
the darkness around them. This item improves your effect level when you sneak around.
measures, or to push yourself for a feat of escape or stealth.
[1 l o a d ]
When you use this ability, tick the special armor box on your playbook sheet. If
‹‹ Special ammunition: A bandolier of specially crafted c a p s u l e a mm o
you “resist a consequence” of the appropriate type, you avoid it completely. If you

Playbook:
ammo for a pistol, especially potent against intended
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act f l a r e a mm o
targets, but less effective against others. When you
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the
employ a special ammunition, choose one from the list at frangible ammo
beginning of downtime.
right. [1 l o a d ] The impact of capsule rounds are enough
to deliver a loaded chemical through a flesh wound. The g e l a mm o
Driv en showering sparks from flare rounds are well-suited for signalling or marking a location.
Due to fierce ambition or a harsh childhood, you get +1 t r a u m a box. When you push
Frangible rounds spread out when they impact, ensuring the damage ignores hard
yourself more than once to perform an action, it costs 1 fewer edge than usual.
substances (bone, metal, wood, etc.)—useful for ensuring a victim’s implanted electronics
This ability grants you an additional trauma box, so you have 5 instead of 4. The maximum are not damaged. The impact from gel ammo is enough to stun a person or knock them
number of trauma boxes a PC can have (from any number of additional special abilities down, but does very little real harm; several hits might incapacitate a person.
or upgrades) is 6.
‹‹ Tactical goggles: A set of thin goggles outfitted with toggleable visual sensors that
See Pushing Yourself on page 13 for details on available benefits. Normally, you can allow the wearer to see the infrared spectrum, or see in low-light as if it were well-lit. Tell
push yourself just once per action—but with thing you can achieve great things even us which mode (infrared or nightvision) is active when you mark this item. [1 l o a d ]
when you’re in trouble.

M o b i li ty
You can sprint through difficult terrain as if it were normal terrain. You get +1d to charge
into someone, knocking them aside, back, or down.
Difficult terrain is uneven ground or partially blocked by obstacles.

Ad a p ta b le
Mark 2 edge to roll your best action rating while performing a different action. Say how
you adapt your skill to this use.
This is the “jack-of-all-trades” ability. If you want to attempt lots of different sorts of
actions and still have a good dice pool to roll, this is the special ability for you.

55
7
Rigger
A brilliant technician and pilot.
The Sixth World is built on technology, from the shadows to the board rooms.
Riggers are the runners who specialize in refine the drugs, build the bombs, bandage
the wounds, and forge the tools of the shadows. “Make it or break it”—it doesn’t
matter—you know how to do both.

Rigger
When you play a Rigger, you earn karma when you address a challenge with
technical skill or control. Seattle is a city full of industrial machinery, electronics,
plumbing, and electrical systems for you to bend to your purposes or exploit. Get
out your tools and get your hands dirty. Use your talents to keep things from going
too far “off the rails” and maintain your grip on the action.

Playbook:
The technology and talents required to make you a Rigger are expensive to cultivate—
did you have assistance when acquiring your skills and getting your gear? Which side
of the tracks do you prefer; the side of creation and repair—or the side of mayhem and
destruction? What is your preferred workspace; hands-on or virtual?

starting actions Handy friends, rivals


‹‹ Chopper, a gearhead. A fellow
Rigger Special Abilities
 engineer
machinery enthusiast from “back in the Electrician
 fi n e s s e day,” or perhaps someone you’ve lost to When you invent or craft a creation with electrical features, take +1 effect level to your
(or beaten) in a drone race before? roll (a 1-3 becomes a 4/5, etc). You begin with one special design already known. Remove
starting builds two harm (instead of one) when you spend a downtime activity to repair a device.
‹‹ Bricks, a demolitionist. Perhaps a
If you want some guidance when you former teacher turned to crime, or perhaps Follow the Inventing procedure with the GM to define your first special design.
assign your action dots and special a terrorist against whom you have a
ability/item, use one of these templates. vendetta? Paran oid A n droid
Create one of your drones as an cohort (use the edges and flaws on the list below). The drone
R e m o t e R i g g e r . Finesse +1, Interface ‹‹ Twitch, a spacecase. Perhaps a
can use teamwork actions (using quality for rolls). A drone can’t lead a group action, but may
+2, Prowl +1. Paranoid Android, Pilot. hopeless trideo or VR addict, or a conspiracy
participate.
M c G u y v e r . Interface +1, Recon +1, theorist clearly high on psychedelics?
Wreck +2. Electrician, Jury Rigging. Drone Edges Drone Flaws
‹‹ Drano, a data trader. a fellow
C a t B u r g l a r . Finesse +1, Study +1, information hound or way to unload ‹‹ Autonomous: The drone can be ‹‹ Costly: The drone costs 1 nuyen

Prowl +2. Infiltrator, In Control. sensitive data, or a rival in the industry? trusted to make good decisions and act on per downtime to keep in operation.
its own initiative in the absence of direct
S t r e e t D o c . Network +2, Study +2. ‹‹ Memphis, a street doc. a source ‹‹ Finicky: The drone has quirks that
orders.
Chemist, Physician. of surgical help and augments, or a nasty only one person understands. When
thorn in your side? ‹‹ Self-repairing: The drone repairs
itself. Remove all of its harm during operated without them, it has -1 quality.
downtime. Drones only. ‹‹ Loud: The drone leaves behind a
‹‹ Sturdy: The drone keeps operating trail of destruction and chaos in its wake.
even when b r o k e n . Take +1 heat when you use it on a run.

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Pilot Jury R ig g in g
You can F i n e s s e drones to takeoff, control, or land When you modify an item, you don’t have to spend a downtime activity if you (choose
them, regardless of their means of propulsion. one): mark 1 edge—choose an additional drawback for the modified item. You can mark
1 edge to take action with a recently b r o k e n device (severe harm. level 3).
Without this ability, any attempts to manually operate aircraft or underwater craft are
likely to fail or makes things worse. Without this ability, it is impractical to perform repairs and item modifications in the
field.

Rigger
I n C o n tr o l
You can expend your special armor to resist a consequence of fatigue, distraction, or
chemical effects, or to push yourself when working with technical skill.
Rigger Items
When you use this ability, tick the special armor box on your playbook sheet. If
‹‹ Fine engineering tools: A specialized set of tools hypersolvent
suitable for detailed electrical work. A headlamp outfitted
you “resist a consequence” of the appropriate type, you avoid it completely. If you hyperglue
with visual sensors capable of magnification. A set of
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act

Playbook:
oldering irons, precision wrenches, and other hand tools. s t im p a t c h
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the
Measuring devices. [1 l o a d ]
beginning of downtime.
antidote patch
‹‹ A configured drone: Your drone is configured to
I n f iltr a to r obey your commands and perform various functions using tranq patch
You are not affected by quality or Tier when you bypass security measures. its installed features. Perhaps a small flying surveillance
drone, or perhaps a vehicle with seating for 3-5 runners narcoject
This ability lets you contend with higher-Tier enemies on equal footing. When you’re
who are crazy enough to get inside. See next page for p e pp e r p u n c h
cracking a safe, picking a lock, or sneaking past elite security, your effect level is never
details on configuring your first drone. [0 l o a d ]
reduced due to superior Tier or quality level of your opposition. Are you a renowned
flashbang
safe cracker? Do people tell stories of how you slipped under the noses of two star ‹‹ Rigger interface: A device designed to be fitted
detectives, or are your exceptional talents yet to be discovered? into the actuators of a drone to enable remote control frag grenade
over its functionality. Takes several minutes to install, and
cs-tear gas
Ch e m i s t fits in a large backpack. Only one rigger interface may be
When you invent or craft a creation with chemical features, take +1 effect level to your installed on a device at a given time. [1 l o a d ] s m o k e g r e na d e
roll (a 1-3 becomes a 4/5, etc). You begin with one special formula already known. ‹‹ Field harness: A strap worn across the body,
fitted with specially-padded pouches to safely carry three coke drug ( )
Follow the Inventing procedure with the GM to define your first chemical formula.
chemical agents or electrical bombs. When you employ dope drug ( )
Physician an item from a field harness, choose one from the list at
You can E n g i n e e r bones, blood, and bodily tissues to treat wounds, perform surgery, or right (or one of your custom-made formulas). See page 147 for more on chemicals and
stabilize the dying. You may S t u d y an ailment or corpse. Everyone in your crew (including bombs. During downtime, you automatically refill your field harness, so long as you have
you) gets +1d to their healing treatment rolls. Take this ability again to get +1 effect level reasonable access to a supplier or workshop. [1 l o a d ]
to your roll when you perform surgical installations. ‹‹ Black Box: Small device that emits electromagnetic interference at
Knowledge of biology and medicine is a rare and esoteric thing in the shadows. short ranges, orphaning an affected device long enough to override control.
Without this ability, any attempts at treatment or surgery are likely to fail or make Orphaned devices are more easily worked with than those protected by a
things worse. You can use this ability to give first aid (rolling E n g i n e e r ) to allow your host. [1 l o a d ]
patient to ignore a harm penalty for an hour or two.

You may create gadgets during downtime by


E n g i n e e r i n g with tools and materials. Track the load
for each gadget you deploy during an operation.

57
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Drones Features, by frame size:
A drone is an electromechanical body controlled by signals from a comm. Drones are capable
S m a l l (Cat size, -1 scale): A motorized orb, a
of locomotion on land and grant the user human-like senses of sight and hearing (through its
robotic doll or spider. Amphibious—Flight—
frame’s sensors and control array), by default. A drone may be rebuilt if severely damaged or
Reflexes
destroyed. If a drone’s processor array is shattered, the drone’s configuration is lost—along with
any signals or data stored within the drone. M e d i u m (Human size): An android, a mechanical
animal. Life-like Appearance—Spider Climb

Getting a Drone H e a v y (Coupe size, +1 scale): A hulking


A PC with a configured surveillance drone (see previous page) begins with one drone, already mechanical suit, a small self-driving vehicle.
configured for use. To add another drone, spend a special item choice or secure one on your Interior Space—Plating
own, then configure them using the process below. -~-
Building a drone is a complex electrical and mechanical project (see page 148). Preparing Features for any frame:
a drone’s software for a new owner is a complex electrical project.
Compartments—EMP—Flash Ordnance
Hydraulic Jump Legs—Media Device
Configuring a Drone Noise Suppression—Sensor Array
Smoke Projectors—Stealth—White Box
Choose a frame size, look, and a starting feature (see list at right). The GM might roll
your drone’s quality if its features are ever put to the test, to see how well they thwart the
opposition.

Features


Compartments: Items may be built-in to Sensor Array: It has a sensor array
its frame and may recess beneath panels capable of the following (choose two):
out of sight. Its frame can now carry 2 thermal imaging—spatial mapping—
free l o a d . chemical identification.

EMP: Electromagnetic pulse that disables Stealth: It has been modified with an
signals for a short time, disrupting the electrical system and stealth paint job to
functionality of electronics nearby for obfuscate its presence.
about a minute. Top to bottom, to scale: a small, normal, and heavy frame.
Smoke Projectors: Chemical system
that can produce a dark, acrid cloud of
Flash Ordnance: Electrical system that
smoke—enough to fill a large room. Amphibious: It can move slowly while Life-Like Appearance: It is masterfully
can produce a disorienting series of
flashes to surprise and disorient. White Box: Electrical system that can underwater using a set of propellors and crafted to pass for a living creature (unless
produce a dense field of wireless noise pump-jets. it is closely scrutinized).
Hydraulic Jump Legs: It can jump to and interference—enough to orphan
extreme heights (several stories) and Flight: It can fly slowly using a set of Plating: Thick metal armor plates.
devices and take comms offline within a
survive falls without damage. rotors and fixed wings.
dozen paces. Reflexes: It has lightning-fast reaction
Media Center: An audio and video Interior Space: It has a compartment for time (as the Adept mystic feat).
recording and playback device, equipped a passenger or operator. Wall Climb: Miniature barbs and suction
with a premium sound system and virtual cups built into the frame allow it to walk
reality projector. and climb effortlessly on walls and ceilings.

You may swap out a drone’s features with a downtime activity. Features written in red are only appropriate for certain frame sizes (see above).

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Snake
A liar and a manipulator.
At first, the shadows are bewildering, a muddled political landscape with secret
wars fought behind autoturrets and mirrored windows. For the Snake though, there
is a veiled order to it all—the criminal underworld is just another secret waiting to
be exploited, another opportunity to seize, another problem to solve.

Snake
When you play a Snake, you earn karma when you address a challenge with
deception or information. Sometimes you’re flush and sometimes you’re bust—
but you know just how to slip out of a tough situation. Choose who you will be
today wisely—and even better tomorrow. You are sure to get your way if you just
keep telling them what they want to hear.

Playbook:
Is there even a “real” you? Or does your personality change to suit the listener
without you even having to think about it? Are all your relationships just
bargaining chips for you to pass around?

Snake Special Abilities


Starting Actions Sly friends, rivals
Lie Detector
 hustle ‹‹ Pop, a drug dealer. Perhaps a You can always tell when someone is lying to you.
 reliable underworld contact, or an old This ability works in all situations without restriction. It is very powerful, but also a bit of a
study
partner with a grudge? curse. You can easily see through every lie, even the kind ones.
starting builds ‹‹ Maynard, a courier. Perhaps a good
If you want some guidance when you source for gossip among the upper class? Tr ust M e
assign your action dots and special You may use teamwork maneuvers with any crew member who trusts you, regardless of
‹‹ Freedom, an information broker.
ability/item, use one of these templates. the distance separating you. Ask the teammates who trusts you after they pick their l o a d
Perhaps a good source of information, or
for the run. You can force any character who trusts you to perform the protect maneuver on
S m o o t h O p e r a t o r . Engineer +2, Finesse perhaps to whom you’ve sent too many
your behalf (they suffer a consequence instead of you).
+1, Study +1. Quick Study, Foresight. victims?
You can help out the crew from anywhere if they are willing to follow your direction,
T h e M o l e . Network +2, Study +2. ‹‹ Jerik, a records clerk. Perhaps a double-
but they’re also keenly aware your contingency plans don’t always include safety nets
Trust Me, Long Con. agent within a security firm, or perhaps
for them.
someone who falsified official documents
T h e C h a m e l e o n . Finesse +1, Prowl +2,
against you in the name of “justice.”
Recon +1. Master of Disguise, Linguist.
Quick Study
‹‹ Sea Bass, a parolee. Perhaps an old
I n f o r m a n t . Interface +1, Network +2, You get +1d to S t u d y to identify or exploit a weakness during an operation. When you
friend from childhood, or an enemy who
Study +1. Lie Detector, Disarming. train multiple times during a given downtime phase, take +1 karma.
was never supposed to get out?
You know how to watch people to uncover weaknesses without arousing suspicion,
and then cleverly exploit those vulnerabilities to meet your needs.

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8
M a ster of D i sgu i se
When you use a disguise or other form of covert
Snake Items
misdirection you get +1 effect level. When you throw ‹‹ Fine cover identity: Documentation, planted stories and rumors, and false
off your disguise, the resulting surprise gives you the relationships sufficient to pass as a different person. [0 l o a d ]
initiative in the situation.
‹‹ Fine disguise kit: A thermoplastic mask kit equipped with an impressive array of
This ability gives you the chance to more easily get expert appliances to fool the eye. The fine quality of this kit may increase the effect of your

Snake
out of trouble if a covert operation goes haywire. deceptive actions when you use it. [1 l o a d ]
Also, don’t forget your fine disguise kit item, which ‹‹ A vial of neuro-stun: A dose of tranquilizer sufficient to put someone to sleep for an
boosts the effect of your covert deception methods. hour. The victim’s sleep isn’t supernatural, but it is deep—they can be roused with some
effort. [0 l o a d ]
F o res i g h t
Two times per run you can assist a teammate without marking edge. Tell us how you ‹‹ Blackmail supplies: Compromising or injurious information, comprised of recorded

Playbook:
prepared for this. conversations, embarrassing video, or incriminating physical evidence. [0 l o a d ]

You can narrate an event in the past that helps your teammate now, or you might explain ‹‹ Concealed holdout pistol: A small firearm that fires low caliber
how you expected this situation and planned a helpful contingency that you reveal now. ammunition, easily concealed in a sleeve or jacket. This pistol has
extremely limited range; about a meter (a few feet). It’s very difficult to
L o ng C o n detect on your person, even if you’re searched. [0 l o a d ]
You may expend your special armor to resist a consequence from suspicion or persuasion,
or to push yourself when you gather information or work on a long-term project.
When you use this ability, tick the special armor box on your playbook sheet. If you
protect a teammate, this ability negates or reduces the severity of a consequence or
harm that your teammate is facing. You don’t have to be present to use this ability—
say how you prepared for this situation in the past. If you use this ability to push
yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but
you don’t mark 2 edge. Your special armor is restored at the beginning of downtime.

Dis ar m i n g
You get +1d vs. a target with whom you have an intimate relationship.
Any action can get the bonus, not just social actions. “Intimate” is for you and the
group to define, it need not exclusively mean romantic intimacy.

L ing u i s t
You can understand bits and pieces of any dialect, even those you never learned. You can
mark 1 edge to hold a conversation despite language barriers.
Attempting actions across language barriers is difficult for those who lack this ability,
but you can get by in a pinch due to your understanding of languages. Using the
language of the listener factors into effect as usual.

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9
Trigger
A deadly marksman and tracker.
There is great demand for runners who can pull the trigger at the right time.
The things others wish to keep hidden are no match for a capable Trigger.
Whether that be a deadbeat who’s trying to skip out on their debts, a

Trigger
witness who’s going to snitch to the Cops, or the trail to a stash of paydata
in a protected virtual host—it’s the Triggers that take aim and fire away.

Why have a fair fight, when you can stalk and ambush your prey on your
terms? The underworld is your playground, and your methods too deadly
for second chances.

Playbook:
When you play a Trigger, you earn karma when you address a challenge
with tracking or violence. Take the initiative to scope out opportunities
and targets for a score and be willing to hurt whoever stands in your way.

Do you see the whole world as potential prey, or do you still care about
people? Which target in the past gave you the most trouble? Why?

Starting Actions Deadly friends, rivals


‹‹ Flex, private security. Flex is a
Trigger Special Abilities
 hunt protector; a bodyguard. Who does she
 recon watch over? Deadeye
You can push yourself to do one of the following: make a ranged attack at extreme
‹‹ Vane, a spy. Who does Vane give distance beyond what’s normal for the weapon—establish line of fire despite obstacles
starting builds
their intelligence to? with a trick shot.
If you want some guidance when you
assign your action dots and special ‹‹ Dr. Maple, a street doc. Perhaps When you push yourself to activate this ability, you still get one of the normal benefits
ability/item, use one of these templates. an old friend who’s patched you up many of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
times, or someone to whom you’ve sent The first use of this ability allows you to attempt long-range sniper shots that would
B o u n t y H u n t e r . Demand +1, Fight +2,
too many victims? otherwise be impossible without special enhancements. The second use targets
Network +1. Focused, Vengeful.
nearby surfaces (walls, ceilings, debris, etc.) to create a viable trajectory for ranged
S n ip e r . Prowl +2, Recon +1, Study +1. ‹‹ Mr. Victor Bates, an executive.
attack despite lacking line of sight.
Deadeye, Scout. Perhaps an old friend moving on to bigger
S o l d i e r . Engineer +1, Fight +2, Wreck
things, or perhaps a rival who’s chased Cover & Flush
you down before. You gain potency when you unleash a barrage of rapid fire to suppress the enemy or force
+1. Cover & Flush, Resilient.
them out of cover.
S u r v i v a l i s t . Fight +1, Prowl +1, Study ‹‹ Longarm, a bounty hunter. Perhaps
+2. Conditioning, Badass Pet. a mentor who trained you in the deadly You go through ammo like there’s no tomorrow. When an enemy is suppressed, they
arts, or vice versa? are reluctant to maneuver or attack (usually calling for a fortune roll to see if they can
manage it). An enemy that is forced out of cover when you choose opens opportunities
for flanks and ambushes.

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9
S co u t
When you gather info to locate a target, you get +1 effect. When you hide in a prepared
Trigger Items
position or use camouflage, you get +1d to rolls to avoid detection. ‹‹ Fine long rifle: A high-powered sniper rifle, deadly at long range. Long rifles like
A “target” can be a person, a destination, a good ambush spot, an item, etc. this are very illegal, but you have (real or forged) military licensing for this one. [2 l o a d ]
‹‹ Sub machine gun: A heavy handgun, made for barrages of rapid fire, with an

Trigger
F o cu s ed extended magazine that allows fully-automatic bursts before reloading. Devastating at a
You may expend your special armor to resist a consequence of surprise or mental harm dozen paces, quick to reload. [2 l o a d ]
(fear, confusion, losing track of someone) or to push yourself for ranged combat or
tracking. ‹‹ Suppressor: An attachment for the barrel of a pistol or rifle. Shots fired through it are
barely audible from up to a dozen paces. Slow to screw on or off. [1 l o a d ]
When you use this ability, tick the special armor box on your playbook sheet. If
you “resist a consequence” of the appropriate type, you avoid it completely. If you ‹‹ Scope: A rigid tube containing a visual sensor and viewfinder, designed for long-
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act range target acquisition and glare reduction. May attach to a rifle. [1 l o a d ]

Playbook:
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the ‹‹ A trained hunting pet: Your animal companion obeys your commands and
beginning of downtime. anticipates your actions. Cohort: Expert (Hunter) [0 l o a d ] Take the Badass Pet special
ability to make it even better.
V e ng ef u l
You gain an additional karma trigger: You got payback against someone who harmed you
or someone you care about. If your crew helped you get payback, also mark crew karma.
You may mark 1 karma per session for each additional karma trigger you have on your
sheet. If any of your additional karma triggers happened a lot then you can mark 1 additional
karma that session.

Conditioning
Due to harsh experience or training, iF there is a question whether you’re sleepy, hungry,
or thirsty, the answer is no. You get +1 edge box.
This ability gives you an additional edge box, so you have 10 instead of 9. The
maximum number of edge boxes a PC can have (from any number of additional
special abilities) is 12.

R e s ili en t
You recover from harm faster. Permanently fill in one of your healing clock segments. You
get +1d to healing recovery rolls.
Your healing clock becomes a 3-clock, and you get a bonus die when you recover.

B a d a ss Pet
Your hunting pet (if you have one) gains potency when tracking or fighting wounded
targets, and gains a special ability: crowd contol—sapience—quickness. Take this ability
again to choose an additional special abil ity for your pet.
Your pet already functions as a cohort (Expert: Hunter). This ability gives them potency
when it can catch the scent of something’s blood and a special feature of your choice.
Crowd control means its specially trained at disarming or interfering with small
groups (up to six people). Sapience means it can understand complex ideas and make
decisions like a person might. Quickness allows the pet to move extremely quickly,
out-pacing most land vehicles. For more details about cohorts, see page 69.

62
Standard Items
A Pistol: A heavy pistol, semi-automatic, Armor: An armored jacket or reinforced Demolition Tools: Impact drill and power
and loaded with a magazine containing leather duster plus protective gloves and packs. A welding torch and large fuel tank.
enough ammunition for a quick murder or boots. [2 l o a d ] Heavy-duty crowbar. [2 l o a d ]
escape. Devastating at speaking distance,
and quick to reload. [1 l o a d ] Something Heavy: The addition of bulletproof vest, Lighting: A string of work lights, kinetically-
that a respectable cyberpunk citizen might kevlar plating, and helmet. Or a riot shield. charging flashlight or lantern, or focused
carry. [3 l o a d ]. The l o a d for heavy armor is spotlight. [1 l o a d ]
in addition to normal armor—5 load total.
Mechanical Tools: A set of heavy tools
A Quiet Weapon: A lightweight weapon
Burglary Gear: An autopicker. A maglock for working on machinery. Pneumatic jack
which makes little noise during use or while
sequencer. A glass cutter. A small pry-bar. stands, large screwdrivers and wrenches,
carried. A small set of throwing knives. A
Vial of lubricant for squeaky hinges. A coil heavy clamps, and air compressor. Shards
blowgun and darts. [1 l o a d ]
of wire, plus hooks and magnets. A small of scrap metal, a handheld miniwelder, and
pouch of fine sand. [1 l o a d ] small tank. [2 l o a d ]
A Medieval Weapon: A handheld weapon
designed for brutal melee. A set of brass Climbing Gear: Grappling hooks. Magnetic Subterfuge Supplies: A theatrical makeup
knucks. A short sword. A wood-chopping shoe pads. Suction cup gloves. Carbiners kit and costume jewelry. A selection of
axe. [1 l o a d ] and crampons. [2 l o a d ] Secure rigging for unassigned licenses, ready for the forger’s
assisted climbing maneuvers. hand. A reversible trenchcoat and distinctive
A Large Weapon: A weapon meant for two hat. A maglock skeleton key. A lightweight
Comm: An advanced computing device headset containing an RFID communicator.
hands. A battle axe, katana, warhammer,
with installed system software, outfitted [1 l o a d ]
or polearm. A hunting rifle. A single-fire
with a touchscreen, multi-band transceiver,
shotgun. A bow or crossbow. [2 l o a d ]
and SIMchip. Suitable for forming networks, Technical Tools: A basic set of tools for
connecting to cyberspace, and using a virtual detailed mechanical or electrical work.
An Unusual Weapon: A curiosity or tool reality interface. [1 l o a d ] Soldering iron, spools of wire, precision
turned into a weapon. A whip, a flail, a screwdrivers & wrenches, and a small case
hatchet, a shovel, a length of chain, a razor- Documents: A collection of short articles containing assorted fasteners. Small hammer
edged fan, steel-toed boots. [1 l o a d ] on a variety of topics, including a registry and pry bar, assortment of chargers and
of the corporate elite, infamous security power packs, a universal data cable and
personnel, and other notable citizens. A blank datachip. [1 l o a d ]
Ammo: Extra ammunition. An extra set of
device containing a suite of dictation and
throwing knives, arrows, bullets. [1 + l o a d ]
word-processing software, a tiny handheld
printer, and blank digital paper. A number of
interesting maps. [1 l o a d ]
Chapter 3 Crew Creation
The Crew C h o o s e a C re w T y p e
Your crew type determines the missions that you’ll focus on, as well as a selection of
special abilities that support that kind of action. This isn’t meant to be restrictive—a crew
of Assassins might sometimes engage in robbery (like Mercenaries) or run guns (like
Couriers)—but the core activity of the crew type is the most frequent way they earn n u y e n
and karma for advancement.

There are six to choose from:


‹‹ Assassins: killers for hire, specializing in “accidents,” disappearance, murders, and

Starting an Urban Legend ransoms.


‹‹ Couriers: transporters of illegal goods, specializing in clandestine deliveries,
When a crew is formed, it carries with it a reputation that outlasts the founding members. territory control, and expeditions outside the city.
This is why there is a separate character sheet for the crew—to keep track of its
‹‹ Cult: acolytes of a forgotten tradition, specializing in artifact acquisitions, aspecting
development, growth, and influence. To chronicle the urban legends as they unfold, piece
locations of power, gaining sources of augury, and committing sacrifices.
by burning piece.
‹‹ Mercenaries: thugs and soldiers, specializing in battle, extortion, sabotage, and
In a sense, the crew is the central figure in the stories we’re going to tell about the smash & grabs.
shadows. Runners will come and go—burned out due to t r a u m a , or killed, or forever lost
‹‹ Radicals: extremists and vigilantes, specializing in campaigns of terror or influence
to their vices, or (if they’re lucky) gone to some meager retirement—but the crew carries
to effect widespread change within the city.
on. New blood comes in, new characters with new outlooks and drives, new stories to
be told. ‹‹ Thieves: the prototypical crew of runners, specializing in burglary, espionage,
robbery, and sabotage.
In this chapter, you’ll learn about all of the various crew types in the game, and how to
create a crew to suit the type of criminal escapades that all of the players are most excited Like a character playbook, your crew type is also how you’re known to the factions of the
about. city. The crime bosses and law enforcement think of you as “radicals” or “assassins” etc.,
and will treat you accordingly.

Choosing a crew type is one of the most important decision you’ll make! It’s a way for
the group to say, “These are the sorts of runs we want to do.” It organizes game play
from “committing crimes” to “gun-running”—which helps the GM focus on the parts of
the setting that matter most, rather than having to juggle every possibility at once. The
group should choose a crew type that everyone is excited about. As a player, be vocal
about your preferences. You’re about to spend many hours doing this, so if you’re feeling
lukewarm about one of the options, speak up.

Once you’ve chosen, grab the crew sheet for that type and record the following choices
in crew creation as you go.

Your crew begins with 2 n u y e n in its account (the remains of the PCs’ savings from the
last run). You are Tier 0, with strong hold and 0 r e p .

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3
C hoose Initial Reput a t io n & Sa feho use Choose Your Fixer
Your crew has just formed and acquired a safehouse. Given this Take a look at your list of potential contacts on the crew sheet. Choose the one who is
Ambitious
group of runners and their past runs, what initial reputation would most likely to be the crew’s fixer—a partner in crime, close friend, or long-time ally in the
you have among the factions of the underworld? Choose one from Brutal criminal underworld. The GM will tell you about two factions that are impacted by your
the list at right (or create your own). choice:
Daring ‹‹ One faction is also friendly with this contact, and you get +1 status with them.
You earn crew karma when you bolster your crew’s reputation,
so think of this as another cue to indicate what sorts of action Discreet ‹‹ One faction is unfriendly with this contact, and you get -1 status with them.
you want in the game. Will you be recklessly ambitious, targeting
higher-Tier targets? Will you take on daring runs that others deem
Professional The corporate overlords and other rich elites hold secret meetings to allocate resources
too risky? Are you interested in the strange weirdness of Emerald for their list of desired runs. They send these to their team of anonymous hirelings—
Savvy known as Johnsons—letting them keep any leftovers for their efforts. These Johnsons
City?
share detailed notes about past interactions, looking through a handful of reputable
Strange
Also, talk about where the crew has its safehouse. You begin at underworld brokers—fixers—they know to be useful for particular types of run.
Tier 0, so it’s probably a very modest or abandoned sort of place, Trustworthy
but hidden just the same. Choose one (or create your own): Fixers know both the employers and employees for the illegal runs taking place, and
are paid well for their silence. They also are paid for cultivating a collection of runners
‹‹ A dilapidated space in an underused office building. that suit certain types of jobs. Thus, fixers typically expect a cut of 1 nuyen from any

THE CREW
‹‹ A garden-level apartment in a complex overrun by criminals. payoffs they help arrange (see Payoff on page 90 for details). A fixer who has
mutually chosen a crew negotiates their cut from the Johnson instead.
‹‹ A makeshift dwelling discreetly built beneath a bridge.
‹‹ A small, abandoned warehouse at the end of a dimly-lit boulevard. At your option, this is a fixer that is not yet established, so you don’t mark them on
your r e p tracker (yet). As a second option, the factions mentioned above are even more
‹‹ A condemned church in a polluted area of the city.
concerned with this contact and so you take +2 and -2 status instead. Established fixers
‹‹ A junked subway-car, fused in place on its old, unpowered tracks. have enough to worry about—but a free agent trying to “make it or break it” is usually in
‹‹ A half-sunken maintenance structure in the city’s maze-like sewage system. over their heads and needs a good crew to get them started. For details on Fixers, see
page 31.
‹‹ The unassuming back rooms of a legitimate business.
Your fixer is useful for a particular type of criminal operation. Each crew type has a
Look at the map of Seattle (see Back Matter) and choose the district in which your
list of different operation types for their fixer. For instance, Assassins have Accident,
safehouse is found. Are you based in some derelict area of a wealthy district or is your
Disappearance, Murder, or Ransom as options. Choose one of these operation types as
safehouse in one of many other crime-ridden neighborhoods in an impoverished barrens?
your preference.
A good district choice for runner types is Puyallup—the district most known for street
gangs and the least patrolled by authorities of any kind. When you prepare to execute an operation of your preferred type through a fixer, you
get a free additional downtime activity to contribute to that operation. This can help you
acquire an asset you might need for the job, find an appropriate client, complete a project,
etc. In exchange, fixers who’ve not been mutually chosen by the crew expect a standard
cut of 1 n u y e n from any payoff they helped negotiate.

When you acquire another fixer, you also expand the size and/or type of your runs and available
meeting grounds (see next page for details). Detail the new fixer and their preferred type, then detail
the new meeting ground’s location and favored clientele with help from the GM.

65
3
Est a blish Your M eet ing G r o u nds Ass i gn C re w U p gra d e s
Your crew is brand new, but has arranged some small part of a district as your meeting An upgrade is a valuable asset that helps the crew in some way, like a boat or an expert
grounds to get you started. This is the area that you typically use to meet with clients— (see the complete descriptions on the following two pages). Each crew type has two pre-
and you know it well. selected upgrades that suit that crew (like Body Training and a group of Thugs for the
Mercenaries crew).
Your meeting grounds don’t have to be in the same district as your safehouse (in fact, it’s
probably better if it’s not). You get to add two additional upgrades to your new crew (so you’ll have a total of four
upgrades when you start). You can choose from the specific upgrades available to your
Your meeting grounds area is small; just a few blocks or virtual conference rooms—but crew type or the general upgrades on the crew sheet. Of the general upgrades, there are
it’s still an intrusion on someone. The GM will tell you which faction claims the area, then three types—only the basic upgrades and facility upgrades are available at the start of the
you decide how much you gave your contact to deal with them: game. For example, you might pick the Courier upgrade Mobile as one of your choices
‹‹ Enough to pay them off. Give them 1 nuyen in exchange for looking the other and also the general upgrade Intuition Training as your other choice.
way.

CREW CREATION
When you assign your two upgrades, the GM will tell you about two factions that are
‹‹ Give them 2 nuyen as a show of respect and you gain +1 status with them. impacted by your choices:
‹‹ Keep your money and take -1 status with that faction. ‹‹ One faction helped you get an upgrade. They like you, and you get +1 status with
them. At your option, spend 1 n u y e n to repay their kindness, and take +2 status with
Your meeting grounds favors information gathering on a particular type of client. There are
them instead.
five types of client: Corporations, Fringe, Institutions, Syndicates, or Citizenry. Choose one
of these client types as your meeting grounds’ favored type. ‹‹ One faction was screwed over when you got an upgrade. They don’t like you, and
you get -2 status with them. At your option, spend 1 n u y e n to mollify them, and take
When you prepare to meet with a client of the favored type in your meeting grounds, you -1 status with them instead.
get +1d to any gather information rolls to contribute to that meeting. This can help you
discover the connected factions, notice a deliberate deception, make a better deal, etc. You’ll be able get more upgrades in the future by earning karma (see Advancement on
page 34).
C hoose a Spe cial A b il it y
Take a look at the special abilities for your crew and choose one. If you can’t decide which
one to pick, go with the first one on the list—it’s placed there as a good default choice.
It’s important to pick a special ability that everyone is excited about. You can get more
special abilities in the future by earning karma.

Just like picking the crew type, reputation, and safehouse, choosing a special ability is
another chance to focus the game down to a more specific range of possibilities. Instead
of playing a generic crew of runners, you end up with Couriers, who are ambitious, with a
safehouse in the sewage system, a meeting grounds in Downtown Seattle near the docks,
a preference for smuggling guns, and the L e v e r a g e special ability. That’s a lot to work
with, and it helps get the game going in a strong direction from the very beginning.

66
3

Crew Upgrades F a ci l i t y U p g r a d e s
‹‹ Boathouse: You have a boat, a dock on a waterway, and a small shed to store boating
There are three kinds of upgrades. Basic upgrades don’t have special requirements. supplies. A second upgrade improves the boat with armor and more cargo capacity.
Facility upgrades must be placed in a particular site. You begin play with one ‹‹ Cleanroom: A special room with tools and a safe workspace for surgery and data
site, a safehouse arranged by your fixer. To add new sites for upgrades, spend a extraction, designed to maintain strict limits on signals, temperature, moisture, and
downtime activity and nuyen equal to the number of current sites to establish it. Advanced contaminants. You may perform accomplish long-term projects with these assets without
leaving the site.
upgrades each have more elaborate requirements (see next page for details).
‹‹ Cryptovault: You have an array of money laundering devices, increasing your
B a s ic U p g r a d e s storage capacity for nuy en to 8. A second upgrade increases your capacity for nuy en to
‹‹ Bolthole: If you have a bolthole upgrade, when you mark 1 edge to “law 16. A separate area can be used as a signal-blocking containment area.
low” when reducing your h e a t , you get 1d (instead of 0d). When rolling your ‹‹ Garage: You have a vehicle, hydrogen condenser station, and a garage. A second
w a n t e d l e v e l for entanglements, take -1d. This upgrade costs 2 upgrade boxes upgrade improves the vehicle with armor and a larger, faster engine. Combustion engines

CREW UPGRADES
to unlock. and petroleum fuels are novelty items—most vehicles in the city combine compressed
hydrogen and oxygen to produce electricity as their means of propulsion.
‹‹ Cohort: A cohort is a group or a single expert NPC who works for your
‹‹ Quarters: You have a shared living quarters for the crew. Without this upgrade,
crew. For all the details on cohorts, see the following pages. each PC sleeps elsewhere, and is vulnerable when they do so.
‹‹ DocWagon: Your crew has registration for DocWagon services, including an ‹‹ Secure: One of your sites gains maglocks, alarms, and traps to thwart intruders.
armed extraction team and medical transport (details on page 71). This costs This upgrade can be taken multiple times, each time adding Secure to a different site you
2 upgrade boxes to unlock, plus additional n u y e n based on services rendered. had, or improving the defenses of a Secure site you had to include protection against
supernatural forces. You might roll your crew’s Tier if these measures are ever put to the
‹‹ Mastery: Your crew has access to master level training. You may advance
test, to see how well they thwart an intruder.
your PC action ratings to 4 in all actions that fall under a single attribute of choice
‹‹ TacNet: You have an array of communications technology that any crew member
(Intuition, Body, or Willpower). This costs 2 upgrade boxes to unlock. You may
within a district may use to perform teamwork maneuvers, regardless of the distance
take this upgrade a second time to apply it to all three attributes. separating you. Once per run, you can move the TacNet to a different district. You may
‹‹ Training: If you have a Training upgrade, you earn 2 karma (instead of 1) take this upgrade a second time to always be aware of threats in your immediate vicinity.
when you train a given karma track during downtime (Intuition, Body, Willpower, You might roll your crew’s Tier if these measures are ever put to the test, to see how well
or Playbook karma). This upgrade essentially helps you advance more quickly. they thwart a threat.
See Advancement for details. ‹‹ Workshop: A workshop with tools for engineering, software, and chemistry, as
well as a database of schematics, document templates, and maps. You may accomplish
If you have Intuition Training, when you train Intuition during downtime, you long-term projects with these assets without leaving the site.
mark 2 karma on the Intuition track (instead of just 1). If you have Playbook
Training, you mark 2 karma on your playbook karma track when you train that.
‹‹ Quality: Each upgrade improves the quality rating of all the PCs’ items of
that type, beyond the quality established by the crew’s Tier and fine (or exquisite) F a ci l i t i e s , S i t e s , & L imi t s
items. You can improve the quality of Documents, Gear (covers Burglary Gear, Each time you take a crew facility upgrade, specify the site where it’s added (see following page for details).
Climbing Gear, and Lighting Gear), Grid, Supplies (Subterfuge Supplies), Tools Your crew automatically begins with one site for their safehouse which is hidden—an area which is secret and
(covers Demolitions Tools, Technical Tools, and Mechanic Tools), and Weapons. disguised to conceal it from view. This area was described during character creation. To get another, spend an
upgrade to add a site. or work on acquiring one as a long term project.
So, if you are Tier 0, with a fine sequencer (+1) and the Quality upgrade for
A given site has a limit of 4 facility upgrades before it is no longer hidden. If you add a facility upgrade to a site
gear (+1), you could contend equally with a Tier II quality maglock keypad.
when it has already reached its limit, the site is no longer hidden (and the GM will start a clock for its loss), unless
you displace a facility upgrade. When you displace one, you lose the facility upgrade and replace it with the new
one. If a site ever ceases to be hidden, use two downtime activites and pay n u y e n equal to your Tier +1 to relocate
the entire site and makie it hidden again (leaving behind any facilities beyond its limit). Should a site ever be found
by authorities, it—and all its facility upgrades—are lost forverer.
3
Advanced Upgrades
‹‹ Add Site: You gain a hidden site in the city. When you take this upgrade,
look at the map and choose a district for it. The GM will tell you which faction
claims the area and any special requirements, and you decide how to deal with
them. Work with your GM to describe each site (refer back to page 65 for
ideas and details). This upgrade requires Tier I and may be taken a number of
times (in sum) equal to your crew’s Tier, each time choosing again.

‹‹ Headquarters: You are an established syndicate with a central base


surrounded by an expansive grounds. Your safehouse now serves as a headquarters
facility which can no longer be hidden. In addition, you may pursue projects
using any site in the city without leaving your headquarters. A faction claims to
control the area (the GM will tell you who)—when your status is positive with
them, you may choose to lose 1 status with them or spend n u y e n equal to
your current w a n t e d l e v e l +1 to make an entanglement involving lower-Tier
authorities simply go away. This upgrade requires Tier I and costs 2 upgrade
boxes to unlock. You may spend a number of additional upgrades on this equal
to your current Tier, each time selecting a cohort group that counts as +1 scale.

‹‹ Landing Pad: Your have an aircraft capable of vertical takeoff and landing,
and your safehouse now features a landing pad and a hangar to store flight
supplies. This upgrade requires a Headquarters and costs 2 upgrades to unlock.
A third upgrade improves the aircraft with your choice of two added features:
faster engines—stealth technology—armor—more cargo capacity.

‹‹ Expansion: You have expanded your criminal operation to a new hidden


site in a different city, establishing a second safehouse. You may spend additional
upgrades to add a new site or facility upgrade in your expansion city, and
may accomplish long-term projects with these assets without leaving your
headquarters building. This upgrade requires a Headquarters, Tier II, and costs 4
upgrades to unlock. This upgrade can be taken a number of times (in sum) equal
to the crew’s current Tier, each time selecting a new city.

When you choose to expand to a new city, work with your GM to choose
it and the district in which you place your expansion. Your effective tier in
the city where you’ve expanded is half your current tier (round donw). Your
starting hold in the new city is always set to weak. If the new city isn’t in the
same region as your headquarters, your tier is one lower than usual.

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Cohorts E d ge s & Fl a w s
When you create a cohort, give them one or two edges and an equal number of flaws.
A cohort is a team or an expert who works for your crew. To recruit a new cohort, spend
two upgrades and create them using the process below. Edges
‹‹ Fearsome: The cohort is terrifying in aspect and reputation.
C r eating a T eam
‹‹ Independent: The cohort can be trusted to make good decisions and act on their
Choose a team type from the list below: own initiative in the absence of direct orders.
‹‹ C r o o k s : Lookouts, burglars, pick-pockets, and safe crackers. ‹‹ Loyal: The cohort can’t be bribed or turned against you.
‹‹ T r a n s p o r t e r s : Sailors, drivers, and barrens or wilderness guides. ‹‹ Tenacious: The cohort won’t be deterred from a task.
‹‹ O p e r a t i v e s : Con artists, spies, and social engineers.
‹‹ T e c h n ici a n s : Mechanics, electricians, chemists, and programmers.
Flaws
‹‹ Principled: The cohort has an ethic or values that it won’t betray.
‹‹ T h u g s : Killers, brawlers, and grunts.
‹‹ Savage: The cohort is excessively violent and cruel.
A team has scale and quality equal to your current crew Tier. It increases in scale and ‹‹ Unreliable: The cohort isn’t always available, due to other obligations, stupefaction
quality when your crew moves up in Tier. from their vices, etc.

COHORTS
If your crew is Tier 0, your cohort teams are each quality 0 and scale 0 (1 or 2 people). ‹‹ Wild: The cohort is drunken, debauched, and loud-mouthed.
When your crew is Tier II, your cohort teams are each quality 2 and scale 2 (a dozen
people). M o d i f y i n g a C o h o rt
You can add an additional type to a group or expert by spending two crew upgrades.
Some crew upgrades will add the “Elite” feature to a group, which gives them +1d when
When a cohort performs actions for which its types apply, it uses its full quality rating.
they roll for a given Type. So, if you’re Tier I and have a group of Elite Thugs (+1d), they
Otherwise, its quality is zero. A given cohort can have up to two types.
would roll 2d when they try to kill a target.

C r eating an Expe r t
Record the expert’s type (their specific area of expertise). They might be a Doctor, an
Investigator, an Occultist, an Assassin, etc.

An expert has quality equal to your current crew Tier +1. Their scale is always zero (1
person). Your experts increase in quality when your crew moves up in Tier.

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Usi ng a Cohort C o h o rt H a rm & H e a l i n g
When you send a cohort to achieve a goal, roll their quality to see how it goes. Or, a PC Cohorts suffer harm similarly to PCs. A cohort can suffer four levels of harm:
can oversee the maneuver by leading a group action. If you direct the cohort with orders, (1) W e a k e n e d . The cohort has reduced effect.
roll D e m a n d . If you participate in the action alongside the cohort, roll the appropriate
action. The quality of any opposition relative to the cohort’s quality affects the position (2) I mp a i r e d . The cohort operates with reduced quality (-1d).
and effect of the action. (3) B r o k e n . The cohort can’t do anything until they recover.

The Last Thought wants to run the Red Hot Nukes out of the alley where they’re (4) D e s t r o y e d . The cohort is no more.
selling hothead. They send their group of Thugs to go kick the Nukes out. The GM
All of your cohorts heal during downtime. If circumstances are amenable for recovery,
rolls 2d for the Thugs’ quality, and gets a 3. An hour later, the Thugs come back,
each cohort removes one level of harm (or two levels of harm instead, if a PC spends a
beaten and bloody. One of them looks sheepish, “Those guys are tough, boss.” (The
downtime activity helping them recuperate).
GM inflicts harm on the cohort, and they failed their goal.)
If a cohort is destroyed, it may be replaced. Spend n u y e n equal to your Tier +2 to restore
The next day, Chopper goes back and leads a group action, rolling his 3d in Fight
it, plus two downtime activities to recruit new team members, or hire a new expert.
alongside the Thugs’ 2d. Chopper gets a 6 this time—they beat the drek out of the
Red Hot Nukes and send them packing (at least for now). The Last Thought sends their group of Thugs to defend their safehouse against the Red
Hot Nukes, while the PCs deal with a rather urgent dragon problem. Unfortunately,

Cohorts
the already injured group gets wiped out by the deadly (and numerous) Red Hot
Nukes gangers (The GM makes fortune rolls—the group gets a 2 and the Nukes get
a Critical).

During the next downtime, Chopper restores the group. He goes down to Puyallup
and recruits a new batch of thugs fresh off a train from Los Angeles. The Last Thought
is Tier II so Chopper needs to spend 4 nuyen to restore the cohort. This takes both of
Chopper’s free downtime activities.

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DocWagon Contracts
One [1] DocWagon Contract: You may spend one downtime activity for the basic services of an extraction team and a medical transport. Additional. A contracted team may use teamwork
actions (using quality for rolls). A contracted team can’t lead a group action, but may participate.

Extraction & Transport Using the Extraction Team

DOCWAGON CONTRACTS
An extraction team is a group of medics with combat training who are contracted to When an extraction team is deployed to extract a PC, roll their quality to see how it goes.
rescue a member of your crew and deliver them to a medical facility. To contract an The quality of any opposition relative to the cohort’s quality affects the position and effect
extraction team to remain on standby for service to the crew members during future runs, of the action.
spend two upgrades.
When an extraction team performs actions for which its training applies, it uses its full
Once the crew has gained the DocWagon upgrade, each PC is issued a biomonitor— quality rating. Otherwise, its quality is zero.
keyed to their specific genetic profile (and anonymized (to keep their SIN confidential). An
injured crew member’s biomonitor transmits a “panic” signal whenever activated (or one A PC may assist the extraction team in their efforts directly (granting them +1d), however
is automatically transmitted if the biomonitor detects their incapacitation). You can also set you mark 1 edge when you do so.
conditions (like “When I am impaired” or “At 1:30 a.m.”) that will automatically trigger a
An extraction team takes harm identically to a cohort (up to four levels; see page 70 for
“panic” signal according to specific instructions.
details). The GM may make a fortune roll to judge the extraction team’s level of courage
Use of a “panic” signal indicates consent to pay 1 nuy en plus added costs for extraction after they’ve taken harm.
(you must pay for a canceled “panic” signal, even if service was not provided). The signal
may only be detected by those near the transmitting biomonitor, and by the extraction
team, whose comms are interfaced with the signals. A self-driving helicoptor is dispatched Added costs
with an extraction team aboard and flies to the district where the patient may be found,
Additional medical treatment services are included for the entire crew immediately following
circling closer and closer to the biomonitor with each passing minute. It is the responsibility
extraction (each PC who wishes to take advantage must spend a downtime activity, as usual
of the extraction team to find and retrieve the injured crew members, provide transport
for recovery). The doctor has quality equal to the crew’s current Tier +1. Their scale is always
and medical treatment, and to deliver a report of all added costs (see right for details).
zero (1 person). The doctor increases in quality when your crew moves up in Tier.
If a crew member to be extracted is found dead, it is the sworn duty of the dispatched To add other additional services to the contract, spend a number of n u y e n based on all
extraction team to recover the body and deliver it to the Cops for security review and services which exceed those listed in the basic services. The GM will tell you about any
possible handoff to a detective. Contractors might be H u s t l e d into transporting a corpse special requirements.
somewhere else and/or “looking the other way”—for the right price.
‹‹ A simple, useful addition costs 1 nuyen. Larger interior to transport a one or two
“unscheduled” passengers. An available storage compartment capable of secreting away
Basic Services a heavy load in just under a minute. A level of harm to the extraction team.

The extraction team and medical transport has scale and quality equal to your current crew ‹‹ A significant addition costs 2 n u y e n . Increasing the scale of the extraction team.
Tier. They increase in scale and quality when your crew moves up in Tier. Two levels of harm to the transport vehicle. PIckup in an extraterritorial zone.
‹‹ An llegal addition or the service of an expert costs 3 n u y e n . Combat mages in the
If your crew is Tier 0, the extraction team is quality 0 and scale 0 (1 or 2 people). extraction team. Additional transport for a small crew (3-5 people).
When your crew is Tier II, your extraction team is quality 2 and scale 2 (12 people).
Those who cannot pay the added costs for services rendered are subject to immediate
The extraction team is outfitted with gasmasks and heavy armor to meet quarantine repercussions from DocWagon (an entanglement, serious complication, etc.). While your
protocol and as protection against injury during service. The transport vehicle employs status is -2 or -3 with DocWagon, you lose access to the crew’s DocWagon upgrade.
bulletproof and chemproof plating as protection against injury or damage during service.
The GM might make a fortune roll if these protective measures are ever put to the test, to
see how well they thwart injury or damage.

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CREW CREATION SUMMARY

1 Choose a crew type. The crew type determines 4 Establish your meeting grounds. Look at the map
the group’s purpose, their special abilities, and how they and pick a district into which to place your meeting grounds.
advance. You begin at Tier 0, with strong hold and 0 reP . Decide how you had your contact deal with the faction that
You start with 2 nuyen . claims the area.

2 Choose an initial reputation and safehouse. Choose  Give them 1 nuyen .

how other underworld factions see you: Ambitious—Brutal—  Give them 2 nuyen : Take +1 status with them.
Daring—Discreet—Professional—Savvy—Strange—  Give them nothing. Take -1 status with them.
Trustworthy. Look at the map and pick a district in which to
place your safehouse. Describe the safehouse site. 5 Choose a special ability. They’re in the gray column
in the middle of the crew sheet. If you can’t decide, choose
3 Choose favorite contact. Mark the one who is a the first ability on the list. It’s placed there as a good first
partner in crime, close friend, or long-time ally—an aspiring option.
fixer. Record the faction status changes related to your
contact. 6 Assign crew upgrades. Your crew has two upgrades
 One faction is friendly with this contact. Take +1 status pre-selected. Choose two more. If your crew has a cohort,
with them. follow the procedure to create it. Record the faction status
 One faction is unfriendly with this contact. Take -1 status changes due to your upgrades:
with them.  One faction helped you get an upgrade. Take +1 status
At your option, this fixer has mutually chosen you and you with them. Or spend 1 nuyen for +2 status instead.
mark them on your reP tracker and take +2 and -2 status,  One faction was harmed when you got an upgrade.
instead. Take -2 status with them. Or spend 1 nuyen for -1 status
instead.

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3
Radicals
Extremists and vigilantes.
You knew your calling when you spoke it aloud. And the manifesto was born.
You will be the agents of its execution, and the leaders of its

Radicals
When you play a Face, you earn karma when you advance the agendas of your
movement or embody its precepts in action. Radicals have areas of influence rather than
types of runs.

starting upgrades Movement


Radicals Claims
C o n v e n t i o n H a l l : +1d to N e t w o r k and H u s t l e rolls on-site. Catered banquets,
‹‹ Training: W i l l p o w e r . Name your movement and describe it informative speakers, and important celebrity figures impress potential recruits.

Playbook:
‹‹ Cohort: Group, type T h u g s . with two features from the list:
V ic e D e n : Any time during downtime, roll dice equal to your Tier. You earn n u y e n equal
Disclosure, secrecy, communal, to the highest result, minus your h e a t . Is this claim a den you’ve overtaken from another
Areas of Influence
splintered, anarchy, tyranny, purveyor, or a new establishment replacing something else?
preservation, advancement.
Choose a favored operation type: M e d i a N e t w o r k : You get +2 n u y e n in payoff for runs that target citizenry or political
‹‹ Corporate: perform dirty deeds for faction. A few media companies share bribe money with those who show that they’re
contacts
the elite. players on the scene.
‹‹ Houdini, a demolitionist.
‹‹ Criminal: garner the support of the P u b l ic S u pp o r t : You get +2 n u y e n in payoff for runs that target corporate or criminal
underworld. ‹‹ Brunie, a psychiatrist. factions. You have the support of the citizens in the city and abroad, resulting in added
‹‹ Political: create political pressure to payoffs.
‹‹ April, a journalist.
enact your manifesto legislatively.
B e a t C o p I n t imi d a t i o n : You get -2 heat per score. The law doesn’t want any trouble
‹‹ Popular Media: inspire the support ‹‹ Sickle, an activist. from you; they look the other way.
of citizenry.
‹‹ Harkin, a city official. T o r t u r e R o o m s : +1d to D e m a n d rolls on-site. Tables with restraints, sharpened
instruments of pain, and the stench of blood and waste create an air of predation and fear
among those unlucky enough to find themselves within.

Radicals Upgrades P r o t e c t i o n R a c k e t : Any time during downtime, roll dice equal to your Tier. You earn
n u y e n equal to the highest result, minus your h e a t . Some of the locals are terrified of you

and will gladly pay for “protection.”


‹‹ Radicals Rigging: One carried item is concealed and has no l o a d . For example,
you could carry a bomb or some knockout drugs, perfectly concealed, for zero l o a d . B e a t C o p B r i b e s : You get +1d to the engagement roll for criminal targets. The street
‹‹ Prison Contacts: Your Tier is effectively +1 higher in prison. This counts for any patrol around here helps you out now.
Tier-related element in prison, including the incarceration roll.
I n f o r m a n t s : You get +1d to gather information for a run. Your eyes and ears on the
‹‹ Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls for streets and online are always on the lookout for new targets.
Thug-related actions.
‹‹ Elite Operatives: All of your cohorts with the Operatives type get +1d to quality I n t e l l i g e n c e A c a d e m y : Training Rooms: Your Operatives cohorts get +1 scale. Extra
rolls for Operative-related actions. training enables them to do Operative-type things like a larger group.

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Radicals Special Abilities Radicals Opportunities

Re volut i o n a r i es (1) A student at the University of Seattle publishes a treatise claiming your manifesto

Radicals
Each PC may add +1 action rating to D e m a n d , N e t w o r k , or H u s t l e (up to a max rating is a bunch of nonsense, a logical fallacy at best.
of 3). (2) It has become trendy for potential inductees to flash mob and protest when they’re
Each player may choose the action they prefer (you don’t all have to choose the same bored. Not all of them are poseurs.
one). If you take this ability during initial character and crew creation, it supersedes the (3) A survey has recently located a resonance well, and emergent entities trapped
normal starting limit for action ratings. there since the Awakening.
(4) A rival crew of radicals have high-technology suits that have some connection with
the Grid Overwatch Division: are they agents or is it mere coincidence?
E xtr em i st s
(5) A politician enacts a desperate legislative change which plays right into your
You have well-known extremist beliefs that inspire irrational fear and superstition. Take
manifesto. You realize that opportunity is knocking and you must see it through.
+1d to gather info using violence or supernatural power, and +1 result level when you

Playbook:
(6) A prominent scientist chokes to death in the streets, becoming patient zero for a
acquire assets that are restricted or illegal.
potential epidemic and creating controversy over who might be the culprit.
F o r the C a u se
(1) A group of go-gangers patrols the district, looting with impunity, and daring
Each PC gains an additional Vice: Demonstration. When you indulge this vice and distribute
anyone to challenge them.
effective propaganda, you don’t overindulge if you clear excess edge. In addition, the
(2) The murder of an executive has the calling card of your movement left at the crime
solidarity of the crew will assist any one action roll you make—from now until you indulge
scene.
this vice again.
(3) Local citizens in the area around your safehouse have started working together to
What sort of propaganda would inspire your audience? constructing something which benefits the community out of a condemned structure.
(4) A trio of mysterious assassins demands your fixer produce their following, declaring
M a s s App ea l themselves the true agents of your movement.
Your movement has gained wider acceptance. Add the savage, unreliable, or wild flaw to (5) The terrorist regime of a rival movement challenges your terrorists to a contest of
any or all of your cohorts to give them +1 scale. chaos and destruction.
(6) The G-men intend to create a panic and assassinate a public figure as a display and
T h e y’ v e G o t a Po i n t warning. Your movement needs this person or it loses serious credibility.
Through subtle manipulation or hard-won experience, you have discovered how to get law
enforcement and/or institutions to agree with your manifesto. They do not help directly. (1) A resonance library has been recovered from the backup server of a company
How do they aid your cause? whose quantum AI went rogue: its actions now violate a core tenet of your movement’s
The GM will certainly have an idea about how these supporters help, but jump in manifesto.
with your own ideas, too! This ability changes the tone of the game quite a bit, so (2) A wealthy fringe faction offers you riches (n u y e n , claim, cohort, etc.) to abandon
talk it out and come up with something that everyone is excited about. If it’s a bit your cause and enter into their membership.
mysterious and uncertain, that’s good. You have more to explore that way. (3) A hacker returns to port, unable to speak, his stuck in a looping algorithm. Interface
directly with his fractured mind to retrieve the huge block of data.
(4) A gang of thieves is having serious problems from a rival group. They hire you to
F r ie n d s i n L o w Pla ces
put an end to it.
You have the implicit support of the homeless and disenfranchised. Take -1 h e a t during
(5) A local shipping company owner wants to have his competition’s boats destroyed.
downtime and +1d to gather info about the underworld’s elite (max rating of 4).
(6) Your manifesto is ridiculed online, and your movement is becoming a laughing
P a tr o n stock. Demonstrate their error, or wallow in shame.
When you advance your Tier, it costs half the nuyen it normally would.
For any opportunity above, consider an operation that gains influence in Criminal,
Who is your patron? Why do they help you?
Corporate, Political, or Popular Media. To twist an opportunity or add additional
elements, roll on the score generator tables on page 130 (or in the handouts).

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Chapter 4 planning & engagement
The Run Your crew spends time planning each run. They huddle around a swinging fluorescent
light in their safehouse, looking at downloaded maps, whispering plots and schemes,
bickering about the best approach, lamenting the dangers ahead, and lusting after stacks
of n u y e n . But you, the players, don’t have to do the nitty-gritty planning. The characters
take care of that, off-screen. All you have to do is choose what type of plan the characters
have already made. There’s no need to sweat all the little details and try to cover every
eventuality ahead of time, because the engagement roll (detailed on the next page)
Murder for hire, brutal extortion, dark rituals, illicit deals, smuggling runs, thievery ultimately determines how much trouble you’re in when the plan is put in motion. No
in the streets—these are among the exploits of runners—the only chances left plan is ever perfect. You can’t account for everything. This system assumes that there’s
for those pushed to the margins and denied the privileges of the corrupt and always some unknown factors and trouble—major or minor—in every operation; you just
predatory elite. have to make the best of it.

In Runners in the Shadows, we play to find out if a fledgling crew of criminals can prosper There are six different plans, each with a missing detail you need to provide (see the list
in the underbelly of the sprawls—and that prosperity depends upon their criminal below). To “plan an operation,” simply choose the plan and supply the detail. Then the
endeavors, which we call “runs.” GM will cut to the action as the first moments of the operation unfold.
‹‹ Assault. Do violence to a target. Detail: The point of attack.
A run is a single operation with a particular goal: burgle the Museum of Natural History,
‹‹ Deception. Lure, trick, or manipulate. Detail: The method of deception.
assassinate the Native American diplomat, smuggle a bioweapon from the Barrens into
‹‹ Social. Negotiate, bargain, or persuade. Detail: The social connection.
the city, etc. Usually, a run will fall into one of three categories:
‹‹ Stealth. Trespass unseen. Detail: The point of infiltration.
‹‹ A criminal activity, determined by your crew type. An assassination, burglary, illicit ‹‹ Supernatural. Engage a supernatural power. Detail: The supernatural method.
deal, etc. (Crew types and their primary runs are detailed in The Crew on page 65) ‹‹ Transport. Carry cargo, data, or people through danger. Detail: The route & means.
‹‹ Seizing a claim (income, fixer, etc) that you choose from your crew’s claim map.
Claims help your crew grow and develop. See page 33 for details.
‹‹ A special mission or goal determined by the players. Get a rare component to The Detail
empower one of the Rigger’s inventions.
When you choose a plan, you provide a missing detail, like the point of attack, social
A run can be long and involved or short and sweet. There might be lots of rolls and connection, etc. If you don’t know the detail, you can gather information in some way to
trouble, or just a few actions to resolve it. Play to find out what happens! A run doesn’t discover it. See page 27.
need to fill one session of play every time. Let it be however long it is.

The PCs can set up a new run by choosing a target (from their claims or the faction list, for
example), by approaching a different fixer and asking for work, or by being contacted by
Item Loadouts
an NPC who needs to hire a crew for a job. A run consists of a few key elements, detailed After the plan and detail are in place, each player chooses their character’s load.

in this chapter: planning & engagement, flashbacks, and teamwork.


This indicates how much stuff they’re carrying on the operation. They don’t have to select
individual items—just the maximum amount they’ll have access to during the action. For
more details, see page 44.

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Engagement Roll The engagement roll assumes that the PCs are approaching the target as intelligently as
they can, given the plan and detail they provided, so we don’t need to play out tentative
Once the players choose a plan and provide its detail, the GM cuts to the action— probing maneuvers, special precautions, or other ponderous non-action. The engagement
describing the scene as the crew starts the operation and encounters their first obstacle. roll covers all of that. The PCs are already in action, facing the first obstacle—up on
But how is this established? The way the GM describes the starting situation can have a the rooftop, hacking the lock on the window; kicking down the door of the bounty’s
huge impact on how simple or troublesome the operation turns out to be. Rather than safehouse; maneuvering to speak with an executive at the masquerade party; etc.
expecting the GM to simply “get it right” each time, we use a dice roll instead. This is the
Don’t make the engagement roll and then describe the PCs approaching the target. It’s
engagement roll.
the approach that the engagement roll resolves. Cut to the action that results because of
Engagement Roll that initial approach—to the first serious obstacle in their path.
C r i t ic a l : Exceptional result. You’ve already
1d for sheer luck. overcome the first obstacle and you’re in a The first obstacles at the Black Lodge’s drug lab are their maglocks and arcane traps.

Engagement Roll
controlled position for what’s next. The engagement roll puts us on the roof outside a window, as the PCs attempt to
+1d for each silently and carefully open the lock.
major advantage.
6: Good result. You’re in a controlled position
when the action starts. The PCs have kicked down the door and swarmed into the front room of the
-1d for each
major disadvantage. Halloweener’s hideout, gun muzzles flashing, into a vicious melee with the first of his
4/5 : Mixed result. You’re in a risky position bodyguards.
when the action starts.
The PCs have socialized politely at the party, maneuvering into position to have a
1-3: Bad result. You’re in a desperate position private word with the CEO. As a group of young department managers leave her side,
when the action starts. the PCs step up and engage her in conversation.

If the players want to include a special preparation or clever setup, they can do so with
The engagement roll is a fortune roll, starting with 1d for sheer luck. Modify the dice pool flashbacks during the run. This takes some getting used to. Players may balk at first,
for any major advantages or disadvantages that apply. Not counting the possible extra worried that you’re skipping over important things that they want to do. But jumping
factors you might consider, there is a possible 3d to be gained (for a total of 4d). straight into the action of the score is much more effective once you get used to it. When
they see the situation they’re in, their “planning” in flashbacks will be focused and useful,
rather than merely speculations on circumstances and events that might not even happen.
Major Advantages / Disadvantages
‹‹ Is this operation particularly bold or daring? Take +1d. Is this operation overly
complex or contingent on many factors? Take -1d.
‹‹ Does the plan’s detail expose a vulnerability of the target or hit them where
they’re weakest? Take +1d. Is the target strongest against this approach, or do they have
particular defenses or special preparations? Take -1d.
‹‹ Can any of your friends or contacts provide aid or insight for this operation? Take
+1d. Are any enemies or rivals interfering in the operation? Take -1d.

Are there any other elements that you want to consider? Maybe a lower-Tier target will
give you +1d. Maybe a higher-Tier target will give you -1d. Maybe there’s a situation in
the district that makes the operation more or less tricky.

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Outcomes E n g a g e m e n t E x a mp l e s
The outcome of the engagement roll determines the position for the PCs’ initial actions Infiltrating the Black Lodge’s Drug Lab
when we cut to the score in progress. A 1-3 means a desperate position. A 4/5 is a risky
The crew of Thieves has a plan and detail that doesn’t give any modifiers in this case
position. A 6 yields a controlled position. And a critical carries the action beyond the initial
(the Halloweener’s chemists aren’t particularly strong or weak against a stealth plan).
obstacle, deeper into the action of the score.
The crew does have help from their contact Punk Bunny, a data miner in Seattle, who
No matter how low-Tier or outmatched you are, a desperate position is the worst thing just happens to have scoped out the rooftop of the Black Lodge’s drug lab before. The
that can result from the plan + detail + engagement process. It’s designed this way so the crew gets +1d for their help. That gives them 2d total to roll and... it’s a 2. Oh well!
planning process matters, but it doesn’t call for lots of optimization or nitpicking. Even if It’s a desperate start for their infiltration.
you’re reckless and just dive in and take your chances, you can’t get too badly burned.
The GM thinks about how the arcane Black Lodge might pose a desperate threat to
Plus, you might even want those desperate rolls to generate more xp for the PCs, which

Engagement Roll
burglars, and seizes on the obvious: the seemingly ordinary maglock that’s the first
helps to bootstrap starting characters into advancement.
obstacle to their infiltration is protected by a magical trap.
When you describe the situation after the roll, use the details of the target to paint a
“So, who’s Engineering the lock? This is desperate, so the consequence obviously
picture of the PCs’ position. How might the strange, occult sydnicate present a desperate
will be setting off the alarm. Plus maybe something else from the magic. Maybe this
position for burglars? How might the violent and ruthless spy present a risky threat to
should be a group action...”
assaulting thugs? How might the exceptionally rich and calculating executive present a
controlled opportunity for a manipulative runner? Use this opportunity to show how the Notice how the GM skipped past the approach to the rooftop and the attic window.
PCs’ enemies are dangerous and capable—don’t characterize a bad engagement roll as a She already knew that the PCs were sneaking in via the roof (that was their detail for
failure by the PCs, or they won’t trust the technique in the future. Sure, things are starting the plan), so she cut to the first obstacle: a warded lock. This skips past a conversation
out desperate here against the creepy occultists, but you’re just the type of characters who about exactly where to enter, probing around for a perfect option, debating the merits
are daring enough to take them on. Let’s get to it. of a window on the side of the building versus the rooftop, etc.

The engagement roll covers all that, and then deposits the PCs mid-action, carrying
How long does it last? out their best shot at sneaking in. The players can’t “back out” and try a different
The engagement roll determines the starting position for the PCs’ actions. How long window—the engagement roll has placed them here. If they want to have prepared
does that hold? Does the situation stay desperate? No. Once the initial actions have been something for an arcane ward, it’s just a flashback away...
resolved, you follow the normal process for establishing position for the rest of the rolls
Assaulting the Halloweeners
during the score. The engagement roll is a quick short-hand to kick things off and get the
action started—it doesn’t have any impact after that. The crew of Mercenaries is itching for a fight and it’s time to go teach the Halloweeners
a lesson in blood and pain. Their plan is an assault, which they know is the strength of
the Halloweeners, but so what? They’re Mercenaries; they live for this stuff.

The Snake PC decides to hedge their bets a bit, though, and pulls off a Network action
to discover when the Halloweeners will be most drunk during the evening. That will
be the point of attack and a vulnerability of the enemy crew. The crew rolls 1d (1d
base, -1d for the enemy’s strength, +1d for the vulnerability) and gets a 5: a risky
position to start things off.

What does that situation look like? The GM goes with the obvious thing: a risky
position means a head-to-head contest, and what’s more emblematic than a straight
up toe-to-toe melee? The door crashes off its hinges, drunken and violent gangers
(already armed and brawling each other) fall into the Fight without hesitation.

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Linked Plans Flashbacks
Sometimes an operation seems to call for a couple of plans linked together. A common The rules don’t distinguish between actions performed in the present moment and those
scenario is a team that wants a two-pronged approach. “You create a diversion at the bar, performed in the past. When an operation is underway, you can invoke a flashback to

Linked Plans & Flashbacks


and when they send their guards over there, we’ll break into their hideout.” There are two roll for an action in the past that impacts your current situation. Maybe you convinced the
ways to handle this. sergeant to cancel the local Cops’ patrol tonight, so you make a H u s t l e roll to see how
that went.
The diversion is a setup maneuver that a team member performs as part of the plan. A
successful setup maneuver can improve position for teammates (possibly offsetting a bad The GM sets an edge cost when you activate a flashback action.
engagement roll) or give increased effect. An unsuccessful setup maneuver might cause ‹‹ 0 Edge: An ordinary action for which you had easy opportunity. The Muscle
trouble for the second part of the plan—an easy consequence is to give the engagement N e t w o r k e d with her friend to agree to arrive at the billiards game ahead of time, to
roll -1d. If it makes sense, the team member who performed the setup can drift back into suddenly spring out as a surprise ally.
the main operation and join the team later so they don’t have to sit out and wait.
‹‹ 1 Edge: A complex action or unlikely opportunity. The Trigger F i n e s s e d his pistols
The diversion is its own plan, engagement, and operation, whose outcome creates the into a hiding spot near the AR slot machines so he could retrieve them after the pat-
opportunity for a future plan. Use this option when the first part of the plan is required for down at the front door.
the next part to happen at all. For example, you might execute a stealth plan to steal an
‹‹ 2 (or more) Edge: An elaborate action that involved special opportunities or
artifact from the Museum of Natural History, then later use that artifact in a Supernatural
contingencies. The Hacker has already S t u d i e d the virtual interior of the host and learned
plan to change the background ground of an area for your tradition. In this case, you go
of a patrolling IC that is nearby the virtual object for a datafile—a file that can be hacked
into downtime (and payoff, h e a t , etc.) after the first part of the plan, as normal.
to reveal the location of the hidden paydata.
Either approach is fine. It’s usually a question of interest. Is the linked plan idea interesting After the edge cost is paid, a flashback action is handled just like any other action.
enough on its own to play out moment by moment? Is it required for the second plan to Sometimes it will entail an action roll, because there’s some danger or trouble involved.
make sense? If so, make it a separate operation. If not, just use a setup maneuver. Sometimes a flashback will entail a fortune roll, because we just need to find out how well
(or how much, or how long, etc.). Sometimes a flashback won’t call for a roll at all because
you can just mark the edge and it’s accomplished.

If a flashback involves a downtime activity, pay 1 nuyen or 1 rep for it, instead of edge.

One of the best uses for a flashback is when the engagement roll goes badly. After the
GM describes the trouble you’re in, you can call for a flashback to a special preparation you
made, “just in case” something like this happened. This way, your “flashback planning”
will be focused on the problems that do happen, not the problems that might happen. For
more on this, see Act Now, Plan Later on page 112.

Limits of Flashbacks
A flashback isn’t time travel. It can’t “undo” something that just occurred in the present
moment. For instance, if an Occult Task Force detective confronts you about recent thefts
of experimental devices when you’re at the CEO’s party, you can’t call for a flashback
to assassinate the detective the night before. He’s here now, questioning you—that’s
established in the fiction. You can call for a flashback to show that you intentionally tipped
off the detective so he would confront you at the party—so you could use that opportunity
to impress the CEO with your cunning and daring.

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Flashback examples Giving up on a Run
“I want to have a flashback to earlier that night, where I sneak into the garage You might have to abandon a run before its complete. Or perhaps you were hurt so badly,
and rewire their electric motors so they’ll overload and create a distraction for our Docwagon had to come scrape you off the pavement and patch you up. When you give
infiltration.” up on a run, you go into downtime. Follow the phases for downtime presented in the
“Ha! Nice. Okay, that’s seems a bit tricky, dealing with hyrdogen-based engines and next chapter. You’ll usually have zero payoff, since you didn’t accomplish anything. You’ll
all... 1 edge.” still face h e a t and entanglements as usual.

“Should I roll Prowl to sneak in and do it?” Runners in the Shadows is not a game about the steady, continuous development of the
PCs. They can get caught and forever tagged as a criminal. That’s on the line.

Flashback examples
“Nah. Their garage security amounts to a mechanic who is usually high or asleep
anyway. You can easily avoid their notice.”
“So it just works?”
“Eh... not so fast. When you want the distraction to hit, let’s make a fortune roll to see
how crazy the Rewired Automobiles Maneuver gets. Three dice.”
-=-
“The engagement roll is... a 2. Looks like a desperate situation for you! Hmmm. Okay,
so you’re inside the gang’s compound at the docks, slipping up through the shadows
next to some huge metal storage containers. But then all the fluorescent ballasts in
the room come on. The big metal warehouse door rolls open, and you hear a heavy
vehicle coming in through the gate. Looks like they’re getting a delivery right now,
and a bunch of gang members are out to receive it. They’re about to be on top of
you. What do you do?”
“Hang on, I want to have a flashback.”
“Okay, for what?”
“I Networked with my hacker friends yesterday and they blabbed about this delivery,
so we rigged it with a bomb.”
“Oh man, that’s hilarious. But kind of nuts. I guess 2 edge for that?”
“Sounds good. But let’s make that Network roll and see if your hacker friends made
any demands or complicated anything for you. Then we need to find out how well
this bomb works. Who was in charge of that?”
“I did it. I’ll roll Engineer to wire it just right. Hopefully.”

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Long Distance Travel
Sometimes you need to travel a long way to prepare for a run. All forms of public Travel by Cab or Bus (Tier I)
transportation use security checkpoints and track the movement of people by their SIN,
make travelling without one (or with a fake or burnt one) while using these method a good Security & Safety I Criminal Influence IV
way to get arrested. ‹‹ Risks: Cabs and buses are automated. There are low-grade chemsniffers and
For travel under a few hundred kilometers (or about 150 miles), the cost and time to get there scanners, and the biggest risk is from other passengers and cargo. Authorities routinely
is handwaved. If you need to go further than that, use the chart below to find the distance you monitor major pickup and dropoff points for ground travel.

Long Distance Travel


need to go and look up the minimum tier of asset required. Routes and destinations that are
Travel by Boat (Tier II)
hazardous are more expensive. Using your own vehicle reduces the minimum tier of asset
required to get there by 1, which covers basic travel costs like fuel and maintenance. Travel Security & Safety II Criminal Influence III
by foot isn’t feasible except for short distances (the rate is generally no more than 40
‹‹ Risks: Ports of call between two destinations tend to be few and far between. It’s
kilometers or 25 miles per full day of walking for a healthy adult).
quite easy to arrange an illegitimate drop off point or passenger, but it might not be
During the acquisition of an appropriate quality method of travel, you also “set aside” the time where you want.
required to get there—so when you use it you don’t need to spend another downtime action.
If the PCs undertake a journey using their own vehicle and it goes through the Barrens or Travel by Maglev (Tier III)
another dangerous zone, then use the There or Back Again option (p.233, Blades) and
take 1d for each dangerous map zone as directed by that option. Security & Safety III Criminal Influence II

Distance Distance (imperial units) Minimum Tier ‹‹ Risks: Chemsniffers tend to catch any amount of explosives aboard the train, and
~500 km ~300 miles any make sure to double-check cargo compartments. However, ammunition tends to get
~1,000 km ~600 miles II through security fairly easily. Most metroplexes are connected are tied into the rail
~2,500 km ~1,500 miles III network, and only a few small settlements are left to watch idly as the trains go by.
~5,000 km ~3,000 miles IV
Travel by Plane (Tier IV)
~10,000 km ~6,200 miles V
~20,000 km ~12,500 miles VI Security & Safety IV Criminal Influence I
‹‹ Risks: When you travel via airport, you avoid hazardous zones and do not face
the same threats as you would with travel on ground. Travelling through an airport with
a fake or wanted SIN is typically be the subject of a run (it’s only attempted without a
good plan by the foolhardy or crazy), and the payoff for it is avoiding issues with your
SIN between you and your destination. Passengers and goods travelling on planes are
meticulously inspected before loading, so most smart travellers bring as little as possible
with them.

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Teamwork Protect
When the team of PCs works together, the characters have access to four special teamwork You step in to face a consequence that one of your teammates would otherwise face.
maneuvers. They’re listed at the bottom of the character playbook sheets to help remind You suffer it instead of them. You may roll to resist it as normal. Describe how you
the players of them. The four maneuvers are: intervene.

‹‹ Assist another PC who’s rolling an action. Skelter decides to punch Shark in the face to make an example out of him in front of
‹‹ Lead a group action. his gang. Jax sees it coming, though, and moves in to take the blow from Skelter’s
vicious right hook. Jaime (Jax’s player) rolls Jax’s Body attribute to resist, marking

Long Distance Travel


‹‹ Protect a teammate.
2 edge and reducing the harm to a level 2 “Broken nose.” Jaime then uses Jax’s
‹‹ Set up a character who will follow through on your action. B a t t l e b o r n special armor to reduce the harm even further, down to level 1. Jax
catches Skelter’s fist in mid-swing, and the force spins her sideways and twists her
shoulder painfully, but Shark is unscathed.
Assist
Set up
When you assist another player who’s rolling, describe what your character does to help.
Mark 1 edge and give them +1d to their roll. You might also suffer any consequences that
occur because of the roll, depending on the circumstances. Only one character may assist When you perform a setup action, you have an indirect effect on an obstacle. If your action
a given roll. If you really want to help and someone else is already assisting, consider has its intended result, any member of the team who follows through on your maneuver
performing a setup maneuver instead. gets +1 effect level or improved position for their roll. You choose the benefit, based on
the nature of your setup action.
A character may assist a group action, but only if they aren’t taking part in it directly. You
decide which character in the group action gets the bonus die. This is how you do the “I’ll create a distraction” scene. You roll H u s t l e to distract a
bouncer with your charms, then any teammate who follows through with a P r o w l

Lead a group action action to sneak past him can get improved position. It’s less risky since you’re drawing
the bouncer’s attention.
When you lead a group action, you coordinate multiple members of the team to tackle a
This is a good way to contribute to an operation when you don’t have a good rating in the
problem together. Describe how your character leads the team in a coordinated effort. Do
action at hand. A clever setup action lets you help the team indirectly. Multiple follow-up
you bark orders, give subtle hand signals, or provide charismatic inspiration?
actions may take advantage of your setup (including someone leading a group action) as
Each PC who’s involved makes an action roll (using the same action) and the team counts long as it makes sense in the fiction.
the single best result as the overall effort for everyone who rolled. However, the character
Since a setup action can increase the effect of follow-up actions, it’s also useful when the
leading the group action marks 1 edge for each PC that rolled 1-3 as their best result.
team is facing tough opposition that has advantages in quality, scale, and/or potency.
This is how you do the “we all sneak into the building” scene. Everyone who wants Even if the PCs are reduced to zero effect due to disadvantages in a situation, the setup
to sneak in rolls their Prowl action, and the best result counts for the whole team. The action provides a bonus that allows for limited effect.
leader marks edge for everyone who does poorly. It’s tough covering for the stragglers.
The PCs are facing a heavily armored van that’s immune to their weapons. Jax uses
The group action result covers everyone who rolled. If you don’t roll, your character W r e c k as a setup action to pry some of the armor loose with his crowbar, giving
doesn’t get the effects of the action. follow up actions +1 effect—going from zero to limited effect.

Your character doesn’t have to be especially skilled at the action at hand in order to lead Do We Have to U s e T e a m w or k ?
a group action. This maneuver is about leadership, not necessarily about ability. You can Teamwork maneuvers are options, not requirements. Each character can still perform solo
also lead your crew’s cohorts with a group action. Roll D e m a n d if you direct their efforts, actions as normal during an operation. If your character can’t communicate or somehow
or roll the appropriate action rating if you participate alongside them. The cohort rolls its coordinate with the rest of the team, you can’t use or benefit from any teamwork maneuvers.
quality level.

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Example run Engagement Roll


Jax and her crew of runners are on a score. They heard from their occult investigator “Time for the engagement roll!” Amber says, a glint in her eye. “Let’s see what kind of
contact, Shades, that the Talons had recently come into possession of an experimental situation you’re in when we start the action at the entry point.”
weapon from a top-secret research facility, something called a magbolt pistol. “I have that page open in the book,” Rick says. “We start with 1d for sheer luck.”

Jax’s crew has -2 status with the Talons, which means they’re enemies. Stealing the “Well, that’s something,” says Cody.
weapon will hurt the Talons, loosen their hold in the underworld, and put a valuable item “We’re probably gonna need more than that to pull this off,” Jaime says.
in the crew’s possession, to boot. Everyone agrees that this is the run they want to pursue.
“Yep, 1d to start,” Amber says. “Then you might get advantage or disadvantage dice.
What’s the first one?”

The Plan “‘Is this operation particularly bold or daring?’” Rick reads aloud. “Hmmm. I think so!
The Talons are like a particularly dangerous bunch of gun-runners, right? People say you
Amber, the GM, asks the question that kicks off every run in Runners in the Shadows:
should turn and run when you see them. It’s pretty bold of us to break in.”
“Okay, what’s the plan?”

EXAMPLE RUN
“Yeah,” Amber says. “That’s what I was thinking. You should get +1d for that.”
The players look at the list of plans on their character sheets and quickly choose one. “I
“Ex-cellent,” says Cody, tapping his fingers together conspiratorily.
vote for stealth,” says Rick.
“Okay, then ‘Does the plan’s detail expose a vulnerability of the target or hit them where
“Yeah,” says Jaime, “Let’s keep this nice and quiet. We already have enough heat as it is.” they’re weakest?’” Rick says.
The other players agree. The GM asks the group for the detail that completes the plan:
“What’s your entry point?” “Oh, no, I know where this is going,” Jaime says.

“It’s definitely not where they’re weak,” Amber says. “In fact, their safehouse is where
“Well,” says Jaime. “Shades has explored around the Talons’ safehouse many times
they’re strongest, and they have special preparations. So you get a disadvantage for that.
before. He probably knows all about the rooftop-entrances. I think using the fire escape
-1d.”
of a nearby building will be good. Plus, that’ll keep us out of sight from most witnesses
on the street, so we might as well each take normal load if we want to.” Everyone agrees. “Ah ha,” says Rick. “What about this, though? ‘Can any of your friends or contacts provide
aid or insight for this operation?’ We already know that one! Shades scoped out this run
“Cool,” Amber says. “That’s the plan your characters made, probably huddled around their in the first place.”
sketch of the Talons’ safehouse and the street map.
“Oh that’s true,” Jaime says. “Can we say that Shades gave us some hot tips since he
Now you’re making your way along the alleys that run by the safehouse, pulling your knows the place well? Maybe stuff like ‘Don’t try any of the ground level doors.’ that
rented car silently through the darkened streets.” helped our planning?”

“Yeah, totally,” says Amber. “Take +1d for Shades’s insight.”


“I have my nightvision goggles on,” Jaime says. “But they’re only going to emit a faint
glow. Are there any other lights?” “Okay,” says Rick. “Are there any other elements we want to consider? We’re a lower
Tier than them, so that’s a thing. -1d. Anything going on that would be an advantage or
“This is a pretty trashy part of Snohomish,” Amber says. “There’s barely any other light at disadvantage?”
all. The walls on either side of a nearby alley are coated in a multi-colored stain, and the
streets around the area are strewn with broken bottles and party favors from the nearby “Actually,” Amber says. “Yes. There’s... well, there’s something going on that makes
bar district doing a street party. There’s a stench of vomit and piss.” things a bit tougher on the Lodge. Your characters don’t know about this! But it definitely
counts. Take another +1d.”
“Ugh,” says Jaime.
“That’s my kind of GM secret,” Cody says.

“Heh. Alright, so we have 2d to roll then,” Jaime says. “I’ll go ahead and do it.” Jaime
rolls and gets a 4.

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Evading the Sentry “I’m going to lead a group action,” Jaime says. “Let’s Prowl across, and through the
window, and leave this drone behind.”
“A 4.. okay, so that’s a risky position for you to start. Well, that’s pretty easy to describe.
“Sounds good,” says Rick. “I have 2 Prowl.”
I know what’s risky about breaking into one of the Talons’ safehouse,” Amber says with
a smirk. “So, you park the vehicle under a ramshackle lean-to in a bend in the alleyway, “I also have 2,” Cody says. “Sneakiest Rigger!”
then approach using a fire escape on a neighboring building. You advance until you’re
directly across from the second floor balcony of their safehouse, with the narrow alleyway “I have zero,” says Jaime. “Oh well! Not my problem.” She grins.
beneath you. Jaime, I’m picturing Shark crouching on the rooftop there, peering at the
tinted rooftop windows of the safehouse beyond.” “Okay, it’s a risky Prowl roll, group action,” Amber says. “I’m thinking standard effect.
Aside from the danger of the drone, the actual maneuver to leap across and get though
“Yeah,” says Cody. “I’m definitely on point here.” the window is totally doable. Want a Dragon’s Deal?”

“Riggers first when it comes to B&E type stuff, that’s what I always say. Besides, I think I “Nah, I think we’re good. Let’s roll ‘em,” Cody says. “I got a 4.”
should stay in back since I’m a techno,” Rick says.
“I got a 3,” Rick says. They look at Jaime hopefully.

EXAMPLE RUN
“I assume you’re being super sneaky and everything, yeah? You want to leap across the
gap and silently break into the safehouse,” Amber says. “I rolled a 6!” Jaime says. “And a 2. I have to take the lowest because I suck at Prowling.
Bleeeah.”
“Yep,” Cody says. “But I have my pistols ready anyway. Just in case.”
“And I have to mark two edge from you pains in my arse,” Cody says. “Yeesh. Maybe I
“Okay,” Amber says. “You’re about to make your move across when suddenly you hear a should have taken that Deal after all.”
a faint whirring noise, and the surface of the wet street below flickers with a faint lens flare
of a nightvision sensor.” “Well, you do it: highest was a 4.” Amber says. “And the first complication will be a
tick on the good ol’ ‘Alert’ clock.” She puts a 4-clock out on the table and ticks it once.
“I knew it,” Rick says. “The three of you leap over, ready to spring the maglock on the balcony window... but
it’s unlocked. It swings opens at a touch and you’re through the office blinds and into
“Through a band of fog near the water, you see a tiny scanning light outline nearby trash the darkness beyond. You hear the rotors of the drone spin up outside, as if it caught a
floating the water, illuminating the rough shape of something robotic.” Amber says. glimpse of something, or perhaps a blip in cyberspace.”

“Well, crap,” says Jaime. “Wait, what did you mean by ‘first complication’? There’s another one, too?” Jaime says.

“Relax. It’s just a security drone or whatever,” Jaime grins. “Some kind of sentry placed
here under the employ of the po-po, probably. We can get around it.”

“I have a big gun and plenty of specialty bullets,” Cody says. “And a big bomb.”

Rick and Jaime look at Cody for a long moment.

“But those are both loud, so I won’t do that.” Cody says.

“Do we have to confront this drone?” Rick asks. “Like, deal with its alerts by resisting and
all that?”

“Not yet,” Amber says. “It’s just a distant sensor right now, coasting in a random patrol
pattern around the safehouse. It hasn’t fully arrived and accosted you. If your engagement
roll had been 1-3, I probably would have put you in that spot. But that’s definitely a risk
here. What do you do?”

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The Guardian Within “Oh, I feel like there are so many options here,” Amber says, chuckling evilly. “I mean,
the first thing that I think of is that you betray a teammate, so they take harm to give you
“Well, it is the Talons’ fortified safehouse,” Amber says. “As your eyes adjust to the more time to pull off the hack.”
darkness, you can see that you’re in an office, with rows of dusty shelves along the walls,
Cody considers the idea and starts smiling.
some chairs, a sofa, and a podium with an inactive trid projector on the floor. Then you
hear the window close behind you on its own, and the maglock clicks audibly as it secures. “Oh, that’s rich,” Jaime says. “You going to stab one of us in the back already? Figures as
It’s quiet in here. Too quiet.” much..”

“A booby-trapped safehouse. Of course it is!” Rick says. “Should I? Ok, no no! Not yet anyways,” Cody looks at his watch before Jaime slaps his
arm in mock protest..
“The first few sounds of a warning come from the seemingly vacant hallway outside as a
softly glowing bluish light comes to life outside of view. Do you hear the groan of metal Amber continues: “Well then perhaps we go with something more meta, like it’s your old
on metal? The spinning of electric motors? It would seem you have mechanical company mentor Chopper who programmed that drone, and he left a little backdoor for you—but
nearby...” it’s going to cost you a standard cut of 1 n u y e n .”

EXAMPLE RUN
“Well crap—that’s not good,” Rick says. “Let’s get going and grab what we came for Cody excitedly blurts, “Oh, I like where that is going! It’s totally more personal if I take
before more we’re boxed in here.” that one. Maybe we’ve been rigger buddies for a long time, and this is one of our side
hustles?”
“Hmmm,” says Jaime. “We don’t know exactly where the weapon is in the safehouse...
Shades just said it was in here somewhere.” “I think that sounds reasonable, and really fun to explore later too. So how about it?” asks
Amber.
Cody speaks up, “Maybe I should get my ‘deck out to hack this second drone here to tell
us where it is. Save us the trouble of searching every room. Turn their machines against After a brief pause, Cody agrees, “Yea, I will totally take that Deal and that tasty +1d. Can
them!” anyone assist me?”

“I like this plan,” Jaime says. “Actually, yeah,” Jaime says. “And no, not with loud-ass guns or bombs. I’m a sharp-eyed
Trigger, yeah? Can I say that I brought a set of lights—something I can use to distract the
“As long as you don’t roll snake eyes like before,” Rick says.
thing long enough to buy Shark some time? Maybe I activate those real quick to help out.”
“Doubt that. I’m gonna Interface with the machine wirelessly and take authentication over
“Yeah, that’s good,” Amber says. “But if you’re helping out like that, you’re involved in
it. I’ll be in VR, but not hot-sim—so I don’t die or anything,” Cody says.
this roll now. The consequences apply to you, too. The risks are mainly that this drone is
“Okay, that seems desperate to me,” Amber says. going to go haywire on you two before Shark can take authentication.”

“Desperate? It’s just a normal drone, right?” Cody says. “Okay,” Cody says.

“Yeah, but it’s a guardian drone serving the Talons, controlled in VR by a skilled rigger. “Alright, so that gives me 4d for the Interface roll. Desperate position, limited effect.
It’s not a wandering consumer drone just hanging out. I think it’s limited effect, too,” Here we go. I hunch down, comm in hand, and hop into VR as soon as the lights are out.
Amber says. “Okay,let’s hope this works..” Jaime says. She rolls the dice.

“Wow, raw deal, but I get what you’re saying. I guess I would want it to be hard for Let’s look at three possible outcomes of this roll: 1-3 , 4/5 , and a c r i t ic a l .
someone to take control of one of my drones while I am jumped in—if I had any,” Cody
says. “Eh, I’m gonna do it anyway! I want that karma for the desperate roll.”

“Okay then. Do you want a Dragon’s Deal, or will you push yourself?” Amber asks.

“Let’s hear the Deal,” Cody says.

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The 1-3 Result
“Argh, I got a 3! On four dice. Such bad luck,” Cody says.

“The drone is about the size of a person—and it’s pumping its metal limbs wildly in a The Critical Result
dizzying flurry as it enters the room,” Amber says.
“Two sixes! Take that,” Cody says.
“It’s got an exploit all right, but it’s currently mid-rampage and your attempt is blocked
by its firewall. The drone spins around, angular metal panels unhinging and spinning “Wow, nice,” Amber says. “You do it and avoid consequences and get an additional
dangerously, visual sensors emitting a crimson light. A mounted SMG extends from the benefit. Let’s see... alright, first, the drone pauses outside the room and you direct it to
elbow hinge, amd a hail of bullets flies through the set of lights in mid-air (which is scan elsewhere.
destroyed), and into Jax and Shark. You both take level 2 harm: ‘Gunshot wounds.’ I’m
also gonna put three ticks on the ‘Alert’ clock as a ‘serious complication.’ That fills The soft glow of the drone’s sensors shines in the room briefly then fades away. I was
it up. So much for sneaking! From behind you, the window’s maglock clicks again and going to say that normally you couldn’t much more done with this roll because of the
the drone from the alleyway lurches into the room, electrical sparks arcing from its shock silent monitoring thing...”

EXAMPLE RUN
attachment. You hear the wailing of a klaxon from out in the hallway. By the way, Rick,
“Oh yeah, right...” Cody says. “I’m gonna mark the load and memory to have my fine
now would be the time when you have to deal with being trapped. What do you do?”
exploit software loaded up. Will that increase my effect here?”

“Yeah, definitely. Also, with the critical, let’s say that the pro exploit boosts your effect,
The 4/5 Result too. So you end up with great effect! You can pinpoint the icon of the magbolt pistol is
in one of the Talons’ basement rooms, just below you. You know to go down the stairs
“Got a 5! So close yet again,” Cody says. “The drone fires at the string of lights, and turns at the end of the hallway, and turn right at the fork before descending again. Your crit
to scan the room for intruders. It turns in your direction, its sensors flitting around the means you also notice that you’ve detected an electrocution device is there as well, set
scene. It hestitates briefly due to your authentication request—which is refused. It would on a touch trigger.”
seem the provided exploit was thwarted during a software rebuild earlier that day.”
“Good to know,” Rick replies.
“Oh, right. We established this, like way back in the first session. The Talons are hugely
“I want it. Can I keep it?,” Cody suggests.
suspicious of any free agents in their employ, and siliently monitor most of their devices
for tampering. I forgot all about that,” Cody says. “Maybe we can come back for the drone on our way out,” Jaime says. “Let’s enjoy this
success and get on down to the basement and grab that thing while we have the chance.”
“Yep! That’s the limited effect here,” Amber says. “Chopper couldn’t give you exactly
what you wanted, but it hasn’t maimed you yet either. And he can probably get you the For the purpose of this example, let’s imagine that the c r i t ic a l success result
location of the magbolt pistol amid the chaos of the fight.” happened and carry on from there.

“Nice,” Cody says. “So we’re good, then?”

“Hang on a minute, pal,” Amber says. “It was a partial success. I have a consequence
to inflict here. And it was desperate, too... hmmm, okay, let’s get rough. I’m gonna put
three ticks on the ‘Alert’ clock as a ‘serious complication.’ That fills it up. So much for
sneaking! From behind you, the window rattles and the drone from the alleyway flies into
the room, its shock attachment powering up to electrocute you. You hear a faint snick in
the hall as the lights out there go off. By the way, Rick, now would be the time when you
have to deal with being cornered. What do you do?”

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4
Sneaking Downstairs “I have an idea,” Jaime says.

Cody and Rick give her a look. “Do you want to blow it up or shoot it?” Rick asks.
“You’re going to sneak downstairs now? More Prowling, I presume?” Amber asks.
“Shoot them,” Jaime says. “But it’s a solid idea. I swear! How about: I pelt them with flare
“Yep,” Cody says. “And another group action, I think, unless you want me to take my
rounds—interrupting their little business meeting—then Shark redirects... whatever else
chances with zero dice on my own.”
is protecting the case right now.. at the Talons so it lays them out.”
“Let’s do it as a group. I’ll lead this time, since I’ve still got a full track of edge,” Rick says.
“I actually like this idea,” Shark says.
Everyone rolls a risky Prowl action, and the best result is a 4. Amber advances the
Rick shakes his head. “Wow, okay, I can get on board with this madness. I guess it’s up to
“Alert” clock by two ticks since they’re deep inside the safehouse and there are
me to grab the case, then. Without touching it, because it’ll probably hurt me to do that.
more guardian spirits to contend with. But Rick wants to resist that consequence.
Ah, I got it: I’ll say that Totes happens to have his fine filtering hood with him. It’s kinda
He rolls Body and gets a 4. Totes marks 2 edge and the consequence is avoided.
resistant to conductivity... I can catch the case in that and wrap it up without touching it
“You slink downstairs in the darkness—the safehouse has no lights on anywhere, that’s directly.”
a bit odd, yeah?—but anyway, you find the hallway leads to a steel walk-in cooler door

EXAMPLE RUN
“Okay, yeah, let’s do this. I actually have an escape idea, too,” Cody says.
and it’s not locked. You hear a low humming sound coming from within, like a very
lowpitched tuning fork. What do you do?” “But first, I’ll take my shot as a setup maneuver for Shark. Boosted effect or better
position?”

Seizing the Magbolt Pistol “Let me suggest boosted effect,” Amber says. “I think you’ll have zero effect on this crazy
electrified case situation otherwise.”
“We peek in,” Rick says.
“Okay, boosted effect for Jax’s action,” Cody says. “What’s my position for shooting them
“It’s a vacant cooler, turned off,” Amber says. “Within in is a seemingly inoccuous desk the hell up?”
with a metal case on top, outfitted with an array of visual sensors pointed at the door. The
usual stuff. “Desperate as can be,” Amber says.

“The magpistol case is sitting there in the middle of the room: concealing a C-shaped “Plus, I’m going to fill the ‘Alert’ clock since you’re making so much noise with the gun.
device that looks so new it’s still got a bit of machining dust on its surface. The handle This would be zero effect, normally, but your flare ammo will give you limited.”
is connected to a sensor array that is wired to a battery, some sort of electrified wire set
to shock someone who grabs it without disabling it first. Electrified pulses are set off in “Beast.” Cody declares.
waves, producing the low tuning fork noise you heard. Arranged around the weapon
“Okay, I’m Hunting for the shot here, obviously... I have 2d.”
case are the Talons—or four of them anyway—their faces lit by a holoprojection, as usual,
dressed in armored business suits. One of them is gesturing to the case; they seem frozen “I have a Dragon’s Deal for you,” Amber says. “When you open your belt pouch to load
in time, unblinking, possibly engaged in some sort of wireless interaction. the special ammo, you realize something is weird with the flare ammunition. The energy
has been draining due to the equipment nearby, so you only have enough for this salvo
“The other three stand around the desk. They’re clearly working on a buyer, apparently
of shots and then you’re totally out. You’ll have to acquire the asset again to have more.”
attempting to boost the price in whatever deal they think they’re about to close. They’re
concentrated fully on their task and don’t react when you peek inside.” “Oh, that’s mean,” Cody says. “I like it! It’s a deal. Now I have 3d.”

“Well, that explains that mysterious bonus die for the engagement roll. Looks like they’re “I’m assisting you,” Jaime says. “I start to Engineer to blow back the energy in the room
busy,” Cody says. and that weakens the sensor’s response time a bit. I mark another edge and you get +1d.”

“Maybe we should come back when they’re not indisposed,” Rick says. “Wouldn’t want “Okay, four dice it is.” Cody rolls and gets a 6! “Boom! Nailed it.”
to be rude.” He smirks widely and the others chuckle in response.

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4
“Ha, it actually works,” Amber says. “The case emits a shower of flaming sparks as the
flare rounds hit, and it goes spinning across the room—we watch in slow motion as Jax
Finesses to redirect the electrical shock and Totes runs to catch it.” Questions to Consider
Jaime rolls another desperate Assense action, pushing herself for 2 e d g e to get +1 ‹‹ How would a different engagement roll result change the score? On a 1-3,
effect, and she rolls a 5. Rick rolls Prowl for Totes’s athletic run and leap to catch Amber mentioned that she would have confronted them with the flying drone
the artifact, and he gets a 6. right away. Does that seem right for an opening desperate position? What if they
had gotten a 6 or a c r i t ic a l ? How would you handle it?
“Okay, Jax does it, hurling the residual electrical energy at the Talons.
‹‹ When Shark I n t e r f a c e d to hack the medium-sized drone, on the 1-3 and
You would have had zero effect, but Cody’s setup boosted you to limited, then you pushed 4/5 results, how would things have gone if the PCs had resisted the consequences?
yourself for standard effect. I’ll say that you blast them all around the room. They crash Do you think the consequences were appropriate, given how tight the Talon’s
into the bed, knock over the vanity, smack into a wall, etc. You also suffer a consequence, safehouse-security is supposed to be? How would you increase or decrease the
though. It’s desperate, so let’s call it level 3 harm: “Broken Ribs.” You also get thrown severity of consequences in a situation like this if the opponent was different?
across the room by the blast and you feel your ribs crack when you hit the desk.” ‹‹ Shark used his fine exploitation software after the roll, to increase the effect
of her result. Would you let a player do this, or do you think they should have to

EXAMPLE RUN
“Ow,” Jaime says. “I’m already at 5 edge. I’m not resisting that.” She writes the harm on
declare their items before they roll?
her character sheet.
‹‹ The c r i t ic a l result on the I n t e r f a c e roll really made things a lot simpler,
“And Totes expertly catches the artifact in the filtering hood, being very careful not to didn’t it? The crew could have been stuck battling security drones in the first room
touch it directly. Oh, you’re soooo lucky that you got a 6,” Amber says. of the safehouse, but instead they just slipped on through to the location of the
magbolt pistol, making the run a lot faster to complete. What do you think of
“I know!” Rick says. “I was worried. Now what about this escape plan, Cody?” short-and-sweet missions like this?
‹‹ What did you think of Cody’s “shoot things and give ‘em the slip” maneuver

The Getaway at the end? Is that the kind of pink mohawk tone that you want to promote when
you play the game, or would you like something more gritty and closer to real-
“I want a flashback to the night before,” Cody says. “Shark staked out the alleys and ran life? Do you think 2 edge is a fair cost for that flashback? Should he have rolled
some Recon to know exactly how to trigger the lock mechanisms in the the doors used in R e c o n to see how good his information was, or was it okay to gloss over that bit?
this building and when the bus schedules run.”

“Okay,” Amber says. “Call it a 2 edge flashback, to get the timings down exactly right. No
need to roll for the Recon.”

“Okay, so, Shark knows precisely when to lock the Talon’s safehouse down, and he’s been
watching his commlink’s time readout during this score, to time everything perfectly. As
Totes catches the case, he rushes forward, grabs her and Jax by the arms and rushes for the
nearest exit. They depart, locking the Talons inside the basement... sprinting for the bus
stop, and arriving at the exact last moment to make a sweet escape. The End.”

“Wow, nice one,” Amber says. “Jax will have to push herself to be able to move with
those broken ribs, so that’s 2 more edge for you, but if you spend it you’re gone. What a
clean getaway!”

87
88
4

EXAMPLE RUN
Chapter 5
Downtime

After the crew finishes a score (succeed or fail), they take time to recover, regroup, and
prepare for the next operation. This phase of the game is called downtime.

Downtime fulfills two purposes in the game:


‹‹ First, it’s a break for the players. During the action of the run, the PCs are always
under threat, charging from obstacle to obstacle in a high-energy sequence. Downtime
gives them a reprieve so they can catch their breath and relax a bit—focus on lower-
energy, quieter elements of the game, as well as explore personal aspects of their
characters.
‹‹ Second, the shift into a new phase of the game signals a shift in which mechanics
are needed. There are special rules that are only used during the downtime phase, so
they’re kept “out of the way” during the other parts of play. When we shift into downtime,
we take out a different toolbox and resolve downtime on its own terms, then shift back
into the more action-focused phases of the game afterwards.

Downtime is divided into four parts, which are resolved in order:


(1) P a y o ff . The crew receives their rewards from a successfully completed run.
(2) H e a t . The crew accumulates suspicion and attention from the law and the powers-
that-be in the city as a result of their last score.
(3) E n t a n g l e m e n t s . The crew faces trouble from the rival factions, the law, and the
haunted city itself.
(4) D o w n t im e A c t i v i t i e s . The PCs indulge their vices to clear edge, work on long-
term projects, recover from injuries, etc.

After the downtime activities are resolved, the game returns to free play, and the group
can move toward their next run.

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5

Payoff
GMs: When it comes to getting paid, don’t mess around. Granted, betrayals are
a mainstay in criminal fiction, so they can happen—but in Runners, the PCs have
enough problems without you throwing the players a random backstab of your
After a run, the PCs take stock of their income from the operation. A successful run
own. When it comes to getting paid, just give them what they earned unless you
generates both r e p and n u y e n .
have their buy-in for something else.
The crew earns 2 r e p per run by default. If the target of the run is higher Tier than you, take
If there was a deception underway they didn’t resist, hold them to it and enforce
+1 r e p per Tier higher. If the target of the run is lower Tier, you get -1 r e p per Tier lower
the consequences of it as usual. However, don’t lead them to think the client told
(minimum zero). If the target of the run is one of the Big Ten, take +2 r e p .
the truth before, and suddenly reveal a deception after it’s too late—and don’t
If your crew is Tier I and you pull off a successful run against a Tier III target, you earn excuse it by saying it was “off-camera.” It’s more fun if we’re all honest to one
4 rep (2 rep, +2 rep for a target two tiers above you). If your crew is Tier III and you another about the presence of any “hidden” fiction in play.
complete a run against a Tier I target, you earn 0 rep (2 rep, -2 rep for the lower Tier
target).

If you keep the operation completely quiet so no one knows about it, you earn zero rep.

Mark the r e p on the r e p tracker on the crew sheet.

The crew earns n u y e n based on the negotiation (determined by nature of the operation),
and/or any loot they seized:
‹‹ 2 nuyen: A milk run; several full credsticks.

PAYOFF
‹‹ 4 nuyen: A standard run; a small datavault or minor paydata.
‹‹ 6 nuyen: A big run; decent loot or paydata.
‹‹ 8 nuyen: A major run; serious haul or major paydata.
‹‹ 10+ nuyen: A insane run; impressive haul or top secret paydata.

Record the nuyen on the crew sheet, or divvy it up among the crew members as you see fit.

Some runs involve a fixer who expects to be paid a cut. Anyone who is owed money or
a favor expects to be paid as well. Some districts have crime bosses that expect smaller
crews to owe them a favor or pay a tithe. Ask the GM if there’s someone that you should
be paying. Subtract n u y e n equal to your crew Tier +1 when you repay a favor, pay a cut
to a fixer, larger organization, crime boss, etc. If you’re supposed to be paying someone
off, but you don’t, start a clock for their patience running out. Tick it whenever you don’t
pay. Every time it fills up, lose 1 faction status (if they were a faction) or relationship level
with them (making a friend not so “close” anymore, turning a friend into a “rival,” or losing
them as a contact).

Payoff occurs through a similar protocol to the initial meet, however the runners tend to
be wanted following an operation so it’s usually just an impersonal handoff in a remote
location. The players and GM should work together to act out any payoffs of interest—
otherwise, just gloss over it and move on.

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5

Heat Incarceration
Seattle is a sprawling cityscape full of prying eyes, hidden cameras, informants, and SIN The only way to reduce your crew’s w a n t e d l e v e l is through incarceration. When
checkpoints. Anything you do might be witnessed, and there’s always evidence left someone—one of your crew members, friends, contacts, or even a framed enemy—is
behind. To reflect this, your crew acquires h e a t as they commit crimes. After a run or convicted and incarcerated for crimes associated with your crew, your wanted level is
conflict with an opponent, your crew takes h e a t according to the nature of the operation: reduced by 1 and you clear your h e a t .

0 heat: Smooth & quiet; low exposure. Incarceration may may result from investigation or arrest by authorities (cops, detectives,
2 h e a t : Contained; standard exposure.
corporate agents, etc.), or because someone turns themselves in and takes the fall for the
4 h e a t : Loud & chaotic; high exposure.
crew’s crimes. The severity of the time depends on your wanted level:
6 h e a t : Wild; devastating exposure. ‹‹ Wanted Level 4: Life or execution.

Add +1 h e a t for a high-profile or well-connected target. Add +1 h e a t if the situation ‹‹ Wanted Level 3: A year or two.
targeted a hostile faction. Add +1 h e a t if another faction has marked the crew. Add +2 ‹‹ Wanted Level 2: Several months.
h e a t if killing was involved (whether the crew did the killing or not). You mark h e a t levels
‹‹ Wanted Level 1: A month or two.
on the h e a t tracker on the crew sheet.
‹‹ Wanted Level 0: A few weeks. Or, the authorities beat or starve them nearly to
When your h e a t level reaches 9, you gain a w a n t e d l e v e l and clear your h e a t (any death to send a message (suffer level 3 harm, no resistance roll allowed—they keep
excess h e a t “rolls over,” so if your h e a t was 7 and you took 4 h e a t , you’d reset with 2 going until you’re hurt severely).
h e a t marked).
Incarceration is dehumanizing and brutal. The renown of your crew is your only real

HEAT
The higher your w a n t e d l e v e l , the more serious the response when authorities take defense inside. Prison is terrible: your SIN gains criminal status, your forbidden implants
action against you (they’ll send a force of higher quality and scale). Also, your w a n t e d are removed, and your relationships and finances suffer for it. When you are incarcerated,
l e v e l contributes to the severity of the entanglements that your crew faces after a run. make an incarceration roll using your crew’s Tier as the dice pool.
See page 92 for details.

Incarceration Roll
C r i t ic a l : You make a name for yourself
1d for each tier level. inside. You gain +3 r e p for your crew, 1
prison claim and +1 faction status with a
faction that you assisted while you served
your time.

6: You do your time well. Your crew gains


1 prison claim and +1 faction status with a
faction that you assisted while you served
your time.

4/5: You keep your head down and do your


time without incident.

1-3: It’s horrific. You suffer a level of trauma

from the experience.

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5

Entanglements
The entanglements are detailed below and on the following pages. Each has a list of
potential ways for the PCs to be rid of it. If you want the entanglements to be a momentary
problem for the crew, stick to the suggested methods to resolve them, and move on to
Your crew of runners didn’t just spring into existence tonight. You have a complex history
the next part of downtime. If you want to dive in and explore the entanglement in detail,
of favors, commitments, debts, and promises that got you where you are today. To reflect
set the scene and play out the event in full, following the actions and consequences
this, after each run, you roll dice to find out which entanglement comes calling. An
where they lead. The headquartered upgrade offers additional options for dealing with
entanglement might be a rival crew looking to throw their weight around (and demanding
entanglements involving authorities.
some n u y e n ), a corporate enforcer making a case against your crew (but ready for a bribe),
or even the attention of a rabid barghest.

After payoff and h e a t are determined, the GM generates an entanglement for the crew Arrest
using the lists below. Find the column that matches the crew’s current h e a t level. Then
Authorities have acquired a warrant for your arrest. They send a detail to bring you in (a team
roll a number of dice equal to their w a n t e d l e v e l , and use the result of the roll to select
at least equal in scale to your w a n t e d l e v e l ). Pay them off with n u y e n equal to your w a n t e d
which sort of entanglement manifests. If w a n t e d l e v e l is zero, roll two dice and keep the
l e v e l +3, hand someone over for arrest (this clears your h e a t ), or try to evade capture.

ENTANGLEMENTS
lowest result.
A police sergeant sends an encrypted message through a discreet server. It shows
you a live video feed of a team of about twenty officers en route to arrest you. The
heat 0-3 h e a t 4/5 h e a t 6+ message then prompts you: “Pay to make this go away—or take your chances? It’s
1-3 Crew Trouble or 1-3 Crew Trouble or 1-3 Flipped or up to you.”
The Usual Suspects Questioning Interrogation
4/5 Rivals or 4/5 Reprisals or 4/5 Draconic Notice or
Supernatural Badness Supernatural Badness Show of Force Called Favor
6 Called Favor 6 Show of Force 6 Arrest A +3 status faction, one of your fixers, or someone to whom you owe a debt asks you for
a favor. If it’s a fixer, agree to do it or forfeit 1 r e p . If it’s a faction, agree to do it, forfeit 1
Bring the entanglement into play immediately, or hold off until an appropriate moment. r e p per Tier of the friendly faction, or lose 1 status with them. If you don’t have a fixer, +3

Some groups like to roll entanglements “in the open” so everyone knows what’s about to faction status, or owe any debts, you avoid entanglements right now.
hit them. Other groups prefer the roll to be secret, so the entanglement is a surprise when
it happens. Either way is fine. For example, if you get the Interrogation entanglement, you
might wait until a PC indulges their vice, then say Lone Star picked them up when they
were distracted by its pleasures.
Crew trouble
One of your cohort groups (or other cohorts) causes trouble due to their flaw(s). You can
lose face (forfeit r e p equal to your Tier +1), make an example of one of the crew members,
Entanglements manifest fully before the PCs have a chance to avoid them. When an or face reprisals from the wronged party.
entanglement comes into play, describe the situation after the entanglement has
manifested. The PCs deal with it from that point—they can’t intercept it and defuse it
before it happens. The purpose of the mechanic is to abstract a lot of the complex stuff
happening in the backgrounds of the characters’ lives in order to generate trouble for Draconic notice
them. Entanglements are the cost of doing business in the underworld—a good crew A dragon approaches the crew with a dark offer. Accept their bargain, hide until it loses
learns to roll with the punches and pick their battles. interest (forfeit 3 r e p ), or deal with it another way.

Entanglements can also arise directly from events in play. If the Muscle gets arrested, for
example, then the GM might follow the directions in the Arrest entanglement.

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5
Flipped Show of force
One of the PCs’ rivals arranges for one of your contacts, patrons, clients, or a group of your A faction with whom you have a negative status makes a play against your holdings. Give
customers to switch allegiances due to the h e a t on you. They’re loyal to another faction them 1 claim or go to war/become hunted (drop to -3 status). If you have no claims, lose
now. 1 hold instead.

Interrogation Supernatural Badness


Authorities round up one of the PCs to question them about the crew’s crimes. Where An emergent or astral entity is drawn to you—perhaps it’s a past victim, pixie, or a hungry
did they manage to corner you? Either pay them off with 3 n u y e n , or they beat you up technocritter? Acquire the services of a Magician, Technomancer, or specialist to attempt
(level 2 harm) and you tell them what they want to know (+3 h e a t ). You can resist each to destroy or banish it, or deal with it yourself.
of those consequences separately.
They can hire an NPC by using the acquire asset downtime activity. Roll the NPC’s

ENTANGLEMENTS
Most players really hate it when their character gets captured! Explain that it’s quality level as a fortune roll to see how well they deal with the entity.
completely normal for a runner in the shadows to get hemmed up like this. You spend
time in and out of situations like this, getting questioned and harassed by those in
power. It’s not the end of the world. But now that you’re here in the interrogation
room, what kind of person are you? Do you talk? Do you stand up to them? Do you
The Usual Suspects
make a deal? Authorities grab someone in the periphery of your crew. One player volunteers a friend
or vice purveyor as the person most likely to be taken. Make a fortune roll to find out if
they resist questioning (1-3: +2 h e a t , 4/5: level 2 harm), or pay them off with 1 n u y e n .

Questioning
Authorities grab an NPC member of your crew or one of the crew’s contacts, to question
them about your crimes. Who do they think is most vulnerable? Make a fortune roll to see
how much they talk (1-3: +2 h e a t , 4/5: +1 h e a t ), or pay off the authorities with 2 n u y e n .

Roll 2d for a normal person to see how well they keep quiet. If they’re an experienced
underworld type or some kind of tough, give them 3d or 4d instead. If they’re soft or
if they have some loyalty to these authorities, give them 1d or 0d.

Reprisals
An enemy faction makes a move against you (or a friend, contact, or vice purveyor). Pay
them (1 r e p and 1 n u y e n ) per Tier of the enemy as an apology, allow them to mess with
you or yours, or fight back and show them who’s boss.

Rivals
A neutral faction throws their weight around. They threaten you, a friend, a contact, or
one of your vice purveyors. Forfeit (1 r e p or 1 n u y e n ) per Tier of the rival, or stand up to
them and lose 1 status with them.

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5

Downtime Activities Acquire Asset


Between runs, your crew spends time at their liberty, attending to personal needs and Gain temporary use of an asset:
side projects. These are called downtime activities (see the list below). During a downtime ‹‹ One special item or set of common items (enough for a group of your Tier scale).
phase, each PC has time for two downtime activities. When the crew is marked by a ‹‹ A cohort (an expert or group).
faction, each PC has time for only one. ‹‹ A vehicle.
You may choose the same activity more than once. You can only attempt actions that ‹‹ A service. Transport from a smuggler or pilot, use of a warehouse for temporary
you’re in a position to accomplish. If an activity is contingent on another action, resolve storage, surgery, legal representation, etc.
that action first.

DOWNTIME ACTIVITIES
“Temporary use” constitutes one significant period of usage that makes sense for the
A PC can make time for more than two activities, at a cost. Each additional activity from asset—typically the duration of one run. An asset may also be acquired for “standby” use
the list costs 1 n u y e n or 1 r e p . This reflects the time and resulting resource drain while in the future. You might hire a hit squad to guard your magical lodge, for example, and
you’re “off the clock” and not earning from a score. When you complete a new score, you they’ll stick around until after the first serious battle, or until a week goes by and they lose
reset and get two “free” activities again. interest.
Activities on the downtime list are limited; normal actions are not. During downtime, To acquire the asset, roll the crew’s Tier. The result indicates the quality of the asset you
you can still go places, do things, make action rolls, gather information, talk with other get, using the crew’s Tier as the base. 1-3: Tier -1, 4/5: Tier, 6: Tier +1, c r i t ic a l : Tier +2.
characters, etc. In other words, only activities that are on the list are limited. You can spend n u y e n to raise the result of this roll beyond c r i t ic a l by spending 2 n u y e n
For any downtime activity, take +1d to the roll if a friend or contact helps you. After the per additional Tier level added.
roll, you may spend n u y e n after the roll to improve the result level. Increase the result
The GM may set a minimum quality level that must be achieved to acquire a particular
level by one for each n u y e n spent. So, a 1-3 result becomes a 4 or a 5, a 4/5 result
asset. For example, if you want to get a set of Yakuza-quality accoutrements, you’d need
becomes a 6 , and a 6 becomes a c r i t ic a l .
to acquire a Tier IV asset. A lower result won’t do.
GM: If a player can’t decide which downtime activity to pick, offer them a long term
If you acquire the same asset again, you get +1d to your roll. If you continue to re-acquire
project idea. You know what the player is interested in and what they like. Suggest a
an asset every time it’s used, you can effectively rent it indefinitely.
project that will head in a fun direction for them.
“Remember how you had that weird vision when you went unconscious? Yeah, do you Chemicals, poisons, bombs, fake SINs, fake licenses, and other dangerous items are illegal
want to get to the bottom of that? Okay, start a long-term project—six segments— in the Sixth World. Illegality comes in two levels: restricted or forbidden. Most anything
called... ‘Mentor Spirit Vibes.’ What do you do to work on that?” that can potentially hurt people, but has legal purposes in mind, is restricted. Most blades
and firearms, controlled substances, the industrial chemicals the Rigger has access to, full
body armor, commercial explosives, and other gray areas like smoke and chameleon suits.

Reduce Heat Anything else that is designed to be particularly lethal or break the law is forbidden. Fake
licenses and SINs, BTLs, weapons of war, jammers, silencers, etc. The GM will you which
Say what your character does to reduce the h e a t level of the crew and make an action level of illegality applies to a particular item. When you acquire a restricted item (rather
roll. Maybe you N e t w o r k with your friend who’s a Cop and she arranges for a few than crafting it yourself), you take +1 h e a t if you don’t use a valid SIN and license (see
incriminating police reports to disappear. Or maybe you D e m a n d the fear of the local SINner). You always take +2 h e a t when you acquire a forbidden item. For more about
citizens so they’re afraid to snitch. Crafting, see page 145.

Reduce heat according to the result: 1-3: one, 4/5: two, 6: three, c r i t ic a l : five. If you want to acquire an asset permanently, you can either gain it as a crew upgrade
(using the rules for advancement, see page 34) or work on it as a long-term project
To avoid having to get into position, you might choose to simply “lay low” without to set up a permanent acquisition.
choosing an action—in this case, mark 1 edge and roll 0d. The bolthole upgrade offers
Reileen, the Adept, is a martial artist in the Kendo style, and would like a fine katana to
additional options. See page 67 for details.
add to her permanent items. Her player starts a long-term project: “Get Family Katana
Back.” The GM says this is an 8-clock (she can work on it by N e t w o r k i n g or H u s t l i n g
the pawn shop owner or maybe rolling her lifestyle level to represent small payments).

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5
Train Recover
When you spend time in training, mark 1 karma on the karma track for an attribute or When you recover, you seek treatment and heal your harm. You might visit a medical
playbook advancement. If you have the appropriate crew Training upgrade unlocked, professional who can stitch your wounds and soothe your mind with anatomical science
mark +1 karma (2 total). See Crew Upgrades starting on page 67. You can train a given or a street shaman who specializes in healing charms and restorative alchemy. If you don’t
karma track only once per downtime. have a contact or fellow PC who can provide treatment, you can use the acquire asset
activity to gain access to a healer, who can provide service for the whole crew.

Indulge Vice
Recovery is like a long-term project. Your healer rolls (E n g i n e e r for a PC with the P h y s ici a n
special ability or the quality level of an NPC) and then you mark a number of segments on

DOWNTIME ACTIVITIES
your healing clock. 1-3: one segment, 4/5: two segments, 6: three segments, c r i t ic a l : five
Visit your vice purveyor to clear marked edge. See next page for details.
segments. If you have instances of special harm, place a special mark (a star, checkmark,
etc.) next to your healing clock.

Long-term Project When you fill your healing clock, reduce each instance of harm on your sheet by one level,
then clear the clock. If you have more segments to mark, they “roll over.” Special harm
When you work on a long-term project (either a brand new one, or an already existing
is different: if there is already a special mark on your healing clock, reduce each instance
one), describe what your character does to advance the project clock, and roll one of your
of special harm on your sheet by one level, then clear the special mark (otherwise, the
actions. Mark segments on the clock according to your result: 1-3: one segment, 4/5: two
special harm remains).
segments, 6: three segments, c r i t ic a l : five segments.
Jax has two injuries: a level 3 “Badly Burnt” and level 1 “Battered.” During downtime, she
A long-term project can cover a wide variety of activities, like doing research into an gets treatment from Links, an engineer friend of the crew’s Rigger. Links is a competent
arcane ritual, investigating a mystery, establishing someone’s trust, courting a new friend doc, so the GM says quality 2 makes sense. The player rolls 2d to recover and gets a
or contact, changing your character’s vice, and so on. 6: three segments on the healing clock. She decides to spend 1 nuyen to improve the
result to a critical to get five segments instead. Four segments fill the clock—all of Jax’s
Based on the goal of the project, the GM will tell you the clock(s) to create and suggest a harm is reduced by one level, then she clears the clock and marks one more segment.
method by which you might make progress. Her level 3 harm “Badly Burnt” is reduced to level 2 harm. Her level 1 harm “Battered”
is reduced to zero and goes away. Jax is left with one injury on her sheet: level 2 “Badly
On the last run, Jax disintegrated Redstone’s body with a mana blast and destroyed
Burnt.” See below.
his living essence. But now his free spirit is haunting her! How is this possible? This is
beyond the scope of a simple gather information roll, so Jax starts a long-term project
to investigate this mystery. The GM says it will be an 8-segment clock. Jax spends B e f o r e A f t e r
a downtime activity in the lodge, looking for any clues. The player rolls Jax’s S t u d y harm harm
ne e d ne e d
action and gets a 4: two segments of progress on the clock. Badly Burnt help help

In order to work on a project, you might first have to achieve the means to pursue it— -1d Badly Burnt -1d
reduced reduced
which can be a project in itself. For example, you might want to make friends with a Battered effect effect
member of the Salishe-Shidhe Council, but you have no connection to them. You could
You may heal yourself if you have the P h y s ici a n special ability, but you mark 2 edge
first work on a project to N e t w o r k with their circles so you have the opportunity to meet
when you do so. You can also choose to simply tough it out and attempt to heal without
one of them. Once that’s accomplished, you could start a new project to form a friendly
any treatment—in this case, mark 1 edge and roll 0d (and you’ll still place a special mark
relationship.
next to your healing clock if you have special harm).

Note that it’s the recovering character that takes the recovery action. Healing someone
else does not cost a downtime activity for the healer.

Whenever you suffer new harm, clear any ticks on your healing clock. Whenever you suffer
new special harm, clear the special mark (if you have one) next to your healing clock.

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5

Vice v ic e r o l l
Clear edge equal to your highest die result. If you
Edge Relief
Roll dice equal to your
lowest attribute
clear more edge levels than you had marked, you
rating. overindulge. If you do not or cannot indulge your vice
The runners in Seattle are more than the sum of their parts. They defy the powers- during downtime, you mark edge equal to your trauma.
that-be and dare to prey on those who are considered to be their superiors. They push
themselves further than ordinary people are willing to go. But this comes at a cost. Their
edge is contantly dulled by the stresses of running the shadows. Inevitably, each turns to
the seduction of a vice in order to cope.
Overindulgence
If you clear more edge levels than you had marked, you overindulge. A vice is not a
A runner’s vice is their obsession. But with this indulgence comes a sharpening of their reliable, controllable habit. It’s a risk—and one that can drive your character to act against
edge and the ability to once again face the overwhelming challenge of their criminal their own best interests.
existence.
When you overindulge, you make a bad call because of your vice—in acquiring it or
If you clear more edge levels than you had marked, you overindulge. If you do not or while under its influence. To bring the effect of this bad decision into the game, select an
cannot indulge your vice during downtime, you mark edge equal to your trauma. overindulgence from the list:
‹‹ A t t r a c t T r o u b l e . Select or roll an additional entanglement.

Indulging Your Vice ‹‹ B r a g about your exploits. +2 heat.

‹‹ L o s t . Your character vanishes for a few weeks. Play a different character until this

VICE
When you indulge your vice, you clear some marked edge from your character’s edge
one returns from their bender. When your character returns, they’ve also healed any
track. Say how your character indulges their vice, including which purveyor of vice they
harm they had.
use to satisfy their needs (see page 219). This indulgence takes time, so it can only be
done when the crew has downtime. Alternately, you may choose to release your character ‹‹ T a pp e d . Your current purveyor cuts you off. Find a new source for your vice.
to be “lost in their vice” during a game session, allowing them to indulge off-camera while
you play a different PC. A crew member, friend, or contact of the crew might be created
Ignoring your V ic e
as an alternate character to play, thus fleshing out the landscape of PCs. If you do not or cannot indulge your vice during a downtime phase, you mark edge equal
to your t r a u m a . If you don’t have any t r a u m a , you’re free to ignore your vice. It doesn’t
You roll to find out how much edge relief your character receives. A vice roll is like a have a hold over you (yet).
resistance roll in reverse—rather than marking edge levels, you clear edge levels. The
effectiveness of your indulgence depends upon your character’s worst attribute rating. Roleplaying & Karma
It’s their weakest quality (I n t u i t i o n , B o d y , or W i l l p o w e r ) that is most in thrall to vice.
Along with your character’s heritage and background, their vice tells us what kind of
Make an attribute roll using your character’s lowest attribute rating (if there’s a tie, that’s person they are. This obsession impacts their motivations, goals, and behavior. When
fine—simply use that rating). Clear edge according to the highest die result. you ponder what your character might do or say next, you can always consider their vice
to help you think of something. As an added benefit, by playing to the nature of your
character’s vice, you earn karma at the end of the session.

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5

Downtime Activities in play NPC & Faction Downtime


NPCs and factions also do things when the PCs have downtime. The GM advances their
Gathering a Dark Secret project clocks and chooses a downtime maneuver or two for each faction that they’re

DOWNTIME ACTIVITIES IN PLAY


interested in at the moment. Choose any maneuver that makes sense for that faction to
Totes wants to discover how Redstone’s spirit survived disintegration by a mana
pursue. For example:
blast. He works on a long-term project called “Learn Free Spirit Secrets from
Redstone”—an 8-segment clock. The result of the A s s e n s e roll is a 6! Totes ticks ‹‹ Seize a claim or increase hold, make an enemy vulnerable, or reduce the hold of
three segments on the clock. a vulnerable enemy.
‹‹ Gather information on the PCs (may be opposed by a PC roll) or another subject.
Getting the Right Tools ‹‹ Achieve a short-term goal they’re in position to accomplish.
Rogue needs some very special ammunition in order to hunt the dragon Masaru. ‹‹ Acquire a new asset.
She acquires an asset from New Dawn (who happen to be friendly with her
‹‹ Call in a favor from another faction.
crew right now): bullets made from orichalcum and grave ash, consecrated to a
forgotten god of the Fourth World, and ancient enemy of all dragons. The Tier roll ‹‹ Employ political pressure or threats to force someone’s hand.
is a 4: only standard quality, which isn’t enough for this rare item. Jaime (Rogue’s
player) spends 2 n u y e n to bump up the result to a c r i t ic a l : exquisite quality. GM: Choose downtime maneuvers and advance clocks for the factions you’re interested
Rogue gets her bullets—powerful enough to seriously harm the supernatural in right now. Don’t worry about the rest. Later, when you turn your attention to a faction
creature. you’ve ignored for a while, go ahead and give them several downtime phases and project
clock ticks to “catch up” to current events.

Spreading Rumors If you’re not sure how far to progress a faction’s clock, make a fortune roll using their Tier
as the base trait, modified up or down depending on the opposition or circumstances. Tick
Shark wants to reduce heat on his crew. He grabs some informants from the crew’s
1 segment for a 1-3 result, 2 segments for a 4/5 result, 3 segments for a 6 result, or 5
hired groups and makes the rounds, talking to barkeeps, spreading rumors of
segments for a C r i t ic a l result.
megacorporate protection, and generally misleading everyone. The result of the
Hustle roll is a critical! The crew’s heat drops by five levels as law enforcement When factions do things that are known in the criminal underworld, tell the players about
follows a red herring and stories start brewing about various other crews. it through one of their friends or contacts or vice purveyors. These rumors and bits of
gossip can lead to future scores and opportunities for the PCs (see Running the Game
starting on page 113, contains more details and examples). With each narration, you
breathe life into your sandbox and describe the ever-changing nature of the world.

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D o w n t im e A c t i v i t i e s S u mm a r y
R e me mb er: a d d + 1 d to y o u r ro l l i f a f ri e n d o r c o n t a c t helps wit h your d o wn t i me a c t i v i t y .

Acquire Asset Recover


Roll the crew’s Tier. The result indicates the quality of the asset: Get treatment to tick your healing clock (like a long-term project). When you fill a
clock, each harm is reduced by one level. Special harm gets a special mark (unless you
C r i t ic a l : Tier +2. already have one—then each special harm is reduced by one level).
6 : Tier +1.
4/5: Tier.
1-3: Tier -1. Reduce Heat
Some items require a minimum quality result to acquire. To raise the result beyond
Say how you reduce heat on the crew and roll your action. Reduce heat according to
critical, you may spend 2 n u y e n per +1 Tier bonus.
the result level:

C r i t ic a l : Clear five h e a t .
Long-term Project 6: Clear three h e a t .
4/5: Clear two h e a t .
Work on a long-term project, if you have the means. 1-3: Clear one h e a t .

Mark segments on the clock according to your result:

C r i t ic a l : Five ticks.
Train
6 : Three ticks.
Mark 1 karma (in an attribute or your playbook). Add +1 karma if you have the
4/5: Two ticks.
appropriate crew upgrade. You may train a given karma track once per downtime.
1-3: One tick.

V ic e
Visit your vice purveyor to clear edge. Roll dice equal to your lowest attribute. Clear marked edge equal to your highest die result.

If you clear more edge levels than you had marked, you overindulge (see below). If you do not or cannot indulge your vice during your downtime, you mark edge equal to your trauma.

Overindulge: You made a bad call because of your vice—in acquiring it or while under its influence. What did you do?
‹‹ A t t r a c t T r o u b l e . Maybe an enemy has tracked you to your vice purveyor and you let your guard down. Select or roll an additional entanglement.
‹‹ B r a g . Maybe you brag about your exploits. The crew takes +2 heat.

‹‹ L o s t . Play a different character until this one returns from their bender.
‹ ‹ T a pp e d . Your current purveyor cuts you off. Find a new source for the indulgence of your vice.

98
Chapter 6 play. You might do very well and avoid harm from the fire and debris while you work on
the file or you might have to abandon your work to keep from being crushed and burned.

How to Play If your character knows nothing about decrypting datalocks, you might pay someone
to open it for you. In which case, we’d use the mechanic to acquire an asset—a master
programmer in this case. You might arrange a good deal and get a skilled worker, or you
might have to pay more to get the quality you need.

And so on and so forth. There are an infinite number of approaches you might take,
constrained by the fictional circumstances.

Fiction-First Gaming The important concept here is that you first choose what your character does in the fiction,
then the group picks a mechanic that suits the situation to resolve what happens. Once
Fiction-first is a bit of jargon to describe the process of playing a roleplaying game, as you establish the fictional action, selecting a mechanic from the options at hand is pretty
opposed to other sorts of games you might be used to. easy. If you try to do it the other way around—picking the mechanic and then trying to
“color-in” the fiction after—you’ll find that the game can become confusing and muddled.
In a standard board game, for example, when you take your turn, you choose a move
from one of the mechanics of the game, and then use that game system to resolve what When something seems weird, or a situation resolves in a bizarre way, back out to the level
happens. You might say, “I’m going to pay two hundred spacebucks to build a second of the fictional narrative. What’s going on? What are you trying to do? Which mechanic is
space station on my home tile.” We could call this process “mechanics-first.” What you suited for this? Don’t try to force a particular mechanic onto the fiction. Take the fiction first
do on your turn is pick a mechanic to engage, then resolve that mechanic. Your choices (ah, see that? “fiction first”) and then use the mechanics to support it.
are constrained by the mechanics of the game. You might color it in with some fictional
trappings, like, “The brave scientists of Exonia heed the call for research and build an Think of the mechanics of the game as tools in a toolbox. There’s no point saying, “I
advanced lab!” but the fiction is secondary; it’s flavor added on. In other words, the fiction hammer it” until you know what you’re building. Also, there’s no constraint that says you
is brought in after the mechanics, to describe what happened. must always use a hammer and nail every time you need to attach two pieces of wood.
You use the tools that suit what you’re trying to do. The same goes for mechanics in a
In a roleplaying game, it’s different. When it’s your turn, you say what your character does roleplaying game. First establish the fiction, then select a mechanical tool from the toolbox
within the ongoing fictional narrative. You don’t pick a mechanic first, you say something that suits the situation you need to resolve. Which tools you pick will often be pragmatic,
about the fiction first. Your choices in a roleplaying game aren’t immediately constrained but can also be a stylistic choice. There’s no one right way to choose a tool, after all. The
by the mechanics, they’re constrained by the established fictional situation. In other words, tools are there for you to use as you see fit; developing a style of use and set of precedents
the mechanics are brought in after the fictional action has determined which mechanics as you go along.
we need to use.
The text of the game gives you both the set of tools and a guide to their usage, which
For example, in Runners in the Shadows, there are several different mechanics that might is essentially the best practices the playtesters and John Harper developed, interpreted
be used if a character tries to decrypt a protected file. It’s essentially meaningless to play through the fiction of being a runner. These best practices will start you on your way
mechanics-first. “I decrypt a file” isn’t a mechanical choice in the game. To understand toward successful game play but ultimately they are just a guide. It’s up to you and your
which mechanic to use, we have to first establish the fiction. group to put them into practice and learn the use and feel of the tools in play.

If your character is at their liberty back at the crew’s safehouse, with plenty of time to This is one of the most fun aspects of roleplaying games. Because there’s no single right
dedicate to decrypting the datalock containing the file, then we could use one of the way to use the tools, the act of play is constantly creative—at the level of the fictional
downtime mechanics—namely “Work on a long-term project.” You might do very well narrative, of course, but also at the level of the application of the game systems. I’ll explain
and open it quickly, or it might prove more challenging, requiring several attempts over the tools and teach you some good ways to apply them, but when it’s all said and done,
a longer period of time. your experience with Runners in the Shadows will be one that you and your group make
for yourselves.
If your character is in a burning building, trying desperately to decrypt the file while flaming
roof-beams are raining down around them, then the action mechanic would come into

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6

Triggering the Action Roll For some players, suffering a deadly wound won’t seem like a “success.” In Runners,
though, an action roll resolves both the action of the PC as well as the action of the enemy.
The game is a conversation between the people at the table. You’re talking, narrating The enemy is trying to do stuff, too, and a “partial success” means they manage to do
actions, speaking in character, making jokes, sketching maps, speculating about what something. The action roll covers the whole exchange (or even a whole fight)—all the
might happen, all that good stuff. But it’s just talking, right? There’s a thing that happens attacks and harm at once, for both sides.
in a roleplaying game where the conversation shifts. Where you go from just talking to
In Runners, the PCs can’t really do things safely. Everything is a risk of harm, consequences,
using a mechanic. What’s that like?
h e a t , angry factions, etc. But they can do stuff! All those 4/5 results let them get stuff

This shift in the conversation is the GM’s responsibility (they should always be on the done, while they get smashed, bloodied, and harried by enemies. The Sixth World chews
lookout), but anyone can call for it. So, when do you call for it? You call for an action roll you up and spits you out. The characters that start the game won’t necessarily be the same
when any of these happen: ones that see the crew through to the end.

‹‹ A player character attempts a challenging action that might be dangerous or If you want less immediate consequences for those 4/5s, you can always use a clock.
troublesome. Instead of instantly being noticed when they roll a 4/5 to hack the cameras, start an “Alert”
‹‹ A player character leads or gives orders to an NPC or NPC group, which faces clock for the building’s security system and tick it up. This is still a tricky consequence, but

How to Play
something dangerous or troublesome. it doesn’t bring the whole situation to an end.

‹‹ Someone grabs the dice and gets all excited about making a roll. The theme for Runners in the Shadows is one of struggle and consequences, so you almost
never achieve anything without a cost—at least according to the dice results. This is why
So, then, what do you actually say? I like to first ask the player how they’re accomplishing the PCs have additional resources to mitigate consequences: so the players have to make
their action. Which of their action ratings will they use? Then, I suggest the position the hard choices about what’s worth resisting (spending their valuable e d g e ) or when it’s
character is in and the likely effect level they’ll have. worth taking a hit for a teammate, or using your armor, or agreeing to a tough Dragon’s
Deal, etc.
Player: “So he has the package? Okay, I’m robbing him.”
Teamwork can also mitigate things a lot, turning a desperate roll into a risky one, increasing
GM: “Okay then. How are you gonna do that?”
effect, and/or pumping up the dice pool. It takes a while for most groups to really use
Player: “I look him square in the eye and I Demand he hand it over.” teamwork well, which is by design.

GM: “Cool. Sounds pretty risky to me. He’s no push-over and his goons are standing Distinguish the various action roll positions by what the PC is risking. Describe the enemy
right there. Probably a limited effect since you’re outnumbered, unless you have a NPC in action, about to do something to the PC. That’s what they’re risking when they act,
particularly potent threat to make here.” and that defines the position.

And then the other players chime in and suggest an alternative position or effect level, or “You rush in to stab him in the neck, and he flashes his arm up in an expert parry, to
the player revises their statement to something more or less daring, or everyone just nods turn the syringe back on you. Desperate position, great effect, yeah?”
and we’ve shifted into using the mechanic.
All of the adjustable dials in the game—position, effects, consequences, supernatural
The main thing to remember is that the group works together to set the goal, position and powers—are for the group to experiment with. Try to avoid unilateral decisions as the
consequences of each roll. Don’t fall into the habit of simply “calling for a roll” to do stuff GM. Ask the group what they think. Is this desperate? What’s a good risk here? Do you
in general, without really engaging the group in the process of position and effect in a think that’s the full effect, or is there more left to do? Part of playing Runners is establishing
meaningful way. If a PC wants to suddenly kill an enemy, well, that’s quite the maneuver things that work for your group.
isn’t it? Are they in a controlled position to do that? Is it risky? Is it desperate? What are
they risking? Take a moment to put everything in context in the fiction.

If the enemy is trying to kill them right back, then it’s probably desperate. They’re going
toe to toe, to the death. On a 4/5, they do it, yeah, with consequences. They inflict a
mortal wound, and (in this example) they suffer one in return.

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Why We Do This
What’s the point of this shift into a mechanic, anyway? Why not just talk it out? The main
reason is this: when we just talk things out, we tend to build consensus. This is usually a
good thing. It helps the group bond, get on the same page, set expectations, all that stuff.
But when it comes to action adventure stories like Runners in the Shadows, we don’t want
consensus when the characters go into danger. We want to be surprised, or thwarted, or
driven to bigger risks, or inspired to create a twist or complication. We want to raise our
hands over our heads and ride the roller coaster over the drop.

When the mechanic is triggered, the group first dips into being authors for a moment as
they suss out the position, the threats, and the details of the action. Then, author mode
switches off and everyone becomes the audience. What will happen next? We hold our
breath, lean forward in our seats, and let the dice fall.

How to Choose an Action


When an action roll is called for, the character is usually already in motion, doing something
in the fiction. This thing they’re doing will almost always determine which action rating to
roll. However, a player is free to revise their character’s action in order to use a different
rating, as long as the character performs the new action in the fiction.
For example, Jax wants to sneak into the secret meeting room of the Black Lodge.
The GM asks her how she does that and Jax’s player says she’ll climb the outside of
the tower and slip in through a window. Climbing is a P r o w l action, so that’s what
she’ll roll.

Jax’s player might change her mind and say, “Hmmm... I’m not very good at Prowling.
I want to climb in using Finesse, instead. It’s like I’m Finessing my way in, right?”
No. Jax can certainly try to F i n e s s e her way in—through fancy footwork or subtle
feints—but Jax cannot “use F i n e s s e ” to climb the tower. The action of climbing is...
well, climbing. Athletic moves like that are the P r o w l action. If Jax wants to F i n e s s e ,
instead, that’s fine, but that means she is not climbing the tower.
Sometimes, several actions will reasonably apply to a situation. This is fine. The player
may choose the action they want to perform, and the GM sets the position of the roll
accordingly.
Mouse is hanging from a rope in the darkness outside the quarters of Winston Mogi,
leader of the Talons. As Winston enters the room, Mouse’s player says she wants to
shoot Winston in the back. Which action should she roll? P r o w l covers an “ambush
with close violence” and H u n t covers “shooting from a distance”—they both seem to
apply here. The GM says that H u n t i n g will be a controlled roll (this is an ideal hunting
shot, after all) and a P r o w l attack will be risky: to “ambush with close violence,”
Mouse will have to first swing through the window and then follow up with a backstab
or throatcut, exposing her to more danger.

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The Purpose of Dangers & Since NPCs don’t have stats and action ratings, it’s by the severity of their consequences
and the position and effect of the PC’s action roll that their capabilities are manifest in

Edge
the game.

Also, a dangerous NPC can take the initiative. If the NPC is skilled, tell the players what
Some GMs get frustrated when they feel like the enemy NPCs or threats “aren’t doing the NPC is about to accomplish, then ask them what they do.
anything.” They inflict harm on the PCs, but then the PCs resist and reduce or avoid the
harm. This is by design! The PCs in the game start out as huge underdogs. The edge “She corners you at the top of the stairs and tries to wrestle you into the manacles.
system gives them a special ability to survive when they otherwise wouldn’t, so they have What do you do?”
some hope of achieving their long term goals.
The PC’s next move—and the action roll that results—will tell us how effective the NPC’s
The purpose of threatening harm is not always to inflict it, it’s to describe it. The threats maneuver was. Remember, an action roll usually serves double duty, resolving both PC
become manifest in the minds of everyone playing, even if they’re avoided. and NPC actions at the same time.

If the NPC is a master, tell the players what the NPC has already done, then ask if they
“The mentor spirit’s will is entangled with your soul.”
want to resist it.

How to Play
“You hear their neckbones break as you hit the pavement.”
“She’s just way too fast for you to deal with. Before you realize what’s happening, the
“You can tell that she’ll never trust you again.” manacles are on your wrists. Yeah? Or do you want to resist that?”

Most fixers and Johnsons are master NPCs. Most operations will have at least one master
The bad outcomes are spoken aloud. They hang there in the room. They’re scary. Then the
NPC lurking about that you can use to heighten the challenge and drama during action
player gets to roll their resistance, look you in the eye and say, “No. It’s not that bad. I
rolls.
mark the edge instead.” It’s empowering. They look danger in the face and laugh. That’s
the nature of a runner. This is something that will grow and evolve over time as you play the game. Talk to
the group about it as you go. Do you want a more high stakes, black trenchcoat kind of
Your job is describing the harmful outcomes with gusto, not inflicting them. The purpose
game? Then PCs and NPCs should threaten lethal harm all the time, consequences should
of the consequence and edge mechanics is to add interesting fictional details to the game
be immediate (not clocks), and resistance rolls should only reduce consequences. Do you
when it comes to harm and trouble. Instead of simply saying, “You take 3 damage,” you
want a more cinematic, pink mohawk kind of game? Then have fewer master NPCs, tick
describe how the shot catches them despite their kevlar and punches a bloody hole in
clocks for consequences, and have them be “left for dead” (rather than dead outright), A
their lungs. The harm becomes a vivid threat in our imaginations. Once we know what it
hail of gunfire makes you look like a badass when you deftly backflip to avoid it.
is, the player cares about resisting it, “Yeesh! No, I’m gonna resist that.” But the only way
they can know whether it’s worth it to risk the edge cost is if you describe the potential You don’t have to decide on one approach and stick to it. Be flexible and let it change over
harm. Each cycle of threat and edge requires this input of new fiction. And that, after all, time according to what the group is most excited about.
is what we’re here to do.

There’s Always a
NPC Threat Levels Consequence
The severity of the consequences that you describe (and the position for the action
Every time you roll the dice in Runners, the situation changes. There’s no such thing as a
roll) determines the threat level of the opposition. If they’re facing an NPC that you’ve
“nothing happens” result from a roll. How does this work?
described as a standard ganger, then the consequences will be things like wrestling the PC
to the ground, or punching them in the face, or maybe a cracked rib from a mighty swing The “failure” results for action rolls (1-3 ) are not simply “misses.” The character’s action
of her baseball bat if the ganger has the upper hand. has a tangible outcome. Something happens that changes the situation. On a controlled
failure, the character spots a flaw in their approach, and can decide to withdraw or push
If they’re facing an NPC that you’ve described as a master assassin, then the consequence
their luck with a risky action. On a risky failure, the character suffers a consequence
might be a lightning-fast move that puts a bullet in the PC’s heart.
that presents some kind of trouble. Things get worse. On a desperate failure, the threat
dominates and makes the situation much worse.

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6
Scaling Effectively Abstraction vs. Details
The system of Runners in the Shadows is designed to work well, even if you don’t follow Runners in the Shadows usually depends on specific fictional details in order to work. For
every rule to the letter. If you just use the core rolls and forget extra details or special example, it might be important to understand exactly how a chain is constructed—because a
cases, it’ll be okay. The game will work out just fine. The game is better when you use all character decides to suddenly smash one to surprise an enemy who has them at gunpoint. It’s
the details, but the whole thing doesn’t come crashing down if you don’t. a small detail, but the description of the chain as a bottle (or a necklace, etc.) contributes directly
to understanding which position to roll for the action, the factors that go into effects, and
If you want to ease into the mechanics, just start with risky action rolls and standard the consequences at risk. Fleshing out the little details of the world makes the game system
effect (don’t worry about factors). function better.

When something bad happens to a PC and they want to resist it, you’ll quickly figure out There are other times when abstraction is preferable, though. For example, the players
how resistance rolls work. When the group starts asking about teamwork and helping each wonder how the Halloweeners have fared during the recent outbreak of the vampire virus.
other, bring in the teamwork maneuvers. When you go up against high Tier or large scale Are they weak and vulnerable now? The GM could create or try to remember all the details
opponents who are meant to be very dangerous, effect factors become relevant. Don’t about the Halloweeners that might affect their situation during the outbreak, or she could
feel like you have to learn everything up front. simply use the abstraction of the faction’s Tier rating to make a quick fortune roll and see

How to Play
how it went for them. If no specific details have been established in play to indicate the
The same goes for the fiction. Don’t feel like you have to get everything perfectly right
citizen’s resistance to an arcane sickness, then the abstraction of Tier covers it just fine.
every time. If you say something and then realize later that it was wrong, just revise it.
No big deal. A problem can arise when you try to use an abstraction when details are already present.
For example, we may know for a fact that the Halloweeners were one of the groups hit
“I told you that Hacksaw would be at Smoke & Lagger waiting for me, but that was
worst by the outbreak, and they took no special precautions against it (including leaving
all wrong. It was supposed to be our entourage, instead.”
all their important assets and leadership in the area). In this case, it might be weird to
“Ok, not a problem in this case! Hm. That does change the situation a bit—what do simply use the abstract Tier rating of the faction for a fortune roll. We already know specific
you do now?” details, so the catch-all of “Tier rating” isn’t very useful here. Perhaps it’s obvious that the
Halloweeners have fared very well, so the GM says so. Or perhaps there’s still some risk,
It’s not necessary to be a master of the mechanics upfront. First, just focus on what your so the GM rolls 6d for “viral preparedness” rather than their Tier.
character is doing.
The same goes for the quality of items, assets, and defensive measures. Since Kraghammer
(the Russian Mafia) is Tier III, does that mean that every single lock on every single door in

Setting Precedents every part of Kraghammer turf is a “Tier III lock”? No. Kraghammer’s Tier rating is an abstract
indication of the quality of stuff they’re likely to have, usually. A lock on a minor storeroom
What’s true for the PCs is true for the NPCs, and vice versa. If you establish that the door is probably just a cheap lock. The lock to their secret server room is probably fine or
Magcian PC is the only one who can talk to the free spirit they summoned (due to a even exceptional (making it even higher quality than Tier III). When we think about the
special “summoning language” that binds them together), then that fact becomes true overall quality of Kraghammer, it’s “Tier III.” That abstract Tier rating can be used for lots
for NPC-summoned ghosts, as well. If you establish that a skilled NPC can instantly kill an of things. But when there are specific details in play, those details establish what’s actually
unsuspecting victim, then the PCs can try it, too. true. They don’t have to perfectly conform to the abstraction in every single case.

Each time you make a judgment call or establish new details about the game world, The abstracted parts of the game—Tier, n u y e n , stash, quality, engagement rolls— are
they become available to everyone as a new tool in play. Precedents don’t have to be abstract so that the game play can focus on what’s most important: the choices,
permanent—feel free to revise them as you go along. But when you revise them, it still actions, and consequences of the player characters. Action rolls are where the meat
cuts both ways; for PCs and NPCs alike. of the game happens. Don’t feel beholden to the abstractions when you have specific
fictional details to work with.

Actions in Play
On the following pages, the 12 actions (and 2 special ones) are detailed with examples of
maneuvers and consequences.

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6
Demand E xamples E xamples Engineer
When you D e m a n d , you compel swift Controlled Controlled When you E n g i n e e r , you fiddle with electrical
obedience. You might intimidate or threaten circuits and mechanisms. You might create
“That’s one of our fixers, asshole. There are Okay, I just need to set up the control

Actions: Demand—Engineer
to get what you want. You might direct a a new gadget or alter an existing item. You
at least four guns on you right now. Give me mechanism so it opens when we press the
cohort in a group action. You could try to might rig a vehicle, wire explosives, or crack a
the paydata and piss off.” override switch.
order people around to persuade them (but safe. You might disable an alarm or trap. You
Networking might be better). 4/5 Reduced Effect: He sets the handheld 1-3 Withdraw or Risk: As you open up the might turn the ubiquitous technology around
case down and takes a step back. “I’m control panel, the welding rods spark like the sprawl to your advantage. You could even
GM Questions
supposed to get n u y e n for this,” he says. crazy and start to glow white hot at the tips. try to use your technical expertise to operate a
‹‹ At who do you make your demands?
Maybe the alignment is wrong? Do you want vehicle (but Finessing might be better).
How do you do it—what’s your leverage 1-3 Risky Opportunity: He holds a magnet
here? to back off and try another way through, or GM Q u e s t i o n s
out and holds it near the datachips jutting
try to tweak the alignment before the rods ‹‹ What do you engineer?
‹‹ What do you hope they’ll do? from the carrying case. “Not until I see some
are wasted?
nuyen!” he says. ‹‹ What do you hope to accomplish?
When you Demand things of someone, you Risky
Risky When you Engineer you break things down,
don’t care about what they want. You tell them Nothing to worry about! I’ll just work on
We’ve got each other by the collars, sort of build them up, tweak, rewire, and modify.
what to do and expect them to do it— out of the existing wires before security arrives and
fear, respect, or some other motivating factor half-wrestling against the wall. I snarl, “Just
then disappear. Engineering covers a variety of activities, as it
(this is your leverage over them). Networking is take your crew and walk away. One death is
4/5 Complication + Desperate Position: encompassess electrical and mechanical skill,
better if you’re trying to get along with someone enough for tonight.”
One of the wires gets extremely hot, melts, as well as chemistry and biological sciences.
and work together. When you make Demands of 4/5 Harm: He twists an arm free and belts
and fuses to the exposed circuitry in a shower The skilled engineer knows how things work—
a friend or contact, they can feel disrespected, so you across the jaw, ringing your ears. “Now
of electricity. The others last just long enough all sorts of things. If you are willing to get
your position will probably be worse. it’s enough,” he says. “Let’s go, boys.” Take
for you to get through the door, but they’re the additional training, you can expand your
Demand is almost always the right action for level 2 harm, “Concussed.” expertise (to create bioware, for example).
going to melt away like the first one unless
leading a cohort or sending an NPC group to Desperate you do something about it. They’re your only Engineering is mostly used to accompish
do something according to your instructions. way back through...
“No, I don’t think so, Winston. You’ll things during downtime (as a long term
Handle it as a “group action” teamwork
pay six n u y e n , up front, or we go to the Desperate project). Along with Study, ths is one of the
maneuver with you rolling Demand and the
Halloweeners for a better offer.” most versatile actions.
cohort rolling quality. I grab a coil of cable from my tool bag and
4/5 Serious Complication: You do it! But use it to tie into the building’s capacitors and Engineering is useful on a run too. The doors,
You might be able to Demand things of another
Winston looks you up and down with a steely bleed off the excess energy. locks, elevators, lights, wiring, and all their
PC. Ask the player if their character has reason
to follow your orders—fear, trust, respect, etc. eye. “You’ve got some nerve, kid,” he says, connected devices all run on electrical and/
4/5 Severe Harm: You do it, but... a or mechanical technology you can exploit.
If they do, then your action can force them to certifying six-n u y e n worth of cryptocurrency
huge surge of electricity arcs around the You can also engineer booby-traps and ways
comply. If they don’t, then your action can only and tossing it to you. Start a new clock—
panel, electrocuting you and tossing your to disable security. There’s almost no limit to
disrupt them somehow. You might frighten let’s call it “Winston is Fed Up with Your
body through the air. Take level 3 harm, what you can do in a world almost completely
them with intimidation (inflicting harm), Drek.” Four segments, and, how about you
“Electrocuted.” dependant on technology.
cause them to hesitate at a crucial moment, fill three of those in? You might become the
make them look weak in front of others, etc. example he makes to runners who challenge 1-3 Serious Complication + Lost Engineering can also be a good way to set up
Demanding isn’t mind-control but it is an his dominance. Opportunity: You try to connect the cables, some Wrecking later too. You can reverse-
intense interaction. The other player will judge but it’s just too much energy too quickly. engineer a device in order to break it, which
if their character can be ordered around or not. 1-3 Serious Complication: You don’t do it.
Things get out of hand—the welding torch is simliar to Wrecking it. However, when
Winston glares at you. “You’ll do it for three
goes out as your cables, and the rest of your you break something with Engineering it is
and say ‘Thank you Winston Mogi, sir.’” Start
tool kit disintegrate in a flash of smoke and a slower, more deliberate process, and less
a new clock—let’s call it “Winston Makes
acrid vapor. apparent than when you Wreck it. Youi might
an Example of You.” Four segments, and fill
engineer a door mechanism so it works until
three of those in.
you send it the “off” signal. If you Wreck it, you
just break it into pieces.

104
6
Finesse E xamples E xamples Fight
When you F i n e s s e , you employ dextrous Controlled Controlled When you F i g h t , you entangle a target in close
manipulation or subtle misdirection. You might combat so they can’t easily escape. You might
I take my foot off the accelerator and let the Now that I have him pinned down on the
pick someone’s pocket. You might handle the brawl or wrestle with them. You might hack
car’s idling engine coast us in, slipping into ground, I grapple around to his back and
controls of a vehicle or direct a mount. You and slash. You might seize or hold a position
the parking garage beneath the courthouse. choke him out. I want to get some answers
might formally duel an opponent with graceful in battle. You could try to fight in a formal duel
from this drekface later.
fighting arts. You could try to employ those 4/5 Reduced Effect: As your headlights cast (but Finessing might be better).

Actions: finesse—fight
arts in a chaotic melee (but Fighting might their light ahead you see that the way is not 1-3 Withdraw: GM: “As you wrestle with GM Q u e s t i o n s
be better). You could try to pick a lock (but as clear as you hoped it would be. Sections of him, he suddenly gets his knife free and ‹‹ How do you fight with them? What combat
Engineering might be better). the entry ramp walls and ceiling have fallen in. starts stabbing wildly. Want to keep going methods do you use?
GM Questions You’ll have to keep maneuvering carefully to with a risky action?”
get all the way to the parking area further in. ‹‹ What do you hope to achieve?
‹‹ What do you finesse? What’s graceful or Player: “No, I’ll withdraw and try a different
subtle about this? Start a clock: “Navigate the Parking Garage,”
way. I break free as he starts to stab, stand When you Fight with someone, it’s combat.
four segments, and tick one. Do you press on?
‹‹ What do you hope to achieve? over him and blast him with my pistol. That’s You’re attacking and defending, back and
1-3 Risky Position: You approach the still controlled, yeah?” forth. You can Fight to start combat, to survive
When you employ Finesse, you’re graceful, underground parking area, and the car picks up combat, and to end combat—but it’s always
GM: “Yeah, but it’s a different way, right?
stylish, and subtle. You might think of it as the speed as the hulking mass of a security drone a fight. If you step up behind someone and
You’ll Hunt instead of Skirmish now.”
polar opposite of Wreck. To use Finesse, you’d patrols near the entrance, crushing the scraps stab them in the spine, that’s Prowling. If you
prefer some time and space to do things “just of trash that surround the security doors. You Player: “Ah, okay, gotcha. That’s fine.” tackle them to the ground, wrestle them into
so” rather than rushing into something and have a final moment to adjust course and turn submission, and cut their throat, that’s a Fight.
Risky
getting sloppy. If you have to hurry up, or act away—or else go ahead with your maneuver If you address them with a formal challenge
on someone else’s terms, Finesse becomes from a risky position. What do you do? When he stabs at me, I parry his knife arm and step back into a dueling stance, maybe
challenging pretty quickly. It’s all well and to the inside with my off hand, pass to his you’ll get to try out your Finesse. (In a duel,
Risky
good to want to duel an opponent with your right side and attack him with an icepick Fighting is often desperate. In a brawl, Finesse
fancy sword arts, but if they insist on kicking I embrace the judge warmly, “Miss stab to the neck. is desperate.)
the table over and throwing grenadess at you, Knowles, the Honorable—how charming
to see you!” while I slip the recording 4/5 Reduced Effect: He adjusts as you Generally, the consequences you suffer in
you’ll have to get desperate. Fighting is the
device into her pocket. move in, grappling you close, but he loses a Fight come from the enemy. The more
best option when the engagement becomes a
his balance and you trip him backwards into dangerous they are, the worse your position—
savage melee, but one-on-one, in a fight that
4/5 Complication: She doesn’t notice you a nasty throw, knocking the wind out of him
you’re ready for, Finesse can be just as good. and the more dire those consequences will be.
place the device. During dinner, one of the as you pin him down. What do you do?
other guests—a striking and gaunt woman If you find yourself in a fight and you want to
In a way, the reverse is true for sleight-of-hand Desperate
in a white business dress—stares intently do something besides fighting, you might face
and inconspicuous Finesse. Picking a pocket or
at Judge Knowles’ side of the table. After He may have ambushed me, but I’m still a consequence first—which you can accept or
slipping away unnoticed is less perilous when
dinner, she moves to investigate the strange gonna fight back! Also I’m gonna grab that resist (or maybe get a teammate to face for
the situation is chaotic, crowded, or otherwise
signal she detects in cyberspace. What do icepick off the bar to use as an impromptu you). Just because you really want to Hustle
distracting for the target in question. (Contrast
you do? weapon. Screw this guy. someone doesn’t mean they stop punching
this with Prowl, which is best done in darkness,
avoiding people.) When corp security agents Desperate 4/5 Suffer Harm: You avoid his sudden stab you so you can talk to them. Another approach
wrestle you to the ground to manacle you, to your throat, but catch a nasty cut along is to Fight (or Prowl) to get free of the melee
As the guard rushes in to tackle me, I deftly
that’s a great opportunity to lift the passkeys your arm as you defend yourself. Take level (rather than inflict harm) then perform your
sidestep, draw my silence pistol, and shoot
off one of them. 2 harm, “Knife Cut to Arm.” And you do other action after that.
their hamstring to send them tumbling down
the staircase behind me. manage to grab the icepick! What do you
If you fight alongside your cohorts in battle,
do?
4/5 Severe Harm: You do it, sidestepping you Fight. If you direct them but you’re not
and deftly shooting, but the guard’s engaged yourself, you Demand them.
momentum is too great, and the collision
sends you both down the stairs. Suffer level
3 harm, “Broken Collar Bone.”

105
6
Hunt E xamples E xamples Hustle
When you H u n t , you carefully track a target. Controlled Controlled When you H u s t l e , you influence someone
You might follow a person or discover their with guile, charm, or argument. You might lie
I wait until Winston passes in front of his Maybe he doesn’t want anything to do with
location. You might arrange an ambush. You convincingly. You might persuade someone
office window, then I hold my breath, and the Halloweeners, but we both know that he
might attack with precision shooting from a to do what you want. You might argue a case
squeeze the trigger. owes me. I lay it out in black and white. It’s
distance. You could try to bring your guns to that leaves no clear rebuttal. You could try to
time to make good.
bear in a melee (but Fighting might be better). 4/5 Reduced Effect: The shot grazes trick people into affection or obedience (but

Actions: Hunt—Hustle
Winston along the side of one of his horns, 4/5 Minor Complication: “Yeah, yeah, okay, Networking or Demanding might be better).
GM Questions
‹‹ How do you hunt them down? What ripping open his scalp. He crumples down you made your point. But look... you have GM Q u e s t i o n s
methods do you use? out of sight, seriously wounded at least. to promise that no one will know I helped ‹‹ Who do you hustle? What kind of leverage
What do you do? you, okay?” do you have here?
‹‹ What do you hope to achieve?
4/5 Risky Position: You hit Winston through 1-3 Risky Position: He shakes his head the ‹‹ What do you hope they’ll do?
When you Hunt a target, it’s all about precise the neck, spraying blood everywhere. (Let’s whole time you’re talking, making a face.
and skillful execution—your talent brought make a fortune roll later to see if he’s too “You’re right, I know! But I can’t do anything! When you Hustle someone, you don’t
to bear against the target, your victim. Like tough to die or not, yeah?) Anyway, you hear You have to tell Winston to let me back into care about what they think or feel. You’re
Finesse, Hunting is about performing on your shouts— “The roof, over there!” and bullets his crew. Then I’ll be safe, and I can do this manipulating them—either with charm, lies,
own terms—you stalk the target to their start cracking into the bricks all around you. for you.” or well-reasoned arguments that they can’t
safehouse, you select the ambush point, you What do you do? easily dismiss. You’re trying to get them to do
Risky
line up the target in your sights and take the what you want, not what they want or need.
Risky
shot. Listen, Winston... I respect you. I’m not You can Hustle a friend or contact—they’re
The Black Lodge get their supply of trying to run your crew. But you need a probably vulnerable to you—but the risks are
Hunting is all about the maneuvers before orichalcum somehow. I’m going to locate rigger, and Mouse wants back in. It’s good higher if they figure out what you’re doing to
the shootout. When you try to Hunt after the the source and track how it’s delivered. for both of you. them; it’s probably a desperate thing to try.
chaos begins, you’ll probably find yourself
4/5 Complication: You track down the 4/5 Reduced Effect: “Fine, but she’s on
in a desperate spot. Time and distance are Hustling someone isn’t mind-control. You
source and delivery method (I’ll explain in probation. If I catch her on the novacoke even
your allies. Contrast with Fighting, which is need some kind of leverage to make it work.
a minute), but as you’re headed back to the once, she’s out on her ass again.”
desperate and least effective when the enemy It might be the leverage of being a very
safehouse, your breath comes out as fog
is far away and disengaged. 4/5 Complication: “You just want Mouse to charming or desirable person that the target
and you hear the disembodied howl of a
help you with that Halloweener thing, don’t wants to please. It might be the leverage
There’s no “shooting” action in Runners, by spirit echoing from the darkness: “Now now
you? Okay, fine... but I get a piece of the of having good reasons, evidence, and/or
design. The action roll system is designed for now, who’s this this this, hunting hunting
action.” moving rhetoric that all seems so convincing
players to choose the action they perform in hunting...” Do you freeze up, try to escape,
they’re inclined to agree with you. Leverage
any given situation, which the GM then judges or resist and do something else? 1-3 Complication: “You come into my place
is situational: what works with one target may
for position and effectiveness. When the fight and tell me my business? Over that fraggin’
Desperate not work with another. If you have leverage,
is on, do you Hunt? (Or Fight, or Finesse, or coke-head? Get out of here.” He’s pretty
you can try to Hustle them. Without it, you can
Before that cop can get around the corner, I pissed. Start a 4-clock, “Lose Status with
something else?) It’s up to the player to decide fall back on fear or intimidation (Demanding
want to set up an impromptu ambush! Talons,” and tick it twice.
their approach. Hunting is usually the most things of them) or even simple physical force
effective action when taking an aimed shot 4/5 Reduced Effect: You find a blind angle Desperate to get your way.
at a distance. But if you’re in the middle of a to attack from, but it’s awkward and cramped I swear, I had nothing to do with it. I’ve
brawl and blast someone with your pistol, Fight in the hallway. Your pistol-whip move You might be able to Hustle another PC. Ask
never even been on the maglev! Been in
works, too. The Hunt action is broader in scope collides with the wall and then crashes off the player if you have any leverage over their
Seattle my whole life. Never left.
than mere marksmanship. It’s the ideal action the officer’s helmet. He grunts and staggers character. If you do, then your action can force
for tracking, stalking, and discovering the for a moment, swatting back with his stun 1-3 Serious Complication: “Yeah, yeah. them to see it your way. If you don’t, then your
location of anything or anyone. baton and issuing a call for backup through Sure you haven’t. We’ll just let the corporate action can only disrupt them somehow—an
his commlink. What do you do? magistrate decide, won’t we? Take her into intense distraction, but not a convincing one.
custody.”

106
6
Interface E xamples E xamples Network
When you I n t e r f a c e , you control devices When you N e t w o r k , you socialize with

Actions: Interface—Network
Controlled Controlled
through transmitted signals, software I Interface with the building network to see if friends and contacts. You might gain access
Bags has been working Seaport Global for
configuration, or implanted devices. You there are any security devices protecting the to resources, information, people, or places.
weeks now. I hope he has a good target he
might issue commands to your drone through door. You might make a good impression or win
can share with me.
a comm. You might switch your cyberdeck’s someone over with your charm and style.
4/5 Reduced Effect: You spot an alarm in
interface modes to enter VR. You could try to 4/5 Reduced Effect: He has someone in You might make new friends or connect with
the building, but you can’t quite tell how far
spot hidden devices nearby (but Reconning mind, yeah. A real peach of a target. But he your heritage or background. You could try to
it extends—to the windows and roof, too?
might be better). doesn’t know where she lives. You’ll have to direct your friends with social pressure (but
Maybe so.
follow her home after her shifts. Demanding might be better).
GM Questions
4/5 Lesser Harm: There’s a sharp burst of
‹‹ What do you interface with, and from 4/5 Risky Position: He actually lured a GM Q u e s t i o n s
corrupted sensory information, and a jolt of
where? Are you in virtual reality or augmented? target to Smoke & Lagger with him. He ‹‹ Who do you network with? Where do you
painful sensory information. Level 1 harm,
shows up with this tomboyish Seaport Global meet? What do you talk about?
‹‹ What signals are you receiving? How “Biofeedback.”
are you interfacing with those signals? What employee on his arm, already a bit drunk. ‹‹ What do you hope to achieve?
Risky He fumbles for the proper introduction. Bags
do you expect this to do?
I enter VR searching for the final data trails of the sneaks a sharp look at you like, “Now’s your When you Network with someone, you care
Cyberspace is described somewhat vaguely, drone. It was broken in this very spot, so I’ll try chance!” and grabs the table in the back so about what the other person thinks and feels
on purpose. Its the signals contained within to catch a data trail from it. you all have some privacy. and in turn they care about what you want (at
the grids assigned to the city, the data trails 4/5 Reduced Effect: You see the tiniest least a tiny bit). You’re being a charming, open,
Risky
of events in the recent past, and the virtual remnant of the drone’s data trails, fragmenting socially adroit person. You can Network with
medium in which icons exist. It is also an access as if being deliberately bricked. It sort of looks I pull out my bottle of fine scotch and give people you already know, or try to “fit in” in a
point to the persistent, worldwide network like Horizon’s programming, but you can’t be the room a broad smile. “Who wants the new situation so you make a good impression.
surrounding Earth. Further, it is unbound by sure. good stuff?” I hope I can keep them occupied
the laws of general and special relativity. It’s while Mouse works on stealing the paydata. To Network, you need an environment that
4/5 Harm: The drone’s collapsing data stream isn’t totally hostile. You might Network with the
a dangerous and empowering element that 4/5 Harm: You pull it off, but you have to
floods your virtual senses. You see Horizon’s inmates when you’re thrown into Brokeback (a
should never feel safe or tame. To Interface is to get wasted with them. Take level- 2 harm,
authentication key and feel it’s grip on your desperate situation, to be sure) but it’s usually
connect to a quantum network that can easily “Trashed.” Your head is killing you and the
connection, blasting you with painful signals. hopeless to Network with the assassin sent to
bring unwanted attention or break your gear. room is spinning.
Take level 2 harm, “Choked.” “geek” you. When you Network with people
Bring your ideas of the future of online control
into play and ask the other players what they Desperate Desperate related to your background or heritage, you
think about it, too. As the sprite tries to control my cyberarm, I know they’re, like, a “secret” society, but can expect a better position and/or increased
I’ll rip off the panel protecting the machine’s can I sort of shmooze around the party and effect.
When you Interface with cyberspace you can data port. I’ll Interface the signals through figure out who’s a member of the Black
see data trails of recent events or perceive myself to crash the sprite! You might be forced to Network in an unfamiliar
Lodge?
the virtual world beyond sight (the Hacker’s situation in order to create an opportunity for
4/5 Serious Complication: The corruptive another action. For instance, if you want to talk
fine cyberdeck allows them to see even more 4/5 Serious Complication: You blend in
surges overload the sprite. As it’s driven to Lord Vladimir at a party, you’ll have to at
detail). Reconning is usually the action you’d long enough to spot some subtle hand
off, fragmented signals erupt from your least try to Network with the other guests to
use to get a sense of a location or to spot gestures being used by a few guests. You
implants, activating the room’s security make your way to his table. Demanding or
hidden things, but Interfacing can work—often recognize Wu Sha’to, a wealthy member
protocol. Hustling are options, sure, but expect a rather
with a worse position since you’re risking of elven royalty, as the you heard might be
danger from cyberspace. 1-3 Severe Harm: The sprite rides the signal involved. Everything is going great until you sudden escalation of trouble if things go badly.
directly into your persona. You suffer two realize that all the “normal” guests are gone,
Any PC can Interface with their devices. A types of harm: level 2 “Biofeedback” from and the party has quietly become a Black
local grid access point for cyberspace is always the energy, and also level 3 “Controlled.” Lodge gathering. The time for introductions
there, beckoning from your commlink, waiting Which would you like to resist first? and bona fides is coming up any moment
for a connection. Hackers can Interface as the now. What do you do?
basis for their technological exploits, such as
S i g n a l J u n k i e . Without access to a comm and
cyberspace, these exploits can’t manifest.

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6
Prowl E xamples E xamples Recon
When you P r o w l , you traverse skillfully and Controlled Controlled When you R e c o n , you observe the situation
quietly. You might sneak past a guard or hide I slip up behind him and whack him over the and anticipate outcomes. You might spot
I nestle into my hiding spot and watch the
in the shadows. You might run and leap across head with my stun baton. telltale signs of trouble before it happens. You
Jackpoint safehouse. I want to know who
the rooftops. You might attack someone from might uncover opportunities or weaknesses.
4/5 Reduced Effect: His knees buckle for a comes and goes, and how they get in and
hiding with a back-stab or blackjack. You could You might detect a person’s motivations or
moment, but he doesn’t go down. He curses out.

Actions: Prowl—Recon
try to waylay a victim in the midst of battle (but intentions (but Studying might be better). You
and staggers sideways and reaches out to
Fighting might be better). 4/5 Reduced Effect: You get a good feel could try to spot a way to flush an enemy out
support himself against the wall. What do
for the various entrances and their security of cover (but Hunting might be better).
GM Questions you do?
‹‹ How do you prowl? How do you use measures, but it looks like there’s some GM Q u e s t i o n s
4/5 Risky Position: You knock him out kind of entrance challenge that people are
the environment around you? ‹‹ How do you recon the situation? Is there
and drag him out of sight under the stairs. subject to. Are they saying a code-phrase, anything special you’re looking out for?
‹‹ What do you hope to achieve? Another guard bursts into the room holding or showing a pass or something? You can’t
a pack of beer under his arm. “I got some!” quite tell. ‹‹ What do you hope to understand?
When you Prowl, you use the features of your he says. He peers around. “Markus?” He’s
environment to move around skillfully. The Risky When you Recon, you get a better
blocking the only way out of here. What do
more conducive the environment, the better you do? Okay, so, they’re chasing me along the understanding of what’s going on around you.
your position. Prowling is more than just rooftops, right? There must be a good spot You observe a location or circumstance and
“stealth”— it’s all of the related physical skills of Risky its features: entrances and exits, strong points
where I can drop down a fire escape and
movement as well as an instinctual awareness I dash across the courtyard, using the plastic and weak points, what’s normal and what’s
disappear. I want to do a setup roll for my
of where to go and the right timing to employ. trees for cover, and climb the drain pipe up to unusual there, what’s likely to happen next,
Prowl action next.
You can think of Prowling as general athletic the second floor window. etc. A good Recon will keep you from being
ability (running, climbing, jumping, swimming, 4/5 Complication + Reduced Effect: You 4/5 Reduced Effect: “Hmm, reduced effect surprised and helps you make better decisions
etc.) tuned for quiet, efficient movement. make it halfway across, behind the second doesn’t make sense for a setup roll, really. about how to approach a problem.
tree here, when one of the guards says, “Hey, Let’s pick a different consequence.”
You might use this movement to hide out did you hear that?” and then heads over to Recon is often used to “read a situation”—
4/5 Desperate Position: “Yeah, this doesn’t
of sight and backstab an enemy. Waylaying check out the noise. Make a “Discovered” this is a gather information roll to judge
fit either. I’m setting myself up for a better
someone this way is similar to Hunting a clock, four segments, and tick two—these opportunities and dangers (see a sample list of
position, so...”
target from an ambush point—this is one area guys are pretty sharp. What do you do? questions you might ask on the bottom of your
where the actions overlap. Prowl is often used 4/5 Complication: “This is good. How about character sheet).
as a setup action or to create an opportunity Desperate
I take +2 h e a t during the chase? Everyone
(or both at once). You might Prowl to a I back up to the balcony rail as they encircle When you Recon the scene, you might ask
sees me leading the Lone Stars on a wild
good hiding spot so you can take your time me. “It’s been fun, fellas...” I jump off and the GM questions before anything happens,
chase.”
Reconning a location without being noticed. throw my grappling hook, swinging to so you can spot opportunities for action. If
safety. Desperate you’re suspicious of the meeting with the
When a Prowl roll goes badly, it doesn’t have 4/5 Severe Harm: You jump and swing They’re attacking us? No no no... I want a Halloweeners, for example, you might ask,
to be “all or nothing.” A common mistake is but a few of them manage to rush forward flashback to a few seconds ago to get a bad “What’s really going on here?” to get a clear
to say that the character is discovered as a and fire. A bullet rips through one of your feeling about this before it kicks off. read on the situation.
consequence. Instead, you can start a clock shoulder blade. Your hands go numb and
like “Discovered” and tick a segment or two. 4/5 Reduced Effect: You sense the ambush, To Recon, you usually need access to good
you land hard on the cobblestones in the
Think of the clock as “stealth harm levels.” The but it’s down to seconds before everything vantage points. If you want to Recon the the
alleyway. Take level 3 harm, “Shot in the
PC can take a few hits before they’re knocked happens. You can take one half-measure first. Vitale Family’s HQ for a good assault point,
Back.” But hey... you escaped.
out of the hide-and-seek fight. Do you drop to the ground for cover, push for example, you’ll need to walk around
1-3 Severe Harm: Just not fast enough. someone else down, something like that? and give it a good look, maybe watch the
You get one foot up on the railing, and mafiosos coming and going, notice their
1-3 Severe Harm: You’re fixated on one of
they all open fire. Take level 4 harm as security measures, etc. You might use Prowl
the enemies, certain that they’re gonna do
you’re shot to pieces. or Network to set up a Recon action, so you
something bad, and you get blindsided by
can observe things with greater effect or from
someone else. Take level 3 harm, “Shot in
a safer position.
the Back.”

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6
Study E xamples E xamples Wreck
When you S t u d y , you scrutinize details Controlled Controlled When you W r e c k , you unleash savage force.
and interpret evidence. You might gather Now that I’m “in,” I go over every inch of I plant the bombs, set the timers, move off You might smash down a door or wall with a
information from online discussion, news this network, looking for the hidden access to a safe distance, and... boom. sledgehammer, or use an explosive to do the
reports, and books. You might do research on point. same. You might employ chaos or sabotage to
4/5 Risky Position: On your way out, two
an esoteric topic. You might closely analyze a create a distraction or overcome an obstacle.
4/5 Reduced Effect: After a few moments, of the building managers stop to converse

Actions: Recon—Wreck
person to detect lies or true feelings. You could You could try to overwhelm an enemy with
you find a tiny blip of activity around what near your planned exit door. The timers are
try to examine events to understand a pressing sheer force in battle (but Fighting might be
must be the access point. You can’t tell how ticking down. What do you do?
situation (but Reconning might be better). better).
to access it, though. Want to keep Studying 1-3 Withdraw or Risk: As you begin to plant
GM Questions and figure it out, or do something else? the first charges, you can’t quite discern how GM Q u e s t i o n s
‹‹ How do you study? What details or 4/5 Minor Complication: You detect the best to place them to level the building. You ‹‹ What do you wreck? What force do you
evidence do you scrutinize? passage of data as one of the patrol IC makes know that an employee could come down bring to bear?
‹‹ What do you hope to understand? it rounds. Mark one tick on the “Discovered” here for supplies at any moment... do you ‹‹ What do you hope to accomplish?
clock. You find the access point and login want to take that risk and try to plant them
When you Study, you concentrate on small portal, opening it with the stolen credentials properly, or withdraw and try a different way When you Wreck something, you ruin its
details—expressions, tone of voice, innuendo, you got earlier. to destroy this place? functions so it can’t be easily fixed and you
tiny clues—to find what’s hidden, determine create chaos in some way—loud noises, flying
facts, corroborate evidence, and guide your risky risky debris, fires, flooding, etc. Wrecking is as
decisions. While Shark and Rosetta talk, I Study Rosetta I push past Mouse and heft my crowbar. good for distractions and mayhem as it is for
Johnson for any signs of deception, especially “Allow me to sweet-talk that lock, friend.” I destroying things.
Studying is often used to “read a person”—this when we talk about forming an alliance with dig in and pry the thing off its hinges.
is a gather information roll to judge whether the Talons. Scale is often a very important effect factor for
4/5 Complication: Well, sure... you can
or not they’re lying, what they really want, Wrecking. If you want to destroy a steamboat,
4/5 Complication: You can tell that she’s telling pry the door open—but it’s not as quiet
what their intentions are, etc. (See the list of for example, you need tools or a team that
the truth, but she notices your scrutiny and gives as picking the lock would have been!
questions you might ask on the bottom of your are high enough scale to have an effect on the
you a close look, as well. Start a new clock: Somewhere upstairs, a chair scrapes back
character sheet.) When you Study someone in vessel. You might get a gang of workers to
“Rosetta Figures Out Our Plans,” six segments, and you hear footsteps. Tick two more on
this way, you can ask the GM questions while go aboard and knock holes in the lower hull,
and tick two. the “Alert” clock for the guards. Oh did
you interact with them if you want, so you for instance. Or you might need to exploit a
4/5 Desperate Position: You get a solid read on that fill the clock? Heh. You hear a shout
might wait until they say something fishy, and weakness to gain potency to offset the scale
Rosetta—she’s telling the truth— but after the and more footsteps running down the stairs
then ask the GM “Are they telling the truth?” factor. A wooden ship is vulnerable to fire, for
meeting, her second-in-command, Igor, corners toward the door.
example, so a few fire-oil bombs will do the
If you want to get a feel for the current situation you and gets in your face. “What are you doin’,
job that took 10 people with demolition tools.
giving everyone the stink eye, eh? Gettin’ any desperate
or scout out a location, that’s Reconning.
Reconnaisance glosses over details in favor of funny ideas?” What do you do? So, he comes at me with a sword? Pfff. I There’s some overlap between Wrecking
big-picture stuff. Study does the opposite—it’s have a sledgehammer. I force him away with something and Engineering it so it no longer
about precise facts and details. Are they lying desperate a backswing, then smash him through the functions. In general, Wrecking is faster and
about that? Is the safe hidden behind a wall in As the free spirit lunges for Jax, I start window with a blow to the chest. more thorough. You smash the thing, it’s totally
this room? grabbing jewelry and clothing off the floor. 4/5 Severe Harm: He dodges around your smashed. Engineering is precise, allowing very
There must be one that the Mountain knows backswing and his sword flashes out, piercing specific results (like an alarm that ges off at the
Studying is also the action for research of all to be its spirit chain! your upper thigh. Sledgehammers aren’t wrong time) but it generally takes more time
kinds (often a long-term project). Want to find 4/5 Severe Harm + Reduced Effect: You great for defense, really. Take level 3 harm, and is easier to fix. Also, Engineering applies
out which noble has the best art collection with find the correct item, a necklace, but as “Vicious Leg Wound.” But he’s not ready for to pretty much anything: doors, walls, floors,
the worst security? Want to know how many you touch it, the spirit suddenly manifests, your sudden return swing and the hammer whatever. Engineering is limited to devices
rioting citizens it would take to overwhelm the changes direction, and swats you across the smashes him backwards and through the and chemicals and stuff like that.
police force in Renton? Virtually any fact can be room. The necklace lands a few feet away. window.
discovered through Study. The energy within it glows faintly. Your ribs
are broken (level 3 harm). What do you do?

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6
E xamples Assense
When you A s s e n s e , you open your mind to the astral
Controlled
plane or channel arcane energies through your body’s
I Assense any nearby arcane powers in use, to see
living essence. You might communicate with a free spirit or
if there are any magical wards on the door.
understand aspects of conjuring. You could try to perceive
4/5 Reduced Effect: You sense something unseen beyond sight (but Recon might be better).
pushing against your astral senses, but you can’t

Special Action: Assense


quite tell how far it extends—to the windows and GM Q u e s t i o n s
roof, too? Maybe so. ‹‹ How do you open your mind to the astral plane?
4/5 Lesser Harm: There’s a burning blast of fire What does that look like?
from a protective glyph, and it’s so close your ‹‹ What powers are you entreating? How are you
nose hairs and beard get burnt. Level 1 harm, channeling that energy? What do you hope this will do?
Scorched.
The “astral plane” is a confusing place, by design. It is a
risky supernatural realm that has humans have not been able
I Assense to examine the auras present here to see to perceive since the Fog of Mortal Disbelief cut off their
his last moments. That Wuxing agent, Smith, died ability to sense it. It’s the astral energy surrounding the
in this very spot, so I’ll try to catch an echo of what city, the echoes of events in the recent past, and the
happened in the astral plane. medium in which spirits exist. It’s a potent and tempting
4/5 Reduced Effect: In your mind’s eye, you power that should never feel tame. To Assense is to tap
momentarily see a faint apparition of agent Smith, into a burgeoning wellspring of power that could easily
pleading. A bright muzzle flash briefly illuminates the go out of control. Bring your ideas of strange arcane
face of a shadowed figure just before it ends. It sort of energy into play and ask the other players what they
matches the face of Lia, the heiress to Yakuza empire, think about it too.
but you can’t be sure if what you saw was an act of When you perceive the astral plane you can see the arcane
malice—or fear. evidence of recent events or sense things beyond sight
1-3 Harm + Complication: Agent Smith’s death (the fine sensing focus of the Magician allows them to see
agony washes over you. You see a blurred face even more detail). Reconning is usually the action you’d
before you, then feel a heavy sting as a metal bar use to get a sense of a location or to spot hidden things,
collides with your cheek bone. Take level 1 harm, but Assensing can work better in some situations—
“Shaken.” The spirit doesn’t answer anymore, but sometimes at a worse position since you’re risking danger
you can sense it retreating into the warded room. from the astral plane.

desperate To choose your Assense rating for an action roll,


you must first have a rating of 1 or more. Magicians
As the free spirit tries to possess me, I reach
can Assense as the basis for arcane powers, such as
into the fire elemental. I’ll Assense to funnel its
S o r c e r e r or C o n j u r e . Without the astral plane and
essence through myself and banish the spirit!
living essence, these powers can’t manifest.
4/5 Serious Complication: A column of fire engulfs
its astral form and it departs. As its disrupted, You may lose access to these abilities if you become a
bursts of flame fly out from your hands and eyes, shell. See Shell Characters on page 152 for details on
setting off the fire alarms. What do you do? this alternate state of being
1-3 Severe Harm: The spirit rides the energy
directly into your astral form, engulfing your
material form. You suffer two types of harm:
level 3 “Scorched” from the energy, and also
sueprnatural harm “Drain.” Which would you like
to resist first?

110
6
Attune
When you A t t u n e , you open your mind to To choose your Attune rating for action rolls,
cyberspace or communicate using electrical signals you must first have a rating of 1 or more.
generated by your body’s living essence. You Technomancers can Attune as the basis for
might communicate with a sprite or understand emergent powers, such as T h r e a d e r or
aspects of compiling. You could try to network C o mpi l e . Without the emergent plane and living
beyond signal range (but Interfacing might be essence, these powers can’t manifest.

Special Action: Attune


better). You may lose access to these abilities if you
become infected or a shell. See Shell Characters
GM Questions
on page 152 or Free Spirit Characters on
‹‹ How do you open your mind to
page 170 for details on these alternate states
cyberspace? What does that look like?
of being.
‹‹ What signals are you directing? How are
you attuning to that device? What do you hope
this will do?

The resonant realms are a fantastical supernatural


domain comprised of all the signals that have ever
been transmitted or silenced, including those
produced by the brains of metahumans. This
ancient realm has only recently been revealed
to mortals as a source of virtual experience. The
best guess about it is that the quantum state of
cyberspace is connected to these realms, which
would not have happened if not for the series of
cataclysmic events known as the Great Crashes.
It’s the virtual networks protecting the city’s
grids, the transmissions of devices in the recent
past, and the medium in which sprites exist. E xamples
It’s a constant stream of information that should risky desperate
always feel perilous to experience. To attune is Controlled
I Attune to examine the signals present here As the counterhacker tries to finish the trace,
to connect with the perilous realms of data and I Attune to perceive nearby signals in use, to
to look for recent data trails. If they came I’ll reboot my living persona and come out
assimilation that could quickly backfire and bring see if there are any security measures on the
online to pay their informant, maybe I can pick “guns blazing” this time: full-on digital attack.
unwanted digital attention. Bring your ideas network.
their trail back up. 4/5 Serious Complication: A column of
about techno-magic into play and ask the other 4/5 Reduced Effect: You smell something
4/5 Complication: You see lots of signals but only corrupted data erupts in VR and does some
players what they think about it too. horrid, a sickening virtual stench, but you
a couple came online recently. Too bad they are damage, but they were waiting for that and
can’t quite tell its source. Maybe it’s just the
When you perceive in augmented reality you can broadcasting police codes. Right. Now. just managed to trace you! What do you do?
IC you expect to be patrolling here..
see data trails: the signals of recent events or sense 1-3 Harm + Complication: You are snooping 1-3 Severe Harm: The counterhacker must
things beyond sight (the fine filtering hood of the 4/5 Lesser Harm: It takes so long your head
around, and pickup a strange network have been a real pro! You suffer two types of
Technomancer allows them to see even more is hurting from all the runarounds the system
broadcasting a low-security signal. You snatch harm: level 2 “Dumpshock” from being in VR,
detail). Interfacing is usually the action you’d use to gave you, but you see there’s a counterhacker
the data, but take level 1 harm, “Shaken” as and also level 3 “Paralyzed Legs” from being
wirelessly intercept an icon or to spot hidden icons, in there. Level 1 harm, Tension headaches.
you realize it’s a counterhacker. What you smashed by a virtual steam roller on the way
but Attuning can work better in some situations— don’t know, is they just traced you! out. Which would you like to resist first?
sometimes at a worse position since you’re risking
danger from the emergent metaplanes as well.

111
6

Players’ Best Practices


Embrace the Runner’s Life Don’t Be a Trog
Don’t shoot down risky ideas. If something sounds fun and dangerous, well, that’s Choose the action that matches what you are doing. When you roll E n g i n e e r , it’s
great! The game system is designed to make risky actions very achievable for the PCs. because you engineered something. When you roll H u s t l e , it’s because you convince

PLAYERS’ BEST PRACTICES


someone of your opinion. If your crafty Rigger shows off a cool invention they put together
Consequences are not failures. Even with two dice, you have a 75% chance to succeed in order to convince a potential contact, then the Rigger is H u s t l i n g them. They’re not
(albeit mostly with consequences). These aren’t failures though! Consequences just give “using Engineer” to impress the person. That’s not how actions work.
you more chances to do cool fantastic things—which is the whole point of the game.
Actions are not skills; they are about what you are doing, not what you know. Of
course, you can do a setup action with E n g i n e e r to build an invention that might impress
Act Now, Plan Later someone so they’re more easily convinced (thereby increasing the effect or position of a
follow-up action). But when you actually go to convince them, you roll your H u s t l e dice.
Hold on loosely, but don’t let go. Even the best laid plans can go awry. Let the That’s why they’re called actions, not skills.
engagement roll guide you into the mission, and get into the interesting bits. You are no
slave to the mechanics; the mechanics are closely tied to the fiction and it’s a two-way
street. Fiction can cause a mechanic, and vice versa.
Use Your Edge
Plan with flashbacks during missions or projects during downtime. Don’t predict Mark edge to push yourself and help teammates to improve your odds. This is what
eventualities. Wait to see the trouble you are in, and flashback to you planning for this. If sets you apart from the other characters in the setting. Mark 2 edge to get an extra die,
you must plan, start and finish projects to expose a vulnerability, or strengthen your team. or mark 1 edge on a teammate’s behalf to grant them an extra die.

Resist when you don’t like the outcome. It all happens as we said (unless we say it
Take Responsibility didn’t for some reason) but you can avoid or reduce the consequences when things don’t
go as you hoped. Hoarding edge will only make your life more difficult.
Set tone and deadliness with your decision about consequences and deadliness.
You are just as much an author as the GM. If you want the sprawls to be deadly, accept
deadly harm. If you want shortcomings and flaws to be part of the story, show your
character’s failure to make good decision. Do What Sounds Fun
Don’t talk yourself out of a good time. Advocate for the plan type that will be most
You have an expressive role at the table, not just a tactical one. Use your character’s interesting and exciting—not always the one that seems like the clever thing to do. Your
actions to say it, or just say it aloud. Everyone at the table is responsible for the tone, style, characters are daring, right? You can be, too. Go with what sounds like fun. The game will
and themes of the game—not just the GM. take care of the rest.

Deepen your character as you go. Your character starts out as a simple sketch. We don’t
know—and we don’t yet need to know—who you “really” are. You’re not beholden to
initial choices as a concept. You are what you become over the course of play.

112
Chapter 7 Describing the Setting
Running the Game The game takes place in a living, breathing city adorned with a “kitchen sink” of literary
techniques and fictional genres at work. This creates a huge pallete of possible fictional
details to talk about—which can be unwieldy for a GM to describe. When you illustrate
the city through descriptive prose, keep these tips in mind:
‹‹ Start with a dystopian canvas. By all accounts, the Man has already won. The cities
are crowded with high-density living areas—but with megacorporations wielding more
geopolitical influence than national governments and world organizations. The environment
Chances are that you’ve run Blades in the Dark before if you are reading this. If so, you faces depletion from misuse and overuse. There are gaping holes in the ozone layer at the
should have few problems. If not, but you’ve run other roleplaying games before, you poles and over the rainforests and the polar ice caps are melting. Legitimate businesses have
might find that running this game is a bit different—mainly in the distribution of authority no hope of ever rising to the top anymore; instead, small businesses that succeed only get
in the game—especially in the way players have a lot of say over how the rules are consumed by the larger ones, adding to the collective bottom lines of greedy executives.
applied. Sound familiar? That’s because it is. There are the rich and powerful in cushy boardrooms at
the top, held aloft by towering arcologies filled with wage slaves, and darkened streets paved
This chapter in Blades breaks the GM job down into several key areas to help demystify it with blood, sweat, and tears of the average citizen. The “American dream”? Dead. Their
a bit. As needed, we’ll cover the Goals and Principles unique to Runners in more detail. competition? Dead or bought. You? Hopefully the latter, and not dead.
The sections on GM Actions are useful as
‹‹ Paint it with a supernatural brush. A supernatural cataclysm occurred in 2012, and
since then there have been strange forces lurking around every corner—some standing
brazenly in the open. Society across the world is getting better about it, but it still struggles

GM Goals with the genetic expressions of metatype. Besides that, dragons exist (?!), srtifical intelligence
has become quantum (some would say “immortal”), and the world is littered with unfeeling
This is what you’re trying to accomplish when you run the game. cyberzombies, brilliant sorcerers, powerful spirits, nasty gremlins, and more. Some of these
characters (like elves and sorcerers) are ingrained into society, and some (like dragons and
‹‹ Play to find out what happens. There is a reason you aren’t the storyteller: this
elves) only respect others of their own kind. How does the metatype of those involved “color”
story isn’t told yet! Instead of being a windbag narrator, be curious about what threats
this interaction? What supernatural powers manifest here? What spirits or gremlins are present?
you can come up with, only for them to get away. Lament the dark fate awaiting those
who fail, and be as surprised as your players about the unfolding events. ‹‹ Decorate it with chrome, drugs, and neon. The skies and streets are trafficked by
self-driving vehicles (drones) of all shapes, sizes, and configurations. There is ubiquitous access
‹‹ Convey the fictional world honestly. When it’s your turn to say what happens,
to cyberspace and a continuous bombardment of advertising—rarely do the runners get an
or what threatens the PCs, “look around” the vision of Seattle in your head and say what
unobstructed look at the grimy truths in the sprawls. Corporations depend on the constant
you see. Don’t play favorites. Make the world seem real, not contrived.
flood of marketing and demographics data to fuel their ambitious schemes of consumer
‹‹ Bring the sprawl to life. Give each location a specific aspect (crowded, cold, rainy, manipulation. And consumers seem all too happy to participate. What company’s three-
dim, etc.). Give each NPC a name, detail and a preferred method of problem solving dimensional visualization are present? Which implants are active right now? What pleasures
(threats, bargaining, violence, charm, etc.). Give each action context—the knife fight of the ultraviolet are sufficiently distracting (which designer drugs, virtual entertainment, etc.)?
is on a rusty fire escape; the informant huddles among the wreckage of the Mitsuhama
building; the Vitale Family’s safehouse stinks of cigar smoke, sweat, and garlic knots.

To achieve your goals, use GM Actions (detailed on the pages 187-199 in Blades) guided
by your GM Principles (below, and in Blades).

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Freq ue nt ly Asked Q uestio ns
You may want to clarify the setting or make it more personal. These questions can
GM Actions Ask questions

The player characters have sixteen actions they use


sometimes be devisive, so establish the answers to these early on or as needed: Provide o pp o r t u n i t i e s
to get things done in the game. You have actions,
‹‹ Is this the Sixth World I already know? Or some weird other thing? The first
too. When it’s your turn to contribute, and you’re
one. Or somewhere in the middle. The setting presented is based on that known as the Follow their lead
not sure what to do, look at your list of actions and
“Sixth World”, the fictional universe created by Jordan Weisman and his associates in
pick one.
the late 1980s. Over the thirty years since the original concept was born (at the time Cut to the action
of this writing anyways), the licensing of that intellectual property has changed hands
Ask Questions
several times. There have been a number of conflicting things said because let’s be fair: Foreshadow the danger
it’s nigh-impossible to keep so many works of fiction from differing authors in complete First and foremost, ask questions. You can
get along very well as a GM by simply asking
accordance with one another. The version of fiction herein is built by studying the various Follow through
editions of the oldest fictional material, cataloging the differences and commonalities, questions, building on the answers, asking more
then projecting them through a filter that only keeps the things of which we are certain. questions, answering them with dice rolls, and
so on. Asking questions is the heart and soul of
Initiate action with an
The rest is up to you and your players to experience as a shared fictional story you are
writing together—with all the trappings that come along with that (reconciliation of running a roleplaying game. NPC

GM ACTIONS
difference in recollection, the establishment of new truths, etc.) ‹‹ Ask establishing questions to set the
‹‹ Why fantasy Earth? To put it simply, it’s a way of grounding all this wildly stage for the action. Who’s leading the group? T ic k a clock
fantastical bullshit in a place you can actually see. This way, it’s one you might feel like Is everyone rushing in to fight with Jax, or is
you actually think you know intimately. saying: “This could be Earth one day. Don’t let someone hanging back or doing something else? O ff e r a Dragon’s Deal
it happen!” to warn us about the dangers of real-world hypocrisy, hubris, and greed. Do you want to focus on Igor to get a bigger
Additionally, this fantasy story constantly twists real-world history and mysticism to give payoff, or are you addressing the employers at Think o ff - s c r e e n
this fantasy-infused story more relevance to the real-world. Setting this story on another large to make your point?
planet instead of Earth isn’t recommended (honestly, doing that just kind of ruins it). ‹‹ Ask provocative questions to make the players think and express their
‹‹ Wait, so what year is it anyways? While not required for shorter term play, it’s characters. What kind of person does he think you are now? Are you going to just let
sometimes fun to say what year it is in our narrations, and keep track of time to reveal her get away with that? Can you bring yourself to hurt him?
novel metaplots, etc. Anytime in the near-future will work—but it might be better to play ‹‹ Ask leading questions to show the players what you’re thinking. Do you think
in a year between twenty and fifty years away from the current year (at the time of this he’s the type of person who will respond well to threats? Does anyone want to Recon the
writing in 2018, that would be anywhere between 2038 and 2068). It might be better room or Study Igor? When you do that, the whole thing is gonna catch fire, though, right?
to let the year you choose directly inform the answer to the previous question instead of
‹‹ Ask trivial questions when the mood strikes you and you’re curious. Where
the way it is presented here, but either approach should be fine.
do you usually go for dinner? Do you have any little curios or personal items here in the
safehouse?
‹‹ Ask the players for help when you’re uncertain or stuck. You don’t have to do
it alone. I don’t know... should this be desperate or risky? What’s a good Dragon’s Deal
here? Seems like fatal harm, I think, but maybe not? What do you think?

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P rovide Opp ortunities, Fo llo w T heir An opportunity consists of:
‹‹ A target. The Occult Task Force.
Lead ‹‹ A location. One of their contraband storage locations near Capitol Hill subway
GM, it’s your job to provide opportunities but also to follow the player’s lead. Providing station.
opportunities is easy: the Sixth World is a setting specifically designed with the runner in ‹‹ A situation. A talislegging ring was busted by the Occult Task Force at Capitol Hill
mind. As the GM, you’ll step in and describe an opportunity when the PCs look for one, subway station just yesterday.
rolling or picking from the opportunity tables as you please, adding your unique ideas ‹‹ One obvious vector for a plan. McBride can get hired to moonlight as security.
about the sprawl and its factions, guided by your goals and principles. He’ll let you in the back door—for a cut of the profits.

Opportunities need not be balanced or consistent. Sometimes they’ll be exquisite a clear Better information from contacts or investigation (or other means) may include:
exploit, an ideal target, a fat payday. Sometimes they’ll be poor—a perilous opening, a
‹‹ Connected factions and what they need or want. Those talismans were paid for
troublesome target, a thin margin for profit. But there’s always something to be found. The
by the Black Lodge. They want what’s theirs.
setting of Seattle is designed the way it is so that the next chance for a run easily flows from
‹‹ A not-so-obvious vector for a plan. Talismans can be retrieved through the astral
the fiction. Look around at the factions and NPCs that interest you. Who’s vulnerable? Who
plane... in theory.
needs something done? What part of the setting are you curious to see in play? It’s sure to
‹‹ Interesting secrets, a link to an alternate opportunity. The Occult Task Force are
have opportunities for crime.

GM ACTIONS
likely to secure any confiscated foci with arcane protections. The Dunkelzahn Institute
Between runs, the PCs are free to gather information to set up the next operation. If the of Magical Research abhors the talisman trade and may be a possible ally or enemy,
players don’t have their own idea for a job, this is the perfect chance to look for a new depending on what you do.
opportunity. Ask them if they’d like to perform a group action to discover something,
See the Crew chapter (page 64) for tables of opportunities arranged by crew type.
and how their crew goes about that kind of thing. Do they H u s t l e their circle of friends
These are bare-bones starters that you can flesh out with details from your specific iteration
or contacts? Do they D e m a n d people reveal useful secrets? Do they R e c o n for potential
of the Sixth World in play.
victims and opportunities? Do they S t u d y the news and chatter online, looking for
weaknesses to exploit? A “legwork montage” may follow their rolls, allowing you as the Basically, you’re offering the players an opportunity for action. Sure, it follows from the
GM to convey the details of the opportunity through brief moments of action and snippets ongoing fiction of the Sixth World as established in your game, but the heart of these
of dialogue from NPCs. opportunities is a gameplay mechanic. The players have showed up to play Runners in the
Shadows, which means they want to do exciting and interesting crimes. It’s like they’re
When you present an opportunity, it should include the components necessary for the at the arcade and they’ve dropped in a quarter and it’s your job as the GM to light up the
players to understand how they might mount a run. The suggested opportunity might screen with NEW STAGE and get the game going.
not be the best—but it’s something specific and actionable. The PCs should understand
that “The Black Lodge have lost their fixer and now only their mysterious (and haunted) You’re providing enough to keep the game from stalling; enough so that Runners in the
safehouse remains. Their enemies are closing in to finish them off.” It’s not sufficient to Shadows can happen at the game table tonight. If the PCs are flush with available nuyen and
say, “You hear that there’s something going on with the Black Lodge.” Depending on the rep to spend and downtime to burn, they can dig up lots more juicy information to position

outcome of the investigation (or the strength of their informant’s or contact’s connection themselves strongly for this opportunity and go in with a better engagement roll (at least). If
to the opportunity), you can provide even more details and hooks for the action to come. they don’t have those resources to spend... well, things are tougher, but that’s the nature of
“The Vitale Family is closing in, poised to finish the Talons off. You know how Rosetta is! The the runner’s life, and at least there’s still something fun to do. We can shrug at the ill-fortune
Talons could use your help… or maybe betraying them to the Mafia is the more profitable of our characters right now, slap them on the back and say good luck, have fun with that!
move.”
The other avenue for getting the game going is to follow the player’s lead. This is just like
providing an opportunity, but in this case you listen to the opportunity presented by the
players rather than describing it yourself. Ask them clarifying questions to flesh out their idea
so you end up with a target, a location, a situation, and a vector for a plan. Then ask if they
want to investigate further (potentially inviting trouble) or go ahead to the engagement roll.

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C ut t o t he action Compare that with these lackluster narrations and action prompts:
When they say, “We should break into Agent Smith’s office,” that’s your cue. Say “That
They’re hacking you. What do you do?
sounds like a Stealth plan, yeah? What’s your point of entry?” Then, when they give you
the detail, you say, “All right, so you’re on the top level of the garage across the alley You are going to steal the keycard to get in? That’s gonna be Finesse.
from their building. It’s quiet and abandoned right now for construction. You throw your
ropes and grapnels across. Let’s make the engagement roll.” Bam, just like that, you’re on You’ll have to fight them. What do you attack them with?
a run. That might seem way too fast and breezy if you’re used to other roleplaying games.
See how giving context to an action creates a natural flow? If you don’t present risk and
You don’t always have to skip that far into the action! But it’s good to keep this method in
opportunity clearly, it’s less clear what’s happening. You might find yourself “searching”
mind and generally aim toward it. Anything prosecuted via conversation will take longer
for a consequence after the fact if you don’t lead things properly. If you do, there is little
than you think it will—if you hold this “cut to the action” idea in the forefront of your mind,
question about what is going to happen if the roll is a 1-3 or 4/5 .
you can trim off some time that might just be fruitless planning or unnecessary hesitation.

Same goes for any kind of “scene change” that happens in play. Like, when a player F o l l o w t h r o u gh
decides to go N e t w o r k with their friend, you can cut to the action in progress. “You’re Don’t let them off easy when things go badly. There’s really no reason to be timid when
at the usual place, in Smoke & Lagger. The air inside is filled with the smells of soup and the players have several ways to deal with trouble. Besides, If there’s time to act, they can
soycaf; gray clouds streak the night sky outside. Links brushes back their hair, eyes and

GM ACTIONS
make an action roll. If they’re in over their head, they can just resist it if they want. Take
attention flitting about from online notifications to you and back. ‘Busy week,’ she says. off the “kid gloves” and give them what their actions deserve.
‘What do you want?’” Rather than starting back at the safehouse and playing out “Where
do you go? Where would Links be? How can you arrange a meeting?” you just cut to the This GM action is all about doing as you said. When powerful enemies are in a position to
action of the meeting in progress and the game moves along fine, keeping momentum do something without direct opposition, then they can just do it. If the consequences of
high. falling are to be out of the scene for the final showdown–then so be it. When the players
are scrambling to come up with an answer, flashing back and taking action, you will be
Fo reshadow the d a ng er glad you hit them as hard as you did.

Show them the threats as their actions are underway. Then they will know what is at stake
when you ask them what they do.
Initiate action with an NPC
One of your best tools is the NPC. These characters are how you take action. Particularly
As you get into position, a blip appears on the counterhacker’s screen. In my mind’s dangerous NPCs can also take control of what is happening by seizing the initiative. This
eye, a silhouette of a slender elf’s face is outlined by the light. A plume of nervous is a powerful tool to illustratre danger and grab everyone’s attention.
cigar smoke fills the room. Someone is watching for your approach, and you get the
feeling they are about to silently scan your comm to vet you. What do you do? “There’s no hestitation, she lets you check her locker for drugs. However, she’s also
a silver-tongue liar. She tricks you into leaving before you spot any clues to finding
The keycard hangs from a belt loop, clipped by a heavy D-clip. There are no other the hidden stash.”
keycards on it, so it must be special. He seems to check his gear every so often, so
it’s really likely he would notice quickly. There might be another way in though. What “That can’t be! I am way too smart to actually fall for that.”
do you do?
“Well, you can roll to resist with Intuition if you want, but if not then she manages to
As you listen at the door, you hear the squeak of a chair leg and the banter of the fool you.”
guards. You know the entrance to the roof stairwell is beyond. Their footsteps tell
you someone inside is pacing. You have your pistol out like you said. What do you? Tell them the consequences and ask
“Sure: You can fire from up there, but it will take so long to get in position that you
will only get one chance. Want to try it from where you’re at, or roll for it and take
the risk on the Mission Scrubbed clock?

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Sta rt or Tick a c lo c k
Another important tool is the pacing mechanism provided by progress clocks. A GM who
GM Principles
wants to tell a narrative need look no further than faction clocks. ‹‹ Be a fan of the PCs. The world is hard on the PCs already. Don’t think of this as a
competition. Be excited about their successes, and dismayed at their failure. Make them feel
Start complication clocks for approaching entanglements appropriate to their current important in this fictional endeavor, and congratulate its development at every twisted turn.
h e a t . Its not uncommon for Detectives to go specifically after so-called “cold cases,”
‹‹ Let everything flow from the fiction. You can get started quickly using the game’s
hoping for an important break. Master NPCs lurk nearby most locations of interest. Called
starting situation and your opening scene. There will be pauses at first-interrogate how
favors eventually come due, often quickly.
their character’s react, and follow their lead to figure out what happens next. You aren’t
During a mission, you can also tick a danger clock if you want to ramp up the tension as the game’s author or manager—it runs itself pretty well as long as you follow the fiction
part of following through, without ending the conflict right away. Keep all progress clocks wherever it may lead. The cycle of actions, reactions, consequences takes care of all that
where everyone can see them. Keep markers and index cards (or some other tool to keep ensuire it always leads somewhere fun.
track of them) nearby during play , and use them often. ‹‹ Address the characters. “Buzzsaw, what do you do about the Talons’ surveillance
van?” not “Chris. what does Buzzsaw do next.” Never address the player when you really
Offer a D ragon’s Dea l

GM PRINCIPLES
want them to be immersed in their character. Placing Buzzsaw, the character, front and center
Try to concoct exciting complications and potential decisions as fodder for dragon’s deals. like this serves to highlight what they want or think is cool. Leave room for players to exemplify
Offer up things that, while negative, also deepen the connection to NPCs. Think in terms their character’s values, beliefs, and morality with their choice of actions and dialogue.
of value to the story—when in doubt, ask the players to offer up something they think will ‹‹ Address the players. “Chris, what do you think? We could handle this with a full scene
be an interesting complication that doesn’t subvert their goal. or a quick roll with quick results.” Chris is directed to consider what he wants, rather than what
the character wants. Placing Chris, the player, front and center like this is a way to highlight
Thi nk off -scr e en what they want or think is cool.
Meanwhile... What is going on elsewhere that can affect the current scene? Is there a ‹‹ Consider the risk. The runners are criminals and outcasts, so there are always things
biker gang circling the safehouse, waiting to strike down whoever exits? Are there G-men waiting to pounce on their mistakes. Risky is the default roll. When they are beyond their
closing in on their target right now? Did a rival just find their opportunity for revenge? limits, rolls might get desperate. When they are on top of things and capitalize on that success,
rolls might get controlled. Announce the approaching threat, and dare them to put it all on
the line.
‹‹ Hold on loosely. Rewind, revise, and reconsider events as needed to accommodate
the pacing of the game. Some players will want to drive their characters fast and loose,
and you should be ready to give them that. Also remember this is not an “Ironman mode”
kind of game. “I forgot about the paydata too. It’s only fair to say your runner would have
remembered though—let’s call it a free flashback.”
‹‹ But don’t let go. After each action, take some time to tell the players how their acheived
effect manifests in the fiction. Develop the ongoing narrative, in other words, with each thing
you say, then “pass the microphone” to them to keep the conversation engaging. Also, many
players aren’t sure when it’s their turn or not because of the historic prominence of turn orders
in tabletop games. Remind them of their chance to act or react and a maybe even provide
some ideas of your own. Pick them up when they fall down, so it’s easier for them to get back
up again.

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Starting the Game at the first session: setting


This page describes the situation for the Quick Start. Give the players this overview before expectations
going on to character and crew creation. See example runs later in this section for more
After everyone shows up and chit-chats and then finally settles down, ready to play, what
details.
do you say first? I like to start by giving a punchy synopsis of the game (even if everyone
already knows it—it helps shift into “let’s play” mode).

preparing for the first Okay, so you’re all runners on the desperate streets of Seattle, seeking your fortunes
in the criminal underworld. Let’s make some characters and form a crew! Here are the
session playbooks. They’re the different types of runners you can play. I’ll summarize them

STARTING THE GAME


and then you can choose...
To prepare, read through character and crew creation again. You’ll take the lead on that
process, walking everyone through the steps and answering their questions as you go. The key is not to over-explain or drown the players in loads of details or mechanics at this
The creation phase is very important—it impacts all of the future sessions you’re about point. Give a little context so they understand what they need to do, but don’t try to tell
to play—so take your time and create a cast of characters that everyone is curious about. them everything in one big speech at the start. If they’re curious and asking you questions,
that’s good! Don’t explain all the rules up front. You can teach the rules as they come up
Skim through the Factions of Seattle (starts on page 214) and pick three or four that during play. Don’t give a lecture about the Sixth World and its history. Let them know
you’re especially interested in. During crew creation, the players will ask you about some that the parts which matter will be agreed upon as they come up, and the rest is figured
factions connected to their crew, so it’s good to have a few in mind already. If you’re using out as they go. Keep everything as simple as possible.
the “War in Renton” Starting Situation (see page 121), you’ll probably want to suggest
the Vitale Family, the Talons, and the Halloweeners as their connected factions to start. While they’re looking over the playbooks and crew sheets, talk about their role as players
in the game and set expectations for what you’re going to do together as a game group.
You can also prepare with some of the game’s touchstones (see page 9). Watch an I also like to say this:
episode of a TV show or a movie, read a comic or a book, listen to music— whatever
inspires you and puts you in the mood for Runners in the Shadows. Fill your head with This is a game, but it’s also something else—a chance to come up with something
cyberpunk and fantasy images and ideas and spend some idle time just imagining the really cool and unique. Your players will collaboratively create fiction together by
dystopian future and what it’s like to live there. having a conversation about these characters and situations, without anyone having
to plan it out or create a plot ahead of time. It’s like our very own TV series that we
Finally, print out the game sheets. You’ll want at least two of each playbook (in case two produce but we also get to watch it as a viewer and be surprised by what happens.
people pick the same one) and one of each crew type. Also print the rules reference You’ll say what your characters care about and what they do, and I’ll say how the
sheets, the GM sheets, and the map of Seattle. world responds and just like that, a story will happen. It’s crazy. And fun. But it might
not be crazy fun all the time. Either way, there is no need to play very cautiously; each
character is a chance to go on a joyride.

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Creating Characters and introduce characters &
the Crew crew
Follow the procedures in the Character Creation section here, using the Crew sheets as Go around the table and ask each player to introduce their character to the group. They
needed for a long term campaign. Ask some of these questions while they do it: should say their name or alias, their playbook, look, metatype, heritage, background, and
‹‹ Why did you become a runner? special ability. Ask them about their vice. Ask them who their close friend and rival are—
‹‹ Which of your rivals is most likely to be working for the opposition? maybe follow up with a question or two about those NPCs, like “Why is Livewire your
rival?” It’s okay if the answer is “Let’s find out in play.” Do the same thing with the crew.
‹‹ How did you get hooked up with this crew? How many other members vouched
Ask the players to remind you what they picked for their special ability and upgrades.
for you?
Some crews earn names after they’ve been repeat hires—but most do not start with one.

STARTING THE GAME


‹‹ Was this partnership your bright idea?
If they have one in mind go ahead and write it down, but it’s fine for them to skip this
‹‹ What’s your vice? What is it, specifically? (what kind of drug, what kind of trideo, etc.) step and name the crew later based on what they do in play. They don’t need to have one
‹‹ Why does that thing consume you? figured out at the start.
‹‹ Will you take jobs involving “wetwork”? What would make you reconsider?
‹‹ Who do you trust the most on the crew? Who do you trust the least? What’s that
about? Or will we find out in play?
‹‹ Has [faction] ever tried to recruit you? What happened? You, uh, don’t secretly
The Starting Situation
After the characters and crew are introduced, throw the PCs into the starting situation and
work for them, do you?
start the game in earnest. A starting situation consists of three factions that are currently
You don’t have to know every little detail about the characters and their history before you entangled in a clear problem with no simple solution. You can create your own starting
start (it’s better if you don’t), but everyone should be excited about this group of runners. situation as follows:
If someone seems frustrated or disinterested, ask them about it and talk about how things
‹‹ Set two factions directly at odds, with opposing goals. They’re already in conflict
might improve to get them more involved.
when the game begins. Both factions are eager to recruit help, and to hurt anyone who
If a player gets stuck and can’t make a decision, go into more detail on a rule or aspect of helps their foe.
the setting. Some players really want to know all the possibilities before they can make a ‹‹ Set a third faction poised to profit from this conflict or to be ruined by its continuation.
choice. You can reassure them by saying that their choices aren’t set in stone. If they don’t This faction is eager to recruit help.
like something about the character or crew after the first couple sessions, they can just
change it to something else. No big deal. The “War in Renton District” situation on the following pages follows this format as an
example you can use. You can add a fourth faction into the mix if you want to, either as
For a one-shot or faster start, you can forgo crew creation. The PCs are just a small crew a third party in the main conflict, or as a second connected faction whose fate is tied to
of freelancers and have not yet decided they trust one another enough to share a safehouse the struggle. Don’t go crazy adding factions, though. Keep it simple at first—things will
or fixer. Perhaps the fixer even expects a cut on this first job because they brought the PCs snowball from here.
together. You can play to find out what kind of crew they are, then do crew creation later.
The purpose of the starting situation is to launch the first session with good momentum.
The players don’t have to flounder around looking for something to do. You throw them
into a situation already in motion so they can simply react at first, rather than doing even
more creative work right after all the character and crew creation phases.

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The Opening Scene
Establish the location at one location in the meeting grounds. What’s it like? What’s the
mood and disposition of the faction’s Johnson? The PCs are there, in conversation with
the Johnson about the current trouble. Who hired this middleman and is funding this
operation? What sort of security measures does the Johnson have in place to protect
themself? They summarize the situation as they see it, then make a demand of the crew
or offer them a job. What could the PCs’ type of crew do for the faction this Johnson
represents to help them?

If the players are reluctant to help this faction, ask them if they’re already working for one

STARTING THE GAME


of the other factions in the situation. Or maybe there’s an opportunity here for them to
exploit with a score of their own design.

Ask them what they do right now. How do they respond to the Johnson’s demands? Does
anyone want to do a flashback to set something up? Whatever they decide, it leads them
into their first run, and then you’re off and running.

120
Starting Situation 7
Starting Situation

The War in Renton District


Your crew of runners has been noticed by a fixer taking jobs for
the Italian Mafia in Seattle, and you’re caught up in a perilous
(and possibly profitable) situation in Renton district. Lucky Lou,

STARTING SITUATION
the one who funded or arranged most of the criminal operations
here, has been killed. Rumor has it that it was his sister, Rosetta
“Crazy Legs” Vitale, who did it. She now controls his impressive
collection of deadly mercenaries who make up the Renton
division of the Italian Mafia. Can Rosetta reestablish dominance
in Renton the way Lucky Lou did?

When Lou died, the cease fire he had brokered between two
factions fell apart. The Talons and Halloweeners have exploded
into open warfare in the streets. Will their rivalry be resolved
with bloodshed?

Your crew of runners is poised to profit from all of this, or be


swept up in the chaos and destroyed. Who will you side with?
Do you have loyalties and friendships in the mix, or are you
detached freelancers coldly exploiting the situation?

We’ll play to find out!


“I am not saying a suit paid me for this job, but some corp somewhere is profiting off of every run,
chummer. Get used to it.“
-- Mr. Johnson

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Opening Scene Other Scenes
After they make characters and the crew, tell them this: Play the NPCs. Rosetta, Winston, and Skelter all have runs that need doing, so their
Johnsons will offer the PCs jobs (until the PCs make an enemy of them, of course). Use the
You’re in the nearly deserted upstairs bar of a restaurant paying the Mafia for random run generator on page 130 for ideas. Also, each faction is vulnerable to runs
protection. Its outside balcony overlooks the dilapidated streets of Little Italy, lined in some way. How can the players use their crew’s strengths to profit from this situation?
with businesses that the Vitale Family taxes regularly. A bodyguard stands in a corner, Ask them how they want to gather information, which leads to a plan (or vice versa).
and carefully surveys the surrounding area from behind dark glasses. Several of her
thugs saw you approach and are just downstairs, checking their weapons, and standing Don’t waste time waffling around. Give them straightforward avenues to pursue at first.
by for further command. The chubby, greasy-haired Johnson sitting across from you “Do you want to rob the Halloweener’s dice game on the Little Italy strip? It’s probably
looks askance, and straightens his suit. Rosetta told the Johnson to size you up, and not defended much right now.”

STARTING SITUATION
is listening through a hidden data tap on his commlink. She wants your answer. Are
you interested, or are you going to work for the other side? What do you say? Will There are two sample starting runs, at right. Offer those, or one of the options below, and
you ask for more than was offered? Will you work with a Johnson for the Italian Mafia? ask them which they want to pursue. Ask them to pick a plan and provide the detail, and
Will you just pretend to? (Good luck, Rosetta is pretty sharp). Will you tell them to eat get to it.
drek? Are you actually using this Johnson to track Rosetta down for a hit? (If so, do a
Play the NPC Johnsons. Rosetta, Winston Mogi, and Skelter all have shadowy things that
flashback and pick a plan for the assassination.)
need doing, so they’ll have their fixers offering the PCs runs (until the PCs make an enemy
Play Rosetta’s Johnson as directed by her. She’s cold, calculating, and extremely dangerous. of them, of course). Also, each faction is vulnerable in some way and the PCs are free to
React to their answers how she’d react. If they’re with , he has a job for them. Choose one play as many sides as they want.
of the options on the next page, or create your own assignment using the suggestions for
How can the players use their crew’s strengths to profit from this situation? Ask them how
the crew types.
they want to gather info, which leads to a plan (or vice-versa).
If the PCs refuse, he says his employer is very sorry to hear that. “Better stay out of Renton
for awhile, or you might all end up dead.” He knows that Rosetta’s hitman (the bodyguard Don’t waste time waffling around. Give them straightforward avenues to pursue at first. “Do
at his side) will back him up, and delivers the warning with an easy confidence. What you want to rob the Halloweener’s dice game in Little Italy? It’s probably not defended
happens next? much right now.” There are two sample starting runs, above. Offer those, ask them which
they want to pursue. Ask them to pick a plan and provide the detail, and get to it.

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7

Run 1: The Blood M o ney The Series


Who ends up running the criminal activity in Renton? Do the PCs use the situation to rise
One of the faction leaders needs a job done: steal their rival’s war fund. It is worth up in the ranks of the shadows? Do they manage to play for all three sides, or do they have
about 12 n u y e n . You can keep 4 for your payment. to take a stand? Keep some index cards on the table with pressing questions written on
them. Sandbox campaigns can get complicated—a few guiding questions can help keep
‹‹ The location is a secret, but the ‹‹ What’s the plan? Provide the detail.
the action focused.
Johnson can tell you where to look if ‹‹ Engagement roll. Cut to the action.
you agree to the job. ‹‹ Will Rosetta seize control of the criminal world in Little Italy?
‹‹ What ever became of Lucky’s corpse?

STARTING SITUATION
‹‹ How will the feud between the Talons and the Halloweeners come to an end?
Run 2: The Artifa c t It’s natural for question cards to eventually collect a clock or two, tracking the status of
One of the faction leaders needs a job done: Plant this strange artifact some developing circumstances. This situation will transform over time into something
new that no one could have predicted. You’ll make it your own unique story, expanding
somewhere in their rival’s HQ, somewhere they won’t discover it.
into new problems and opportunities as the crew develops.
‹‹ It’s covered in weird symbols ‹‹ What’s the plan? Provide the detail.
and makes your communicator hiss ‹‹ Engagement roll. Cut to the action.
when you hold it in your hand. Want
to find out what it is?

Other Options
‹‹ If you’re Assassins: Maybe Rosetta wants you to kill Skelter’s contact at the
Elven Consulate, who’s been funneling money from the Tir Tairngire government to the
Halloweeners to keep them going.
‹‹ If you’re a Cult: Use the artifact run, above.
‹‹ If you’re Couriers: Maybe Rosetta has a drug shipment at the docks, but the
Halloweeners are watching for her to move it. She needs you to get it without them
noticing, and deliver it safely across the bay to her HQ.
‹‹ If you’re Mercenaries: Maybe Rosetta wants you to storm the drug dens of the
Halloweeners down by the docks. Run off the clientele, smash up the places, grabbing
any loose credsticks you find.
‹‹ If you’re Radicals: Maybe Rosetta wants you to incite violence between the
factions out in the open. She’ll give you a solid payment of 4 n u y e n if you can pull it off.
‹‹ If you’re Thieves: Use the blood money run, above.

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7
Rosetta Vitale, The Vitale Family

STARTING SITUATION
Tier
II

A branch of the power structures under the protection of the Italian Mafia. Lou’s reputation
kept the peace in Renton. They control the drug and skin trade in most of the district.
‹‹ Turf: Claims all of Harper’s Alley in the eastern half of Renton district. Everyone in the district pays up the chain to them. HQ in an office building (a front). Operates many illegal drug dens
and keeps strip clubs across the district stocked with willing and unwilling prostitutes.
‹‹ Notable Assets: A crew of veteran killers and leg breakers. The protection of the Italian Mafia. A fortified HQ.
‹‹ NPCs: Rosetta (human, female, cold, calculating, adept, killer), Vigo (human, male, trench coat, sharpshooter, cyberlimbs)
‹‹ Allies: Fulcrum Macrotechnology, Seattle PD, Otaku Remnant.
‹‹ Enemies: The Talons, Parashield, Dredgers.
‹‹ Situation: Rosetta murdered the former leader of the Mafia presence in Renton. She is a fearsome adept, and few want to cross her, but her position as leader of the Mafia is uncertain. Some
were very loyal to Lucky, and as the power-play continues, the Mafia’s hold on the district just might slip away.

Goal: Reestablish Dominance in the District

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7
Winston Mogi, Talons

STARTING SITUATION
Tier
II

Legitimate pilots turned arms dealers to survive the poverty


inflicted by the corporate automation of their profession.

‹‹ Turf: HQ in the office of a corporate warehouse on the mainland. Operates a handful of gambling rooms and controls several arms dealers in the district.
‹‹ NPCs: Winston (troll, charming, open, ruthless, gun connoisseur)
‹‹ Notable Assets: A fearsome crew of snipers and drivers. A number of chromed-out smugglers on the payroll who run their guns. A concealed private helipad on Council Island, and
underground tunnel
‹‹ Allies: Lone Star, Seaport Global, Jackpoint, Buddhislam.
‹‹ Enemies: Remote Communications Utilities, Lone Star, Faster Than You.
‹‹ Situation: The Talons have marked the Halloweeners over turf and vengeance for deaths on both sides. Winston is recruiting every free runner in the district for extra firepower and doesn’t
take no for an answer. You’re either with them or stay the hell out of their way.

Goal: Eliminate the Halloweeners

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7
Skelter, The Halloweeners

STARTING SITUATION
Tier
II

Vicious go-gangers known for their gratuitous use of Halloween


costumes, explosives, and daredevil motorbiking.

‹‹ Turf: HQ in an abandoned arcology, in a rundown neighborhood on the “east side” of Renton Blvd. Controls a handful of high-end drug dealers across their district.
‹‹ NPCs: Skelter (elf, ruthless, snarky, psychotic). Cutoff (troll, loud, weaponized cyberarm, jewelry fanatic), Jackie Lantern (lithe, gunslinger, fire mage)
‹‹ Notable Assets: A raucous go-gang of street rats and drug addicts. Small contingent of bombers and mayhem makers. Master alchemist and shaman; many potent explosives and drugs.
‹‹ Allies: Jackpoint, Elven Consulate, Faster Than You, The Watchers.
‹‹ Enemies: Lone Star, Seattle PD, The Red Hot Nukes.
‹‹ Situation: The Halloweeners have marked the Talons over turf and vengeance for deaths on both sides. Skelter is recruiting every free runner in the district for extra backup and won’t
stand for any half-stepping. You’re either with them or stay the hell out of their way.
Goal: Destroy the Talons

126
Deeper in The Shadows The Fixer
When a crew is recommended to a potential client for a run through their fixer, the fixer
After the launchpad of the starting situation, the game will run through its cycle to carry
was already given some information about the type of work to be done and the desired
the action forward—run, downtime, entanglements and new opportunities, new runs,
budget for the job. They might have gone through several candidates and settled on the
and so on. The initial conflict will spiral out of control, or have a clear victor, or fizzle out,
crew after careful consideration. Or perhaps the fixer knew precisely who to mention, or
or resolve some other way into a new situation.
the Johnson made a special request; it depends. Either way, they say whether they expect
The crew will accumulate allies and enemies and develop new goals to pursue. You won’t a cut of any payoff from the run at this time. If the crew agrees, the fixer arranges for them
have to do much preparation for future sessions, other than thinking about your NPCs and to meet with the client (typically a Johnson hired for this purpose) to discuss the specifics
factions (what they want, what they do) and considering possible opportunities for the of the opportunity and negotiate payment.
PCs to discover. The players will drive the game by deciding who to prey upon and which The fixer will tell the runners and the client where to meet, typically insisting on a spot
opportunities to embrace. they know won’t get either party in trouble. This is usually a public space where it’s
difficult for others to eavesdrop unnoticed (restaurant, noisy bar or club, etc.) located
inside the crew’s meeting grounds. It is not out of the question for either party to ask to
Shadowy Deals have the location changed, but is frowned upon. A list of common meet locations is given
on the GM Reference handout. Other suitable locations include:
“You don’t get to ask me ‘who?’—does it matter ‘who?’”
‹‹ underused locations (warehouse, loading dock, etc)
“It does to me,” Ava quickly retorted. ‹‹ a spot in a barrens district (the park in Puyallup, for example) or other urban hell hole
‹‹ a private space where there are deep shadows (a moving vehicle, in astral space,
“But you are in this for the money: ‘high-rise apartment in the city and real or even somewhere in cyberspace)
hamburgers,’ right? Maybe some actual coffee in the morning when you’re too
old to work for me anymore. Right? ..Ava?”
The Meet
Ava thought for a moment, then replied: “—but what if it helps the Mafia again?
To help set expectations, I like to tell everyone this before their first meet:
Or worse.”
“Meets are like deceptive or social plans, but they occur in Free Play. It’s not a typical
“Then don’t take the run—you’re not paid to care about that, chummer.“ social interaction though—this is an underworld deal being made—and there are few
pleasantries or opportunities to prepare. The Johnson won’t buy anyone dinner or drinks
unless they’ve got a particularly crazy pitch in mind. Only a small-time Johnson fails to bring
The Client a bodyguard or two for good measure, and you would be wise to do the same. When
When the runners agree to have their fixer arrange a meet with a client, the fixer protects the the actual negotiation happens though—it’s expected to be one-on-one unless otherwise
identity of both parties by being as vague as possible. Each party is given a description of specified. The rest of you might be nearby, acting as information gatherers, protection,
the other’s look—just enough to find them in the meet location without much trouble. Even advisors, etc.—but keep in mind that complications might arise from doing this.”
the term “Mr. Johnson” is intentionally ambiguous: gender-neutral, and understood to be
Describe the meet location and the Johnson’s unassuming look. An inconspicuous signal
neither identifiable or indicative of heritage (though some Eastern cultures call them Wu’s,
such as a head nod or unique article of clothing will cue the PCs that they’ve found the right
Kim’s, etc. instead). In common parlance, the Johnson is just called “Mr. J” or simply “the J.”
person. Narrate the soycaf or chlorinated water that gets served after they’ve sat down, then
encourage them to do a bit of discussion during the interaction and roleplay the exchange
of information. At the meet, an opportunity is provided. See Provide Opportunities,
Follow Their Lead on page 115 for details.

During the meet, the other players might take actions to try to discover the concerned
factions or the motives of those involved, etc—however, there is the very real possibilty
of spooking the Johnson and losing the deal, depending on the approach taken to gather
information (and remember they get +1d if this occurs in the crew’s meeting grounds).

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7
The Negotiation security agent in japan while he is on vacation, then keeps him in his mansion’s basement
to bind this new ghoul to his will. The man returns to work for the CTO unnoticed.
A Johnson’s initial offer for payoff is typically 1 or 2 nuyen less than the amount they can
actually afford to pay. Their skills at the bargaining table leave little wiggle room after a The Halloweeners (2d): 2/8 “Who Robbed Us?” [the PCs did, of course!] Word spead
crew has presented their case for greater payment. quickly of an adept who could pull off that kind of sprint—and of course it gets back to
a ganger, who knew a guy that could point them in the right direction. [the one who
Serious consequences are on the line during underworld negotiations, such as: being
dropped the dime? Probably a rival or contact who could make the connection..
lied to about the twist, added heat, ruined relationships, or even losing the opportunity
altogether. While the PCs are free to choose a variety of actions asusual to suit their play The Halloweeners (2d): 1/8 “Eliminate the Talons.” A crew of gangers on motorcycles

DEEPER IN THE SHADOWS


style, be clear about what’s at stake with a given action. with Halloween masks rolls up to a nightclub protected by the Talons. They open fire, but
don’t manage to hurt many of their actual targets.
When a Johnson makes a “low-ball” offer, negotiation is practically expected (controlled
action roll). However, when a Johnson makes a miore generous offer, negotiation is a good The Talons (2d): 3/8 “Eliminate the Halloweeners.” The Talons pull a card from the books
way to lose the opportunity altogether (desperate action roll). of their enemies, and roll up on a Halloweener corner to drive-by shoot them. When the
bikers don’t move in time, a spray of bullets rakes across their ranks—leaving most of
“Negotiation” indicates they H u s t l e for that extra nuyen—if you use other tactics to these gang members too hurt to fight back.
command respect or illicit confidence, it’s probably a setup teamwork maneuver, using
D e m a n d or N e t w o r k . Under no circumstances will a Johnson agree to pay the runners New Dawn (2d): 1/8 “Track down who stole the sacred chameleon statue.” The acolytes
more than 2 nuyen upfront (none are so foolish as to extend that kind of trust). search high and low, and hear about a statue like that. They spend a long time talking to
this kid who can’t stay focused on what they are asking. He eventually agrees he saw the
statue, but then leaves. As they try to force him to turn around, he just walks through the

Narrating a Faction Turn effect, ignoring their supernatural compulsions without even blinking.

Focus in on the Strong hold factions with which the crew has a status written
down, and those the players keep talking about. This is a bit of an obscure skill,
so an exampkle follows. The dice rolled are given, followed by the number of
Series Countdowns
ticks put on the clock and what the clock is tracking. A possible narration is given To track the consequences of events in the world, you can use series countdowns. These
as well. These entries contain some of my thoughts in brackets too. are progress clocks that give you a sense of how the bigger-picture stuff of the setting and
situation is developing. For example, you might wonder how the Ork Rights Commissions
Aztechnology (5d): 3/8 “Reduce Mitsuhama’s hold in Seattle” [their rival for 3rd on the situation will turn out—will the rising public bigotry get worse? Will people learn to
Corporate Court ranking]. Aztechnology-hired runners blow up a Mitsuhama factory by accept them as equal citizens? Will the Ork Underground’s residents seize some power
employing a team of wage mages to torch it while workers are trapped inside. It’s a tragic, or wealth to improve their lot? You can make a clock for a possible outcome, like “Open
but effective massacre. [exemplifying Aztech’s characteristic brutality] Riots and Civil Uprising in the Making.” Tick it when events of the game drive toward that
outcome (whether they’re events “on screen” during game play or events “off screen” in
Aztechnology (5d): 2/8 “Obtain Sanguine Set” [I decided to make it a thing because it
the background, when you think about the larger setting).
sounded cool in my head]. This clock goes to two, and there are eight ticks total - one for
each of the items they are going to take to complete the set. So we see Aztech agents The idea is to put something concrete down where you’ll see it, to remind you of this
acquire a helm by gunning down a group of archeologists at a dig site in Cairo. As they over-arching development, so it doesn’t get lost in the shuffle of the PCs’ story.
leave, we see their twisted, smirking expressions lit by the sun over Egypt, and they l o a d
into an unmarked helicopter. Just so happens that Cube is handling data which reveals Series countdowns make the world seem alive beyond the immediate actions of the
Aztech’s acquisition; he doesn’t know how they came into possession of it, but perhaps group. Also, if the players see a countdown like this on the table, they might get curious
you are getting a bad feeling about working with Vladimir - given his connection to the about it and get involved, creating more opportunities for play.
mega.

Vladimir (3d): 3/12 “Secretly infect upper Mitsuhama management” [he’d want to do this,
I decided, because I told the players he is secretly using Aztech]. Vlad tracks and bites a

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7
Changing the Cast or Crew Season Two
A season break is a great opportunity to make big changes if the players want to. Maybe After you’ve played Runners for some time, you might sense a natural resolution or
someone wants to retire their character and play someone new. Maybe they want to watershed moment coming for the series. Maybe the crew has been seizing claims in
change their PC’s playbook to reflect a shift in who they are now. Maybe the group wants Renton district, and they’re about to grab the one they’ve wanted since the beginning.
to change the crew type to try a different type of criminal action in Seattle. Maybe you’ll Maybe the crew has been in a shadowy war against another cult and the big showdown is
even make a whole new crew and new PCs to explore something interesting that was at hand. When a “finale” event happens, you can shine a spotlight on it and acknowledge
developed during season one with a fresh perspective. the resolution by calling an end to this “season” of the game (like a season of a TV show).
Celebrate the ending, acknowledging the events that got you here—maybe do a little
See page 35 for details about changing playbooks or crew type. retrospective where each player recalls their favorite moment. Then take a break and
prepare for “season two.”

Other Sprawls Move the timeline forward (a week, a month, a year) and come up with a new starting
situation—either building on the fallout of season one, or creating something all new and
The game assumes Seattle as your starting sprawl, but that’s not your only option. There are surprising. Then start again with an opening scene, an opportunity or demand from a
many other places befitting of a crew of runners on the rise. You might use the Hong Kong faction, and then the initial run to kick off the season.
Faction sheet instead of the one for Seattle along with the campaign guidelinked below to This explicit “reset” can be very good for the game. It gives you a chance to refocus game
guide you to the various districts. play on something clear and actionable, rather than trying to continue spinning all the
various plates from season one. Some old issues fade away (for now), new ones emerge,
You can get started quickly in just about any city by using the Starting Situation and changing
and the landscape of the series develops into something new.
the names and faces. The White Lotuses might replace the Vitale Family, as a gang under the
protection of the Yakuza instead of the Italian Mafia. The situation might take place on Hong
Kong Island instead of Renton. Rosetta might be an Italian shaking things up in the East, or
an elf actually named Kim who recently took over the Lotuses. Tetsuo might replace Igor as
the towering and loyal bodyguard who is present during the meet.
The crew fought a brutal war against the Halloweeners, culminating in an
When the crew is Tier II or more, they might meet the requirements to take the
assault on the gang’s safehouse in a showdown to the death, and wiped them
Expansion upgrade and broaden the scope of their operations to another city.
out. This feels like the end of season one to everyone, answering the major
By the time the crew is able to attain this upgrade, you should have a good idea
questions asked from the outset. The Halloweeners are no more. The Talons
how much complexity your players want this to provide. Be sure to talk about
are solid allies. The Vitale Family is satisfied with an end to the gang war.
how best to suit your desired tone and meet the desires of your players. Zoom
There are a few short scenes of fallout after the battle, and everyone tells the
in as necessary to keep things interesting, cutting to other sprawls to highlight
stories of their favorite moments from the beginning of the series until now.
the important moments.
For season two, the GM moves the timeline forward a month. Toxic (with only
weak hold) are trying desperately to hang on to the claims they’ve seized from
the Halloweeners, but other crews sense their weakness and are moving in: the
Red Hot Nukes and the Barrens Walkers (absent in season one) are selling their
services in Renton district, luring customers away. On top of that, the crew’s
supplier, who went missing in season one, has not returned. They’re about to
run out of product any day now.

Outside their tattoo-parlor drug den in Little Italy, the Red Hot Nukes gang
is clashing with Toxic’s enforcers. They’re squared off in the street, shouting
challenges, ready to rumble. The Nukes’ lieutenant is there, demanding that
Toxic release his man, who’s held prisoner in the basement after he tangled
with one of their customers. “Bring him out now, or we’re coming in to get
him!” the ganger shouts. What do you do?

129
7
Random Run Generator
ranDOm SHaDOWrun GeneraTOr “The runners are hired for a run by/targeting (1) to (2). The
Using
using this: Fill the sentence on on the
the right
right using
using the
the results
results of
of (1)-(5)
(1)-(5) to
to form
form aa description
description of the run is complicated by (3), and is connected to (4) and (5).”
run on the table. Select ones that sound interesting, or randomly determine
of the shadowrun on the table. Select ones that sound interesting, or randomly determine a result using the
(1) Client/Target
acharts
result(each
usingwill
therequire
charts a(each
single dierequire
will result).a single die result).
(2) Work

(1) clienT/TarGeT (3) Twist/Complication

RANDOM RUN GENERATOR


(4) Connected to a Person..
civilian criminal (5) ..And Factions
1 Academic or Wage Mage Drug Dealer or Supplier
2 Laborer or Tradesman Mercenary or Thug
3 Courier or Driver Fence or Bookie
4 Merchant or Business Owner Spy or Informant (3) TWiST/cOmPlicaTiOn
5 Artist or Writer Smuggler or Thief
6 Doctor or Scientist Crime Boss 1 Security is unexpectedly high, or something is a cover for cult practices.
2 Advances the secret agenda of a third party, or a dangerous gang uses the location
POliTical STranGe 3 Lied to about the nature of the target, or is a trap laid by your enemies
1 Executive or Official Spirit of (roll again)
4 Requires long distance travel, or free spirits haunt the location
2 Banker or Pilot Talismonger
5 Target moves around (site changes, etc), or requires expensive or rare gear
3 Activist or Refugee Vampire or Ghoul
4 Liason or Cultist Corrupted AI (disguised)
6 The client is double-crossing them, or a powerful supernatural entity is involved
5 Beat Cop or Detective Dragon
6 Judge or Ward Boss Awakened or Cultist
(4) cOnnecTeD TO a...
(2) WOrk 1 PC Friend
DirTy DeeDS viOlence 2 PC Rival
1 Stalking or Surveillance Assassinate 3 PC Vice purveyor
2 Sabotage or Arson Disappear or Ransom 4 Crew Contact
3 Lift or Plant Terrorize or Extort 5 Corporate Notable
4 Poison or Arrange Accident Destroy or Deface 6 Spirit, Elemental, Paracritter, or Dragon
5 Burglary or Heist Raid or Defend
6 Impersonate or Misdirect Rob or Smash & Grab

unDerWOrlD arcane (5) ..anD FacTiOnS


1 Escort or Security Curse or Sanctify 1-3 A faction with which the crew has a negative status
2 Smuggle or Courier Banish or Conjure 4/5 A faction with which the crew has a neutral status
3 Blackmail or Discredit Extract Essence 6 A faction with which the crew has a positive status
4 Con or Espionage Place or Remove Wards
5 Locate or Hide Perform / Stop Ritual
6 Negotiate or Threaten Drain or Infuse

63
130
7
AREA / S C ALE
Magnitude
tier
6 A city block A colossal crew (160) or mature dragon

Supernatural entities and energies have a wide variety of effects and power levels. To help 5 A large building A massive crew (80) or typical dragon
the GM judge these forces consistently, the magnitude scale is provided on this page. 4 A small building A huge crew (40)
Magnitude measures the quality level of a spirit or dragon or different aspects of an arcane 3 Several rooms A large crew (20)
force: its area, scale, duration, range, and force. Whenever you need to assess an entity or 2 A large room A medium crew (12)
power, use the magnitude scale as a guideline to judge how it compares relative to the 1 A small room A small crew (3-6)
examples given on the table. 0 A closet 1 or 2 people

You can use the magnitude of an entity or power as a dice pool for a fortune roll to see tier DURAT I ON / REA C H
how much effect it has, if it’s not obvious or certain. m UN DANE SIGNALS , P R O JE CTION, ET C.
A dragon belches scorching flames at the rooftop helipad where the PCs are taking off 6 A week Across the city To Mars
in their helicoptor. How badly does this damage the vessel and the crew? Obviously 5 Several days Across the district To the moon
it’s gonna be bad for them, but are they merely slowing down or are they immediately 4 A day Several blocks away Around the world
wrecked? The GM makes a fortune roll using 6d (the magnitude of the dragon). On a 1-3, 3 A few hours Down the road Across the hemisphere

MAGNITUDE
the breath weapon has only little effect (for a cone of dragon’s breath anyway), causing 2 An hour A stone’s throw Across the region
the craft to sputter and start spinning. On a 4-5, the breath has reduced effect, fully
1 A few minutes A dozen paces Across the city
enveloping the helicoptor and throwing some of the characters and their cargo on to the
0 A few moments Within reach Across the district
helipad. On a 6, the attack has full effect, immediately crashing the vehicle and setting the
crew and cargo on fire. On a c r i t ic a l , the helicoptor is crashed, and also the crew and tier QUAL I TY / FORC E
cargo are badly harmed by flying debris and the scorching flames. 6 Legendary Devastating
5 Impeccable Overwhelming
You can add levels of magnitude together to describe a combination of effects, or simply
4 Superior Powerful
focus on one key feature for the magnitude assessment, ignoring other elements, even if
they’re on the magnitude scale. They’re not always additive. 3 Excellent Serious
2 Good Strong
In the example above, the dragon generated magnitude 6 force and the GM included its 1 Adequate Moderate
area of effect “for free” as part of the power. A cone of dragon’s breath at a helipad should
0 Poor Weak
affect the helicoptor and the crews there, in their judgment.

In a different session, a Magician wants to accomplish a downtime casting of Invisibility


Q uality E xamples F orce E xamples
6. A mansion or high-rise, rare essences or artifacts, 6. Tidal wave, molten lava, electrical maelstrom,
sufficient to render the mouth of a several-meter-wide tunnel invisible from cameras for
Great dragon, one of the Big Ten. small tactical nuke, major epidemic
several days. The GM says that this is a very significant effect, so they add two levels of
5. A large home, small plane or boat, custom-tailored 5. Artillery cannon, raging thunder storm, massive
magnitude together: scale 2, and duration 5. This version of the spell would cost the
suit, powerful megacorp. fire, lightning strike, missile
Magician 7 edge! The GM offers a compromose: the casting will take a few hours to
4. A luxury vehicle, penthouse apartment, small 4. A speeding motorcycle, burning forge, bomb,
complete, so the edge cost will be reduced to 3, but some people in the affected area may
megacorp, typical dragon or powerful spirit. small rocket, whirlwind, electrocution
realize what’s happening and report it before the spell’s full effect is delivered.
3. A car or truck, military rifle, designer clothing, 3. A crushing blow, staggering wind, grenade,
The magnitude table is provided as a tool to help the GM make judgment calls. It’s not small home, private grid connection searing fire, electrical surge, sonic blast
meant to be a rigid restriction or mathematical formula to replace those judgment calls. Use 2. A pistol, respectable clothing, private apartment, 2. A powerful blow, howling wind, hot branding iron
the levels as a guideline for setting a magnitude number that seems appropriate to you. typical spirit
1. A solid punch, steady wind, torch flame, electrical
1. A shared or studio apartment, cheap food or drugs,
This table can also be used as a guide to quality level when a PC acquires an asset or shock
local grid connection
crafts a chemical, gadget, app, etc. See Crafting, page 145. 0. A firm shove, a candle flame, breeze, tiny spark
0. A rusty knife, worn & tattered clothing, homeless
shelter, bus ride, public grid connection

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“Suicide” Runs
An example of runs that might push the characters to death or trauma

(inject into a campaign with care)

132
Zeta Complex (V)
An example of run locations designed to push the characters to t r a u m a and back
(a “suicide” run, if you will). It’s target? A secret bioengineering facility beneath the
sublevels of the Ork Underground, deep in the sewage maintenance shafts where
even the homeless know not to intrude...

Mood
A run aimed at this target might unfold like this:

What appeared before to just be “a dead end” turned out to conceal a second illusion,
one of gratings on top of still water. These conceal a bubbling pool of deadly pollution.
Only the keenest senses (like those of an Elf or Technomancer) will notice the second
deception as it is a convincing holographic projection with accurate sound, but all
others will indeed fall into a pool of paralyzing toxic waste. The room is about 5
meters deeper than it looks with only a partial grating, and on the other side of a wall
(requiring swimimng through the pollution) is an area with doors that grant entry to
an airlock/decontamination chamber.

Investigation: The first mundane who investigates the area immediately falls in if the
illusion is not realized. If someone falls in, the illusion is momentarily broken for those who
were watching. Someone with the appropriate supernatural senses might use them to
notice some or all of the following: there are corrupted cyberspace objects moving about
beneath the grating which belong to horrific crocodiles—there is a concentration of icons
nearby, shielded from long range detection—the grating is an illusion.

Places of Interest
Airlock (A): After swimming through the pollution, a platform grants a place to stand
and gain entry to the airlock. The exterior has a blinking panel with actuated buttons on
it. Pressing the correct sequence will reveal a short room in which 5 people can stand
comfortably. Pressurized airlock doors are on either side, the large green button within
closes them to begin decontamination. When complete, the inner door opens.
7
Hallways (B): 4 metal hallways, about 5 meter wide and a 5 meter ceiling, each with a containment suit hanging (Tier VI). An operational display on the right, with various lines
90-turn at the end, forming a square. Open vents, soft hum of impeller fans within, smell of chemical data and 20 dots shown on-screen.
of stale air, numerous bright light fixtures. Rows of flex-tubing wrapped over the lights,
Investigation: If the capsules opened prior to the PCs entering this area, then the dots
casting faint, shadowy lines on the floor.
are all gray, and there is little of value which is undamaged. Additionally, the area
Investigation: The 4 walls form a hollow square, wrapping around the control room. will contain toxic fumes due to the puddles of green stasis chemical smeared and
There are three doors visible, two on the outside of the metal hallway, with clear glass splashed on the floor and walls around the capsules.
and no locks, and on the inside of the hallway, which leads to the control room. There are
If they manage to somehow find the chamber before entering the control room,
silenty-running sensors at each corner of the complex, and one over the control room
then the dots are all green. They can read all 20 sets of containment date and patient
door (five in all here).
codes: “C01,” “C02,” “C03,” “C04,” etc. They should realize this was batch 3 (the
Living Quarters (C): The door to this slides open all the way, and the lights inside illuminate codes correspond to patients 41-60 using two-letter codes). No matter when they
to reveal a gray, domed room about 15 meters across. The ceiling turns blue a moment come in here, tapping any of the corresponding dots on the screen on the right will
later, and trideo screen above plays a recording of bubbling brooks, blue skies, and softly reveal that their containment periods began several decades ago.

“SUICIDE” RUNS
chirping birds. There is a set of 5 chairs positioned in a “V” shape around a table below it.
Control Room (F): An octagonal room, lined with security monitors and control panels.
12 slots large enough to lay down in are here, facing inwards.
A blinking red security light activates as the door opens, indicating there must be some
Investigation: Each slot is fashioned with an air-cushioned mattress, luxurious pillow, kind of security system still active. An exposed set of wiring beneath the only monitor still
and a retractable tables. Inflated or hissing molded air mattresses. working sparks and casts long shadows along the floor.

Lab (D): The door to this slides open about halfway and jams, leaving enough room to Investigation: The stasis chamber holding the secret experiments is visible from a
get inside one at a time. Within is a square, metal room about 15 meters across, with a camera view shown in the control room. The last ones inside Zeta Complex killed
6-meter high ceiling. There are 12 lockers on one side of the room, and set of black tables the majority of the researchers and stashed them inside the nearby lab’s lockers. The
on the other side with toppled chairs on the ground nearby. Some of the lockers are control room operator apparently sealed this area and set up a sensor that would
closed, but 4 are slightly ajar. release them when someone entered the control room. So, after gaining entry to the
control room, inform the players that a hidden sensor just lit up one of the trideo
Investigation: In each of the open lockers are clothing hooks. In the last one hangs a projectors, and shows a room lined with row of stasis capsules filled with a strange
human or metahuman skeleton wearing a lab coat and undershirt, white pants—the green solution. Inside are the experiments, which begin to writhe as their containment
typical garb of a chemist or physician. The lab coat has no markings on it, except solution starts to drain.
for pale brown stains of long-since dried blood. The PCs might force open the other
lockers, and find more skeletons (9 in all) stuffed within haphazardly. They also will Threats: Start a 6-clock, “Cornered by Experiments” and tick it once for each action
find security badges stained with gore. taken after discovery. Note: There is a flashing button on the control panel which will
open the stasis chamber door (immediately putting 4 ticks on the clock).
These badges no longer function, long since expired, but an in-depth examination of
When 2 segments are filled, their capsules are drained and fully open—and the
their programming might provide clues about the Zeta Complex workers who once
experiments become mobile. After the capsules open, also make a fortune roll (3d) to
wore them, and what happened. That is, they all were given aliases which correspond
see how many segments are ticked if the crew suffers a consequence from this point
with the element abbreviations on the periodic table. They range from H (#1) to Na
forward. They begin trashing the contents of their hidden chamber (all of them). The
(#11), however the badges for the employees with the “Helium” and “Neon” aliases
noise is easily heard throughout the complex as distant banging and breaking glass,
(both noble gases) are conspicuously not present.
and following the sound will lead the PCs straight to the lab containing a hidden metal
Stasis Chamber (E): A rectangular room, 120 meters long, and about 15 meters tall, lit by door in the floor.
blue-tinted light fixtures in the ceiling. Twenty stasis capsules, each 5 meters high (spaced When 4 segments are filled, the programming left behind opens the hidden door, and
evenly on the left and right walls), thick containment glass (Tier VII), dimly-lit displays they climb out. If nothing is there, they rush down the hall to the control room and
on each one displaying two garbled letters; some kind of designation. Squeaking vent wander the area, searching for any signs of life or movement. They will die within 24
mechanisms, high-pitched whirring sound, impeller fans overhead, cycling and quickly hours if left behind.
fail with a jarring crunch as the lights go out. An open closet on the left with single

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7
Obstacles Loot
‹‹ concealing illusion (IV): the pool of toxic waste appears to be covered by metal ‹‹ emergent focus: this item is in the belly of one of the crocodiles, and any emergent
gratings, and PCs will look in and see nothing of interest, and the leader will walk across senses will notice it with some investigation. This item is a clue to what happened here.
and fall in to the waste and get attacked by the crocodiles. Something created this rare item. What information can be gleaned from its emergent
signature?
‹‹ [2] crocodiles (III, IV): mutated reptiles with emergent senses, cybereyes with
‹‹ [2] quantum processors (rare): one can be extracted from the cyberzombie
low-light and thermographic vision, and hardened teeth capable of piercing armor.
(probably with E n g i n e e r ) if it can be disabled without destroying its head. One can also
‹‹ pollution (II): this poisonous nastiness is lethal if you are not protected against its be extracted from the central computer. These are first-generation quantum processors,
toxicity. The fumes take a few minutes to kill a person, while the sludge itself will melt and are worth quite a bit less than modern ones. They can sold, or used as components
away exposed skin and corrode metals. in future projects.
‹‹ interior complex door (V): appears inactive, but will light up after decontamination ‹‹ neural recombiner (rare): one can be extracted from the cyberzombie, causing
is complete. This door leads inside, and the PCs might wreck their way in, but hacking the death of its brain and sudden destruction of its quantum processor, though a savvy
would be better. rigger should realize this prior to removing it.

“SUICIDE” RUNS
‹‹ synchronous command console: the control room at the center of the complex
‹‹ group of surveillance drones (V): an army of flying drones with sensors and
has one sitting on the desk.
facial recognition software, controlled by their internal programming or the nearby SCC
in the control room. They each have sound suppression technology and are capable of
producing a small electric shock or repairing the accompanying cyberzombie.
Meaning as a Reward
This place was probably a proving ground for some form of resonant biotechnology—a
‹‹ cyberzombie (VI): a powerful cyberzombie is here, driven insane by vile blood
long buried secret. With a bit of deeper investigation, it should become painfully clear
magic and a decade of solitary existence. It roams the halls stalking any signs of
that whoever built this place (or whoever left it behind) went to extraordinary lengths
movement, which are typically the drones. Can climb walls and ceilings using barbed
to intentionally remove any sensitive data. When the PCs gather information to uncover
hooks, also can release a burst of energy to electrocute or disrupt communications, or
directly control the surveillance drones. mysteries surrounding Zeta Complex, they may discover that:

‹‹ control room door (V): the cameras are no longer functional on the outside, but ‹‹ The control room equipment, while otherwise completely formatted, still
attempting to open it without proper Authentication might trip the failsafe alerts. When contains two mysterious timecodes in its database: “2051.07.22_122832” and
the failsafe alerts are triggered, any functional security (the drones and cyberzombie) “2069.11.02_214506.”
head straight to the area to investigate, and continue patrolling for the remainder of the ‹‹ The badges have serial numbers coded into them, which use extremely old
mission unless something is done. encryption methods. The methods all predate the cataclysm that destroyed the first
iteration on the new cyberspace. These all contain the sequence “NA” but no other
‹‹ group of experiments (III): a smattering of about 20 (scale 3) hopelessly mutated useful information.
people, with completely white eyes, no clothing (or sex organs). They’re kept in stasis
capsules inside a hidden chamber accessible through hidden door in floor of the lab. Putrid Further research might reveal that the year 2051 is an important year for several corporations
fumes rise off their bodies (which cause incapacitating migraines to anyone affected), and who were, or later became, megas. Perhaps the “NA” represents DocWagon’s expansion
they are fast (Reflexes fast). into international business; DocWagon opened its first Seattle office in July of 2050 after
‹‹ stasis chamber door (VI): the floor of the lab is actually a panel which conceals going international. Their CrashCart services also took off shortly thereafter. However, the
a 5-meter-wide set of metal stairs that lead down another 20 meters—into the stasis qualities found here came from somewhere much higher than DocWagon’s paygrade
chamber. Once this is found, a trideo prompt will ask “Are you sure?” and if they confirm, at the time—DocWagon wasn’t yet worldwide, and starved for resources by the larger
“Lockdown sequence initiated. Control room notified. You may proceed.” the door corporations. So this was either a privately funded project gone horribly wrong, or it had
unlocks freely but the airlock door closes when this happens, and will not open while the the backing one of the Big Ten at the time. Perhaps this was the work of Evo (Yamatetsu
stasis chamber door is open. at the time, the mega that later acquired DocWagon)—after all, this was the mega best
known for its fatalistic world views and interest in biotech. Or perhaps it was Aztech,
known for their blood magic, with heavy investment into chemical and consumer goods
R&D. Stranger still, the date that cyberspace went down matches the second time stamp
which is approximately 18 years from the first date.

Throwing this into a campaign might serve as a launching point for some kind of espionage mission to find out the truth about what truly happened that
fateful day cyberspace was reformed. Or, the things recovered might simply be a cool centerpiece to hide away in the safehouse. Your mileage may vary.

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7
Bankroft Tower (VI) Loot
An example of a run location that can quickly get out of hand. The Bankroft Tower ‹‹ Socalibur: A two-handed blade that is strong enough to cut most metals.
was once an ordinary apartment building and by all news accounts it was destroyed Resembles blue glass, roughly hewn, that flashes brightly when it is swung or thrust.
on the eve of the Great Ghost Dance during a strange storm. For about fifty years, Handle protects user from burns.
starting on the first anniversary of its demise, however, people have reported
‹‹ Aerith: A powerful bow with unlimited arrows. The user need only draw its string
seeing an apparition of the tower fading in and out of view on the eastern horizon
back to produce another arrow, ready to fire.
outside Seattle.

Meaning as a Reward
This place might be the stronghold of a powerful technomancer who is highly wanted, or
Mood the hiding place for some of the PC’s friends and contacts. This place is a digital escapist’s
dream, if they can manage to stay hidden and obtain a source for their basic necessities.
Angular, sometimes hypnotic Constant field of digital noise and
architecture feedback

Holographic projections of strange Bizarre biotechnological switches and


landscapes doors

Modulating vaporwave music Techno-magical traps (corrupted data)

Places of Interest
The place has a large central atrium surrounded by walkways on the various levels. can
be heard playing softly. One corner of the atrium houses a pair of empty elevator shafts.

Each level is accessible from the shaft, and grows increasingly deadly to those who think
they might find riches here.

There are residents hiding within: everything from the ghouls of a vampire coven and
homeless drug addicts they feed upon, to otherworldly horrors with exciting powers,
some of which are compelled to serve as guardians to rare items on each of the floors.

The tier of the threats on each floor is the same as the floor intruded upon. The sixth floor
is a protected penthouse containing a powerful mob of arcane guardians. What ancient
secrets do these golems protect?

Obstacles
‹‹ Tracking an invisible building in the wilderness is hard enough, but this one is
actually projecting fake visions of itself from phantom sources online to hamper attempts
to follow.
‹‹ Its exterior is protected by potent elementals that can open arcane gateways
designed to let loose arcane horrors. The crew will need a strong strategy to find and
enter this place without being trapped by an army of these guardians (tick progress
clocks often for the growing scale of the threat, as well as being cornered).
‹‹ Flesh golem swarm (VI): piles of body parts seemingly strung together. Describe as
much body horror as your sensibilities (and those of your players!) will allow.

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Chapter 8 The ubiquitous connectivity of cyberspace, the relentless advertising of the augmented
world, the capture and distribution of virtual experiences, and the schemes of dragons

Futurism
and corporations are the way of things now. Most people treat it as a necessity and don’t
look back.

Not even for a nanosecond.

There are automated electrical machines to perform the work, medical implants to extend The Digital World
the lifespan, and virtual experiences to replace the natural ones. It would seem happiness With the update of cyberspace came the development of the modern communications
can be bought—but at what price? The powerful elite develop these technologies, doling device, known as a comm (found on your standard items list). For most citizens, the use
them out as finished products for consumers according to their individual wealth or of a comm is commonplace—a frequent and daily “ritual” that is as important as getting
perceived value. To make use of these futuristic advancements, people must harness dressed. Citizens use their comms to do all sorts of things using cyberspace: get paid,
these “high” technologies in a number of ways: spend money, make calls, and organize their daily lives.
‹‹ The control of electricity and devices with principles of science, known as
Appropriate special abilities and specialized electronics are required for more illicit uses of
Electronics.
cyberspace. See Cybercrime on page 141 for details.
‹‹ The distillation and reaction of elements to form mixtures with strange properties,
known as Chemistry.
‹‹ The systematic application of programmed algorithms to add functions to properly
configured electronics, known as Software.
Signals
The megacorporations depend on the signals passed by devices over cyberspace to
‹‹ The fusion of these disciplines with medical science, known as Biotech. provide them with valuable paydata, and citizens depend on them to do their daily
business. A comm transmits a signal whenever its user accesses cyberspace or other
In addition, every living being with a comm and trodes can access the ubiquitious “virtual
network of devices. The signal may only be received by those near the comm, or the
world” invisible to the natural senses—the omnipresent network of worldwide connectivity
secondary devices, whose signals are interfaced through it using cyberspace. The signal
that emerged following the Great Crashes, known as cyberspace. By activating their devices
leaves the comm and heads to the district where the device may be found, hopping closer
in a certain way, a person can interface with cyberspace through a comm to perceive
and closer to the device’s grid every moment. It’s the responsibility of the secondary
partially into it, to sense the data trails of wireless events captured in the quantum field,
device to follow control override protocol, responding to any received signals before they
or to make a connection to networks and transmitted signals.
can be intercepted or overridden.
Some say the cyberspace engineers created a network so robust even they could
Networks are formed by requesting access to a device and it being granted to a comm.
never crash it—and they’re probably right. Unlike the Internet that we know today, the
Once a device is part of a network with a comm, it transmits a signal back to the comm
technology that built cyberspace isn’t bound by the laws of relativity. Instead, it works on
according to its specifications—forming a signal stream. By default, signals and signal
the principles of quantum mechanics. This momentuous innovation ushered in a new age
streams are invisible and have built-in encryption to keep them hidden.
of technological advnacement, tapping into a susatainable network which depends on
absolute zero conditions and misunderstood algorithms to realize their effects. At your option, you may run a networked device silently, limiting the number of signals
streamed—and reducing the level of information gathered by it (and from it).

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8
D i g i t a l T e r mi n o l o g y
‹‹ D e v ic e . An item designed with a specific purpose in mind, especially an electronic
Security Reviews &
or machine. Also refers to apps, which are software devices.
‹‹ S i g n a l . Electrical current that can deliver binary data (1s and 0s) to a device. Most
Checkpoints
devices can transmit and receive signals wirelessly up to a few blocks under optimal When you submit to security review, your SIN is checked for authenticity. Consequences
conditions (closer and less obstructed is better), granting the user additional functionality of failing a SIN verification can include questioning, interrogation, and even arrest—
when interfaced through their comm to cyberspace. depending on the level of security review at hand. Should the quality of a SIN exceed
‹‹ a NFC. Advanced near field communication is a form of technology for passing that of the review, it is bypassed. Should the quality of a SIN ever be called into question,
short range signals using a variety of optional, added security devices. Devices using the GM will make a fortune roll to see if unpleasant consequences manifest.
this only function at a range of about five centimeters (roughly a couple inches), but
If you do not have access to a fake SIN, you can use the acquire asset downtime activity
professional or cutting-edge devices can have a range up to two meters (about five feet).

THE DIGITAL WORLD


to get a temporary one; see page 94 for details. The GM uses the tier of the faction
‹‹ RFID. Radio frequency identification is a form of technology for use with automatic
reviewing a SIN as a guideline for the quality of their review—it may be higher or lower
identification and data tracking devices. RFID scanners work with RFID tags whch contain
at their discretion to better describe the nature of the situation.
small amounts of digital information (such as ID numbers and codes for identification
protocol). Supports signal range up to a couple meters (about ten feet). A civilian-run business typically performs a quality 1 verification (using submitted
‹‹ C o mm . A common electronic about the size of a deck of cards that connects with demographics like birthdate, nationality, etc.). Most security companies perform a
cyberspace and is able to network devices. quality 2 verification (using facial recognition) to thwart amateur impersonations.
‹‹ D e c k . Short for cyberdeck. A comm modified to run illegal apps and spot the data Most law enforcement encounters rely on a quality 3 verification (using fingerprints,
trails of recently transmitted signals. voiceprints, and the like). Quality 4+ verifications (consisting of DNA sampling) are
‹‹ N e t w o r k . The mutual exchange of signals between a host device and one or typically only required for things like birth, citizenship, marriage, real estate, and
more slave devices. imprisonment.
‹‹ H o s t . A comm that is interfaced with a number of slave devices.
‹‹ S l a v e . A device being interfaced through a host. Typically, all devices on your If you are searched at a checkpoint, then you’re typically also scanned by security devices
person are automatically slaved through your comm. Illegal items slaved to you carry a or patted down for any unauthorized items. The GM might make a fortune roll to see how
visible indication to those who closely inspect your network. well your hiding spots and fake credentials fool security.
‹‹ O r p h a n . A device without a host. The default state of things.
‹‹ H a c k e d . A device whose functions are controlled by an unauthorized user.
P o l i c e R e p o rt s , D ro n e s , & D e t e c t i v e s
‹‹ ARO. Augmented Reality Object. Pronounced “arrow.” The visual representation The police reporting system in the Seattle Police virtual host receives a signal whenever
of a device in augmented reality. unsolved crime is reported in the city. The signal may only be received by those near
‹‹ I c o n . The visual representation of a device in virtual reality. Close inspection of an the report of the crime, and by the Detectives, whose comms are interfaced with the
icon can reveal the designed purpose of any devices slaved to it. reporting system. An investigative drone is dispatched from the field office and flies to
‹‹ P e r s o n a . A special icon for a comm and it’s user in cyberspace. It defaults to a gray the district where the crime scene may be found, getting more and more evidence with
avatar, and appears in cyberspace no smaller than a dwarf and no taller than a troll. Branded each passing minute. It’s the responsibility of the Cops to arrest any suspects and deliver
items (like designer clothing) appear devoid of logos unless you pay a microtransaction to to them to the Seattle Jail for processing, where they are questioned by Detectives before
the owning mega. Maybe a sexier you, or an animated wooden puppet? In other words, they can escape prosecution.
you decide—within certain limits—what you look like in cyberspace.
Detectives wear brown, bulletproof trenchcoats and implant their comms, both to keep
‹‹ G r i d l i n k . A provider for access to cyberspace. Sometimes called a “grid” for short.
them safe from easy theft and to maintain constant interface with law enforcement.
‹‹ T h e M a t r i x . The “home” location in the virtual reality of cyberpsace itself.
The Governor appoints these licensed law enforcement officers—many of which have
Experienced as a cold, endless plane of black and with a gray sky overhead produced by
suffered much at the hands of criminal.
the filters present on most consumer VR devices.
‹‹ D r o n e . An electromechanical device animated by programmed algorithms. See A criminal case for an unsolved capital crime (murder, rape, treason, etc.) remains open
page 58 for details. until solved. Murder investigations gets special treatment in an effort to quickly find
‹‹ A r t ifici a l I n t e l l i g e n c e (AI): an intelligent device. In game terms, a device and arrest the killer(s). It takes between one and three days for the initial rush of the
which can participate in teamwork actions (but not lead them). investigation to die down—thereafter, the Detectives are placed on new assignments
‹‹ S h e l l . A drone-like frame animated by a transplanted brain.

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8
and the case is left unsolved. Detectives continue to lament their unsolved cases long
after their assignment to new cases, investigating them between work shifts until they’ve
Interface modes
lost interest or the case is finally closed to their satisfaction. Some closed cases are The interface mode might be AR, VR, or hot-sim VR (see below for details). The modes of
reopened by Detectives—typical when the three days haven’t passed, or when details interface available to you vary based on your loadout. The choice you make serves as a
do not result in the arrest of all those involved. guideline for the GM to set the position and effect of your actions.

When using a comm, you are in AR mode by default. You can switch your interface mode

Going Online & Gridlinks by soft-rebooting to choose another available to you—which may call for an action roll
(with I n t e r f a c e ) to avoid complications like harm or being traced.
To I n t e r f a c e with cyberspace, a PC must first go online. To go online, use your comm
To I n t e r f a c e using VR mode, a PC must use a device configuration capable of virtual
and follow the procedure outlined below to choose a gridlink and interface mode. These
interface. The virtual reality kit from the Hacker special items (page 50) includes a set

THE DIGITAL WORLD


services are monitored and maintained by the mega known as the Grid Overwatch Division (or GOD).
Details abou of trodes, the essential equipment for VR. You might also employ the features of a neural
implant to interface with VR.

Choosing a Gridlink When you employ AR (this is assumed unless you state otherwise):

A gridlink might be public, private, or corporate. ‹‹ You gain special awareness of AROs for devices within a few city blocks (typically
‹‹ Public: A PC begins with access to the freely-available connection to cyberspace, through a comm’s screen, but possibly implanted visual sensors in your eyes, glasses
known as the public gridlink. While it is slow and prone to interruption in hot spots and with an AR interface overlay, etc). You might not see the AROs for devices which are
remote locations (quality 0), and these grids are also monitored by GOD, anyone can running silently.
use it.
When you employ VR :
At your option, your comm is set to attempt access to cyberspace through a private or ‹‹ Your senses are replaced with those of a virtual reality—the black expanse of
corporate gridlink. Submit to a security review (see previous page) to gain access to a cyberspace or the simulated environment within a virtual host (see page 143 for details).
faster, more stable connection. See previous page for details. ‹‹ Through your virtual senses, you gain special awareness of icons for devices within a
‹‹ Private: These grids are also monitored by GOD, so it’s basically just a public grid few city blocks. You also gain special awareness of all quantum networks for which you know
with a more reliable connection and fewer, more personalized ad campaigns. If you the cyberspace address—regardless of the distance separating you.
don’t have access, you can take the acquire asset downtime activity to get it, which will
‹‹ Your body is incapacitated until you switch to AR mode or jack out. The transition
provide access for the entire crew for a single operation. The higher tier connections offer
to VR takes a few moments and a safe position is recommended to avoid falling. You may
faster connections (ranging from quality 1 to quality 4).
act virtually, rolling the appropriate action for what your persona does in VR.
‹‹ Corporate: There are ten corporate gridlinks as well—available to and monitored
‹‹ Through sheer force of will, you may choose to gesture or utter a short phrase with
by authenticated personnel only (typically through their corporate SIN or provisional
your physical body despite being in VR—but you mark 1 edge when you do so.
clearance). These connections are worldwide, necessitating an ultra-reliable connection
and security review (quality 4+). ‹‹ If you jack out, you take level 1 harm, “Mild dumpshock.” When you suffer “Mild
dumpshock” harm, you are weakened by stomach aches, muscle stiffness, and aching
extremities.

When you employ hot-sim VR mode, you are in VR with unfiltered sensory throughput—
so the above applies, plus:
‹‹ You get +1 effect level with actions taken in virtual reality.
‹‹ You don’t have the option to mark edge to take action outside the virtual world.
‹‹ If you are forced to jack out, you take level 2 harm, “Dumpshock,” (instead of
level-1 harm). When you suffer “Dumpshock” harm, you are impaired by blistering
migraines and erratic twitching.

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Remote Control & Networking Banking & Credsticks
A network is a method to communicate with devices in the modern age, extending the The exchange of money in the city is facilitated by the megacorporate-funded banking
functionality of a comm (standard item). Remote control is the control of devices using system, its strict protocols concerning documentation, and the monitoring of banking
a network connection—wired or wireless. Unlike the use of your basic comm functions, officials. Transfers of funds may either be documented (requiring authentication first) or
networks rely on other devices and signal transmission to realize their effects. To network undocumented (to maintain the complete anonymity of the payee and recipient).
a device (especially one that is software like an app) is to establish a connection with
potentially unsafe signals and attempt to achieve things—you’ve been warned! A credstick is a banking device which facilitates secure banking transfers using aNFC
technology. The user of a credstick must verify their respective SINs to complete any
Esta blishing a Netw o r k attempted transactions. A series of prompts prevent unintended transactions, then funds
A PC who has marked the laod for their comm has one network, already created (answer transfer occurs with a device (like a configured credstick reader, or another comm) that is
the question below to create it). To establish a new network, a PC must first find another expecting its signal. A Tier I version includes an added thumbprint reader. A Tier II version
comm. A comm might be secured as payoff from a run—perhaps you steal one when includes an added voiceprint reader. A Tier III version includes an added retinal scanner.
your crew takes out a Halloweener. You might also secure another comm as the goal of A Tier IV device includes an added DNA scanner (requiring blood sample).
a long-term project.
A properly documented banking transfer is secure enough to be insured against cybercrime,
Once the comm is found, you may take actions to create the network. Most networks will but also becomes subject to security review by banking authorities at a quality
require a simple action to create, only necessitating an action roll when it is dangerous or commensurate with the n u y e n transferred (see page 138). Bank accounts and credsticks
troublesome to create. have only one credstick authenticated by their account at a time—unless you’re willing to
submit to a review of all SINs involved. This practice is commonplace for jointly-held and
Ac tivating a Netw o r k corporate accounts, but is notoriously prone to random review. There is always someone
scanning for “yuppies” carrying too much money around, whether it be security devices in
To activate a network, take action through slaved devices using the comm that is hosting
the city, a hacker in cyberspace. G-Men and Detectives strive to catch would-be money
them. Most actions taken are simple, though the GM may call for a long-term project
launderers, and are among the first to respond to criminal reports of trafficking money. See
for very complex or far-reaching network connections. Some networks may be partially
Detectives on page 214 for details.
activated during downtime and then fully utilized later by issuing the last command or
interface action. In this case, simply make a note that the network has been “readied” and When you use a credstick or other payment device to authenticate a transfer, the payor
may be unleashed at a later time. authenticates it, then the bank immediately transfers the funds to the device for speedier
transfer later. Then, the device need only verify the transfer to another user’s credstick (or its
Networked devices (including apps) can cause the host device to perform poorly.
networked credstick scanner) to complete a transaction.
When you activate a network, you must have a comm with a minimum quality level as
established by the devices slaved to it. The GM uses magnitude as a guideline for setting
the minimum quality level—it may be higher or lower at their discretion to better describe
the nature of the network. Some devices have special functionality designed to increase
its quality level with regards to networking.
‹‹ When the magnitude of a network equals the Tier of the host device, actions taken
through it suffer reduced effect.
‹‹ When the magnitude of a network exceeds the Tier of the host device by 1, actions
taken through it also suffer -1d and the magnitude can be no higher.

A host device provides valuable protection for all its slaved devices. When devices
are slaved to a host device, they are protected by the countermeasures available to the
host. You might roll your host device’s quality if these measures are ever put to the test,
to see how well they protect a slaved device.

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Cybercrime Hackers & Riggers


To decide when to comply with a given signal, a device responds according to the level A person who interfaces through a cyberdeck or investigates software and programming
of override behind the signal (see above). If you are not authenticated, then you must get is a known as a Hacker. A person who interfaces with drones or fiddles with machinery
authentication first (or take it following the procedure outlined on the right). If you are and circuits is known as a Rigger. The talents of a hacker and rigger are learned—anyone
authenticated, then it uses the control override protocols to handle conflicting signals (see can develop them with enough study and practice; it’s not a matter of being well-off or a
next page). college graduate.
Any PC with a comm can roll I n t e r f a c e to attempt simple interactions with
cyberspace or the icons of devices. The special abilities of the Hacker and Rigger are
Access Logs, Convergence, & required for advanced technological activities. Without the modified system software
found in a cyberdeck or control rig—comm users are helpless against the intrusion

GOD Agents countermeasures employed to safeguard against cybercriminals.

Each public grid has a number of counterhackers assigned to protect it, known as demiGODs. The
grid access logs in the Seattle GOD Penthouse transmit a signal whenever cybercrime is detected on
the public or private grids assigned to them. They may only be detected by those near the signal’s
Finding Icons

CYBERCRIME
transmission, and by GOD agents (called G-Men), whose issued comms are interfaced to the access When you use your comm, the GM will tell you if you spot any icons nearby. If you don’t,
logs. A convergence signal is transmitted to the district where the device may be found, triangulating either because it is further away or running silent, you can gather information (maybe
the source’s geolocation as the minutes go by, getting ever closer to finding the cybercriminal. It’s I n t e r f a c e , R e c o n , or S t u d y ) to attempt to locate one. Finding a virtual host is covered
the responsibility of the G-Men to recover the device and arrest the user for transport to the Municipal in its section (see Virtual Hosts on page 143 for details).
Building, where the device is archived for evidence and the user quietly incarcerated.
You can easily find an icon no matter the distance if you have its cyberspace address.
The word “man” in the nickname is incidental—it’s genderless in colloquial use. GOD Agents wear
Some virtual hosts offer their cyberspace address freely (such as the one for concert venue,
identical thermoplastic masks and voice modulators, and all answer to the same name—”Agent
or the public transit system at an intersection) so users can easily find them. Most do not
Smith” (sometimes in unison). They do this to remain anonymous and because the practice became
(this is called running silent).
a company directive after the once-famous “Agent 99” (rumored to be retired).

When a danger clock for “Convergence” is filled, a demiGOD successfully finds your device. If your
When, having found a cyberspace object, you receive permission to gather information
device is found by a demiGOD, you suffer “serious Biofeedback” (level-3 harm), your comm is forced from it and it cannot refuse you. When your visibility is challenged, you must find it
to jack out (see page 143), and you start a clock “Accosted by G-Men.” again (risking a lost opportunity) or you can no longer find it. Your visibility is challenged
when: there is too much interference (from solid obstacles, deliberate jamming, etc)—you
are too far away (several blocks away is an extreme distance)—its security protocol has
banned you.

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Taking Authentication Control Override
Once you find an icon, you may attempt to take authentication from it using a cyberdeck to Modern electrical and software devices can be controlled by signals in a variety of ways
gain access to it (a standard effect) or take control (a great effect). When your visibility (listed below, from highest override level to lowest):
is challenged, you must re-I n t e r f a c e with it (risking alert) or lose sight of it. Your visibility ‹‹ Signals overriding a device’s functions externally through a rigging interface,
is chalelnged when: You might I n t e r f a c e through a comm modified for hacking (aka known as rigger control.
cyberdeck; see Hacker special items). You can choose to tough it out without a modified ‹‹ Authenticated wireless signals from a networked comm, known as remote control.
comm—however you mark 1 edge when you do so. ‹‹ Hardware signals from physical use of the item (an integrated touchscreen, motion
sensor, or actuated buttons are common), known as manual control.
When, having gained access to an icon, you gain special awareness of all devices in its
‹‹ The automated repetition of pre-programmed signals, known as automated control.
network (if any) and it may not refuse you. When your access is challenged, you must re-
I n t e r f a c e with it (risking being traced) or lose access. Your access is challenged when: If it’s ever needed: Rigger control (in VR, using a control rig, for example) overrides
you extract data from it—intrusion countermeasures act against you—its security protocol remote control. Remote control overrides manual control. And manual control
is alerted. (pressing buttons, turning the steering wheel) overrides automated control.
Once you’ve accessed another comm, you can easily find any devices slaved to it— Most control overrides take just a few moments to execute, though the GM may call for

CYBERCRIME
regardless of distance or interference. Once you’ve accessed a secondary device, you more time for very powerful or far-reaching effects. The quality of your gridlink may come
can easily find its primary device. into question and be the subject of a fortune roll for particularly signal-intensive tasks over
cyberspace (such as streamed signals, the use of encryption, etc.).
Other levels of access require proper credentials which may be Engineered during
downtime if you don’t have them. Use a flashback to reveal that you prepared for this The GM may also tick a progress clock when you override control—to advance the
eventuality. agenda of a corporate faction, or to show the steady approach of a dark outcome that is
When, having gained control of an icon, you receive permission to issue it commands a consequence of the control override. For example, one tick on the “Convergence” clock
and it may not refuse you. When your control is challenged, you must re-I n t e r f a c e with each time you commit a cybercrime.
it (risking being banned) or lose control. Your control is challenged when: you’ve been
traced—you’ve been jacked—a counterhacker acts against you.

Your control lasts until the owner reboots it or a day has passed, whichever happens
Getting “Jacked”
first. When you encounter certain entities, you can have your connection jacked—preventing
you from switching interface modes or jacking out without physical intervention. The
You may easily take rigger control of a device outfitted with a rigging interface you special talents and equipment of the Hacker are required for more advanced activities.
own. You might also Interface through a cyberdeck to gain the authentication needed.

Taking Ownership of Devices


Not to be confused with simply “possessing” or even ”being the purchaser of something,”
the registered owner of a device is also its super-admin for remote control. Normally,
security protocol prevents certain actions from occuring through remote control (such as
formatting the device, taking it offline, giving away ownership, etc.). Preparing a device to
be registered to a new owner is a complex software project (see page 95).

Some devices have special protections against ownership change (such as those
employed by military organizations and law enforcement) which will take even longer
to prepare. As usual, the GM will tell you about any special requirements.

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Countermeasures Virtual Hosts
Complications in cyberspace include having progress blocked by a system ban, an Virtual hosting is a lost art of technomancy whcih supports a quantum network. Unlike
immediate encounter with IC, being counterhacked for important information, losing physical and wireless networks that utilize an Einsteinian understanding of physics, virtual
n u y e n , gaining h e a t , ticks on clocks for broader mounting dangers like being traced, etc.
hosts depend on strange signals and energies to realize their effects. To enter a virtual is
With so many digital threats, its nice to know you have some ways to protect yourself to come into contact with these mysterious signals and machine intelligences and entreat
besides slaving devices through your comm (discussed in further detail previously, on them to do your will. It is a dangerous practice with considerable risk.
page 140).

Finding a Silent Virtual Host


Running Silent A PC with a comm begins with access to all virtual hosts, unless running silently. To access a
By default, devices which are online can easily be found by other comms. However, you new virtual host, you must have its cyberspace address. Your range to the virtual host of a
may run a device silently to prevent its automatic detection, forcing others to find it before quantum network doesn’t matter. An address may be found as payoff from a run—perhaps
potentially interacting with it. The main problem with this is the slower response of a

VIRTUAL HOSTS
you steal an access log when your crew takes hits the Mitsuhama complex in Downtown
device running silent. Seattle. You might also reveal a cyberspace addresss as the goal of a long-term project—by
networking with hacker friends, interfacing with data trails, or some other method you devise.
Finding a D e v ic e R u n n i n g S i l e n t
When you look for icons using a comm, the GM will tell you if you see any nearby (by
default, you see any within a few blocks; see Interface Modes, page 139 for details). If Accessing a Virtual Host
you don’t see one, you can gather information (maybe I n t e r f a c e , R e c o n , or S t u d y ) to Once the cyberspace address is found, you may attempt to Interface to access the virtual
attempt to locate one. host. Accessing a given virtual host may require special preparations or travel to a specific
place. The GM will tell you about any requirements. You might secure a cyberspace
Jacking Out address through a run—perhaps you steal the address for Jackpoint while hacking hacking
the cyberdeck of one of its members. You might also discover a cyberspace address as
Jacking out is your comm going offline.You might also jack out and immediately reconnect.
the goal of a long-term project—by networking with hacker friends, studying cyberspace
This is often called “rebooting” or performing a “soft reset.”
trends, or some other method you devise.
You can voluntarily jack out with a series of simple commands. You might also be forced
If a virtual host is dangerous or troublesome to access, make an action roll (usually
to jack out by a system that has identified you, or a demiGOD that has found your device.
Interface) to see if unpleasant consequences manifest. If a virtual host has an uncertain
Either way, when you jack out, you go offline and all of the following occurs:
connection then a fortune roll should be made to see how well you can enter. If accessing
‹‹ If you were in VR or hot-sim VR, you suffer levels of harm accordingly. See page a virtual host is both dangerous and uncertain, then both rolls may be called for. Each virtual
139 for details. host connection is a unique event, and may not always work the same way each time.
‹‹ Any ticks on danger clocks from its use are cleared (“Convergence,” for example).
‹‹ Any levels of authentication taken from it are lost. Any levels of authentication it
has taken are lost.
Acting Inside a Virtual Host
When you enter a virtual host, your access to cyberspace is suspended until you exit.
‹‹ Any progress clocks for unfinished hacking tasks must be started over. The GM may also tick a progress clock when you enter a virtual host—to advance
the agenda of an emergent power or entity, or to show the steady approach of a dark
outcome that is a consequence of the virtual host’s use.
Virtual experiences in virtual hosts may have strange environmental norms (like heightened
gravity, endlessly rushing rapids, mirrored surfaces everywhere, etc.) according to the nefarious
whims of its digital architect(s). Actions taken use action rolls like their material counterparts
would, given the virtual environment, with the GM judging position and effect as usual.

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V i r t u a l H o s t E x a mp l e
GM: You quickly find it since you have its address. Hot-sim takes over, and
the blackness of cyberspace gives way to a giant virtual plume of red smoke.
As it parts, the ground turns to brownish rock, and you see their cyberspace
temple—a looming pyramid with archaic symbols and golden steps. The step
lead to set of shining doors: the access point. As a pair of giant albatross in the
distance catch your eye, you feel a cold shadow wash over you as one passes
overhead. These are clearly its patrol IC. Luckily they didn’t spot you, but you
know they’ll be watching.

Hacker: Ok, I’m going. Before those birds go by again, I sneak in. I am in VR, and
I am an expert Prowler. I will climb the steps of the pyramid, in order to Access
their host.

VIRTUAL HOSTS
GM: Okay, hot-sim or no?

Hacker: No way. That’s too dangerous here..

GM: So that’s a standard effect you want, which would typically be risky—but due to
their higher tier rating, your effect is reduced by two levels. That means it’s desperate for
you to get a limited effect here. If you mess up, those IC are going to be right on you.
Do you push yourself?

Hacker: Definitely. I mark the edge for that, and roll my three dice. Which.. crap:
My highest was a 3.

GM: Also roll for your cyberdeck. It’s got two dice also since you chose Sleaze
as your “Elite” program.

Hacker: Well that’s something. My best is now a 5.

GM: Well so those albatross descend, claws splayed wide. They are swooping in,
preventing your persona’s entry to the host. They move to strike!

Hacker: Damn, I am resisting that!

GM: Go for it. You can roll your deck’s Firewall program rating to do that.

Hacker: Okay, done. My lowest was a 2.

GM: Mark 2 edge. The IC was heading for you, but your quickly used your
Firewall redirected it. You sure you want to do this?

Hacker: Eh. I’m not so much anymore. But I need to gain access if we are to
rewrite the camera logs at their headquarters.

GM: Very well. Continue. What do you do now? The IC looms nearby, but is on
patrol—and you see the long row of stairs ahead of you..

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Crafting
Once you’ve invented a formula or design, you can craft it by using a downtime activity
(see Crafting, below). No one else can craft this invention unless they learn your design as
a long-term project. If you acquire a formula or design invented by another engineer, you
During downtime, a PC can Engineer with special materials and tools to produce
may learn to craft it by completing a long-term project.
chemicals, build (or modify) items, or create electronics and software. The system
for each method is similar, with different details depending on the nature of the project. Common chemicals (see page 147) and ordinary items don’t require special formulas
or designs to learn. Anyone may attempt to craft them by using commonly available

Inventing instructions.

To invent a formula for a new chemical concoction or the plan for a new item of your
design, you need to S t u d y it as a long-term project. Most new formulas or designs will
require an 8-segment progress clock to invent and learn. The player and the GM answer
Crafting
To craft something, spend one downtime activity to make an E n g i n e e r roll to determine
questions about the invention to define what it will do in play and what is required to
the quality level of the item you produce. The base quality level is equal to your crew’s Tier,
create it (see below). The player records these answers in their notes for future reference.
modified by the result of the roll (see results table, below).
Creation Questions The results are based on your crew’s Tier because it indicates the overall quality of the
(1) GM asks: “What type of creation is it and what does it do?” Player answers. workspace and materials you have access to. If you do the work with the Workshop

CRAFTING
A creation might be simple (woven, carved, mechanical, etc.), chemical, electronic or upgrade for your crew, your effective Tier level is one higher for this roll.
software. If a PC has an appropriate special ability (E l e c t r ici a n , C h e mi s t , P r o g r a mm e r ),
they get bonuses when inventing and crafting certain creation types. If a creation is Cr aftin g Roll
programmed, say what data it expects as input and what output it produces. C r i t ic a l : Quality level is Tier +2.
1d for each Engineer* dot.
If a PC has an appropriate secret art (E n c h a n t e r , R e s o n a t o r ), they gain permission 6: Quality level is Tier +1.
to choose the arcane or emergent type for their creations, subject to additional
+1 quality for Workshop 4/5 : Quality level is equal to Tier.


considerations (see page 188 for details). crew upgrade.
(2) Player asks: “What’s the minimum quality level of this item?” GM answers, with 1-3: Quality level is Tier -1.
the magnitude of the effects the item produces as a guideline. +1 quality per n uyen spent.

(3) GM asks: “What rare, atypical, or adverse aspect of this formula or design has
kept it in obscurity, out of common usage?” Player answers.
The GM sets a minimum quality level that must be achieved to craft the item, based on
(4) Player asks: “What drawbacks does this item have, if any?” GM answers by the magnitude of the effect(s) it produces. The GM uses magnitude as a guideline for
choosing one or more from the drawbacks list, or by saying there are none. setting the quality level—it may be higher or lower at their discretion to better describe
the nature of the project. An item or program may be crafted at higher quality if the player
A PC with the E l e c t r ici a n , C h e mi s t , or P r o g r a mm e r special abilities invents and learns wishes to attempt it.
one special design when they take the ability (they don’t have to take time to learn it).
Likewise, a PC with teh Enchanter or Resonator secret arts invents and learns one special You may spend n u y e n 1-for-1 to increase the final quality level result of your roll (this can
design when they the secret art (they don’t have to take time to learn it). raise quality level beyond Tier +2).

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Modifying an Item
Adding a feature or function to an item is simpler than creating something new. You
don’t need to invent a special formula or plan. Make a crafting roll to modify an item (the
baseline quality of the item that you modify is equal to your Tier, as usual).
‹‹ A simple, useful modification requires Tier +1 quality. A rifle that folds to fit in a
smaller carrying case.
‹‹ A significant modification requires Tier +2 quality. Rifling and sighting of a gun to
shoot more accurately.
‹‹ A chemical, electrical, or software modification requires Tier +3 quality. Pheromones
keyed to attract a specific person and repulse all others. A drone with an antenna array
to generate interference and orphan devices.
‹‹ An arcane or emergent modification requires an appropriate secret art (E n c h a n t e r
or R e s o n a t o r ) and Tier +3 quality. Bullets that can harm a dragon. An electronic that
can repel emergent spirits.

Modified items, like special creations, may have drawbacks.

CRAFTING
Drawbacks
A creation may have one or more drawbacks, specified by the GM.
‹‹ C o mp l e x . You’ll have to create it in multiple stages; the GM will tell you how
many. One downtime activity and crafting roll is needed per stage (all implantable items
must have this drawback).
‹‹ C o n s pic u o u s . This creation doesn’t go unnoticed. Take +1 h e a t if it’s used any
number of times on an operation. A flame thrower. A monofilament chainsaw.
‹‹ C o n s u m a b l e . This creation has a function with a limited number of uses (all
chemicals, alchemicals, and widgets must have this drawback, usually one use).
‹‹ R a r e . This creation requires a rare item or material when it is crafted. Many high
grade and experimental creations have this drawback to indicate the difficulty to get the
requisite materials or parts.
‹‹ U n r e l i a b l e . When you use the item, make a fortune roll (using its quality) to see
how well it performs. Most software devices are this.
‹‹ V o l a t i l e . The item produces a dangerous or troublesome side-effect for the user,
specified by the GM (see examples on the sample creations, next page). A side-effect is
a consequence, and may be resisted.

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Sample Creations O i l s ( c h e mic a l )
Creations are listed with their quality level (by Tier: I-VI), followed by a number of uses ‹‹ Hyperglue (I/3): Fuses two objects together unless dissolved by hypersolvent or
if they’re Consumable (1-3). These creations are well known by engineers in the Sixth enough force is applied. Covers a square meter. A Tier III version is permanent unless
World, and don’t need to be studied before producing them. dissolved by hypersolvent of sufficient quality.
‹‹ Hypersolvent (I/3): A fluid that dissolves hyperglue and is capable of counteracting
Totes spends a downtime activity to craft a batch of Flashbangs. He rolls E n g i n e e r and
comparably-sized chemical reactions. Dissolves a square meter of hyperglue.
gets a 4, meaning quality level equal to his crew Tier, which is II. He spends 1 n u y e n
to bump up his result to a 6 (Tier +1), which is high enough for Flashbangs (III). He ‹‹ Pheromones (I/1): A distillation of hormones. Commonly used by a pheromone
makes two uses of the explosive. secretor. Choose a gender and metatype to which it keyeed. A Tier II version is capable
of affecting either gender.
B o m b s ( e l e c t r ic a l ) ‹‹ Thermite Gel (I/1): A reactive gel designed to be activated by a thermite rod, capable
Drawback: Conspicuous. of boring a hole through metal with ease. Resulting hole will be up to half a meter (roughly
three feet) in depth, and about a decimeter (roughly six inches) in circumference.
‹‹ Anti-vehicle Rocket (IV/1): Punches through vehicle exteriors or barriers before
detonating.
P o i s o n s ( c h e mic a l )
‹‹ EMP Grenade (III/3): A small explosive which releases an electromagnetic pulse,
Drawback: Volatile. “Sickened,” Level 1 harm.
disrupting nearby electronics. Unreliable.

CRAFTING
‹‹ CS-Tear gas (II/1): an airborne that incapacitates by inducing the mucus membranes
‹‹ Flashbang (III/3): produces a bright flash and concussive blast; direct exposure
to burn and overproduce, rapid heartbeat, and shortness of breath.
disorients for a few minutes and causes blindness for about a minute. Unreliable.
‹‹ Falldown (IV/1): an injectable that causes temporary paralysis.
‹‹ Frag Grenade (III/2): A small explosive charge with a short fuse that detonates into metal
shrapnel. ‹‹ Black Pepper (III/1): toxic fumes which cause incapacitating migraines, shortness of
breath, and burning sensations upon contact.
‹‹ Frag Rocket (IV/3): A rocket-propelled explosive that detonates with a blast of sharp
fragments upon collision, perfect for unarmored targets. Fires from a rocket launcher.
S l a p P a t c h e s ( c h e mic a l )
‹‹ High-explosive Rocket (IV/1): rocket designed to hit a wide area with an incendiary
gel detonation that catches flammable things immediately on fire. ‹‹ Antidote Patch (I/4): reduces the harm from a toxin by one level if applied quickly
enough after exposure (varies depending on the poison).
‹‹ Smoke Grenade (II/2): creates a cloud of acrid smoke that’s difficult to see through or breathe.
Stings the eyes for a few minutes after exposure. A Tier III version also grants a reaction boost to ‹‹ Chemslapper (I/5): a “blank” patch, capable of carrying a dose of a chemical or
those exposed. toxin.

‹‹ Everlast (I, chemical): A substance that will greatly extend the user’s stamina and
D r u g s ( c h e mic a l ) sexual performance. Volatile (“Uncontrollable arousal” which lasts a full hour).
Drawback: Volatile. “Intoxicated,” level 1 harm.
‹‹ Stimz (I/3): if applied to someone’s bare skin, their penalties for affected levels of
‹‹ Red-rock (I/1): a tranquilizing narcotic made from poppy. Induces a restful state of harm are one level less severe (though level-4 harm is still fatal). This persists for several
hypnotic trance when ignited and inhaled. hours. A higher-tier version is required to affect more serious levels of harm. Does not affect
‹‹ Powder (I/1): heightens awareness and sociability, Produces a feeling of slight non-physical harm. Volatile. “Stunned,” level-1 harm when it wears off. Repeated use on
euphoria and rampant energy. Comes with a heavy crash. the same subject yields diminishing results and is mildly addictive.

‹‹ Dope (I/1): hallucinogenic which induces a coma-like stupor and visions. ‹‹ Tranquilz (I/3): Affix firmly to someone’s skin to inflict level 1 harm, “Stunned.”
‹‹ Trauma Patch (II/1): Allows an incapacitated subject to act again. A Tier IV version
may delay death for a short time, or (rarely) revive the recently deceased. Unreliable.

Note: Poisons, bombs, and dangerous gadgets are highly illegal in Seattle. When you use the acquire asset downtime activity to get one of these items (rather than crafting
it yourself) you take +2 h e a t (or +1 h e a t instead if they are restricted).

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Sample Apps moments. Stable, bankless, “forever” currency—and highly illegal. G-Men and Detectives
each strive to catch cryptocoin traffickers and and are the first to respond to police reports
of trafficking.
Drawback: Execution of an app requires a comm and counts against the device’s ‹‹ Everlast (I, chemical): A substance that will greatly extend the user’s sexual
network limitations. See page 140 for details. stamina and performance. Can last several hours on a single dose. Volatile. “Aroused,“
‹‹ Descrambler (I): Reconstructs a scrambled signal for restoration. Unreliable. level 1 harm until it wears off.
‹‹ Gyroscopic Harness (II, electrical): A harness that fits over the upper body outfitted
‹‹ Filter (I): Reduces the effects of signal interference.
with a series of gyroscopic actuators, designed to neutralize the accuracy-reducing effects
‹‹ Mirror (II): Deflects cyberspace harm suffered by this device (or by devices hosted of erratic movement (due to heavy recoil, vehicular movement, etc.). Takes a few moments
by it). Unreliable. to attach or remove a weapon from the mount. Takes a few minutes to don this item safely.
‹‹ Locker (II): Prevents a comm you have traced from jacking out, changing interface Includes quick-release switch which takes just a few moments to use.
modes, or rebooting. Unreliable. Only executes on a cyberdeck. ‹‹ Harmonic Resonator (I, electrical): A suction-mounted device which produces
‹‹ Planter (II): Place a data bomb on a file you’ve found (you don’t need access to plant an cascade of focused subsonic pulses that can crack a meter-wide hole in glass to which
it). Unreliable. Only executes on a cyberdeck. it is attached into tiny fragments. A tier-II version will shatter bulletproof glass.

‹‹ Scramble (I): Garbles a text or audio signal you’ve broadcast, unless restored by a ‹‹ Jammer (II, electrical): A tiny device that generates electromagnetic interference
descrambler. A Tier II version also is capable of manipulating trideo signals. Only executes in the immediate area, capable of preventing (“jamming”) wireless communication in the
on a cyberdeck. immediate vicinity.

CRAFTING
‹‹ Knowsoft skillchip (I, electrical): A specialized datachip which grants an array
‹‹ Trace (II): Hacking program that intercepts a signal to track down its source.
of factual knowledge or mastery of a language to the user. Select a type as if it were an
Unreliable. Only executes on a cyberdeck.
expert (see Cohorts for details) or choose a language to which it is keyed (see page 40
‹‹ Trapdoor (I): Hacking program that injects a corruption trap into an encrypted signal. for a list of common languages). A Tier II version grants a a wider array of knowledge
A Tier II version can be set to corrupt the signal when the trap is triggered. Unreliable. (choose a type as if it were a group) or fluency (even a native speaker cannot tell the
Only executes on a cyberdeck. difference). Requires installation in a skilljack (see skilljack, next page).
‹‹ Magbolt Pistol (IV, electrical): A heavy, 10-shot ranged weapon outfited with a
returning amunition system that fires magbolts (reusable, magnetic arrow-like projectiles).
Sample Gadgets Barrels are mounted horizontally on the top and bottom of the weapon’s grip. Fired bolts
return to the weapon’s lower barrel with the pull of a special trigger. Devastating at a dozen
‹‹ Activesoft skillchip (II, electrical): A specialized datachip that grants an array paces (in both directions). Repeated use or collision with metal dulls magbolts. Internal
of physical expertise when loaded. Give it a type as if it were an expert (see Cohorts for power source contains enough energy for a quick murder and (takes a few moments to
details). When an activesoft helps with an action roll, you may roll its quality alongside recharge. Complex.
your action rating. Complex. ‹‹ Magnetron (III/1, electrical): A compact device containing a pair of
‹‹ Anti-gravity Harness (III/1, electrical): Creates neutral buoyancy when worn by superconductors designed to generate a focused magnetic field, bonding two suitably
a person, causing them to float about a meter above the ground for an hour. conductive surfaces together until deactivated.
‹‹ Memory Pulse Emitter (II/1, electrical): A handheld device that emits a series
‹‹ Black Box (II/1, electrical): Small device that piggybacks on a rigger interface,
of pulses designed to erase someone’s memory of the past few minutes through direct
capable of orphaning it for a few moments—long enough to override control. Unreliable.
retinal exposure. Subjects can be looked in the eyes and given a short explanation of what
‹‹ Chromatic paintgun (I/1, electrical): A paintjob in a can for a couple square happened within a few moments after use. They will vividly remember the explanation,
meters of surface area in a variety of colors. A Tier II version also holds special infrared and and if confronted by the voice again, their lost memory may be jogged. Complex.
ultraviolet reactice paints and enough paint for a compact car. Complex. ‹‹ Pheromones (I/2, chemical): A low-grade refill for the pheromone secretor
‹‹ Cryptocoin (I, electrical): A flat, round piece of lead outfited with credstick implant, keyed to a chosen metatype. A Tier II version also targets a particular gender and
technology capable of secreting away 1 nuyen in a few minutes. Mounted yellow LED heritage. Unreliable.
displays loaded funds. A Tier II version is capable of secreting the nuyen away in a few ‹‹ Portable Structure (II, electrical): A box about the size of a closet containing a

148
8
set of walls, floor, roof, and door that the user can activate to deploy a simply-furnished
large room in a few minutes. A Tier IV version is also capable of detecting nearby sensors Sample Special Plans
and runs silently. It’s as big as a closet when in transit, and expands to its full size using
‹‹ Regeneration Tank. A tube large enough for a person’s hand or foot, designed to regrow
an available battery or other power source.
a recently-lost extremity. Complex.
‹‹ Rigger Interface (I/1, electrical): A device designed for remote interface with a
Stage 1: Containment Tank (I): The metal tank to contain the patient’s hand or foot and
drone frame onto which it is installed. A Tier II version also resists attempts to remove it
prevent loss of regrowth serum placed within it. A Tier II version can accomodate an entire
while active. Only one rigger interface may be installed on a device at a given time.
limb.
‹‹ Sensor (I, electrical): A handheld device capable of detecting nearby sensory
data, recording it for real-time streaming or encoding to a file. Choose which one of data Stage 2: Regeneration Manager (I, software): The essential programs for a regeneration
it detects (it may accept up to two): atmospheric—audible sound—magnetic—motion— tank which ensure proper conditions are maintained throughout regeneration.
olfactory—geiger—range—ultrasound—visible light. A Tier II version is larger (usually
requiring a mount), includes three data types, and may accept up to six sensors.
‹‹ Drone. A cybernetic device directed by predictive software algorithms. Drawback: Very
‹‹ Signal Clarifier (II, electrical): A tiny device designed to extend the silent complex, requiring four stages.
communications range of an attached device one-way, ignoring noise and interference
Stage 1: Frame (I): The rigid metal skeleton of the drone.
with ease.
Stage 2: Actuators (I): The inner gears and systems that allow the drone to move.
‹‹ Smartgun System add-on (III, electrical): An array of rangefinding and trajectory
Stage 3: Circuitry (I, software): The integrated circuits and programming responsible for

CRAFTING
assistance hardware installed which gives it potency while a suitably connected user
performs a tricky shot with it (into strong winds, at fast moving targets, with poor visibility, spatial mapping, performing calculations, and interpreting commands.
etc.). The primary component is an image link and supports connectivity with a cybereye Stage 4: Feature (I): A feature built into the drone. See page 58 for details on features.
component (see Sensory Replacements). This factors into effect when facing targeting May have drawbacks.
issues of all kinds when Interfaced through included shades or goggles, a connected data
cable (requires datajack), or wirelessly (requires DNI). Weapons manufacturers sometimes
offer this as an optional internal upgrade (for a fee). ‹‹ Shell Frame. A cybernetic body directed by a living brain. Drawback: Very complex,
‹‹ Synchronous command console (I, ELECTRICAL): A scratch-built communications requiring six stages.
device designed to issue synchronized commands to a small team of nearby drones (scale Stage 1: Inner Chassis (VI): The articulated metal skeleton of the shell.
1: up to 5 s m a l l frame drones, or 2 m e d i u m frame drones). A tier-II version can command
Stage 2: Actuators (VI): The inner gears and systems that allow the shell to move.
a larger team (+1 scale) or has increased (+1 area). Complex.
Stage 3: Sensory Harness (VII): A bunch of cyberware fitted with a special harness appropriate
‹‹ Thermite Rod (II, electrical): A device requiring two hands, designed to aim and
for a brain capsule. These allow the cyborg access to the usual human senses inasmuch as
activate thermite paste to sever and penetrate up to a meter of metal.
that is possible. Requires a rare item: a quantum processor array.
‹‹ Vertigo Emitter (III, electrical): A handheld brainwave transmitter that causes
Stage 4: Brain Capsule (VII, chemical): A soft but secure encasement for the brain,
those in the immediate vicinity to experience nausea and sudden loss of balance.
shaped and biologically engineered for longevity. Requires a rare item: neural recombiner.
Unreliable.
This is a bundle of fiber optics with vat grown smart proteins, and is required to rejoin the
‹‹ Voice Modulator (I, electrical): A handheld device placed on the larynx or throat, brain stem to the cyborg nervous system. Must be keyed to the patient in question.
designed to disguise someone’s voice by altering the pitch, modulation, or harmonics. A
Stage 5: Plating (V or VI): The metal or life-like exterior of the shell.
Tier II version is capable of flawlessly producing sounds from recordings.
Stage 6: Feature (VI): A drone feature built into the frame. See Drones for details. May have
‹‹ White Box (I, electrical): A small box that generates white noise, preventing
drawbacks.
audio surveillance in the immediate vicinity. Redundant in a noisy environment (nightclubs,
shootouts, etc.).

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8

Implants Implant Locations & Specifications


During downtime, a PC can undergo surgery to have bioengineered or cybernetic devices ‹‹ Arms: Part of the arms that exceed human capabilities. Choose one feature:
implanted in their body. The system for each type of implant is similar, with different detachable—telescopic—pneumatic—lifelike. Can be taken up to three times.
details depending on the procedure. Multiple features take up 1 e s s e n c e . Detachable means they can safely detach; you could
even install a modified item, including a weapon, as a separate attachment (mark the

Getting an Implant
l o a d for these extra attachments as usual). Telescopic means they extend and retract.

Pneumatic means they operate with incredible tensile strength. Lifelike means it appears
There are a number of ways to get implants. You might start the game with them, already normal for your metatype, unless inspected closely.
installed, by spending a special item choice to select a new one or add features to an ‹‹ Legs: Part of the leg(s that exceeds human capabilities. Choose a feature: high jump—aquatic
existing one (from the list on the next page). Those who spend special item choices to get rotors—getaway skates—lifelike. Can be taken up to three times. Multiple features take
them later (from advancing their character’s lifestyle, for example) must still find a surgeon up 1 e s s e n c e .
and undergo surgery. See below for details. An implant may also be secured as payoff from ‹‹ Compartments: a mechanical add-on placed around the hip bones of the patient.
a run—perhaps you extract some implants from Igor’s corpse after murdering him. You With a compartment, an item can be stowed beneath a panel out of sight (you can now
might even secure an implant as the goal of a long-term project—by hustling and flowing, carry +1 l o a d ). Can spend a second special item choice to have two compartments (one
engineering using available materials and tools, or some other method you devise. per hip), at which point it takes up 1 e s s e n c e . Cybernetic only.
‹‹ Neural: replaces neural pathways with a set that exceeds human capabilities. Choose

IMPLANTS
Finding a Surgeon two features: skillwires—wired reflexes—direct interface—pheromone secretor—harm
penalty limiter. Can be taken up to three times, each time choosing two more features.
A newly created character with implants already has them installed. When you undergo More than two features takes up 1 e s s e n c e . Wired reflexes is about on par with Adept
a new implantation, a PC must first find a surgeon. If you don’t have a contact or fellow Reflexes in terms of reaction time (rated at Tier, as usual). Pheromone secretor can easily
PC who can provide surgery, you can use the acquire asset downtime activity to gain target the same metatype, but not another metatype without using special pheromone
access to one, who can provide service for one implantation or upgrade (see locations on consumables (found in the Sample Electronics in the previous section). You may take
the right). pheromones as a special item choice if you wish, granting you one dose of the stuff
already keyed accordingly with its quality. During downtime, you automatically refill your

Undergoing Surgery
pheromone supply, so long as you have reasonable access to a supplier or workshop.
‹‹ Senses: replaces sensory organs with a lifelike set that exceeds human capabilities.
Surgery costs a downtime activity for hte recipient, not the surgeon. a downtime activity. Choose two features: anti-flash—anti-bang—low-light vision—thermographic vision—
See next page for explanations about the listed specifications on the right. visual magnification—olfactory database—heartbeat sensor—extraasonic hearing. Can
be taken three times, each time choosing two additional features. More than two features
Then your surgeon rolls (E n g i n e e r for a PC with the P h y s ici a n special ability or the takes up 1 e s s e n c e .
quality level of an NPC) and the result tells us how it went. 1-3: Pay 3 n u y e n or take level ‹‹ Skeleton: replaces bones and ligaments with a reinforced set that exceeds human
of special, “Rejection” harm (the n u y e n spent represents the expenditure of expensive or capabilities. This implant improves your effect level when this implant would help (like
rare implantation materials). 4/5: Pay 2 n u y e n or take level-1, “Post-op pain” harm. 6: when you squeeze through narrow gaps, traverse obstacles, fall a great distance, get hit
Pay 1 n u y e n or take level-1, “Post-op pain” harm. C r i t ic a l : A mostly painless surgery by a vehicle, etc.). Can be taken once. Takes up 1 e s s e n c e .
that went as smooth as possible.
‹‹ Skin: a second skin or integrations to your existing skin that exceeds human capabilities.
Choose a feature: bladeproof—bulletproof—fireproof—chemproof—lifelike. Can be taken
up to three times. Multiple features take up 1 e s s e n c e . While “bulletproof” means what it
After surgery, pay the costs or take the harm accordingly with the information on this page says, the GM may call for a fortune roll if the quality of an implant is called into question.
and the next page before moving on. Details on the lingering effects of “Rejection” special ‹‹ Vital organs: replaces the liver, kidneys, heart and/or lungs with a set that protects
harm can be found in the sidebar on the following page. against harmful substances. Choose two features: inhaled—injected—ingested. Can
spend a second special item choice to have all three features. Multiple features takes up
1 essence.

150
8
Some implants list features. If this is the case, its entry will list a choice of features and
specify how many to select. Using an Implant
Adding a feature or additional function to an implant is possible (see the rules for modifying Some implants (like arms) can jam or become fouled; others (like neural implants) can
equipment). may be upgraded later as modifications, typically requiring another minor experience latency and other side effects. If activation of an implant is troublesome in
surgical procedure to complete the upgrade. Also, you can spend a special item choice on some way, first make an action roll (maybe using E n g i n e e r , F i n e s s e , or I n t e r f a c e )
an implant you already have to obtain the required parts for added features as described to see if unpleasant consequences manifest. The GM will adjust your effect accordingly
in the implant’s entry. when use of an active implant helps (and you’ll still make an action roll as usual). If an
implantation has an uncertain effect then a fortune roll should be made to see how well
The list of features in the entries is not exhaustive. While this tends to make the
it performs. If an implant is both troublesome and uncertain, then both rolls may be called
possibilities seem limitless, some implant feature and type combinations may simply be
for.
incompatible or unsuitable for implantation. If you’re unsure what’s possible, talk to your

Symptoms of Lost Essence


fellow players about it. What sorts of cosmetic implants should be possible? Does having
a direct interface mean you could manage to control additional appendages? What are the
limits of post-humanism? With each implant, you slowly lose whatever makes you, well.. “you.” Are you making up
Some implantations can be partially performed during downtime and then fully realized for some defect (perceived or otherwise)? Are you on a path to complete transformation?
by adding the last component or implantation action. In this case, simply make a note that
Characters start with 8 e s s e n c e . Each implantation
thet implant has been “primed” and may be unleashed at a later time. The pheromone
location (there are 8 in all, listed on the previous page)
secretor, for example.
that contains an implant might be taking up essence. Rejection Harm
Some implants take up l o a d . If this is the case, the entry will say how many and under
A PC’s remaining e s s e n c e limits their access to the mystic The signs of rejection are obvious to a
what circumstances it applies. A prosthesis may be replaced with certain tools, weapons,
feats and secret arts. See the supernatural playbooks medical professional. When you suffer
or gear if they are modify for attachment (see Modifying an Item on page 146 for
(starting on page 158) for details. Also, when have
details). “Rejection” harm, you’re impaired by
lost your 4th point of essence and each time you lose
Some implantations take up e s s e n c e , causing you to lose it forever. When you undergo special harm that takes the form of an
1 e s s e n c e thereafter, add one symptom from the list
implantation, you lose e s s e n c e accordingly with its entry on the previous page. Most below: internal infection and body aches which
implants come in two varieties, cybernetic and bioengineered. The bioengineered version worsen quickly. See Recover on page
‹‹ S i g n a l - r e l i a n t : Jamming devices and EMPs can
of an implant is more expensive (costing two special items instead of one or two), but can 95 for details on healing special harm.
hold you at bay (mark 1 edge to resist the repulsion).
accommodate an additional feature than usual before it takes up e s s e n c e . More about lost
‹‹ S e r v ic e R e q u i r e d : In downtime, you must
essence can be found on the right. Until the offending source (typically an
spend a downtime activity resting in a workshop (or
Surgeries take time to perform. Surgery must be performed in downtime, and the else mark 1 edge).
implant) is removed, do not reduce the
amount of time it takes varies based on the procedure. Adding or swapping out features ‹‹ T w i t c h y : Those who observe you can tell severity of Rejection harm when you
can be done much more quickly (but still cost a downtime activity). Getting your first something is “off” about you. People who interact with recover. When you choose your load for
sensory implant will take at least an hour. Adding thermographic vision to it later might you find your manner unnerving. an operation, reset your healing clock
take just a few minutes. ‹‹ C y b e r p s y c h o t ic : You experience paranoid and increase the severity of "Rejection"
The GM may also tick a progress clock when you undergo implantation—to advance delusion. Verbal conversation is extremely upsetting to harm by one level. may roll to resist this
the agenda of corporate or law enforcement, or to show the steady approach of a dire you. consequence as usual (with B o d y ).
outcome that is a consequence of the surgery. ‹‹ E s s e n c e d e a t h : When your e s s e n c e is zero,
your spirit is destroyed. You must retire your character If “Rejection” harm reaches level 2, the
When you undergo implantation, your surgeon rolls (E n g i n e e r for a PC with the P h y s ici a n (possibly to return later as a cyberzombie; for details on implantation site festers and the pain
special ability, or the quality level of an NPC) to see if unpleasant consequences manfiest. this, see next page). Only add this symptom after all becomes widespread. If this harm reaches
the others. level 3, physical incapacitation occurs—
resulting in the painful expulsion of the
offending implant, if possible (if not, rejection
eventually results in death). You might
administer suppression drug therapy (tier II
asset/dose) to stave off the progression of
"Rejection" harm until the next run, however
this gets expensive quickly.
8
Shell Characters Cybermancy
A shell is a rare and advanced form of neural technology that is designed to let a living A cyberzombie is a spirit bound to a body that is technically dead (from having lost all
brain control an electromechanical frame. A person that undergoes this process retains of its e s s e n c e to implantation), but is animated by the fusion of biotechnology and blood
many useful bits of intelligence but almost none of its free will. ritual (collectively known as cybermancy). Unlike shells that utilize the preservation of
living essence to avoid death, and vessels which are actually dead, cyberzombies depend
A living character may transfer to the Shell playbook, if they manage to complete the on strange occult powers and pseudo-science to realize their effects.
tasks necessary to become one of these entities. Building a shell frame is a complex
electrical and software project. The required procedure to transplant a person’s brain into A character who has suffered e s s e n c e d e a t h (previous page) may transfer to the Shell
the brain capsule of the shell frame is among the most difficult imaginable and is likely to playbook, (keeping some of the implants from their former playbook as frame upgrades) if
render the person braindead (desperate action roll). they manage to complete the tasks necessary to become that entity through a process known
as cybermancy. Preparing a body for cybermancy involves finding, learning, and performing a
The transplant procedure was banned following early clinical trials (it is completely forbidden ritual and is a complex arcane project.
forbidden, adding 2 h e a t as usual for such things). Their data reveals those in this interim
The megacorporations are rumored to use specialized cyberzombies to assist in tracking
state have horrific looping nightmares that cause their psyches significant distress. This is
and murdering their rivals and dealing with individuals infected with the “vampire” virus.
typically the realm of Big Ten-level biochemical or surgical companies operating off the

8: IMPLANTS
books (Tier IV+ asset).

The procedure may only be performed by a PC with the P h y s ici a n special ability or a
surgeon. In a pinch, a PC may mark 1 edge to serve as the surgeon (rolling 0d for the
action). Attempting the process without a cleanroom is a recipe for failure.

During transplant, their brain is detached from all its neural fibers and artificially
sustained in a temperature-controlled, anesthetic suspension. Most of these “brains
in a jar” do not survive the process. Rarely, memories will survive. Thankfully, the
brain of a transplant patient is mostly unaware during the procedure. Instead, the
experience causes an almost complete loss of personality for the subject.

Shells typically lose their connection to magic or technomancy. Some characters may
gain a special trait called Glimmer of Life when they take the playbook, but will find the
lingering effects of transfer the most painful to reconcile.

Shells frames are often fitted with a variety of cutting-edge devices, such as sound
suppression, immunity to EMPs, and other experimental things. Shell frames can also
accept implants if they are cybernetic, but cannot accept bioengineered implants.The
frame itself may be built with enough technical expertise and diligence. For more details
on this process, see Sample Special Plans on page 149.

While your first frame is always medium, they can come in three general frame sizes just
like drones. Small frames are about the size of a house cat. Medium frames are the size of
a metahuman. Large frames are the size of a small vehicle.

For more details on the lingering effects of becoming a Shell, see the following pages.

152
8
Shell
A brain in a jar.
You have become a pale echo of your living self, trapped in a metal body,
and forced into servitude. Is this all that remains of you?

When you play a Shell, you earn karma when you fulfill your functions
despite difficulty or danger, or when you suppress or ignore your

Shell
former human/metahuman qualities.

starting actions Fuel


Your electromechanical body runs on
 interface electricity. Recharge your capacitors by

Playbook:
 connecting to an industrial-grade generator
fi g h t
(this takes one downtime activity). When
you do this, clear 5 power.
When you transfer your character to the
Shell playbook, add all of your other current
action ratings. You may not have an action POWER
rating greater than 4. You lose any dots in Instead of edge, you now mark drain. You
the A s s e n s e or A t t u n e special actions from have 10 drain boxes. Whenever you would
your former playbook. mark edge, mark drain instead.
Shell Traits
You lose all special abilities from your former
playbook except for five (record them as “G host ” in the Shell
veteran advances). You lose all other special Wear You are the last remnant of your essence animating a mechanical body (aka “a brain
abilities. You have 0 e s s e n c e remaining, Instead of t r a u m a , you now track w e a r . in a jar”). You have human-like strength and senses, by default. Your frame has natural
and suffer all but the last symptom of lost You lose any t r a u m a levels you had in armor (this doesn’t count for your l o a d ). Your former metatype feelings, interests, and
essence (see page 151 for details). life. Whenever you would take t r a u m a , connections are only dim memories. You now exist to fulfill your functions. Choose three:
take w e a r instead, and a choose a wear TO GUARD—TO DESTROY—TO DISCOVER—TO ACQUIRE—TO LABOR AT ...that which
You start with the first trait on your Shell
condition from the list. my creator designed.
playbook: ”G h o s t ” i n t h e S h e l l (which
also grants a feature, from those available Choose a frame size (s m a l l , medium, or l a r g e —as a drone), look, and starting feature
to your size of frame). You may also choose (see list on page 143).
one more Shell trait.
You may be rebuilt if severely damaged or destroyed. If your brain capsule is shattered,
you are destroyed utterly. Whenever you would mark edge, take drain instead. Whenever
At your option, if you had t r a u m a from your former playbook, you can choose to take you would take t r a u m a , take w e a r instead.
one w e a r immediately (instead of none) to gain the G l imm e r o f L if e manuever below
As a shell, bioengineered implants don’t serve any function in your frames except
(this does not count as a special ability). If you don’t do this when you first take the Shell
to take up space. Additionally, effects that target emotional states or living essence
playbook, you may never gain it.
have little to no effect on you. Your creator chooses to whom ownership is assigned
‹‹ Glimmer of Life: Choose one of the following benefits: you have +2 drain boxes— (typically themself).
mark 1 drain to gain +1d to a healing treatment roll—you can still A t t u n e or A s s e n s e
(at 1d). You must be e m e r g e n t or a w a k e n e d to select the third benefit.

153
8
Q ua n t u m C o n s c i o usness
Choose an additional frame and its starting feature. You may transfer your consciousness
between your frames at will.
Somehow you are able to control quantum processors innately with your thoughts. What
does this say about the nature of consciousness and trans-humanism?

C o m p a r t m en ts

Shell
Your items are built into your frame and may recess beneath panels out of sight. Your
frame can now carry +2 l o a d .

I n t e g r a t ed
You may I n t e r f a c e with the local grid to control it or something connected to it (including
another shell).

Playbook:
Conduit
You may release some of your stored energy as an electrical shock around you or as a
focused arc of electricity. You may also use this ability to generate a barrier to repel or trap
signals. Mark 1 p o w e r for each level of magnitude.

F ra m e Upg r a d e
Choose an additional drone feature for one of your frames.

154
Chapter 9
Strange Forces

In the fantasy world of Runners in the Shadows, supernatural powers exist—but they are
not innate to people. People are mortal, material, flesh-and-blood creatures, just as the
rest of the natural world. To pursue the mystic feats of the Adept, or the secret arts of the
Magician or Technomancer, people must first harness strange forces in various ways:
‹‹ The empowerment of the body through the perfection of one’s living essence,
known as being a P r a c t i t i o n e r o f t h e W a y .
‹‹ The perception of metaplanar energies through the astral plane, known as being
Awakened.
‹‹ The perception of metaplanar energies through cyberspace, known as being
Emergent.

This is to say, that the fog of mortal disbelief conceals many hidden planes of existence from
most people’s senses, two of which are: the cold, digital realm known as the emergent
The Supernatural
plane, and the harsh, spiritual realm known as the astral plane. By focusing their mind in a
World


certain way through their living essence, a person can learn to perceive partially into either
of these “other worlds” by either assensing or attuning to them (you can’t do both). They It’s said that the end of the Fifth World that woke the great dragons, triggered genetic
do this to sense the echoes of real-world events captured in those realms or to make a expressions in prople and animals, and shattered the Fog of Mortal Disbelief was caused
connection to metaplanar energies (like spirits, for example). by the multimilennial cycles of the Great Mother (Earth) so that mortals could save her
from the eventual invasion by metaplanar horrors. Whatever the truth of it, one thing is
Some people see assensing as a natural evolution—a new metahuman sense that can be certain: when a living body dies, its essence does not disperse as it once did before 2012.
passed down through genetics and is advantageous. However, most people see attunement It can become a free spirit: a spiritual entity composed of electromagnetic vapors which
and technomancy as a malicious act, connecting with unfeeling forces that will inadvertently coalesce as a byproduct of their living essence being dispersed to some metaplane.
destroy the technology that give the corporate elite their control over the masses. There is
always something supernatural ready to prey upon the unwary or power-hungry it seems. It usually takes between one to three days for a spirit to become free of the corpse. It
is then free to wander the world, until it has merged with the astral plane to become
There’s no doubting that the Fifth World will never return. The new age of quantum networkting spirit stuff that is thought to be the source of spirits of man and spirits of beasts. Or it is
and the machinations of powerful artificial intelligence and dragons are now the way of things. subsumed by the elemental planes to merge with those energies that is the source of
Better to understand these strange forces, lest they become your undoing. elementals. The spirit of someone who died while jacked in to cyberspace either becomes
one with the data they once lived and breathed to form a sprite. Or it is assimilated by the
quantum-scale artifical intelligences only to remain as an “echo” in cyberspace.

As the metaplanes continue to align, terrifying horrors grow ever closer to invasion of this
plane. These unruly horrors have been a plague upon the world since time immemorial.
Each of the even-numbered worlds has developed methods for dealing with the metaplanar
invaders that exist, and the Sixth World is no different.

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9
Occult Task Force S pi r i t u a l T e r mi n o l o g y
The arcane summoning pool in the field office of the Occult Task Force ripples and lights ‹‹ A d e p t . A person who wields supernatural energies through mundane action. The
up whenever a potent spirit is conjured inside the city. The waves may only be felt by term “foggie” is a derogatory term used to refer to an adept in certain elitist circles.
the awakened near the site of the summoning, and by the Occult Task Force, whose ‹‹ C y b e r z o m b i e . A dead body animated by a bound spirit.
commlinks are interfaced to the pool. A surveillance drone leaves the field office and flies
‹‹ G h o u l . A living body infected by a lesser strain of the HMHVV. Victims lose
to the district where the spirit may be found, circling ever closer to the conjurer by the
their bodily hair, take on a gray pallor, and gain a scabby hide. Rarely causes loss of
minute. It’s the responsibility of the OTF to recover the summoner and detain them at the
intelligence, but they do tend to be traumatized by their current state.
scene, where they are immediately questioned under duress and truth serum to discover
the truth and use it against you before you can commit any more occult crimes. ‹‹ I n f e c t e d . A person trapped in an body infected by the primary strain of HMHVV

Occult Task Force


(human meta-human vampiric virus).
OTF agents are known for the stylish suits and dark glasses, and are often relocated to
‹‹ M a g ici a n . A person who is able to summon and communicate with free spirits.
head up another sprawl’s investigations. They keep a warding focus as a special defense
against being targeted by magic, and are masters of counterspelling and nullifying arcane ‹‹ P o s s e s s e d . A living body containing two (or more) spirits.
power. ‹‹ F r e e S pi r i t . A spirit without a body, craving life essence and vengeance on its
earthly enemies. Composed of semi-solid electromagnetic vapor. Suffers limited harm
from physical attacks, but is vulnerable to electricity and supernatural powers.
Gongs, Eagles, & Spirit ‹‹ V e s s e l . A living body without a spirit inside. Usually dim-witted and easily

Warriors controlled.
‹‹ W h o l e . A living body with its own spirit. The normal state of affairs.
The arcane murder gongs in the penthouse of Peace Force Tower intone whenever
someone is killed outside the city. They may only be heard by the awakened near the site
of death, and by the Spirit Warriors, whose living essence is assensed to the gongs. An
imperial eagle leaves the roost and flies to the district where the dead may be found,
Spirits & Gremlins
circling ever closer to the corpse by the minute. It’s the responsibility of the Warriors to In Seattle, common parlance calls anything supernatural or disturbing a “spirit.” Free
recover the body and remove it to the power site at the peak of Mount Rainier, where it spirits, shedim, wraiths, conjured spirits, and the works of sorcery are all spirits to the
is incinerated in sacred lava and alchemicals to force departure from the inner metaplanes layperson. Any glitchy device behavior or anomalous signal is a “gremlin” according to
before it can become a free spirit. local superstition, though the term is actually a common misnomer for the activity of free
sprites, compiled sprites, and the works of threading.
Spirit Warriors wear permanent fleshcraft spells and have a secret membership, both to
keep them uncorrupted by political influence, and as an homage to tradition—ancient For tables to generate various sorts of spirits and gremlins, see page 180.
exorcists wore enchanted headdresses made from feathers and bone. The ones who
Each tradition views spirits and gremlins a bit differently. Hermetics tend to view
survived the end of the Fourth World (after the last invasion by metaplanar invaders ended)
them as manifestations of their own supernatural will. Shamans on the other hand
did so by concealing their true names as defense against defiled spirits and the invasion
view the spirits they are calling as fragments of something divine (or the almighty
of otherworldly forces. Some traditionalists still carry on this practice today; a preemptive
Creator itself). So-called new age traditions tend to be a little less extreme in either
move against the inevitable return of the horrors to Earth.
direction: some view spirits as sentient entities no more deserving of worship than
a hellhound, and others approach them as equals rather than slaves or objects of
worship. It was once believed that tradition depended on belief alone, however the
gradual alignment of the metaplanes has given rise to the understanding that belief is
not the only way to the secret arts.

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9
The Supernatural Playbooks Once you’ve successfully gained one of the maneuvers found in the appopriate supernatural
playbook (A w a k e n e d , E m e r g e n t , or P r a c t i t i o n e r o f t h e W a y ), change your playbook
There are three supernatural playbooks. The Magician, Technomancer, and Adept. as described on page 35 (you are “growing into something new”). Before moving on,

The Supernatural Playbooks


be sure to detail your tradition by describing it, and choosing the most fitting method (and
For more details, see the supernatural playbooks (starting on page 158). possibly drawback(s), depending on your choice).
‹‹ A person who practices a mystical way is known as an Adept. To become an
adept, a person must first become a P r a c t i t i o n e r o f t h e W a y .
the Secret Arts
‹‹ A person who practices an arcane tradition is known as a Magician. To become a
magician, a person must first become A w a k e n e d . Secret Arts of M a g ic
‹‹ The control of spiritual entities and free spirits with pseudo-scientific techniques,
‹‹ A person who practices an emergent tradition is known as a Technomancer. To
known respectively as Conjuring.
become a technomancer, a person must first become E m e r g e n t .
‹‹ Formulaic series of gestures, intonations, and concentration designed to entreat
There is a saying in the Sixth World: “Some will awaken. Most will not.” The secret metaplanar energies, known as Sorcery.
arts of the Magician or Technomancer are required for more advanced supernatural
‹‹ The fusion of these disciplines with fields of engineering and chemistry, known as
activities. If you choose any of the above playbooks in character creation, choose
Enchanting.
details which explain your source of power. See below for examples.
‹‹ The detachment of consciousness from body to perceive beyond sight, known as
Changing to a Super na tur a l Pla y b o o k performing Astral Projection.
A character may transfer to the Magician, Technomancer, or Adept playbook later—but
only if they manage to complete the tasks necessary to do so. Each supernatural playbook Secret Arts of Technomancy
found one of those playbooks, gaining the maneuver found in the desired supernatural ‹‹ The control of online devices and sprites with quasi-magical techniques, known as
playbook. While anyone can indeed study the supernatural, keep in mind that it’s neither Compiling.
safe nor easy, and the GM will let you know what you risk by prusing this. You may need ‹‹ Formulaic sequences of virtual gesturing, signal transmission, and concentration
to make action rolls or complete long-term projects to learn the fundamentals of your designed to direct emergent energies, known as casting emergent spells (aka Threading;
methods if your history suggests it. and in some academic circles, Instancing).

As a mortal child’s brain reaches adolescence, their sensory synapses quickly begin to ‹‹ The fusion of these disciplines with fields of software development and electronic
lose the elasticity to easily awaken or emerge. Thus, few awaken or emerge as adults, engineering, known as Resonation.
and fewer still stumble upon such powers by accident. However, the influence of a great ‹‹ The detachment of consciousness from body to interface from beyond cyberspace,
supernatural event or power can overcome the limits of age. known as performing an Emergent Proxy.
This can happen in a variety of ways:
‹‹ Due to early instruction at a young age (the most common method), known as
being “mentored” (some might say forced). Eldest son of devout shamans. Haunted by
victim’s free spirit. Bioengineered Tibeten super soldier. How does your experience with
this tradition express in comparison to your mentor?
‹‹ Exposure to metaplanar energies (like spells) or possession by spirits, known
as being “infused.” Annointing through exposure to Haley’s comet. Baptism with
consecrated water and oils. At what incredibly young age did your senses open?
‹‹ The natural expression of genetic markers due to a powerful supernatural origin
or birth to a weird ancestry, known as being “blooded.” Born to elven nobility. The
meddling of a quantum AI in the human genome. Eastern dracoform.
‹‹ Rumors of other ways exist as well—some claiming to have opened their senses
later in life through hypnotherapy, drug overdose, and even spiritual worship.

157
The Supernatural Playbooks
Becoming a practitioner of the way, awakened, or emergent requires study and
practice of the methods you hope to employ. To create one of these PCs, take the
playbook you want during character creation, following the guidance in your playbook
to detail your supernatural method(s). To take one of these playbooks later, detail it
later when you feel the time is right (details on previous page)
11
Adept
An empowered mystic.
Adepts are practitioners of mystical traditions who wield their body’s living essence.They
may not have the grace of will that the more magically active runners do, but they are
not to be underestimated—the arcane empowerment of their natural talents gives them
surprising versaility and potent expertise in the shadows.

Adept
When you play an Adept, you earn karma when you address a challenge with
athleticism or mystical power. Practice and hone your physical talents to a razor’s edge.
Empower your body’s natural abilities and crush the opposition. As you delve deeper into
your training, you’ll bolster your innate talents and empower them with impossible feats
of prowess made possible by mastery over your body’s essence. You might even dabble
in some arcane powers.

Playbook:
Why did you pursue your Adept abilities? Are you a natural, did you study and
practice on your own, or did you have a trainer? Are you more of an empowered
athlete or dabbler in the arcane arts?

Starting Actions Mystical friends, rivals


 fi n e s s e ‹‹ Spike, a dojo owner. Perhaps an ‹‹ P r a c t i t i o n e r o f t h e W a y : You may roll to resist supernatural consequences
 old teacher, or a rival in the martial arts with B o d y . Choose a mystic method and a number of mystic drawbacks as directed by
prowl
scene? your choice. You receive permission to take the Adept playbook. You may roll to resist
starting builds supernatural consequences using B o d y . You may not gain any features of the Technomancer
‹‹ Rayden, a freerunner. Perhaps
If you want some guidance when you someone you used to parkour with, or an or Magician playbooks (unless granted by M y s t ic W a y ).
assign your action dots and special evasive rival seeking a rematch?
ability/item, use one of these templates. M y s t ic M e t h o d s M y s t ic D r a w b a c k s
‹‹ Links, a collector. Perhaps a source
A t h l e t e . Fight +1, Prowl +1, Wreck +1. of necessary supplies, or someone whose ‹‹ Adept Intuition: When you make ‹‹ Expensive: Your access to mystic
Fraggin’ Adept, Boosted. collections nearly killed you? a resistance roll using Intuition, take +1d. feats and your chosen method costs you 1
Also take one drawback. n u y e n per downtime to keep active.
G u n s l i n g e r . Engineer +1, Hunt +2, ‹‹ Roz, a strange scholar. Perhaps an
Wreck +1. Adept Senses, Reflexes. old teacher, or a brilliant enemy that can
M o n k . Fight +2, , Study +1. Spiritual somehow evade your powers?
‹‹ Adept Body: When you make a ‹‹ Loud: Your mystic feats inflict
Fighter, Autonomic Control. ‹‹ Deadeye, a seer. Perhaps someone
resistance roll using Body, take +1d. Also collateral damage and draw unwanted
W i t c h . Hustle +2, Network +1, Study +2. guiding you to your destiny, or the source
take one drawback. attention. Take +1 h e a t the first time you
Transmorphic, Mystic Way. of troublesome visions?
use a mystic feat on an operation.

‹‹ Adept Willpower: When you make


When you become a student of the Way, you receive permission to study the fundamentals a resistance roll using Willpower, take ‹‹ Taxing: Mark 1 edge each time you
of your chosen method. +1d. Also take one drawback. use a mystic feat.

When you have proven your command over the fundamentals of the method, you become a
practitioner of the way. You gain the following maneuver (this does not count as a special ability):

159
11
Mystic Feats Adept Sen ses
Mark 1 edge to perceive beyond metahuman limits for several minutes. “Hear” heartbeats,
You may take a maximum number of secret arts (in sum) equal to your remaining e s s e n c e sense changes in pressure, see something far away as if it were nearby, etc.
(you start with 8). If you take a secret art when you have already reached your limit,
Auton omic Con tr ol
you must replace one instead. If you ever have more mystic feats than your limit (due
Mark 1 edge to suspend your vital functions harmlessly for several minutes. Slow your
to E s s e n c e loss in play), choose an appropriate number to keep (losing all other mystic
heartbeat to a crawl, lower your body temperate, hold your breath with impunity, etc.

Adept
feats). You can’t take M y s t ic W a y as your first mystic feat.
Sp ir itual Fig hter
F ra g g i n ’ A d ep t You can infuse your hands, melee weapons, or tools with spiritual power. You gain potency
You can push yourself to do one of the following: perform a feat of acrobatics that verges on in combat against spirits. You may choose this ability again to choose an elemental energy
the superhuman—maneuver to confuse your enemies so they mistakenly attack each other. type you wield when you do this (and you may mark 1 edge to use it as a ranged
weapon): fire—ice—electricity—air.
When you push yourself to activate this ability, you still get one of the normal benefits

Playbook:
of pushing yourself (+1d, +1 effect, etc.) if you’re making a roll, in addition to the When you infuse yourself with this power, When you’re infused, you can interact just
special ability. as well with entites on the astral plane as your own, rather than weakly interact.

If you perform an athletic feat (running, tumbling, balance, climbing, etc.) that verges When you wield elemental energy, the GM will describe your effect level and significant
on the superhuman, you might climb a sheer surface that lacks good hand-holds, collateral damage. If you unleash it in combat against an enemy who’s threatening
tumble safely out of a three-story fall, leap a shocking distance, etc. you, you’ll still make an action roll in the fight (maybe F i g h t , H u n t , or W r e c k ).

If you maneuver to confuse your enemies, they attack each other for a moment before
they realize their mistake. The GM might make a fortune roll to see how badly they
Tr an smor phic
You can perform significant alterations to your face or skin color, making you difficult to
harm or interfere with each other.
recognize for several minutes. Mark 1 edge when you transmorph, plus 1 edge for each
B o o sted special feature: the change lasts longer (an hour, a few hours, etc)—complete appearance
change—accompanying voice alteration.
You can push yourself to do one of the following: perform a feat of physical force that
verges on the superhuman—engage a small gang on equal footing in close combat. This ability alters the color of your skin and shape of your face for a few minutes. If you
mark additional edge, you can extend the effects for additional benefits, which may
When you push yourself to activate this ability, you still get one of the normal benefits
improve your position or effect for action rolls, depending on the circumstances, as usual.
of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
When you use this to perform a voice alteration, you can impersonate someone’s
If you perform a feat that verges on the superhuman, you might break a metal weapon
voice, as well as other, less human sounds (rolling H u s t l e ) so long as you’ve become
with your bare hands, tackle a moving vehicle, lift a huge weight, etc.
intimately familiar with them. If you don’t know one well enough, you might undertake
If you engage a small gang on equal footing, you don’t suffer reduced effect due to a long-term project to know it better.
scale against a small gang (up to six people).
M ystic W ay
R e f l ex es You gain the special action of your choice (A s s e n s e or A t t u n e ) rated at 1 dot. Take this
When there’s a question about who acts first, the answer is you (two characters with mystic feat again (up to a number of times equal to your Willpower or Intuition) to
Reflexes act simultaneously). choose a benefit: take another dot in the special action you chose—gain a secret art from
This ability gives you the initiative in most situations. Some specially trained or well- the appropriate supernatural playbook (Magician or Technomancer, respectively).
outfitted NPCs (and some astral entities and dragons) might also have reflexes, but Your method confound the traditional practitioners of the secret arts. Your access
otherwise, you’re always the first to act, and can interrupt anyone else who tries to beat to taking this again is limited by Willpower if you took Assense, or Intuition if you
you to the punch. This ability usually doesn’t negate the need to make an action roll that took Attune. Note: You can’t choose A s t r a l P r o j e c t i o n or E m e r g e n t P r o x y
you would otherwise have to make, but it may improve your position or effect. with this mystic feat, nor can you use it to gain features from both the Magician and
Technomancer playbooks.

160
11
Adept Items
‹‹ Mystic body art: A mystical branding or piercing of the flesh that allows the user
to focus and expand their adept potential. Each piece of mystic body art is uniquely
artistic and painstaking to remove (tattoos, piercings, scarification, etc.). What does yours
look like? What makes it memorable and impressive to see? [0 l o a d ]

Adept
‹‹ Shock gloves: A tailored set of electrified gloves, especially potent against electronic
targets but less effective against physical targets. The electrical charge is enough to stun a
person, but does very little real harm. Several hits might incapacitate a person. [1 l o a d ]
‹‹ Light armor: A set of armor that is lighter and less conspicuous than normal.
[1 l o a d ] Standard armor is 2 load.

Playbook:
‹‹ Mystic blade: A one-handed sword that is effective against astral entities for the
bonded user. When you wield this weapon, your attacks with it can strongly interact with
spirits and astral forms, rather than weakly interact. [1 l o a d ]
‹‹ Fine pair of pistols: A matched pair of light handguns, made for greater accuracy.
Were your pistols made by Colt, the Ares megacorporation, or some other gunsmith?
How do they stand out from the average handgun? [1 l o a d ]

You may have a number of active bonds at a time equal to


your Adept attribute; see page 175 for details.

161
12
Magician
A wielder of arcane power.
The Sixth World is a magical one—overrun by awakened freaks with a thirst
for power or blood, strange monsters of mythical proportions and ability, and

Magician
paracritters borne in times of ancient power. These are the sorts of things which
are best handled using the specialized methods and secret arts of magic.

When you play a Magician, you earn karma when you address a challenge
with knowledge or magical power. Seek out the wondrous and powerful forces
of magic for guidance and bend them to your will. By being willing to face
the trauma from the draining abilities of the Magician, you’ll slowly remove the
mundane parts of yourself, and replace them with power overwhelming.

Playbook:
Why did you pursue your arcane talents? How did you develop your
abilities? Are you a natural, did you study and practice on your own, or
did you have a mentor—living or otherwise?
When you have proven your command over the fundamentals of the method, you become
Starting Actions Strange friends, rivals awakened. You gain the following maneuver (this does not count as a special ability):

 assense* ‹‹ Roz, a free spirit. Perhaps a good


‹‹ A w a k e n e d : You may roll to resist supernatural consequences with W i l l p o w e r .
Choose an arcane method, and a number of drawbacks as directed by your choice. You
 source for targets, or a a former victim
study receive permission to take the Magician playbook. When you roll a desperate A s s e n s e
that escaped from your service?
* a special action (see page 110) ‹‹ Vladimir, a vampire. Perhaps your
action, mark 1 karma on the W i l l p o w e r track. You may take additional action dots in
the Assense action as a W i l l p o w e r advance. You can never become emergent or a
partner in a murderous deal, or a former practitioner of the way.
starting builds lover, now infected and beyond reason?
‹‹ Kalanyr, a dragon. Perhaps your
Arcane Methods Arcane Drawbacks
If you want some guidance when you
assign your action dots and special partner in a dark endeavor, or perhaps the ‹‹ Hermetic: The manipulation of ‹‹ Bright: You take +1 h e a t the first
abilities, use one of these templates. entity that caused your senses to open supernatural energies with practiced time you use arcane power on a run.
abruptly? routines and science. You may roll to resist
T h e C o m b a t M a g e . Fight +2, Wreck +2. supernatural consequences with Intuition.
‹‹ Redstone, a wage mage. Perhaps
Sorcerer, Warded. Also take one drawback.
a knowledgeable magical colleague, or
T h e A r c a n e S c h o l a r . Demand +2, perhaps a former student who left over ‹‹ Shamanic: The guidance of
Engineer +1, Network +1. Astral bad blood? supernatural energies with spiritual
Occultist, Enchanter. ‹‹ Moonriver, a talismonger. Perhaps reverance and unwavering belief. When ‹‹ Expensive: Your access to arcane
a wise mentor or source of rare materials, you make a deal with spiritual entities, power and your chosen method costs you
T h e S e e r . Hustle +1, Recon +2, Study you get +1d. Also take one drawback.
or perhaps a deadly rival? 1 n u y e n per downtime to keep active.
+1. Astral Mind, Astral Projection.
‹‹ New World: You gain the benefits
T h e S u mm o n e r . Demand +1, Recon +2, of both methods above. Also take two
Study +1. Conjure, Iron Will. drawbacks.
‹‹ Denial: You completely deny the
When you become a student in the secret arts of Magic, you receive permission to study benefits and trappings of arcane tradition.
the fundamentals of your method (see right). To what can you attribute your power: ‹‹ Dogmatic: Due to strict application
faith, insanity, or some other delusion? of dogma or fanaticism, you suffer reduced
Take zero drawbacks. effect with regards to elementals.

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12
Secret Arts of Magic W ar ded
You may expend your special armor to resist a supernatural consequence, or to push
An awakened PC may take a maximum number of secret arts (in sum) equal to your yourself when you employ or contend with arcane forces.
remaining e s s e n c e .(you start with 8). If you take a secret art when you have already
When you use this ability, tick the special armor box on your playbook sheet. If you

Magician
reached your limit, you must replace one instead. If you ever have more secret arts than
resist a consequence, this ability negates or reduces its severity. If you use this ability to
your limit (due to e s s e n c e loss in play), choose an appropriate number to keep (losing all
push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but
other secret arts).
you don’t mark 2 edge. Your special armor is restored at the beginning of downtime.
Conjure En chan ter
You can A s s e n s e to force a nearby astral entity to appear before you and obey an order
You know the ancient methods to invent and craft creations with arcane features. You can
you give it. You are never terrified by a astral entity you summon or attempt to conjure
S t u d y a design (or create a new one) to produce a magical focus or alchemical. You begin
(though your allies may be).
with one special design already known.
The GM will tell you if you sense any astral entities nearby. If you don’t have an entity Follow the Inventing procedure with the GM (page 145) to define your first special

Playbook:
in mind, one will still show up (the summoning is automatic, but the command is design.
not). However, failure in that case can also cause a horror to show up (the baseline
force you can summon is equal to the crew’s Tier, as usual). If you want, you can Astr al M in d
gather information (maybe A s s e n s e , R e c o n , or S t u d y ) to attempt to locate one. You’re always aware of astral entities in your presence. You get +1d to gather information
By default, an astral entity wants to satisfy its need for life essence. Elementals are about the arcane by any means.
also mindlessly vengeant towards the living. When you conjure it, you can give it a
general or specific command, but the more general it is (like “Protect me”) the more Astr al Occultist
the spiritual entity will interpret it according to its otherworldly desires. Your control You know the secret ways to N e t w o r k with ancient powers, forgotten mentor spirits, or
over the spiritual entity lasts until the command is fulfilled, or until a day has passed, devils. Once you’ve networked with one, you get +1d to D e m a n d cultists who worship it.
whichever comes first. N e t w o r k i n g with a given entity may require special preparations or travel to a specific
place. The GM will tell you about any requirements. You get the bonus die to your
I ro n W i ll D e m a n d rolls because you can demonstrate a secret knowledge of or influence over
You’re immune to the terror that some supernatural entities inflict on sight. When you the entity when you interact with cultists.
make a resistance roll with, take +1d.
With this ability, the sheer terror that accompanies the sight of dragons and the fury of Astr al Pr ojection
elementals does not affect you. In fact, you do not freeze up or flee when confronted You may project your consciousness into the astral plane to “see” a small room across the
by any kind of supernatural entity or strange arcane event. district as if it were nearby. Mark 2 edge when you project, plus 1 edge for each extra
feature: project furtrher (across the sprawl, across the country, etc)—you can be seen or
S o rc e r e r heard—it lasts longer (a few minutes, an hour, etc.).
You know the secret methods to activate metaplanar energies to cast spells. You can
s t u d y a spell formula to summon a supernatural effect. You begin with two spells already
This ability detaches your consciousness from your physical body for a few moments,
learned (or three, if they are all the same type). leaving your physical body utterly helpless. You cannot see physical forms while
projecting.
Without this special ability, the study and practice of spells leaves you utterly vulnerable
to the metaplanar energies you attempt to harness. These efforts are harmful to your If you mark additional edge, you can extend the effect for additional benefits, which
health and psyche. may improve your position or effect for action rolls, depending on the circumstances,
as usual. Projection for more than an hour may free your spirit, resulting in the death
When you take this secret art, choose your known spells and record them in your of your physical body.
notes for future reference. When you use this ability to cast a spell, choose your
method of summoning the energies and say where you cast it. For more details, see
Sorcery, starting on page 181.

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12
Magician Items
‹‹ Fine sensing focus: An arcane item worn on the head that allows the bonded
user to “see” arcane energies in great detail. Also provides some measure of protection

Magician
against mental effects like possession. Each arcane focus is unique. What does yours look
like? What is magical about its appearance? [1 l o a d ]
‹‹ Banishing charm: A small arcane trinket that spirits prefer to avoid. [0 load]

‹‹ Arcane reagents: A pinch of desecrated grave dirt. Prayer beads and bones. A
smattering of awakened organic material (leaves, feathers, hair, etc.). Which of your
friends or contacts is a source? [1 l o a d ]
‹‹ A paracritter: This critter follows you around and may help you out with your

Playbook:
affairs, on occasion. They function as a cohort (Expert: of a type you choose) and may be
arcane in nature. [0 l o a d ]
‹‹ Fine spell focus: A small arcane talisman that allows the bonded user to wield
spells with exceptional control. Each spell focus is a hand-crafted or unworked natural
item. What is yours made from? [0 l o a d ]

164
13
Technomancer

Technomancer
A wielder of emergent power.
The senses of a technomancer are flooded by the presence of icons everywhere in the city
when their mind emerges to receive its power. It is best to learn the ability to turn them down
before the use of its power, since the emergent energies are those of devices and data trails
in the city. The Technomancer twists the 1’s and 0’s in nearby signals to compile sprites and
mischeivous gremlins anywhere networks are found. Reports of inexplicable cyberspace
outages and other weird phenomena circulate, heightening the suspicion and fear of
technomancy.
When you play a Technomancer, you earn karma when you address a challenge with
knowledge or emergent power. Excise technology from your life and expand your virtual
horizons through your emergent senses. By forcing yourself to face the dangers of your
powers, you’ll assimilate your brain to submerse more completely in the emergent planes of

Playbook:
data and corruption.
You wield a mysterious and feared connection to signals and data through a rare mutation.
Why do you pursue these dangerous powers? Do your abilities tap into the presence of When you have proven your command over the fundamentals of the method, you become
data, or the absence thereof? emergent. You gain the following maneuver (this does not count as a special ability):

‹‹ E m e r g e n t : Choose an emergent method and a number of drawbacks as directed


starting actions Strange friends, rivals by your choice. You receive permission to take the Technomancer playbook. If there is a
‹‹ Layne, a sprite. Perhaps a childhood
 attune* question whether you’re online or not, the answer is yes. You may take additional action
friend who proxied for too long, or perhaps dots in the special action, A t t u n e , as a W i l l p o w e r advance. When you roll a desperate
 study a meddlesome e-ghost that keeps getting A t t u n e action, mark 1 karma on the W i l l p o w e r track. You may roll to resist emergent
in your way? consequences with W i l l p o w e r . You can never become awakened or a practitioner of
* a special action (see page 111) the way.
‹‹ Links, a machinist. Perhaps your
starting builds former partner, or perhaps a runner whose
creations thwart your powers?
Emergent Methods Emergent Drawbacks
If you want some guidance when you
assign your action dots and special ‹‹ Traveller, an artifical intelligence. ‹‹ Dissonant: The control of signals ‹‹ Anomalous: You take +1 heat the
ability/item, use one of these templates. Perhaps the AI responsible for your strange using the spaces between them. You may first time you use emergent power on a
abilities, or perhaps a digital sentinel you roll to resist supernatural consequences run. What is mysterious about the data
T h e A n o m a l y . Demand +1, Fight +2,
evaded many times? with Intuition. Also take one drawback. trails you leave behind?
Interface +1. Skinlink, Emergent
‹‹ Smith, a techno-cultist. Perhaps an ‹‹ Resonant: The control of signals
Occultist.
old friend whose methods intrigue you, or through their emergent content. When
T h e A r c h i t e c t . Engineer +2, Interface perhaps someone who knows too much? ‹‹ Obsolete: Due to an outdated
you control sprites with your powers, you
+2. Widgeteer, Threader. ‹‹ Ultra, an iconographer. Perhaps a understanding of modern devices, you
get +1d. Also take one drawback.
T h e “G h o s t .” Finesse +2, Prowl +2. virtual mentor, or perhaps someone who suffer reduced effect when you use
‹‹ Convergent: You gain the benefits
Editor, Emergent Proxy. stole a special design from you? mundane technology without your
of both methods above. Also take two
powers.
T h e O r a c l e . Hunt +1, Recon +2, Study two drawbacks.
+1. Compile, Emergent Mind.
‹‹ Denial: You completely deny
the benefits and trappings of emergent ‹‹ Tracked: 4-clock, “Accosted by
When you become a student in the secret arts of Technomancy, you receive permission to tradition. To what can you attribute your GOD Agents” 1 tick per use. What crimes
study the fundamentals of your chosen method (see right). power: faith, insanity, or some other could’ve grabbed this feared organization’s
delusion? Take zero drawbacks. lasting attention?

165
13

Technomancer
Secret Arts of Technomancy Skin lin k
You know how to establish a direct connection to a device by grasping it. You gain
potency in virtual combat.
An emergent PC may take a maximum number of secret arts (in sum) equal to your
remaining e s s e n c e (you start with 8). If you take a secret art when you have already Storing data accessed through your emergent powers using equipment is a recipe
reached your limit, you must replace one instead. If you ever have more secret arts than for data corruption. With this secret art, you have no troubles with this, and your
your limit (due to e s s e n c e loss in play), choose an appropriate number to keep (losing all emergent trails are harmful to those you engage in VR. When you use your body
other secret arts). to transmit signals, how you do it? What does it look like in cyberspace when your
powers manifest?
C o m pile
You can A t t u n e with cyberspace to force a nearby emergent entity to appear before W idg eteer
you and obey an order you give it. You are never jacked by an emergent entity that you You know the secret methods to invent and craft a creation with emergent features. You
summon or attempt to compile (though your allies may be). can S t u d y a design (or create a new one) to produce an emergent focus or widget. You

Playbook:
begin with one special design already known.
The GM will tell you if you sense any entities nearby. If you don’t, you can gather
information (maybe A t t u n e , R e c o n , or S t u d y ) to attempt to locate one. By default, Follow the Inventing procedure with the GM (page 145) to define your first special
a n emergentwants to satisfy its need for living emergence and deliver assimilation. design.
When you compile it, you can give it a general or specific command, but the more
general it is (like “Hack for me”) the more the sprite will interpret it according to its Em er g en t Mi n d
own desires. Your control over the sprite lasts until the command is fulfilled, or until You’re always aware of nearby signals and icons. Take +1d whenever you gather
a day has passed, whichever comes first. information about the emergent by any means.

Em er g en t Occultist
T hre a d er You know the secret ways to N e t w o r k with ancient powers, forgotten paragon sprites, or
You know the secret methods to activate metaplanar energies to cast emergent spells
gremlins. Once you’ve interfaced with one, you get +1d to D e m a n d cultists who worship
(threads). You can S t u d y an emergent algorithm to summon an emergent effect. You
it.
begin with three threads already learned.
I n t e r f a ci n g with a given entity may require special preparations or travel to a specific
Without this special ability, the study and practice of threads leaves you utterly
place. The GM will tell you about any requirements. You get the bonus die to your
vulnerable to the metaplanar energies you attempt to harness. These efforts are
D e m a n d rolls because you can demonstrate a secret knowledge of or influence over
harmful to your health and psyche.
the entity when you interact with cultists.
When you take this secret art, choose your known threads and record them in your
notes for future reference. When you use this ability to cast a thread, choose your Em er g en t Pr oxy
method of summoning the energies and say where you cast it. For more details, see You may project your consciousness into cyberspace to perceive in VR as if you are
Sorcery, starting on page 181. somewhere else across the district. Mark 2 edge when you project, plus 1 edge for each
extra feature: further away (across the city, across the region, etc)—your living persona is
Edit o r visible as if originating there—it lasts longer (a few minutes, an hour, etc.).
You may mark your special armor to resist a cyberspace consequence, or to push yourself This ability detaches your consciousness from your physical body for a few moments,
to contend with or employ emergent power. leaving your physical body utterly helpless. You cannot see offline devices while
When you use this ability, tick the special armor box on your playbook sheet. If projecting (so you can’t target them either).
you “resist a consequence” of the appropriate type, you avoid it completely. If you
If you mark additional edge, you can extend the effect for additional benefits, which
use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act
may improve your position or effect for action rolls, depending on the circumstances,
despite severe harm) but you don’t mark 2 edge. Your special armor is restored at the
as usual. Connecting for more than an hour may free your spirit, resulting in the death
beginning of downtime.
of your physical body.

166
13

Technomancer
Technomancer Items
‹‹ Filtering focus: Cloth item worn over the head produced with fine stranded metals
strands that allows the bonded user to see data trails in great detail. Also provides some
measure of protection against cyberspace harm from things like IC. Each filtering focus
produces a subtle, but strange shower of virtual phenomena. What does yours look like?
What makes its icon strange and pseudo-magical to see? [1 l o a d ]
‹‹ Fine fake cyberdeck: A burner commlink that transmits empty signals and is
hidden inside an expertly-crafted case. An excellent cover for your special talents. It’s
very difficult to detect it’s a fake, even if its icon is found. [1 l o a d ]
‹‹ Emergent reagents: A pinch of overheated processor dust. A datastick full of
scrambled data. Emergent signal captures (from a corrupted AI device, virtual host,

Playbook:
etc.). The supernatural signature produced by the use of these will only elude a casual
inspection. What about your data trails make them memorable and cryptic to see?
[1 l o a d ]
‹‹ A technocritter: This critter follows you around and may help you out with your
affairs, on occasion. They function as a cohort (Expert: your choice what type), and may
be emergent in nature. [0 l o a d ]
‹‹ Threading focus: A small emergent item that allows the bonded user to cast
threads. Each threading focus is a high-tech item which shouldn’t function, but somehow
does. How does its icon look otherworldly when you wield it? [1 l o a d ]

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9
Supernatural Evidence Metaplanar Horrors
Supernatural evidence is the residual impact of supernatural effects (arcane or emergent) Some ancient rituals of the forgotten mentor spirits can rend the barrier between the
that can be examined as a way to gather information. Every supernatural effect leaves planes ushering in a strange being of supernatural phenomena which serves the entity.
behind some supernatural evidence. The type of supernatural evidence left behind Horrors such as these rarely resemble any normal living thing—they may appear as a
depends on what created the effect: swarm of stinging insects, a flickering sphere of light, writhing blob of toxic waste, drifting

The Supernatural World


cloud of toxic vapors, or other weird arrangements.
‹‹ A person’s consciousness produces a supernatural aura that provides clues about
their thoughts and feelings. Horrors are intensely powerful and highly resistant to harm. They may only persist in
‹‹ A Magician’s consciousness also produces a metaphysically “tangible” supernatural this world for a short time, however. Their extradimensional nature cannot sustain their
form, which is brighter and offers more detail about the source than aura alone. A existence for long outside their native plane and they inevitably wither into sludge or soot
Technomancer’s consciousness also produces a virtually tangible supernatural form, in the span of a few hours or days.
which is anomalous and coursing with strange signals.
Free spirits, shedim, and summoned horrors can be terrifying to behold. They cause most
‹‹ Some things always produce a supernatural consciousness as a matter of course: people who see them to freeze up or flee. PCs may resist these effects. See page 12.
supernatural entities (like free spirits, sprites, etc.), an activated focus, you when you
take action with your supernatural senses—so be careful about when and where you use
them.
‹‹ A recently active supernatural force leaves a streak of supernatural energy linking
the origination point and its target—both of which bear the supernatural signature of
the source. This metaphysical “fingerprint” fades over the course of a few hours, making
it essential to keep such forces quiet while on a run. Unlike a fingerprint though, the
signature quickly fades away after a few hours. Nonetheless, this can be tracked by a
skilled observer, and may earn the attentions of authorities which track supernatural
crimes (such as GOD and the Occult Task Force).
‹‹ A person’s online devices always create data trails that provide clues about recent
signal tranmissions. A Technomancer’s consciousness is always online, so it produces an
icon in cyberspace that provides clues about their strange abilitiies, due to its anomalous
nature.

The special actions (A t t u n e and A s s e n s e ) are well-suited to gather information from


supernatural evidence. For instance:
‹‹ You might A t t u n e to nearby data trails to find out: Have any devices recently
come online? How can I find the host device that’s protecting them? How sophisticated
are they?
‹‹ You might A s s e n s e to examine arcane energies to find out: Have any new
elementals been here? How can I find the power site that’s calling to them? How
powerful are they?

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9
Draconic Powers
Biological Immortality: A dragon’s chance of mortality does not increase as they get older.
They can recover from nearly any disease or injury given enough time (even completely
regenerating a lost limb in a manner of years).

Dragonspeech: Dragons speak the ancient tongue of sorcery, which can be delivered

The Supernatural World


telepathically to a conscious person’s mind. A dragon may also speak arcane effects into
existence according to the power level of the dragon (the Magician’s Sorcery ability is a
lesser form of this power).

Dual-natured: Dragons have a material form and an astral form, and direct access to astral
space (the Magician’s Astral Projection abiltiy is a lesser form of this power).
Dragons Energy Weapon: A dragon may deliver a devastating elemental attack. For example,
Some scholars of the supernatural believe that dragons are the first beings, brought into some can “breathe” gouts of flame, “spew” corrosive bile and saliva, etc. What actually
existence during the metaphysical “birth” of the First World, as the primal forces of the happens though is activation of their innate supernatural energy—which may be delivered
universe infused the Great Mother with living energy. Each dragon is thus connected to through a physical attack with potency against the supernatural, a wide cone as a ranged
the planet according to the region of the world where its metaphysical “birth” took place. weapon (or a focused stream that reaches further).
There are dragons of the East, West, North, and South.
Enhanced Perception: Wide-band hearing, switchable low-light and thermographic
Dragons are enormous, magical reptilian creatures straight out of the myths and legends vision, and a heightened sense of smell.
of humankind. They are intelligent, devious, and immune to the natural effects of aging.
These unique traits afford them the opportunity to make elaborate plans with multiple Flight: A dragon is capable of flight may do so very quickly (4d). Some use wings in
contingency options and to take the (very) long view on just about any subject. Most conjunction with an unconscious form of supernatural levitation to achieve this.
dragons are solitary creatures who avoid unnecessary contact with the “slave races,” as
Mystic Armor: A dragon has scales, feathers, or a thick hide capable of ignoring bullets
they call them. They are extraordinarily vile in reputation. “Take the dragon’s deal,” people
and chemicals. A dragon also has special armor, and may expend it to resist supernatural
say, when they know something is too good to be true. Many dragons, though, have been
effects or boost its effectiveness when contending with or employing supernatural power.
taking more public roles in the Sixth World in recent years. This may or may not work out
well for metahumanity. Supernatural speed & strength: Dragons possess titanic strength—able to rend metal
with their bare hands, shatter stone, etc. They are also extremely quick, able to outpace
What we know about dragons is limited but has grown substantially over the years. Those
most cars.
things that we do know come mostly from interviews conducted with the the former
president of the UCAS, a great dragon whose sacrifice prevented the arrival of horrors Some dragons also possess one or more of the following:
in the material plane about twenty years ago. More information came in a few years
after that, when Central American megas executed a feathered serpent and released the Dread: Merely seeing this dragon paralyzes onlookers in supernatural awe.
autopsy results on cyberspace.
Remote Viewing: A dragon may use their astral affinity to achieve clairvoyance. For
Dragons come in several known varieties—western dragons (similar to those described example, a dragon could gaze into a foci’s astral form and see the aura of the bonded user.
in European fables), eastern dragons (similiar to those talked about in Asian folklore), The greater the distance, the more powerful the dragon must be.
feathered serpents (revered in Central American legend), and sea dragons (feared in
Telepathy: Can deliver thoughts between its mind and another conscious mind.
Nordic myth). Because of their unique natures, dragons tend to surpass all but the most
potent mortals in every respect. Dragons have exhibited certain powers which seem to Maturation: Some dragons achieve maturation, a state of metaphysical graduation which
be common to all varieties of their kind. Additionally, some have exhibited further powers opens their full draconic potential. Signs of maturation include an increase in supernatural
that are not universal to dragons. All dragons are capable and powerful users of astral proficiency (the Magician’s Initiation is a lesser form of this power) and physical size.
power, practitioners of a magical tradition that predates metahumanity.

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9
The Infected Free Spirit Characters
When the primary strain of the vampire virus bonds with a living body, it becomes When your character dies, you may transfer to the Free Spirit playbook (see next page), if
infected—a blood-sucking creature. This can happen if an infected feeds on a victim for you wish. It’s assumed that your body is not incinerated in volcanic fire before your spirit
too long, thereby destroying its original spirit, or when someone is prepared for this is able to work free of the corpse. If the group thinks it would be fun, they can take on the
purpose through biological engineering. protection of your corpse as a mission, keeping it away from the Spirit Warriors and the

T he Supernatural World
peak of Mount Rainier until your spirit emerges. Otherwise, you can skip over that period
Scholars of the arcane say that vampiric infection breaks the chain of being. Over time, an and simply become a Free Spirit.
infected’s spirit essence diffuses fully into the body, giving it physical immortality while at the
same time destroying its supernatural presence in the astral plane. Early detection combined Add all of your current action ratings to the ratings on the Free Spirit playbook. You may
with painful chemical treatment are the only known means of recovery for an infected. not have an action rating greater than 4.

Infected are terrifying because of`their abilities, but not all are corrupted beyond reason; You keep any of the following secret arts from your former playbook: A s t r a l M i n d ,
some choose to contain their unearthly hungers, while others give in fully to them. Those A s t r a l O cc u l t i s t , A s t r a l P r o j e c t i o n . and S o r c e r e r . You lose all other special
with fewer t r a u m a experience a more dramatic loss of self during their change. abilities and secret arts. You start with the first trait on your Free Spirit playbook: S pi r i t
F o r m . You may also choose one more trait. (Free Spirits may not choose P o s s e s s as a
Most people grow fearful when they know an infected is nearby. When the Occult Task starting trait.) Note: The traits on the Free Spirit playbook are not special abilities, and
Force does discover one, they take great pains to destroy it in secret so as not to disturb the cannot be taken by characters with living bodies by using a veteran advance.
peace. They know that the infected are highly allergic to wood and are burnt by sunlight.
Occult Task Force agents capture and destroy an infected person by disintegration through Your vice is replaced with a need: life essence. Free spirits must possess people in order
prolonged exposure to the rays of the sun or piercing its unearthly heart with a wooden to satisfy this need (which you can’t do at first—you have to advance to earn that ability).
stake.
Preparing a vessel body for possession is a complex chemical project.
An infected sustains its energy by feeding on life essence from a living being through the
consumption of its blood. Each infected that feeds leaves a distinct supernatural signature on A Free Spirit character may transfer to a Shell or Infected playbook, if someone they’ve
its victim afterwards. An infected can easily detect these signs in order to locate their victims possessed manages to complete the tasks necessary to become one of those entities. If
again for feeding, or to take care to avoid feeding on the chosen prey of another infected. you’d like to begin the game as a free spirit (or infected or shell), rather than first playing as
a living character, talk to your game group about the idea and see what they think. If you
For more details about what you become, see the Infected playbook, page 173. have their agreement, then go for it! Some words of caution before you go ahead and do
it though: it makes the game much weirder from the outset, and the game will naturally
An infected person that isn’t human becomes a vampiric variant: a banshee (if elf), tend toward the supernatural as main fictional elements.
goblin (if ork), wendigo (if dwarf), or dzoo-noo-qua (if troll). An infected PC may keep
some of their metatype traits after infection.

170
10
Free Spirit
An echo of life between two worlds.
A free spirit like you is an anomaly in the astral plane, sought out as a
mentor by shamans and a servant by conjurers. You’ve probably seen or been

Free Spirit
beyond the material plane, but something undying burns within you—and
now you can’t leave. Not yet.
When you play a Free Spirit, you earn karma when you exact vengeance upon
those you deem deserving, express your outrage or suffering, or settle scores
from your background or heritage. Playing the Free Spirit means roaming the
planet being a terror until you get tired of it. It’s up to you to decide why you stay,
but the things you have in mind will be done.

Playbook:
What keeps you from moving on from the material world? Are you a
phantasm held close by the magic that you once practiced in life?

starting actions Need


 You have an intense need: living essence.
assense
To satisfy this need, possess a living victim
 hunt and consume their essence (this may be a

 prowl
downtime action). When you do so, clear
half your drain (round down).
Free Spirit Traits
When you transfer your character
Spir it For m
to the Free Spirit playbook, add all When you become a free spirit, you get this trait for free. You are now a concentration
of your current action ratings to the Drain & Haunt of vaporous essence that resembles your living body and clothes. You may weakly
ratings on the Free Spirit playbook. Instead of edge, you now mark drain. You have 9 drain interact with the physical world and vice versa. You’re vulnerable to astral powers and
So if you had 1 P r o w l before death, boxes and can take 4 t o r m e n t before being consumed electromagnetic effects. You move about by floating and may fly swiftly without tiring. You
then you would have 2 P r o w l as by the shadows. Whenever you would mark edge, may slowly flow through small openings as a vapor. You chill the area around you and
mark d r a i n instead. are terrifying for the living to behold. You are affected by banishing charms, mana spells,
a fresh spirit (1 from before, and +1
from this playbook). You lose any dots and the C o n j u r e of a Magician (you may make a resistance roll to overcome their effect).
Your haunt is a physical location to which you are
in A t t u n e from your former playbook. Whenever you would mark edge, mark drain instead. When you would take t r a u m a ,
most tied to spiritually; the site of your death or
take t o r m e n t instead.
somewhere you knew intimately in life. Describe it,
You keep only the following secret arts
from your former playbook: A s t r a l
marking the specific details in your notes for future Diss ipate
reference. Why this place? You may strongly interact
P r o j e c t i o n , S o r c e r e r , or A s t r a l You can disperse the concentrated energy of your astral form in order to pass
with the physical world for a few hours (long enough
M i n d . You lose all other maneuvers, for downtime) while close to your haunt by marking through solid objects for a moment. Mark 1 drain when you dissipate, plus
special abilities, mystic feats, and secret 2 drain. 1 essence for each feature: It lasts longer (a minute—an hour—a day)—you
arts. You may take any of the secret arts also become invisible—anything that passes through your spirit form becomes
listed above as a veteran advance. engulfed by a sorcerous energy type you wield (fire, ice, lightning, or wind).
Torment
Instead of t r a u m a , you now track t o r m e n t . If only a Man ifest
You start with the first trait on your
little of your physical essence remained intact (either Mark 1 drain to solidify your vaporous essence for a few minutes or flow through
Free Spirit playbook: S pi r i t F o r m .
due to augmentation or near destruction), keep 1 the astral pathways to answer the summoning call of a Magician’s C o n j u r e
You may choose one other free spirit t r a u m a (if you had one).You lose all other t r a u m a . (solidifying there if the binding demands it).
trait. (You may not choose P o s s e s s as When you would take t r a u m a , take torment instead,
a starting trait.) and choose a torment descriptor from the list.

171
10
S p e c ter
Mark 1 d r a i n to strongly interact with the physical world for a few moments (as
if you had a normal body). Extend the reach and magnitude of your interaction to

Free Spirit
include telekinetic or elemental force by marking more drain (2-6).

Ch a i n ed
When you are nearby your haunt, you can strongly interact with the physical world and
vice-versa. You can mark 1 drain to perform downtime activities within your haunt. Why
this place? If you suffer lethal harm while outside your haunt, you aren’t destroyed; instead,
your spirit is banished to your haunt and you suffer level-3 harm until you can recover. If
you suffer arcane harm while in this state, you are destroyed utterly.
When you suffer “fatal” harm and are incapacitated, you can push yourself in order to
take action and satisfy your need. If you’re also maxed out on edge, then you can take

Playbook:
no actions, and must rely on someone else to feed you.

It is well-known that a chained spirit will eventually be banished back to its haunt
Moving your haunt is a complex spiritual project.

P o ss ess
You may A s s e n s e to take control of a living body. When your control is challenged, you
must re-Assense (risking harm) or leave the body. Your control is challenged when: you
consume essence from the host—when supernatural powers act against you—when the
host’s will is driven to desperation. You may easily and indefinitely possess a vessel which
has been ritually prepared for you (change your playbook).

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11
Infected
A spirit trapped in an infected body
Vampires, banshees, and their bloodsucking ilk are all members of a cursed subset of
metahumanity—the “infected.” The metaphysical death and subsequent reanimation of
the body by the human-metahuman vampire virus (HMHVV) tragically destroys the mind

Infected
and irrevocably changes the physiology as well, leaving little of the former self after the
change. Many infected consider people to be nothing more than “walking blood bags”
and pawns in their musings and schemes, while others find less disparaging ways of
thinging about their mortal counterparts.
When you play the Infected, you earn karma when you displayed your superiority,
or spread the infection without mercy. You transcend the mortal world. Your concerns
and needs eclipse all others.

Playbook:
To what immortal goal shall you commit yourself?

Feeding
You now have one vice: life essence, consumed from a living person. Use a downtime activity to
hunt prey and indulge your vice. Also, when you feed, mark 4 ticks on your healing clock. This is
the only way you can heal. How do you feed? What is unique about the astral signature you leave
on your victims?

Starting Actions Symptoms Infected Traits


 assense Whenever you gain a new Infected trait (not
including your first one, I n f e c t e e ), add a
In fectee
 demand You are a person whose spirit is trapped in an infected body. Your t r a u m a is maxed
symptom:
 fi g h t out. Choose four traumas to reflect your vampiric nature. You are now immune to the
Dark Necessities: In downtime, you must effects of aging and cannot die from old age. Exposure to sunlight quickly causes you to
 fi n e s s e spend one activity resting in a dark, silent place become fatigued. If you suffer fatal harm or t r a u m a , you don’t die, but your infected will
 hunt (or else suffer 3 edge). Your skin pales and the is overwhelmed. You take level 3 harm, “Incapacitated” until you feed enough to recover.
rays of the sun can set your flesh ablaze with
 hustle If you suffer harm from a wooden stake or the rays of the sun while in this state, you are
supernatural flames.
destroyed utterly. Your karma tracks are longer (you now advance more slowly). You have
When you transfer your character to the Infected
playbook, add all of your current action ratings Becoming: Your body is less buoyant, making 12 edge boxes instead of 9.
to the ratings on the Infected playbook. You it harder to swim or stay afloat. You may no
You are infectious, and those who suffer harm from your bite attack are doomed to
may not have an action rating greater than 4. longer indulge to heal harm from the rays of the
become ghouls without expensive chemotherapy (deal severe harm with your bite
sun (you may heal it using the normal methods
You keep any secret arts of Magic from your
attack to assure their fate, or turn them into full-blown infectees—your choice).
though).
previous playbook: A s t r a l P r o j e c t i o n ,
E n c h a n t e r , S o r c e r e r , etc. You lose all other Digestive Shutdown: You may only consume When you suffer “fatal” harm and are incapacitated, you can push yourself in order to
maneuvers, special abilities, mystic feats, and metahuman blood without getting sick, and take action and feed. If your last edge is also marked, then you can take no actions, and
secret arts. You may also take any of the secret experience nausea if you consume anything must rely on an ally or servant to feed you.
arts of Magic as veteran advances. else. Alcohol is extremely poisonous to you.

You start with the first trait on your Infected Decaying: Those who get near you catch the Ter r ible Power
playbook: I n f e c t e e . You may also choose one unmistakable odor of decay; those who observe Mark 1 edge to perform a feat of superhuman strength or speed (run faster than a car,
other Infected trait. your astral resonance find a vacuous hole where break stone with bare hands, leap onto the roof of a building, etc.). This factors into effect.
your living essence should be.
You keep any electrical implants rated at quality
4+ from previous installations. You suffer a Terminal: Your spirit must remain in this body,
level of “Rejection” harm if your body contains or be destroyed.
any other implants. See page 151 for details.
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11
He i g h ten ed S en ses
Mark 1 edge to sense beyond human limits. “Hear” a subject’s true thoughts or feelings,
see thermographically, sense the presence of invisible things, intuit the location of a
hidden object, etc.

Infected
ASt r a l V o i d
You are invisible to spiritual entities and may not be harmed by them. Mark 2 edge to
cause living things to avert their gaze and fail to observe you for a few moments.
Spiritual entities effectively have zero effect against you. Particularly powerful entities
or spiritual entities ritually prepared for the purpose may be able to counter this ability
to some extent. When you cause living things to avert their gaze and fail to notice
you, the power will cease if you take any sudden or violent action to draw their
attention again.

Playbook:
B e y o n d M eta h u m a n
Choose I n t u i t i o n , B o d y , or W i l l p o w e r . Your max rating for actions under that attribute
becomes 5. When you take this ability, add +1d to resistance rolls with this attribute.

Mis t F o r m
You can shift into slow-moving mist for about a minute. While you remain in this form,
you can only be harmed by supernatural means. Mark 1 edge when you shift, plus 1 edge
per special feature: you can strongly interact with the physical world—you float at normal
speed—you are invisible.
When you take mist form, you transform quickly - but once in mist form you move
more slowly than usual (roughly walking speed). This gives you about a minute;
enough time to slip away or get into position to take out your enemies. With a
greater investment of edge, you can achieve more dramatic mist-based maneuvers.

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The Metaplanes Supernatural Limits
Beyond the material plane lie additional planes of supernatural existence beyond the Until you have created a lodge (see right for details), you can have a number of active
reaches of mortal understanding, known as the metaplanes. The “nearest” of these are supernatural bonds (in sum) equal to your rating in Assense or Attune. The following
the astral plane and cyberspace, already aligning to the material plane. Beyond this lie bonds count against your limit:
the inner metaplanes forgotten mentors and other entities of metaplanar origin (such as ‹‹ bound spiritual entities (see page 179 for details)
horrors). reside on a metaplane of their own design, granting them supernatural insights, ‹‹ bound foci (see page 188 for details)
metaplanar senses, and enabling their complete ignorance of mortal affairs. Horrors and ‹‹ sustained spells (see Sorcery, page 181)
other spirits find sanctuary here, lying in wait for the eventual realignment of the Great
Mother with the metaplanes permitting an invasion of the material plane. If you have reached your limit already, when you activate another you must choose one of
the following: displace one of your bonds—your vice is replaced by “essence” after the
The diagram below crudely illustrates the supernatural cosmology of the planes and the run (see below). If you displace one, the entity or effect is also dismissed (passing through
metaphysical “distances” involved. the Thresholds, becoming abruptly inert, or returning to its native plane).

The Metaplanes
Vice: “Essence”
As your taste of these otherwordly energies turns into a chug, the sweet “stink” of it
permeates your perspiration. Your breath is perceptibly “hot” with this power too—
each one an exhilirating burst of perceived youth and vitality.

When you sustain too many supernatural bonds at once, you get a taste of the raw
power sustaining them. It is delicious and empowering—said to be like a hot rush of
novacoke, but thousands of magnitude better. You might consider stopping, but you
honestly can’t get enough.

When your vice is replaced with “essence” you have one vice: essence, consumed from a
sufficient source. Use a downtime activity to Hunt sources and indulge your vice. Essence-
addicted characters may consume essence from reagents or suspend the effects of foci
in order to satisfy this vice (which you can’t do at first—you have to advance to earn the
Enchanter or ability). This is the only way you can clear edge. What does this look like?
The Cycles of the supernatural embodiment of Earth known in ancient tradition as the What is strange about the supernatural signature left behind?
Great Mother are numbered, marked by the metaphysical “alignment” of the material
plane with cyberspace, astral space, and the metaplanes. The odd-numbered worlds To change your vice back, dismiss supernatural bonds so you no longer exceed your
are eras of planar misalignment, widely regarded as periods of supernatural hibernation. limit (see above) and ignore your vice for a downtime phase. To change your vice from
During the Fifth World, for example, spirits dissipated quickly after the body’s death to “essence” to a new vice is a complex personal project.
their respective planes, supernatural powers could not reach the material plane, and no
one’s senses had any hope of awakening or emerging.

The opposite is true when the planes reach their approaching pinnacle of alignment—the
even-numbered worlds (like the current one) are said to be most “awake” during this
time—as side effects of this alignment, planar “bridges” will be permitted to manifest
in our world, allowing horrors to run rampant and wage war upon the inhabitants of
Earth. The possibilities were made real when Aztech blood mages managed to create
a temporary bridge, ushering in a variety of terrifying monstrosities before it was finally
destroyed by arcane ritual.

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Power Sites Lodges
As the alignment of the metaplanes approaches, their influence on Earth rises and forms A lodge is a location whose energies benefit a particular method of supernatural practice—a
lines of power. When lines of power intersect they create a geographical location with lesser kind of power site, created by a trained practitioner of the secret arts. Unlike modern
strange supernatural properties, known as a power site. Power sites come in two general supernatural practices, activating lodges depends on metaplanar energies and entities to
types: arcane and emergent. These can be further subdivided according to the supernatural realize their effects. To activate a lodge is to come into contact with otherworldly forces
methods they promote (shamanic, dissonant, etc.). and entreat them to do your will. It is a practice wrought with considerable risk.

Energies of a given type either flood the power site (typically granting bonus effect for C h o o s i n g a Lo d ge S i t e
users) or vacate it (causing all users of it to suffer less effect). The magnitude of a power
To create a permanent lodge, a PC must first find a site. A crew begins with one site,
site determines the range of its effect in optimal conditions (no impeding obstacles,
already cleansed (their safehouse, described during crew creation). A crew may gain
barriers, interferent aspects, etc). All the truly powerful sites are supposedly controlled by
additional sites with the add site crew upgrade.
the true powers in the city: factions tier V, and above.

Strange Forces
When a site is seized as part of a claim, you might need to cleanse it to remove any
conflicting metaplanar energies before it can be dedicated to a lodge. A site may be
cleansed as payoff from a run—perhaps you banish the negative spirits in Renton district
when you murder Jackie Lantern. You might cleanse a site as the goal of a long-term
project—by studying ancient rites, wrecking an area with reagents, or some other method
you devise.

C re a t i n g a Lo d ge
Once the site of a lodge is found and cleansed, you may undertake a long-term project
to dedicate a site to a particular supernatural method (ruining it for all others), then create
it using the process below. Most lodges will require an 8-segment progress clock to
complete. If you don’t have a suitable site for a permanent lodge, you may acquire
a temporary one that lasts for one
downtime activity or run.

The arcane or emergent method to a rc a n e l o d ge


which the lodge is dedicated is the same
practiced by the PC who created it (and d e s c ri p t o rs
determines what it will cost to activate warm, dim, smoky, grimy, stones,
it). The player describes the lodge’s wood chips, leaves, books, bubbling
appearance, especially the look and feel vials, moistened clay, animal skins,
of the activation area in the center (see bones, or teeth.
right for some example descriptors).
e m e rge n t l o d ge
d e s c ri p t o rs
cool, dry, flickering, buzzing LEDs,
cluttered, throwback electronics,
corrupted datachips, disconnected
panels, dead channels or wiring.

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Usi ng a Lodge The activation cost to activate a lodge is reduced by taking your time. Use the duration
examples on the magnitude table to reduce the edge cost based on the time spent—
The activation of a lodge is tied to its supernatural method in a direct, philosophical, or generally no less than an hour.
ideological way. Discuss what happens when it is activated, and go with what sounds best.
The player records these details in their notes for future reference. A hermetic magician The GM may also tick a progress clock when you activate a lodge—to advance the
might have a lab with strange symbols and impossible geometry, while a shaman might agenda of a supernatural power or entity, or to show the steady approach of a dark
have a literal sweat lodge littered with burnt offerings. outcome that is a consequence of the lodge’s use.

Ac tivating a L odg e If a lodge is dangerous or troublesome to activate, make an action roll (usually Assense
or Attune) to see if unpleasant consequences manifest. If a lodge has an uncertain effect
You can also activate a lodge to gain benefits depending on the circumstances. You can
then a fortune roll should be made to see how well it manifests. Because activating a
activate a lodge in two ways:
lodge is a downtime activity, you may spend nuyen 1-for-1 to increase the result level of
‹‹ When you mark 1 edge during a downtime activity taken inside your lodge to your fortune roll (this represents the expenditure of expensive or rare activation materials).
pursue a long-term project concerning a spell, take +1d. If a lodge is both dangerous and uncertain, then both rolls may be called for.
‹‹ When you mark 1 edge during a supernatural action taken while within range of
A given site may have one lodge activated per downtime phase. Jax is shamanic and the
your lodge, you gain the following benefits: If you join hands with your fellow PCs, you
crew’s only site (the safehouse) already contains a hermetic lodge—so Jax’s player insists
can lead a group action with them-regardless of whether they actually know how to
on the crew taking the Add Site upgrade right away and places her lodge in the new
help with the specific effect or not. Further, they can mark edge in place of you to push
location—so they can both activate their lodges during the same phase.
yourself.

Lodges
You can even activate someone else’s lodge, if you have the appropriate action to do so E xam p l e Lod ge Ac t i vat i on
(Assense for a Magician’s lodge, Attune for a Technomancer’s lodge) and manage to Totes activates his lodge by spending a downtime activity and marking 2 edge,
enter its central activation area, but you mark 2 edge when you do so. If you practice setting his lodge’s power level at 3. The players in the safehouse all get the creeping
the same method as the creator, mark 1 edge instead. The creator’s essence is tied to sense that wild astral entities are hovering over them as the smoke begins to usher
their lodge through their supernatural signature—which means they can immediately from his lodge.
sense any intrusion into the lodge across great distances (Desperate action roll to activate
someone else’s lodge). Totes, played by Billy, asks his fellow Magician crewmates to help him cast a powerful
invisibility spell on the Punk to prepare for an assault. Jax doesn’t know the spell, but
The GM uses the similarity of methods employed as a guideline for setting the edge agrees to help Assense it. Totes marks 1 edge to make the spellcasting roll, leading
cost—it may be higher or lower at their discretion to better describe the nature of the Jax in a teamwork action. Totes rolls a 2, 3, 4 and Jax rolls a 1, 5 - and they both suffer
activation benefit. Some claims and special abilities also reduce the edge cost for lodge level-1 harm, “Drained” as it is produced. Totes spends 1 power level from the lodge,
activation (like the Cult’s Power Site claim). giving Jax +1d to resist the harm and mumbles a weak apology. He rolls to resist as
well, and saves the two remaining power levels for the long-term project to Enchant
that new foci..

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Secret Arts of Summoning Astral Entity Powers
Anyone who can Assense or Attune can choose those actions to attempt to communicate Sapience: The astral entity is self-aware, capable of making decisions independently.
with supernatural entities, requesting aid and services in excahnge for otherwordly
Materialization: This astral entity manifest with a temporary physical form on the material
desires—but this isn’t a “secret art of summoning.” That action alone can’t actually force

Secret Arts of Summoning


plane. It is resistant to non-magical effects and may only weakly interact unless materialized.
such an entity to do much of anything. However, a PC with either of the appropriate secret
arts (Conjure or Compile) utters a call which must be answered. These secret arts are far
from safe though—what answers may be a metaplanar horror instead of what you wanted Some powerful astral entities also possess some of the following powers:
(see next page for details).
Fear: Can drive affected onlookers to flee in abject terror from this entity. Typical of
Astral entities are forced to materialize as clouds of vaporous essence brimming with elementals.
electromagnetic fields. Emergent entities, on the other hand, manifest as junk data and Enhanced Perception: Wide-band hearing, switchable low-light and thermographic
anomalous data trails in cyberspace. See Powers at right and on following page for details. vision, and a heightened sense of smell. Typical of animal spirits.

The secret arts of summoning utter a call which might be answered by an entity keyed Telekinesis: Can push or pull physical objects with only the power of its mind.
to your method (see below). However, doing so with nothing nearby risks summoning a
metaplanar horror instead. Elemental Assault: Elementals are comprised entirely of the element to which they are
keyed, and may engulf a victim to attack them with its energy type.

Conjuring The otherwordly desires of the unquiet dead include the sacrifice of rare offerings on
its behalf (powerful reagents are commonly acceptable), the material provision of its
Some magicians claim that those whose pass in peace tend to pass to the astral plane followers (nuyen, helpful services, etc.), the pursuit of unachieved ambitions on its
to merge over time with the living essence of the planet and become a spirit of man behalf (increased followship, unification of sects, vengeance against a rival entity, etc.),
or an element. Those whose spirits are flung to the inner metaplanes by an untimely and the performance of living sacrifice. The desires are listed in order of commonality.
death are believed to become consumed by darker and darker urges instead—to Requests for the latter items should be viewed with distrust—as horrors and their
eventually become elementals: mindless, tumultuous concentrations of the primordial harbingers are typically the only entities interested in such things.
elements (earth, fire, wind, and water).

A conjurer utters an arcane call which must be answered—and when you do so a shedim
may answer instead. When successful, the GM might determine its type randomly with a
die roll (or just pick one, see below).

Practitioners of the hermetic method may reach the following entities (and all but the spirit
of man refuse to entertain deals): earth elemental, fire elemental, wind elemental, water
elemental, or spirit of man.

Practitioners of the shamanic method may reach the following entities (all of which tend
to respond better to deals than elementals): spirit of beasts, spirit of earth, spirit of water,
spirit of wind, spirit of man.

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Compiling Essence Contracts
The emergent realms are considered home to anomalous signals and corrupted data An essence contract is a deal backed by harmful metaplanar energies. When you make a
known as echoes. Signals that end up there are assimilated by unfathomable logic deal with a supernatural entity—you both bear each other’s supernatural signature of your
structures—eventually becoming completely corrupted and anomalous. Those signals oath to an essence contract. If either breaks the deal, they take level 3 harm, “Cursed.”
which reside in cyberspace are slowly integrated into the quantum networks which
comprise the field of cyberspace signals around the planet. The mark of the oath is obvious to anyone who can the appropriate secret arts to
“see” it (perhaps a glowing brand is placed on your astral form, or your living persona
A compiler broadcasts an emergent signal which must be answered—and when you do ushers corruption from its eyes). When you suffer “Cursed” harm, you’re incapacitated
so with none nearby or nothing specific in mind, a random metaplanar horror may answer by withering of your living essence: enfeebled muscles, hair falling out, temporary
instead. If the GM tells you one is nearby and one must be determined, the GM might do

Essence Contracts
amnesia, bleeding from the eyes and ears, etc., until you either fulfill the deal or
so randomly with a die roll (or just pick one, see below). discover a way to heal the curse.

Practitioners of the resonant method may reach the following entities (all but the echo When you discuss a deal with the unquiet dead, the GM will suggest what it wants by
respond to deals better than echoes): process sprite, firewall sprite, sleaze sprite, machine describing its requests and counteroffers. To ensure it will be honored, the entity will wield
sprite, or echo of data. its supernatural power to form an essence contract (with or without your permission).

Practitioners of the dissonant method may reach the following entities (all of which refuse Mortals cannot wield this ancient power without more direct access to the metaplanes
to entertain deals and should be compiled): echo of dissonance, echo of corruption, echo (page 202 offers a potential method). A PC with the Conjure or Compile secret arts gains
of data, echo of decryption, or echo of encryption. access to binding ceremonies, a lesser version of this power (see below). Any awakened
or emerged PC may spend a downtime activity to form a sort of contract with a focus.
Emergent Entity Powers
Cybersense: All emergent entities can sense nearby devices through their icons’ emergent Binding Ceremonies
resonance in cyberspace.
Unlike essence contracts which utilize strange occult forces and entities, binding ceremonies
Emergent Intelligence: Can make decisions based on the input it receives depend on activated metaplanar energies bonded to your essence to realize their effects.
To enact a binding ceremony is to come into contact with these otherworldy forces and
entreat them to do your will. It is risky at best.
Powerful astral entities also possess one or more of the following:
To perform a binding ceremony, you must have the Conjure or Compile secret arts, then
Orphaning Aura: Can force affected devices to go offline and forfeit or lose host protection.
spend a downtime activity in your lodge. Most binding ceremonies are performed during
Typical of dissonant entities.
downtime and then fully manifested at-will later by issuing the final command or using the
Sensor Tap: Broadcasts and receives media information through any online sensors in the binding. Make a note how many commands that have been “reserved.”
immediate area. Typical of resonant entities.
If performance of the binding ceremony is dangerous or troublesome in some way, it
Virtual Architect: Can affect the environmental settings of a virtual network (change requires an action roll (with Assense or Attune). A ceremony may have additional costs,
gravitational constant, ambient temperature, etc.) to suit its needs. such as a sacrifice, rare item, the start of a dire progress clock, etc.

Null Icon: Some echoes don’t produce traceable signals, only broadcasting null data and When you perform a binding ceremony, you mark an amount of edge according to the
infinitely looping data structures capalbe of executing a device-halting attack. . magnitude of the entity or item bound. The GM uses magnitude as a guideline for setting
the edge cost—it may be higher or lower at their discretion to better describe the nature of
the ceremony. Some claims and special abilities also reduce the edge cost for performing
binding ceremonies.

Binding ceremonies take time to form. Use the duration examples on the magnitude
table to reduce the edge cost based on the time needed, generally no less than an hour.

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The GM may also tick a progress clock when you perform a binding ceremony—to
advance the agenda of a supernatural power or forgotten mentor, or to show the steady
Random Horrors
approach of a dark outcome that is a consequence of the binding’s use. When there are none of the reachable entities nearby, horrors are more likely to be
generated instead. Wasting reagents is said to generate them as well. To generate a
You can also choose to simply tough it out and attempt to perform a binding ceremony horror, make a fortune roll using the summoning PC’s special action rating, then roll a six-
without a lodge—in this case, mark 1 edge and roll 0d. sided die (the first roll is the number on the left, the second roll is the number across the
top). If your fortune roll is a Critical it’s even worse: roll one of the 6’s again and combine
Using Bi nd i ngs the results.
When, having bound your supernatural signature by ceremony to a spiritual entity, you
command its supernatural will, you receive permission to command it and it may not

Essence Contracts
refuse you. A spiritual entity with services remaining is compelled to stay at hand, veiled A s t r al H or r or s
and hidden within the inner metaplanes ready to answer your call and appear at an instant
to serve you. When you issue the call, consume a command you reserved to command it 1 - 3 4- 6
with great effect (without an action roll). When you have no services remaining, the entity 1 Smoking Oil Toxic Waste Monster
departs as described by Conjure and Compile.
2 Freezing Fire Petrifying Serpent
To avoid losing a well-suited entity, you might perform the binding ceremony again before
it can depart. 3 Writhing Ooze Pulsating Flesh

4 Swarm of Insects Insectoid Being

5 Hypnotic Lights Nightmare Mist

6 Tornado of Ice Shards Disintegration Orb

E m e r ge nt H or r or s
1 - 3 4- 6
1 Twisting Machinery Mass of Shocking Metal Fragments

2 Strange Vibrations Cloud of Electrocuting Vapors

3 Impossible Virtual Geometry Streams of Corrupted Signals

4 Feedback Storm Virtual Being

5 Coils of Magnetic Rope Shimmering Spheres

6 Orphaning Mist Swarm of Psychic Drones

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Reagents Sorcery
All natural objects contain some amount of essence. And all programmed items contain “Performing sorcery is like a dance, set to music no one else can hear. And spells are
some amount of emergent energy. Reagents, however, contain a high concentration of the specific dances which let everyone else finally hear.”
theses supernatural energies within.
-- Moonriver, TedxTalks on Sorcery (2038)
Arcane reagents are often measured in drams—referring to the standard measurement for
Sorcery is the secret art of summoning raw arcane force (mana) through the metaplanes
5 grams (roughly 1/6 of an ounce) of orichalcum. This potent arcane resource is harvested
and turning it into a spell. Threading is sorcery for emergent characters (namely,
by Enchanters. While the reagent trade relies on this measurement, almost all of the
Technomancers)-and summons raw emergent force (resonance) instead. A spell is a
reagents being bought and sold are much heavier and impure than orichalcum.
supernatural force which bears your supernatural signature. These ancient techniques
Similarly, emergent reagents are often measured in quantum bits—referrring to the cause devastating metaplanar energies to pass through the practitioner’s supernatural
standard measurement for a block of raw emergent energy—which is harvested by form (and physical form!)—it is not a practice without considerable risk.
Widgeteers.
F i n d i n g a S o u rc e
While the form taken by reagents does vary by tradition and specific practitioner, they A PC with the Sorcerer or Threader secret art begins with a number of known spells,
must follow some basic rules to hold the appropriate energies for more than a few already learned. To learn another spell, a PC must first find a source. A source may be
moments: arcane reagents are never high-tech (unworked minerals or hand-worked natural secured as a payoff from a run—perhaps you steal a spell formula when your crew robs

Reagents
items), while emergent reagents are always high-tech (corrupted software or anomalous Moonriver’s talisman shop. You might also secure a source as the subject of a long-term
electronics). Hermetics typically prefer unworked and hand-worked gemstones and project—by networking with cultist friends, studying ancient texts, or some other method
precious metals. Shamans like naturally-occuring and hand-crafted remains of flora and you devise.
fauna (bones, branches, leather, etc). Technos typically prefer remains of corrupted files
and resonant metadata. L e a rn i n g a S p e l l
Once the source of a spell is found, you may undertake a long-term project to learn
Using Reagents the spell. Most spells will require a 6-segment progress clock to learn. When you work
on a long-term project to learn a spell, you must be in your lodge to roll your Study
Consuming reagents releases the essence contained within, after which the item will
action and mark segments on the clock according to your result. 1-3: one segment, 4/5:
quickly decay (leaves shrivel up, etc.). You may consume 1 load worth of reagents on
two segments, 6: three segments, Critical: five segments. See Lodges, page 176 for
hand to do any of the following:
details.
‹‹ Prepare a temporary lodge (granting you one temporary use and benefits thereof—
usually long enough for a run; see page 176 for details). A PC practitioner of your tradition can serve as your source for a downtime activity if they
know the spell, but they mark 1 edge when they do so. You can also choose to simply
‹‹ To reduce the edge cost to bind a supernatural entity, such as a spirit (see previous
tough it out and learn from a PC practitioner of another tradition who knows the spell; in
page for details).
this case, you also mark 1 edge and roll 0d.
‹‹ To heighten the quality of a supernatural force as it is produced.
Only a friend or contact who practices your tradition’s method can provide the +1d for
Totes wants to cast a spell on a member of the Black Lodge. His crew is Tier II. The helping (see page 94 for details).
Black Lodge are Tier III. Totes is outclassed in quality, so his effect on the Black Lodge
member will be limited. If he consumes his fine reagents though, he’s effectively Tier
III—so his effect would be standard instead.

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Casting a S pe ll Sometimes, you’ll have to maintain concentration, keeping the effect of a spell active.
You might have to maintain concentration to ensure the guard goes through with the
To cast (perform) a spell, you must have the appropriate secret art (Sorcerer or Threader) directive you gave. When your concentration on an active spell is challenged, you must
and know the spell, then summon the metaplanar energies required using one of the re-Assense or re-Attune (risking special harm as above) or dismiss it. Your concentration
following methods: is challenged when: the target takes harm—supernatural forces act against you—the
‹‹ Push yourself: to summon metaplanar energies for a spell, you still get one of the target’s will is driven to desperation.
normal benefits of pushing yourself (+1d, +1 effect, etc.) if you’re making a roll (see
right) in addition to the spell. When you cast a spell, summon the required energies then pay the price as established.
Most learned spells can be performed in a single action though the GM may require
‹‹ Activation Roll: When you make an activation roll, roll your special action rating additional time for very powerful or far-reaching effects. Some magnifications may be
(Attune or Assense) as the dice pool. The result indicates the price you pay—no partially performed during downtime and then fully manifested at-will later by completing
resistance roll allowed (see below for details). Remember: you chose to face these the last incantation or casting action. In this case, simply make a note that the magnified
energies head-on. spell has been “primed” and may be unleashed at a later time.

a ctivati on rol l ( opt io n a l) The GM may also tick a progress clock when you perform a magnification—to advance
the agenda of a supernatural power or entity, or to show the steady approach of a dark
Sorcerer: 1d for each 1-3: You take special harm, or mark 3 edge. outcome that is a consequence of the magnification’s use.
Assense action dot 4/5: You take special harm, or mark 2 edge.
If a spell is dangerous or troublesome to perform, make an action roll (usually Attune or

Sorcery
6: You take special harm or mark 1 edge.
Threader: 1d for each Assense) to see if unpleasant consequences manifest. If a spell has an uncertain effect then
Critical: No special harm or edge marked.
Attune action dot a fortune roll should be made to see how well it manifests. When a spell is performed as a
downtime activity, you may spend nuyen 1-for-1 to increase the result level of your fortune
Choosing to make an activation roll is voluntary contact with special harm (sort roll (this represents the expenditure of expensive or rare materials). If a magnification is both
of like a Dragon’s Deal), so it uses a special roll using your special action rating dangerous and uncertain, then both rolls may be called for.
to see how you deal with it. You didn’t have to do this, but you chose to—so
Each performance of a spell is a unique event, and may not always work the same way each
you can’t roll to resist the outcome. Special harm is lesser harm (level 1) which
time. The GM or players may call for a round of questions to establish a magnification anew.
is difficult to heal; see Recover, page 95 for details).
Magnification of the aspects of spells are a way to bring in a wide variety of supernatural
effects into the game. Use with caution! If you ever go overboard, address the questions
When you cast a spell, work with the GM to describe its effect level accordingly with again to establish new costs if things have gotten out of hand. The metaplanar forces are
the description in the spell’s entry (see section on Spells, beginning on page). If you not playthings and cannot be considered a reliable or safe source of power.
unleash a spell as a weapon, the GM will also describe significant collateral damage.
If you unleash it in combat against an enemy who’s threatening you, you’ll still make
an action roll in the battle (usually with Attune or Assense). If you’re using a spell
Limits on Sorcery
as cover or distraction, it’s probably a setup teamwork maneuver, using Attune or Having the Sorcerer or Threader ability, while particularly powerful in the right situation,
Assense. is not an answer to all problems. There are many things spells and threads cannot do:
‹‹ They cannot directly change distance or the passage of time.
Each attempt to produce a spell takes time. If the situation allows, you can try again if
‹‹ They cannot divine the future with any certainty.
you don’t initially get all the effect that you want. But often, the opportunity is fleeting,
‹‹ They cannot conjure or banish supernatural entities. Spells can still have other effects
and you’ll only get one chance to roll for that particular effect.
on spirits—but it’s not “conjuring” or “banishing” them.
Sometimes you’ll have to maneuver yourself into position before you can perform a spell. ‹‹ They cannot raise the dead.
You might have to Prowl to a good hiding place first, and then Assense to unleash a ‹‹ They cannot create physical objects. No summoning weapons (not even a hammer).
stroke of lightning as the helicopter takes off. ‹‹ They cannot produce or possess sapience. Spells never make independent
decisions.

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An energy spell targets through acquisition by sight. Kinetic Hand: You apply kinetic force to do one of the
following: carefully manipulate objects in the immediate
viciinity (push a series of buttons, animate brooms, lift an
Energy Spells item from someone’s pocket, etc.)—pull things nearby as
Locate Energy: You have special awareness of energy in your immediate vicinity which if you grabbed them with your hand (a bundle of clothes,
(choose one): possess energy features hazardous to you (extreme heat, electrified fences, cyberdeck, door handle, etc.).
etc)—are affected by an Energy spell—are a specified target well-known to you (“Agent Momentum Control: You do one of the following: empower
Smith’s comm,” “devices running silently,” etc.). your movements with kinetic force (run faster, jump further,
Energy Barrier: You do one of the following: form a dome of reactive force around lift more, etc.)—accelerate or decelerate moving objects in
someone nearby—produce transparent obstacles in your immediate vicinity (obscuring the immediate vicninity (slow rainfall, speed the car up, etc.).
visiblity, impeding movement, etc). Objects already under the effects of momentum are
If you form a dome, it provides a type of armor that applies to consequences of easier to affect than non-moving ones. Small or slow-
energy (electricity, fire, etc.). The second use of this spell creates a series of static moving objects can be stopped in just a few moments.
waves of force but can be moved around at your direction. Large or quickly-moving objects require concentration
and take longer.
Sound Engineer: You do one of the following: envelop a nearby area in a globe of silence—
produce phantom noises in the vicinity (disembodied voices, wailing sirens, etc.). Kinetic Wave: You do one of the following: unleash a
wave of kinetic force as a ranged weapon—grapple with
Light: You do one of the following: recolor something nearby (make a white car appear
someone at range.
blue, replace your plaid shirt with a white one, etc.)—produce a beam or cone of light.
This may improve your position or effect for action rolls,
If you produce a light, it comes from your person, but can move away at your direction.
depending on the circumstances.
Shadow: You do one of the following: deepen the shadows in the immediate vicinity—
Air: You do one of the following: unleash a gust of wind as a
produce a globe of blinding shadow nearby.
ranged weapon—summon a wind storm in your immediate
A globe of blinding shadow doesn’t let light pass in or out, creating a black sphere vicinity (swirling dust devils, torrid winds, parted clouds,
which follows a target or remains in place. etc.)
False Image: You do one of the following: produce a distracting illusion in your immediate Electricity: You do one of the following: unleash a stroke of lightning as a ranged
vicinity (of a fireflie swarm, large shadow passing overhead, holographic advertisement, weapon—summon conductive energy in your immediate area (arcing discharges, charged
etc.)—produce a looping capture of the nearby area’s recent look. atmosphere, etc.).
Distracting illusions are either annoying or engaging, depending on the subject’s Particularly effective against mechanical targets like cyborgs, drones, etc. As a
preferences. Knowing the subject’s fears or values will help you get the desired collateral effect, the stroke of lightning may short out electrical circuits and disable
effect. A looping capture won’t fool anyone for long during dawn or sunset. If a drones, turrets, lights, etc.
skilled observer is watching the area when the loop begins, make an action roll (using Fire: You do one of the following: unleash a gout of flame or ball of scorching fire as a
Assense) to maintain it. Looping captures do not affect sound, and appear artificial ranged weapon—summon a warm front in your immediate vicinity (torrid air, convection
but will stand up to cursory observation. Only affects visual senses (astral senses and waves, spread fires, etc).
other mundane ones like smell or touch can still detect them).
Particularly effective against flammable targets. As a collateral effect, it may ignite
Gravity: You do one of the following: levitate or float through the air like a free spirit— clothing and hair, boil liquids, etc.
generate a gravitational anomaly in your immediate vicinity (impede movement, extend
Ice: You do one of the following: unleash a spear of ice as a ranged weapon—coat a
hangtime, etc.).
surface in slippery ice—summon a cold front in your immediate vicinity (torrential rain,
Knockout: You do one of the following: momentarily stun those in the immediate roaring wings, heavy fog, chilling frost and snow, etc).
vicinity—unleash a projectile of stunning energy as a ranged weapon.
Particular effective against wet or flying targets. As a collateral effect, the ranged
This spell can only affect conscious targets. The energy produced is enough to stun a weapons might pin a target, reduce body temperate, impede movement, etc.
person, but does very little real harm. Several hits might incapacitate a human target.).

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A life spell targets a living being through direct contact with its living form. Heal: You do one of the following: temporarily alleviate suffering—mend physical strain
or injury.

Life Spells The first use of this spell removes the penalty associated with a row of harm for the next
few hours. The second use let’s you roll Assense to immediately tick their healing clock.
Locate Life: You gain special awareness of living beings in your immediate vicinity which
Frequent use on the same subject yields diminishing results. Has no effect on mental or
(choose one): are affected by a Life spell—are a specified target well-known to you
special harm (like “Confused” or “Drained,” for example).
(“Moonriver,” “my crew,” “elves,” etc.)—possess organic features harmful to you (spider
venom, toxic spores, etc.). Fleshcraft: You alter someone’s face, height, or build to impersonate one of the following:
a random stranger—someone whose physical form you know well.
Shape Sight: You do one of the following: sharpen or blur visual capacities—grant or
negate low-light or thermographic vision. When you cast this spell, the GM will tell you if
the physical form you want is well-known to you.
Shape Metabolism: You do two of the following: suspend the beating of your heart (long
If not, you can gather information (usually with
enough to play dead or hide underwater—eliminate or expand somone’s body odors—
Study) to know it better.
raise or lower your body temperature.
Wild Spring: You do one of the following: cause base
Spasm: You do one of the following: trigger a target’s kegs or arms muscles to fire
lifeplants, fungi, microbes, and insects to swarm and
erratically—prevent a target from grasping or standing.
multipy—grant a non-sentient animal a new feature
Brain Alchemy: You do one of the following: trigger autonomic functions in someone (claws, gills, etc.)—cause a complex life form to
nearby (satiating hunger, waking them up, fit of sneezing, etc.)—nervousness or calm— regenerate.
the need to wake up or sleep.
Regenerating a lost leg is tougher than a lost hand
Make Food: You do one of the following: nourish someone you touch—create a plain, or foot. An entire limb might require the limb be
but filling meal nearby. present and held in place. The GM will tell you about
any requirements. Has no effect on augments or
Morph Blood: You do one of the following: make someone’s blood resistant or vulnerable areas replaced by them.
to drugs and chemicals—enrich or deplete the oxygen in someone’s blood.
Sterilize: You do one of the following in your immediate
Modify Body: You touch someone to temporarily give them +1d or -1d to (choose one): vicinity: render microbes inert—remove DNA evidence
Body resistance rolls—rolls with Body actions. from skin flakes, stray hair, or spilled blood.

Purify: You do one of the following: remove pollution


from a nearby pile of dirt, sand, etc.—purify water in
the immediate vicinity.

“Locate” A mildly polluted area will be cleaned immediately,


but a heavily polluted one will take more time and
Spells that begin with the keyword “locate” (locate life, locate energy, etc.) grant concetration.
you special awareness of things which match your chosen criteria—while the effect
is active, your superntaural senses are always active and always of their presence.
Choosing specific targets will yield more detail or range than broad ones. So
long as you maintain concentration, the information granted by these spells and
threads remains current and you can switch targets. The GM will tell you about any
special requirements for particularly well-hidden targets.

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A mana spell targets an astral entity through perception of its astral form. A matter spell targets inorganic matter through acquisition by sight.

Mana Spells Matter Spells


Locate Mana: You gain special awareness of astral evidence in your immediate vicinity Locate Matter: You gain special awareness of inorganic matter in your immediate vicinity
which (choose one): are affected by a Mana spell—are a specified target well-known which (choose one): are affected by a Matter spell—possess material properties hazardous
to you (“Chopper’s aura,” “Redstone’s astral sig,” “dragons,” etc.).—possess arcane to you (toxic chemicals, liquid nitrogen, etc.)—are a specified target well-known to you
properties hazardous to you (active foci, arcane traps, etc). (“liquids,” “iron,” “my knife,” etc.).

Mana Barrier: You may create astral obstacles to trap or repel spells and spiritual entities Phase Change: You do one of the following: create a field of enthalpy in your immediate
nearby with to trap or repel spiritual entity (your choice). Mark 1 edge for each level of vicinity (melting solids, vaporizing liquids, etc.)—sublimate solid, inorganic matter into a
magnitude. gas, or vice-versa (deposition smoke, turn metal into plasma vapor, etc).

The first use of this spell follows the target’s aura. The second use of this spell affects Solid Integrity: You do one of the following: greatly increase the ductility of solids in the
a vicinity, impeding movements and targeting. Astral barriers only provide protection immediate vicinity—greatly increase the tensile strength of an object you hold
from astral threats.
Hydromancy: You do one of the following: alter the hydrodynamic properties of a gallon of
Astral Cloak: You do one of the following: erase an astral signature—render an aura liquid you touch—greatly increase (or decrease) the viscosity of liquids in your immediate
undetectable—conceal an astral form as a mundane aura. vicinity (thickening stains, thinning paints, lowering the boiling point, etc.).

Mana Blast: You do one of the following: generate shrieking astral winds in the vicinity— Conductor: You do one of the following: greatly increase (or decrease) the conductivity of
unleash a ball of necrotic energy as a ranged weapon. solid matter and liquids in your immediate vicinity—become non-conductive.

Particularly effective against entities which are purely astral (spirits and elementals, for Material Analysis: You learn the composition of materials within an object and its
example). Things which lack living essence are unaffected; the GM will tell you about any designed purpose.
limits. As a collateral effect, this may cause infection, wilting flesh, strange growths, etc.
Astral Display: Arcane forces under your control become visible wihtout special awareness
to those nearby.

Brightened astral forms become visible to all metatypes and the Awakened with
their mundane senses. The window exists on the astral plane, but is perceived by
Awakened on the physical plane as an excellent “view” of the astral plane.
Blurred Lines: You do one of the following: grant a mundane aura the ability to interact
strongly with astral forms (spirits, foci, etc)—reveal astral forms in the immediate vicinity.

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A mind spell targets a sapient mind through perception of the subject’s eyes (face-to-face Remote Vantage: You do one of the following: see and hear from a nearby vantage
interaction is best). point—touch a living creature to tap into their senses as if they were your own (choose
one at a time).

Mind Spells The first use of this spell makes your mundane sense of hearing or sight function as
if somewhere else long enough to gather information from that perspective. The
Locate Mind: You have special awareness of sapient minds in your immediate vicinity
second use taps into a living target. Neither version confers any special targeting or
which (choose one): contain hostility or ill-will towards you—are affected by a Mind
communication privileges.
spell—are a specified target well-known to you (“our fixer,” “elves,” etc.).
Counsel: You do one of the following to someone you touch: reduce the impact of
Telepathy: You do one of the following: probe someone’s consciousness telepathically— trauma—mend mental strain.
establish a sensory link that will work across the district.
The first use of this spell reduces the edge cost associated with trauma by 1 until the
To establish a mind-link for the next hour or so, you must touch their bare skin. next downtime phase. The second use let’s you roll Assense to immediately tick their
Telepathic communication is two-way, consisting of a noticeable exchange of thoughts, healing clock. Frequent use on the same subject yields diminishing results. Has no effect
memories, and fears. If the target is unwilling or information is subconscious, you’ll on physical or special harm (like “Battered” or “Faded,” for example).
have to make an action roll to do it.
Inception: You do one of the following
Forget: You do one of the following: interfere with the cultivation of memories in your to someone asleep nearby: craft a
immediate vicinity—revise someone’s short-term memory (enough to erase a sudden short dream sequence and transmit it
theft or rewrite a short conversation). to them—enter a meditative state to
gather information from their dreams.
If you render someone forgettable, people nearby don’t realize they are there—but
not necessarily their actions. Translate: You hold a conversation with
a sapient creature despite language
Impression: You do one of the following: make someone recognize you or give a good
barriers, delivering and receiving
first impression—improve or worsen the moods of those in your immediate vicinity.
intended meaning in each other’s
Compulsion: Your words compel the subject to act upon a short directive you plant in native tongues.
their mind.
An action roll (usually with Assense) determines how much influence your directive
has over your target. A directive may also be planted during a flashback, to take effect
at the right moment later.
Figments: You do one of the following: distract people in your immediate vicinity with
hallucinations (visual snow, crawling bugs, a trideo ad, etc)—terrify or confuse someone
with tangible phantasms.

Exploiting an individual’s perspective and fears will make this spell more effective.

Modify Intuition: You touch someone to give someone +1d or -1d to (choose one):
Intuition resistance rolls - rolls with Intuition actions.

Modify Willpower: You touch someone to give someone +1d or -1d to (choose one):
Willpower resistance rolls - rolls with Willpower actions.

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An emergent spell is also known as a thread, and targets a device through perception of
its icon (in virtual reality is best)—further, the activation roll is tied to Attuning, instead
of Assensing.

Emergent Spells (Threads)


Resonant Infusion: You transmit a signal that infuses a device granting +1 quality for
several minutes to cyberspace actions taken through it.

Anomalous Broadcast: You do one of the following: envelop a nearby device in a globe
of communications silence—produce phantom signals in the vicinity (anomalous data
streams, empty transmissions, etc.).

Mindlink: You do one of the following: trigger a nearby device’s wireless functions—
establish a wireless link with a nearby device that grants you special awareness of it across
the district.

To establish a wireless link with a device, you must access it. Machine communication
is two-way, consisting of a noticeable exchange of programming, data, and security
protocol. If the target’s Ownership registration belongs to someone else or information
is encrypted, you’ll have to make an action roll to do it.

Clean: You do one of the following: temporarily alleviate a touched device’s harm—
remove digital evidence from devices in the immediate area.

Code Injection: You force a device to act upon a short directive you inject into its design.

An action roll (usually with Interface) determines how much influence your directive
has over your target. A directive may also be planted during a flashback, to take effect
at the right moment later.

Interrupt: You disrupt a nearby device’s signals, forcing it to reboot or lose data.

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9
Supernatural Creations Foci
Unlike modern engineering practices which employ the scientific method and materials A focus (plural: foci) is a supernatural implement or weapon that only grants its special
to produce mundane items, supernatural creations rely on secret arts and metaplanar benefits to its bound user. When you bind yourself to a focus through supernatural ritual
energies to realize their effects. To craft a supernatural item is to come into direct contact (costs a downtime activity), you gain permission to activate its supernatural properties.
with these harmful energies and forge them into a supernatural construct present on the Your special items are already bound to you at the start of the game.

Supernatural Creations
material plane. It is a painstaking process wrought with risk and cost and must be done
When you activate a bound focus (usually by wearing, carrying, holding it, etc.), it produces
within a lodge of your tradition.
an astral form or emergent icon, depending on its type (see Supernatural Evidence, page
Common supernatural foci and modifications (see Sample Supernatural Creations on 168 for details).
next page) don’t require special formulas or designs to learn. Anyone with the appropriate
A bond with a focus persists until you dismiss it or another bond replaces your own—
secret arts may attempt to craft them using commonly available instructions.
whichever happens first. When you use a focus that is not bonded to you, it will otherwise
function as a mundane item of its kind should, but its supernatural properties are
Alchemicals & Widgets unavailable. A focus can only be bonded to one person at a time.

In addition, anyone with an appropriate combination of secret arts (see below) gains
additional options for special creations of the supernatural type:
‹‹ A PC with the Enchanter and Sorcery secret arts may distill arcane chemical
creations (known as alchemicals) that produce arcane spell effects for the user. Alchemicals
always have the Consumable drawback.
‹‹ A PC with the Resonator and Threader secret arts may build emergent software
creations (known as widgets) that produce emergent spell effects. Widgets always have
the Consumable drawback.

When inventing a widget or alchemical, describe its method of use in question 1, “..what
does it do?” and select a combination or magnification of appropriate effects (explosive
and freezing alchemicals, for example). Widgets and alchemicals that produce common
spell effects don’t require special formulas or designs to learn.

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9
Sample Supernatural Supernatural Crafting
Formulas Example
‹‹ Bloodstone (III, arcane chemical): A transparent, magically-active crystal about
the size of a clenched fist imbued with the life essence of a scarificed perspon capable of
I nve nt i ng a M ana S our c e F oc us

Supernatural Creations
merging with a lost limb to regrowing an entire limb in a few minutes. A Tier IV version is Ahiga is fed up with running out of edge for magic while on the run, so he decides to
also capable of merging a foci with the regrown limb. design an arcane item that will bring him a bigger supply. Ahiga’s player, Scraigon, tells
‹‹ Corruption Beacon (IV/1, emergent electrical): A compilation of the dissonant the GM that he wants to craft a portable mana source.
realms, generated through an erratically decaying isotope that causes the inexplicable
First, Ahiga will need to invent the design. The GM and Scraigon go through the creation
failure of nearby sensors. Rare (orichalcum-528). Volatile (4-clock, “Accosted by GOD,” 1
questions.
tick per use).
‹‹ Corruptive Paste (IV/1, emergent chemical): Enough to coat a person’s hands or (1) The GM asks, “What type of creation is it and what does it do?” Scraigon answers,
feet, making the affected area corruptive to sensors for the next few minutes. Consumable. “I want an arcane device which grants me a reliable pool of mana—edge to fuel the use
Rare. of magic. It’s a bracelet.”
‹‹ Deepweed (IV/1, arcane chemical): When smoked or ingested; the user’s mind (2) Scraigon asks, “What’s the minimum quality level for this?” The GM answers, “If it
opens further to the astral plane. Take +1d to Assense roll upon use, suffer level 2 harm, draws down enough energy to fuel a Tier IV spell... let’s call that level 4 (for the force).
Higher than a MF. Rare (derived from Awakened kelp). This is somewhat advanced for a focus, but it’s doable.”
‹‹ Healing Potion (II/1, arcane CHEMICAL): Accelerates the healing process. Tick +2 (3) The GM asks, “What rare, strange, or adverse aspect of this formula or design has
ticks on healing clock. kept it in obscurity, out of common usage?” Scraigon answers, “Well, I think the difficulty
‹‹ Juliet (II/1, arcane chemical): Paralyzes the subject, suspending vital functions for of turning it into a mana container without turning it into a mana bomb, and that it
a few minutes when ingested to mimick death by pulmonary embolism and cardiac arrest. creates a renewable source of magical power in the absence of one.”
A Tier III version will suspend all bodily functions; enough to foil examination by a skilled
(4) Scraigon asks, “What drawbacks does it have?” The GM answers, “Well it obviously
observer. Level-1 Harm, “Chest Pains.” Unreliable (may cause lingering paralysis).
has the bonded drawback, as it is a focus. It also has the volatile drawback. The dangerous
‹‹ Laesal Wine (IV/1, arcane chemical): inhaled, injected, or ingested; render’s the consequence will usually be “Occult Task Force,” 1 tick per use; though the possibility
user unconscious for a few minutes, chemically erasing the user’s memories of the past of detonating the construct might come up if it takes damage. Also, I think it has the
few hours. Rare (derived from Awakened fruit kept in secret government orchard). consumable drawback, to reflect the need to refill it with mana. It refills automatically
‹‹ Renfield (III/1, arcane chemical): a drug that creates a state of complacency in during downtime, if circumstances are amenable.”
the user, primarily used by vampires to put someone into a pliable state of mind. Rare.
Volatile (nearby Infected can sense an affected individual’s presence). Now that the design is settled, Ahiga spends a few downtime activities on an 8-segment
‹‹ Revelation Widget (II/, emergent SOFTWARE): An emergent application that long-term project to Study the design and learn how to build it.
reveals hidden AROs and icons nearby. A Tier III version also finds hidden area networks.
Unreliable.
C r aft i ng t he M ana S our c e F oc us
‹‹ Sensing Oil (III/1, arcane chemical): A colorless, odorless fluid that absorbs Once the design is learned, Ahiga builds the focus by spending a downtime activity.
through the skin, forcing the affected individual to sense the presence of astral entities for Scraigon rolls Engineer and gets a 6, which is enough to build an item with quality equal
the next few hours. While it lasts, it also grants them an astral form, for better or for worse. to Ahiga’s Tier +1. Ahiga is Tier 0, so that’s quality level 1—not enough for the quality
A tier-IV version will also force them to astrally project. Very dangerous when applied to level 4 mana source.
sleepers. Volatile.
To make up the difference, Ahiga will have to spend 3 nuyen on the construction of
‹‹ Virtualization Algorithm (I, emergent software): An emergent program that
the mana source bracelet. A sizable sum, but Scraigon thinks it’s worth it to have such a
allows the trained user in VR to subvert security protocol and engage IC using any action
potent pool to draw upon. Ahiga spends the money from the crew’s cryptovault (with the
they rating they wish.
blessing of his crew mates) and the new focus is ready to go.

189
Chapter 10 Gameplay Options
Changing the Game Activate the rule changes as desired below to tailor your experience.

Specialization
The game revolves around actions—what you can do, not what you know. This
encourages adding detail as you go, but maybe you want to encourage the use of
defined specializations. The following special ability is available to any PC as a veteran
After you play Runners for a good while (or maybe even right away if you’re one of those advance:
types), you’ll start to think about how you might add stuff to the game, or how elements
of the game might be different, or how you might play a different sort of game using the
Specialized
Specify a narrow field of skill as your specialty. You can choose to mark only 1 edge
Blades system as the foundation for something new. The chapter starting on page 229
when you resist consequences involving your chosen specialty, regardless of the
of the Blades in the Dark text does a wonderful job of offering ways to expand the game
result of your roll. Take this special ability again to choose another specialty.
using custom-written abilities and upgrades. This chapter is not that though—it is a list of
tried and true concepts that might help get you started. A specialty has a narrower scope than an action. Choose a noun (or two) which describes
it. Examples: voice acting, pistols, cryptography, gang etiquette, etc. If it’s ever needed,
The first bit of advice that the Blades text offers is to play and iterate. This is good advice, the GM is the final arbiter of which specialties are valid.
as you might spin your wheels for a long time taking things apart and putting them back
together. Don’t let this happen to you! Try this instead: play the game, then iterate a few
things, then play again before iterating again, and so on. Hollywood Ammo
Also, you’re not alone in this. Call on your game group for input—as they’ll be the ones When there is a question whether you are out of ammo, you are not. You can still
playing your new content the most. And never forget the sprawling talent of those online suffer complications which require you to mark ammo.
that love to try new things, give feedback, and support design efforts.

Remember: the game system was built using the framework provided by John Harper, and
the ultimate source for additional content is bladesinthedark.com, where you can find a
bunch of game-hacks that other people have already done (including this one) and links
that will take you to various community hubs online so you can talk to other gamers and
designers.

190
10
Fast Harm & Recovery With the health system on the left, the rules regarding harm and recovery are simplified,
making it tempting to cut even more complexity.
You have eight harm boxes; arranged in two rows (one with five, and one with three) like this.
This next option package removes edge, necessitating modification of the rules concerning
There are two levels of harm instead of three, pushing yourself and resistance. To use it, apply all the changes herein.
-1d and they are handled differently than usual.
There is “harm” and “severe harm.” When you

need
suffer harm, mark a number of boxes equal to the No Edge
harm you suffer and record the specific nature of
help At the start of every mission, the crew’s energy is running high. The fever roll is a
the injury on your character sheet. If you suffer fortune roll, starting with 1d for each crew member. Modify the dice pool up or down
severe harm, mark at least one box in the bottom

Changing the Game


to reflect the excitement with the plan as it starts.
row and mark the others as usual. See example of harm, below.
Fever Roll
C r i t ic a l : Exceptional result. The crew
Your character suffers a reduced effect penalty to all areas affected by any or all of the harm 1d for each pc. gets five fever dice to deal with what’s
marked. Your character also suffers the penalty indicated at the end of the row if its entirely
next.
filled, whether the harm affects directly affects the action or not. So, if you have three
+1d if everyone is excited.
levels of harm marked, and one of those is from being “Stabbed,” you’ll suffer reduced 6: Good result. The crew gets three
effect when you try to engage the Beat Cops. If you later take two more levels of harm, a fever dice.
penalty of -1d to all actions applies as well. -1d if noone is excited.
4/5 : Mixed result. The crew gets two
If you need to mark a level of harm, but the row is already filled, the harm moves down fever die.
to the next below. So, if you suffered two levels of harm but had no empty boxes in
the top row, you’d have to mark severe harm instead. If you run out of spaces on the 1-3: Bad result. One fever die.
bottom row and need to mark harm there, your character suffers a catastrophic, permanent
consequence (loss of a limb, sudden death, etc., depending on the circumstances).
Fever dice are literal dice which are set aside in a special pile on the table for all
This character has taken five levels of players to see. A single die from this pool of fever dice may be spent by any of the
PCs to push yourself or assist a teammate for free (without edge).
-1d harm. If they suffer another level of
harm, it will be severe. If they suffer
When you resist a consequence, roll the appropriate attribute. On a C r i t ic a l ,
three more levels, it will move to fatal
you avoid the consequence completely. On a 6, you reduce the severity of the
need instead.
consequence by two levels. On a 4/5 , you reduce the severity of the consequence
help When you spend a downtime activity by one level. On a 1-3, you suffer the consequence fully. After reading the result of
to recover, clear one box of marked your roll, you may choose to avoid a consequence completely (instead of suffering it)
Tired, battered, shot (three times) harm. If a box being cleared contains if you choose one: take a t r a u m a —spend a fever die.
supernatural harm (“Drain” or “Fade”),
Also, the engagement roll is not made and does not tell us the starting position for
make a special mark instead. If you
the action. Instead, the default position is risky at the start of any operation. However,
ever have to record a tick on supernatural harm that is already ticked, clear it (and the
if the crew’s plan is overwhelmed by negative factors, you’re in a desperate position
special harm) instead.
when the action starts. If the crew’s plan is flush with positive factors, you’re in a
Your healer rolls (E n g i n e e r for a PC with the P h y s ici a n special ability or the quality level controlled position when the action starts. And if the GM feels it is appropriate, you
of an NPC) and then you heal a number of harm boxes. 1-3: one box, 4/5: two boxes, 6: bypass the first obstacle.
two boxes and ignore current harm penalties for next run, c r i t ic a l : three boxes.
This might seem a bit extreme, however it helps a lot with one shots and catering to
You can also choose to simply tough it out, but you mark 1 edge when you do and clear faster, looser play styles. There is no pool of edge to track, and you can expect much faster
just one harm box. decision making.

191
10
If you want entanglements to be the primary method of call and response from the city, you Most rewards go to the player through their PC, however it can be fun to offer rewards
could use the Cold Play option. Rather than postponing the results of each run, and giving which are totally player-focused.
chances to reduce that h e a t later—this shifts the game into “immediate consequence“
mode. When using this option, follow the h e a t section, but do not mark the h e a t levels
(see page 91), instead: Player-facing Rewards
At the beginning of the session, the GM builds a pool of tokens equal to the number of

Cold Play players present. During the game session, the GM gives one token from their remaining
pool to a player when a trigger happens.
After a run or conflict with an opponent, the crew suffers entanglements according to
the number of h e a t levels calculated. This is based on the nature of the operation and There are a number of triggers that can earn players tokens. For each trigger, a player may

Changing the Game


includes those which arose from complications and Dragon’s Deals (but don’t mark earn one token (per session). The token triggers are:
them on your h e a t tracker on the crew sheet): ‹‹ When their fictional narration causes the other players collective laughter.
‹
‹Cold Run (0-2 h e a t ): The crew suffers an entanglement from the left column. ‹‹ When the engagement roll is made for a particularly bold or daring plan the player
Roll wanted level to see which one. concocted.

‹
‹Warm Run (3/4 h e a t ): The crew suffers an entanglement from the center column ‹‹ When the player chooses for their PC to use the protect maneuver to suffer a
or two entanglements from the left column (your choice). serious consequence, severe harm, or fatal harm that one of their teammates would
otherwise face (they may roll to resist it as usual).
‹
‹Hot Run (5/6 h e a t ): The crew suffers two entanglements; one from the left
column and one from the center column. During a game session, a player may spend a token to choose one of the following
‹
‹Explosive Run (7/8 h e a t ): The crew suffers an entanglement from each column. benefits for their PC:

‹
‹Nuclear Run (9+ h e a t ): The crew suffers an entanglement from each column, ‹‹ Push yourself for free (does not cost any edge).
then gains a w a n t e d l e v e l . Next time, things will be worse.. ‹‹ Mark only 1 edge when you roll to resist a consequence (regardless of the result
of your roll)
Follow the instructions above for the number of h e a t levels you had using the ‹‹ Increase the result level of a downtime activity roll by one for free (without
information in the entanglement section, then move on to downtime (don’t inflict spending n u y e n ). So, a 1-3 result becomes a 4 or a 5, a 4/5 result becomes a 6, and
more entanglements). See page 92 for details. a 6 becomes a c r i t ic a l .

At the end of the session, the GM asks each of the players to vote for any other player they
feel was most valuable, then gives 1 karma to the player who gets the highest number of
votes. A player cannot vote for themself. If there is a tie, the GM may also vote (to break
the tie) or split the remaining tokens among the players with the most votes.

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Adding Factions E x a m p l e C u s t o m F a c t i o n A n s w e rs
The faction sheet begins with a plethora of various groups with which the crew might “The faction is Phizerbucks, a corporation dealing in foods containing
gain status. To add a new faction to the list, the players simply discuss it with their fellow pharmaceutical blends. Their number one product is a caffeinated smoothie
players. To personalize the faction list and campaign, you are encouraged to add a custom loaded with pain killers.”
corporation, fringe organization, sprawl institution, or other criminal syndicate.
“Of course it is! Sounds like a worldwide mega, but not one of the Big Ten—yet.
C r eating a Factio n So probably tier IV, strong hold.”

To add a new faction The players and the GM answer questions about the created faction “Their biggest flaw is their greed. For example, they are hoping to have their new
to define what it will do in play and what is required to gain status with them (below). The drinks sold in every Stuffer Shack to maximize their profits.”

Changing the Game


players record these answers in their notes for future reference.
“The Mafia knows they’re losing a lot of potential income from their drug
Custom Faction Questions distribution operations due to this sleazy mega, and you’ve got +1 status with
(1) GM asks: “What type of faction is it and where do they operate?” Player them. Also, they’re in the running for the #10 spot on the Corporate Court so
answers. A faction might be a syndicate, corporation, institution, or fringe group. Also you share Horizon as an enemy since you helped them keep their place on the
talk about what kind of runs they outsource and their preferred fixers. Remenmber that Big Ten rankings.”
if the crew has an appropriate type of meeting grounds or fixer, they get bonuses with
certain types of clients.
(2) Player asks: “What is their tier and hold?” GM answers.
(3) GM asks: “What is their biggest flaw?” Player answers. A faction’s flaw might
be their absolutism, use of fear tactics, all-encompassing greed, reliance on sadism, or
misplaced utopian vision.
(4) Player asks: “What enemies or friends do we share, if any?” GM answers with
some factions with which the crew has status, or by saying there are none. The players
help explain what happened.

A syndicate settles and starts underworld conflict, dissolving problems with authorities, or
controlling the drug trade. A corporation might be captivated by a particular industry (such
as biotech, media, paramilitary operations, mining precious resources, etc). An institution
might be captivated by sprawl security, political leagues, or special interest groups. A
fringe group might be captivated by discimination, supernatural power, or the support of
the sprawl’s citizenry. The player should choose at least one primary field of interest (and
if they have ideas about it, one or more secondary fields of interest).

Be sure give the faction a name at some point during the process (this can be at the end
or the beginning—whichever is easier. For a syndicate, you might choose a sinister name
that alludes to their special interests. For a corporation, you might use suffixes which
suggest technology companies like -tech, -com, -soft, -dyne, -tronics (“Techtronics,“
“Uberdyne,” “Wickedsoft,” etc.). Or you might use a hyphenated name to indicate a
merger or takeover (“Apple-Disney Productions,” “Trump-Clinton Legal,” “Lauder &
Gamble”). For an institution, a public-facing name is most common and often includes
words like department, security, or agency. For a fringe group, a name which conceals
their true purpose is often used to gain popularity or public acceptance.

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More Metavariants Extraterrestrials
When you allow other metavariants, it should be a measured decision to rip the doors The eventuaility of the arrival of extraterrestrials on Earth has fascinated people for
off of Pandora’s box. Use with care. Sixth World denizens come in many varieties. These generations. If you want aliens to be present in your Sixth World, talk about some or all of
don’t always need custom rules. Hobgoblins, for example, are just a slightly skinnier the following with your table:
variant of o r k —often of Arabic or Asian descent. Centaurs, on the other hand, could
warrant some special attention... Are they visitors or invaders? If they are peaceful visitors, talk about the next question in
more depth than usual. Should you include an extraterrestrial faction or three, have at least
Assign each metavariant in play a collection of fictional information plus a small collection one faction that represents their higher interest that is a megacorporation, and any others
of mechanical changes (typically benefits, though drawbacks could work too) to reflect should have other interests which are different from the primary one (and will inform their
the finer points and offer some benefits and drawbacks. Use the five standard metahuman placement on the faction tracker).

Changing the Game


write-ups to help decide which special benefits are innate to these metatype variants.
If you want to provide access to things that just some of their kind develop, then an When did they arrive? The exact year is not necessarily important unless your table
advanced ability or permission is a good fit. wishes to add that much depth. If it was recently, they are likely seen as a blight which
metahumanity is still struggling to deal with (a’la Alien Nation). If it was a long time ago,
To fulfill a less common request like metasapients, think about the physical characteristics where have they been hiding? These are issues which you can explore in play, or define
and start there at the discussion layer to see how far you can get (talk about a pixie’s size, up front—either approach is fine, but the decision your table makes will drashically alter
or how centaurs should have height advantage, for example). The more you agree about, how impactful this decision on the game.
the better.
What special abilities do these creatures possess? Use the fiction of the extraterrestrials
When things are uncertain and not dependant on an action roll, you can always make a you enjoy or fear most. Perhaps they have innate access to arcane and emergent power
fortune roll to disclaim the outcome. Otherwise, use the usual tools for setting position at once, impossible strength, or the innate ability to use advanced technology. Or
and considering expected effect. This may require a bit of practice, but it should be fine. perhaps their weapons can wrap someone in a cotton candy cocoon and turn them into a
When the effect doesn’t feel quite right, boost it up or down by 1, and deepen the fiction metahuman smoothie. Have fun with this one!
while honoring what’s been said. If anyone’s nervous, reassure them this is probably
hitting their karma triggers.

When dealing with a strange variant, be sure to eventually also answer questions like
Where do they come from? and How is their culture different? That stuff needs to be talked
about if it’s not clear, or it will lack any real substance. And we wouldn’t want that with
such a gold mine for character expression.

Some of the less obvious metavariants have write-ups on the next page, but this is by no
means meant to be prescriptive—adapt as needed.

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Changing the Game


Advanced Abilities & Permissions
Here’s a sampling of advanced abilities and permissions for PCs to acquire through the events of play. You might create

your own for your Runners series, focused on the elements that are important in your game. These advanced abilities don’t

always explain how a PC achieves the requirements for them. That’s something to discuss and discover in play.

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Jackpoint Trade Secrets African Martial Arts
When you have achieve the rank of student in a Jackpoint trade secret, you receive When you achieve the rank of student in an African martial art, you receive permission to
permission to study the fundamentals of your chosen method. study the fundamentals of your chosen style.

When you have proven your command over the fundamentals of the method, you achieve When you have proven your command of the fundamentals of the style, you achieve the
the rank of inductee. You receive permission to attend the secret online meetings of the rank of graded. You receive permission to study the secret methods of the style. You gain
faction. You gain the inductee hacking maneuver of your method as a manuever (this does the graded maneuver of your style (this does not count as a special ability).
not count as a special ability).
When you have proven your mastery over the secret arts of the style, you become a
When you make appropriate sacrifices to the faction, master the ways of the secret master. You may take the master special ability of your style as a veteran advance.

Changing the Game


meetings, and offer up your absolute loyalty to the Mission, you become an agent. When
you achieve the rank of agent, you receive permission to attend the forbidden offline
meetings in the Barrens. You may take the agent special ability of your method as a Capoeira Style
veteran advance. ‹‹ [Graded] Flow: Your unarmed attacks involve a flowing dance with powerful
rotating strikes. You may attempt to confuse an opponent or ruin their balance (to trip
them or cause them to hesitate), while staying out of arm’s reach. You may also use the
Blackhat Method dance as a distraction and to negate harm from loss of balance.
‹‹ [Inductee] Brick House: You may wield a special program suite in combat to ‹‹ [Master] The Breakdown: Your dizzying attacks involve acrobatic leaps with
interfere with your opponent’s devices and open them up to cyberspace attacks. You devastating lateral strikes. When you make an attack in this way, choose a beneficial extra
may attempt to access an opponent’s device or control them (to jack a device or orphan effect (this effect occurs regardless of the outcome of your action): the target’s armor is
it) while staying out of their primary device’s range. You may also use the program suite ruined—the target’s weapon is ruined—the target is knocked sprawling—the target is
as a wireless range extender and to negate harm from dumpshock. forced in close where a sword is useless.
‹‹ [Agent] FastCrack: Your virtual attacks involve rapidly cycling access with powerful
disrupting exploits. When you attack in this way, choose a beneficial extra effect (this
effect occurs regardless of the outcome of your action): the target’s cyberspace attack Donga Style
is ruined—the target’s cyberspace armor is ruined—the target cannot trace you—the ‹‹ [Graded] Donga Fighting: You may wield a special wooden staff in combat to
target is jacked. interfere with your opponent and open them up to martial attacks. The staff resembles a
long stick and is reinforced against breakage. You may attempt to disarm an opponent
or grapple them (to immobilize a limb or choke them), while staying out of arm’s reach.
Whitehat Method You may also use the donga as climbing gear and to negate harm from falls.
‹‹ [Inductee] Supreme Filter: You may wield a specialized commlink along with your ‹‹ [Master] Rising Tornado: Your martial attacks involve acrobatic leaps with
cyberdeck to block your opponent’s communications or broadcast a barrage of digital powerful upward strikes. When you make an attack in this way, choose a beneficial extra
signals with both your devices. During any exchange with an opponent, at your option, effect (this effect occurs regardless of the outcome of your action): the target’s armor is
choose to hack aggressively with commlink and cyberdeck-increasing the level of harm ruined—the target’s weapon is ruined—the target is knocked sprawling—the target is
inflicted by you and your opponent, or hack defensively-decreasing the level of harm forced back out of sword range.
inflicted by you and your opponent.
‹‹ [Agent] Global Sudo: Your virtual attacks involve rapidly cycling access with
powerful penetrating exploits. When you attack in this way, choose a beneficial extra
effect (this effect occurs regardless of the outcome of your action): the target’s cyberspace
attack is ruined—the target’s cyberspace armor is ruined—the target is traced—the
target is jacked.

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Eastern Pistol Katas Way of the Samurai
When you achieve the rank of student in an Eastern pistol kata, you receive permission to When you achieve the rank of student in a Samurai fighting art, you receive permission to
study the fundamentals of your chosen style. study the fundamentals of the Code of Honor. You gain the B u s h i d o C o d e maneuver (this
does not count as a special ability).
When you have proven your command of the fundamentals of the style, you achieve the
‹‹ Bushido Code: You gain an additional karma trigger: You settled disputes with
rank of graded. You receive permission to study the secret methods of the style. You gain
respect or duels according to the Bushido Code of Honor. When you duel someone to
the graded maneuver of your style (this does not count as a special ability).
the death, also mark crew karma.
When you have proven your mastery over the secret arts of the style, you become a
When you have proven your command over the fundamentals of the style, and sworn
master. You may take the master special ability of your style as a veteran advance.

Changing the Game


yourself to uphold the Code of Honor, you achieve the rank of samurai. You receive
permission to study the secret arts of the style. You may take the following special abilities
Gun Fu Style as a veteran advance:
‹‹ [Graded] Akimbo Fighting: You may wield a pistol in the offhand to counter your ‹‹ [Seppuku] Death Before Dishonor: The honorable self-sacrifice of your physical
opponent’s moves or launch a wild volley of shots with both your pistols. During any body instantly frees your spirit. You arise from the weapon you used. Switch to the Free
exchange with an opponent, at your option, choose to fight viciously with a matched Spirit playbook and immediately take a playbook advancement. Later, a living person
set of pistols—increasing the level of any harm inflicted by you and your opponent, or can force you to instantly travel to its location and appear before them by holding it and
fight defensively—decreasing the level of any harm inflicted by you and your opponent. speaking your family name. When you mark 1 edge, you can strongly interact with those
‹‹ [Master] Ricochet: Your pistol attacks involve acrobatic leaps with rebounding hurt by this weapon, rather than weakly interact.
shots. When you make an attack in this way, choose a beneficial extra effect (this effect ‹‹ [Seppuku] Fallen Samurai: The dishonorable death of your physical body instantly
occurs regardless of the outcome of your action): the target’s armor is ruined—the frees your spirit. You arise from the weapon that killed you. Switch to the Free Spirit
target’s weapon is ruined—the target is forced back into cover—your trajectory ignores playbook and immediately take 1 torment. Later, a living person can force you to
impeding cover. instantly travel to its location and appear before them by holding it and speaking your
family name. When you mark 1 edge, you can strongly interact with the wielder of this

Hójutso Style weapon, rather than weakly interact.

‹‹ [Graded] Tactical Advance: You may wield a light pistol in your offhand to interfere When you have proven your command over the secret arts of the style, you achieve the rank
with your opponent and open them up to close quarters attacks. You may attempt to of master samurai. You may take the master special ability of your style as a veteran advance.
disarm an opponent at range, while staying out of pistol range. You may also use a pistol
as a medieval weapon and to negate consequences of being grappled (immobilization, Swordmaster Style
choking, etc.). ‹‹ [Master] Wall of Steel: You may wield a curved medieval shortsword in the
‹‹ [Master] Fusillade: Your pistol attacks involve powerful barrages of gunfire. offhand to counter your opponent’s moves or launch a wild flurry of cuts with both your
When you make an attack in this way, choose a beneficial extra effect (this effect occurs blades. During any exchange with an opponent, at your option, choose to fight viciously
regardless of the outcome of your action): the target’s armor is ruined—the target’s with shortsword and longsword—increasing the level of any harm inflicted by you and
weapon is ruined—the target is forced back into cover—the target loses line of sight on your opponent, or fight defensively—decreasing the level of any harm inflicted by you
you. and your opponent.

Bowmaster Style
‹‹ [Master] Riding Shot: You may fire a bow while performing tricky manuevers
while riding on a mount (horse, motorcycle, etc.). When you make an attack in this
way, choose a beneficial extra effect (this effect occurs regardless of the outcome of
your action): The target’s visibility is obscured—the target is slowed down—you trade
position with the target.

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Paths of Submersion Dissonant Method
When you achieve the rank of student in a mystical art of Submersion, you receive You may take a number of these (in sum) equal to your A t t u n e rating.
permission to study the fundamentals of your chosen method. ‹‹ [Master] Void in the Stream: You can push yourself to do one of the following:
summon a storm of interference in the immediate vicinity (jamming communications,
When you have proven your command over the fundamentals of the method, you achieve
interrupting data streams, shorting out small electronics, etc.)—wield data corruption as
the rank of submersed. You receive permission to study the secret arts of the method. You
a ranged weapon in emergent VR.
gain S u b m e r s e d as a maneuver (this does not count as a special ability):
‹‹ Submersed: You may I n t e r f a c e to manifest on any emergent plane you can ‹‹ [Master] Machinehead: Through some emergent means, you are able to interact,
project your consciousness (see page 201 for details). Your max rating for the I n t e r f a c e physically and socially, with some emergent entities as if they were normal signals.

Changing the Game


action becomes 5. You get +1d to resistance rolls made to employ or contend with Choose one type: gremlins—AI devices—sprites—technocritters. Take this ability again
emergent power. to choose an additional type of being.

When you have proven your mastery of the secret arts of the method, you achieve the rank This is potentially very powerful, and the exact method and its limits should be strictly
of master. You may take the master special ability of your method as a veteran advance. defined in the fiction, to avoid confusion. Uses available to devices are not affected
by this ability, of course.

Resonant Method
You may take a number of these (in sum) equal to your A t t u n e rating.
‹‹ [Master] Partitioned Mind: You can partition your emergent senses, obscuring
your living persona and going offline for a few minutes. Mark 1 edge when you partition,
plus 1 edge for each extra feature: it lasts an hour instead of a few minutes—your living
persona is invisible rather than obscured—you can use your fingertips to transmit signals
to an offline device.

‹‹ [Master] Echoplex: You may imbue your living persona with emergent energy.
You gain potency when engage the emergent or electronic. Choose one special feature
of your living persona: emergent link, virtual rig, mental array. Take this ability again to
choose another emergent feature of your living persona.
Emergent link lets you always know the thoughts and feelings of all teammates that
are online. Virtual rig means you may use your emergent mind as an implanted control
rig. Mental array means you aren’t distracted while using augmented reality, and can
still act (taking -1d) in meatspace while in VR.
‹‹ [Master] Ancient Ritual: You know the secret methods to perform ancient rituals.
Help with Submersion
You can S t u d y an ancient ritual (or create a new one) to produce an emergent effect or Technomancers can sense it, have known it was there all along—a mystical
entity. You begin with one ancient ritual known. realm of data hidden in the spaces between the objects in cyberspace. Logic
and information flows freely there like a roaring waterfall, and to reach the
Without this special ability, the study and practice of ancient rituals leaves you utterly pinnacle of one’s technomancer ability requires its exploration via a process called
vulnerable to the powers you supplicate. Such endeavors are not recommended. submersion. Submersion is the moment of “emergent truth” as it were, during
which a technomancer’s mind is opened completely to the mystical energies of
For more details, see Ancient Rituals on the next page.
the emergent realms. To get to this bizarre state of being, a person must project
to the metaplanes, confronting the Event Horizon and pass its test at least once
(an emergent PC’s Dweller on the Threshold; see page 201 for details).

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Path of the Otaku Cult of Corruption
When you achieve the rank of initiate, you receive permission to secret rituals of the cult. When you open your mind to the null values and paradoxical logic structures of corruption
When you make the appropriate sacrifices to the cult, master the ways of the secret rituals, you suffer 1 t r a u m a and become an adept of its cult. You gain access to the following
and offer up your absolute loyalty to the Path, you become a cultist. When you achieve the special abilities as veteran advances:
rank of cultist, you receive permission to attend the forbidden resonance well rituals in the ‹‹ Fatal Exception: When you deal cyberspace harm to a device using emergent
Barrens. You may take the special abilities below as veteran advances. powers, you orphan any devices slaved to it. When you resist cyberspace harm, you can
‹‹ Machine Whisperer: You may A t t u n e wth the emergent realms in order to take choose to mark only 1 edge, regardless of the result.
control of an electrical device. When your control is challenged, you must re-Attune
‹‹ Horizon Pulse: You may unleash a tiny modicum of the dissonant energies on
(risking special harm) or leave the device. Your control is challenged when: you consume

Changing the Game


cyberspace objects nearby, delivering to them a taste of its power. This is a mystical
emergent power from the host—emergent powers act against you—the device’s
technomancy attack felt by anyone with enough installed cyberware for which you must
ownership protocol is driven to violated. You may easily and indefinitely possess a
take level-1 harm, Fade, and it has an effect determined by your t r a u m a level. T r a u m a
shell frame that has been ritually prepared for you (change your playbook to the Shell
1+: anything or anyone who can feel the pulse must flee and leave your presence, or be
playbook).
incapacitated by a spectrum of harmonic feedback. T r a u m a 2+: In addition, you inflict
‹‹ Serial Experiment: The death or jacking of your living persona instantly frees your level 2 harm, Ruptured eardrums, to all who can feel it. T r a u m a 3+: Instead of level 2
spirit as a resonant entity. You arise from any resonance well you have previously visited. harm you inflict level 3 harm, Drooling catatonia. T r a u m a 4+ : In addition, you may also
Switch to the Free Spirit playbook and immediately take the Cyberspirit maneuver below focus on one person who can see you and inflict fatal mystical harm, Braindead.
as a Free Spirit trait (this does not count as a special ability).
When you suffer your fourth t r a u m a , your mind is prepared and you ascend to mastery
‹‹ Free Sprite: You produce an icon which resembles your living persona. You may
in the cult of corruption. You receive permission to call upon the corrupted logic of the
weakly interact in VR and vice versa. You can host a device by a t t u n i n g to it and may
emergent realms to briefly manifest in the physical world and enact its will, at the cost of 6
communicate through signals without being distracted. You are affected by interference
edge. You receive permission to continue to play your character rather than retiring, with
charms and the C o mpi l e of a Technomancer (you may make a resistance roll to overcome
the following restrictions:
their effect).
‹‹ You may now clear edge only by serving the will of the corrupted realms. Your
A two-time winner of the Nobel Prize in Arcana, Professor Roz recently gained acclaim vice becomes Servitude.
for her sensational proofs of a correlation between the crash of the second Mars
‹‹ When next you suffer t r a u m a (your fifth), you transform into an avatar of the
Lander Probe and the sudden appearance of strange power sites. The Apocryphus
corrupted realms, losing your former mind and will as the infinite loops of the corrupted
meteor’s near-collision with Earth has also been detailed. Despite her reputation as a
realms fully manifest within you. Retire your character to their dark fate.
scientist, the news publicly discredits it as forgery and hoax.

A whitepaper leaked from the GOD corporate grid suggests new technologies
are on the way—reading between the redacted lines suggests the construction
of a “proprietary research facility” to achieve monopolization of “interplanetary
cybersecurity” may already be underway.
10
Arts of Initiation Initiate Special Abilities
When you achieve the rank of practitioner in an Art of Initiation, you receive permission ‹‹ Centered: You gain an additional Vice: Centering. When you indulge this vice and
to study the fundamentals of your playbook’s method (traditional if Magician, mystic if perform a suitable routine, you don’t overindulge if you clear excess edge. In addition,
Adept). You gain the practitioner maneuver of your method below (this does not count your centering will give you +1d to any resistance roll you make—from now until you
as a special ability). indulge this vice again.

When you have proven your command over the fundamentals of the method, you achieve Depending on your tradition, a suitable routine may involve time meditation (usually
the rank of initiate. You receive permission to study the secret arts of the method. You may with Assense) or taking an action specific to your chosen way (martial arts forms,
take the initiate arts of your method as veteran advances. chanting, singing, shouting ancient monikers, etc.).
‹‹ Astral Voice: Through some arcane means, you are able to interact, physically

Changing the Game


When you have proven your mastery over the initiate arts throguh the traditional method,
you achieve the rank of master. You may take the master special abilities on the next page and socially, with some supernatural beings as if they were normal people. Choose one
as veteran advances. type: dragons—forgotten mentor spirits—ghouls and vampires. Take this ability again to
choose an additional type of being.

Traditional Method This is potentially very powerful, and the exact method and its limits should be strictly
defined in the fiction, to avoid confusion. Magical abilities available to humans are not
‹‹[Initiate] Metaplanar Perception: You can A s s e n s e to find a affected by this ability, of course.
metaplane. Mark 1 edge to project your consciousness for several
minutes to a metaplane you can find, where you may be tested by ‹‹ Archsorcerer: Each time you employ s o r c e r y , take +1 magnitude to one aspect
the Dweller on the Threshold (see next page for details). Examine of your choice (area/scale, duration/range, or quality/force). You may push yourself to
the metaplane of fire, sense ancient horrors, reach out to forgotten interrupt sorcery as its being cast to reflect it back at the source, mortal or otherwise.
mentor spirits, etc. Your max rating for the A s s e n s e action becomes ‹‹ Walking Vessel: Mark 1 edge when you suspend your supernatural power for
5. You get +1d to resistance rolls against arcane consequences. several minutes (you may resume it early for free). Conceal your astral signature, appear
to possess a mundane aura, temporarily unbond a foci without having to rebond, etc.
What metaplane do you seek with your newly discovered power?
What do you hope to achieve by projecting beyond the mortal ‹‹ Astral Oath: When you shake on a deal or draft one in writing, you and your
realms? partner—human or otherwise—both bear a mark of your oath. If either of you breaks
their end of the deal, they take level 3 harm, “Cursed.”
M y s t ic M e t h o d The astral signature on the oath is obvious to anyone who sees it (perhaps a magical
‹‹[Initiate] Perfected Body: You are immune to the terror some rune appears on the skin). When you suffer “Cursed” harm, you’re incapacitated by
supernatural entities inflict on sight. When you mark 2 edge to push withering: enfeebled muscles, hair falling out, bleeding from the eyes and ears, etc.,
yourself, choose two benefits (+1d, +1 effect level, or act while until you either fulfill the deal or discover a way to heal the curse.
incapacitated) instead of just one. Your max rating for one action becomes
5 (choose one when you gain this maneuver).

What has revelation taught you about the limits of metahumanity?


What will you prove when you realize your dreams?

Help with Initiation


The dawn of the Earth marks the height of arcane potential in the moment of clarity and focus in the advancement of a Magician Regardless of the tradition, initiation always taps into a
the material plane. The slow departure of these unfathomable or Adept involving a metaplanar revelation as appropriate to deeper commitment to the exploration of the mysteries of
arcane forces is said to have created the astral plane, hiding its your tradition. An adept might achieve this through perfection metaplanar power. Having a teacher of a tradition that uses
secrets which the Awakened may pursue. As one explores the of sword katas or deep meditation. A hermetic might achieve the method greatly reduces the dangers of the process for a
limits of their arcane senses, they realize that the astral plane is this after realizing their life’s work with the completion of an student or initiate (and increases the chances of their future
“bottlenecking” them. But what if you sense more directly (the arcane thesis. A shaman might undergo a vision quest and seek support)—hence the formation of societies and colleges to
metaplanes)? To reach the hidden limits of arcane potential, a PC confirmation and guidance from her forgotten mentor spirit. The guide others to these supernatural arts.
must explore the mysteries of the outer metaplanes. Initiation is faithful or insane might succumb to their delusions completely. 200
10
Master Metamagics The Dweller on the Threshold
You may take a number of these (in sum) equal to your A s s e n s e rating. Normally, a mortal cannot sense beyond the inner metaplanes (the astral plane and
‹‹ Astral Artist: You know the secret methods to manipulate and “read” astral cyberspace). Once you become a practictioner, you can bond to a given metaplane
signatures. You can A s s e n s e to quickly memorize an astral signature or manipulate one and project your consciousness to a bonded metaplane. When you project your
left behind. consciousness to a metaplane, the so-called Dweller on the Threshold presents a
challenge—a test—designed to show you your greatest weakness.
‹‹ Geomancer: You know the esoteric method of suspending a power site’s aspects.
Mark 1 edge when you suspend an aspect for several minutes (preventing it from acting The Dweller’s form is different to each metaplanar traveller. A terrifying figment of
against you). You no longer suffer much from special harm taken within your lodge, and your subconscious, that of a horror beyond comprehension, pure madness, etc. What
get +1d to resist supernatural consequences within your established lodge.

Changing the Game


form does your metaplanar guardian take?
‹‹ Ancient Ritual: You know the lost methods to perform ancient rituals. You can
When you project your consciousness to a metaplane, you are tested by your metaplanar
S t u d y one (or create a new one) to summon an arcane effect or entity. You begin with
guardian. When you are tested by your metaplanar guardian, roll dice equal to your lowest
one ancient ritual already learned.
Attribute. The result indicates whether you passed the test and what else happens: On a
Without this special ability, the study and practice of ancient rituals leaves you utterly 1-3, you fail the test and the GM chooses one of the following options (no roll to resist): you
vulnerable to the powers you supplicate. Such endeavors are not recommended. are ejected to the astral plane—you mark 5 edge—you suffer level-3 harm, “Comatose.”
On a 4/5, you fail the test and you choose one. On a 6, you fail the test, or you pass the
For more details, see Ancient Rituals on the next page. test if you choose one. On a Critical, you struggle against all odds for what seems like an
‹‹ Arcane Sympathy: You can target someone beyond mortal limits with a sympathetic eternity (it was actually just a few moments), and you pass the test.
link. Recite someone’s memorized astral signature, “consume” part of a person’s living
If you pass the test, the metaplanar guardian will not test you the next time you project
body, hurl a fireball around a corner. Mark 1 edge to form a link which grants you special
to the metaplane in the future (you will still get tested by the guardian when you project
awareness of a target, regardless of distance.
to any new metaplane).
Sympathetic links are extremely powerful. Teeth, blood, bones, and the like might
The first time you take the test of the metaplanar guardian (pass or fail), describe what it
suffice, depending on how recently the subject was relieved of it.
taught you about the nature of the metaplanes and your supernatural powers at the end
‹‹ Planar Traveller: You are never tested more than once by the Dweller on the of session, recording the specific details in your notes and marking 2 k a r m a on your
Threshold on any given metaplane. You no longer need to undertake long-term projects playbook karma track.
to learn spells.

Normally, you must find a source for all spells you wish to learn. With this, your living
essence is becoming one with the metaplanes, granting you special insight into the
sorcerous energies within. Only S o r c e r e r s typically take this ability (you need it to
cast a spell you’ve learned).

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Ancient Rituals E x a mp l e A n ci e n t R i t u a l A n s w e r s
Player: “The ritual creates a voodoo doll of a potential victim that can cause pain and
An ancient ritual is a lost art of supernatural power from before the Fifth World. Unlike
even death from anywhere in the world. It’s otherwordly because... as long as the doll
modern arcane or emergent techniques that utilize the pseudo-scientific application of
is linked to them, their hair and nails will occasionally fall out.”
supernatural energies, ancient rituals depend on strange occult forces and entities to
realize their effects. To enact an ancient ritual is to come into contact with these abyssal GM: “Spend a downtime action to prepare a woven item made from deepweed
forces and entreat them to do your will. It is not a practice without considerable risk. hemp, crematory ash from a person, and a sample of the victim’s hair or blood—
over which you must speak the victim’s true name. You mark at least 1 edge when

Finding a Ancient ritual Source you perform the ritual, which will be its quality for a fortune roll when you harm the
subject with it—so you might want to mark more edge to make it more potent.”

Changing the Game


A PC with the A n ci e n t r i t u a l special ability begins with one known ancient ritual, already
learned (answer the questions below to create it). To learn a new ancient ritual, a PC must Player: “Gotcha. My new fear is what will happen if a subject can figure out how to
first find a source. A source may be secured as payoff from a score—perhaps you steal a turn this ritual’s power against me, instead.”
ancient ritual when your crew kidnaps a member of the Otaku Remnant. You might also
secure a source as the goal of a long-term project—by networking with weird cultist
friends, studying a resonance nexus, or some other method you devise.
Performing an ancient ritual
To perform an ancient ritual, you must have the A n ci e n t r i t u a l special ability, then
follow the method outlined by the answers to the ancient ritual questions. Most ancient
Learning an Ancient ritual rituals will take one downtime activity to perform, though the GM may call for two (or
Once the source of a ancient ritual is found, you may undertake a long-term project to more) downtime activities for very powerful or far-reaching effects. Some ancient rituals
learn the ancient ritual. Most ancient rituals will require an 8-segment progress clock to may be partially performed during downtime and then fully manifested at-will later by
learn. The player and the GM answer questions about the ancient ritual to define what it completing the last incantation or ritual action. In this case, simply make a note that the
will do in play and what is required to perform it (see below). The player records these library has been “primed” and may be unleashed at a later time.
answers in their notes for future reference.
When you perform an ancient ritual, you mark an amount of edge as established by the
ancient ritual questions, according to the magnitude of the forces brought to bear. The
Ancient Ritual Questions GM uses magnitude as a guideline for setting the edge cost—it may be higher or lower
(1) GM asks: “What does the ancient ritual do, and how is it mystical?” Player at their discretion to better describe the nature of the ancient ritual.
answers.
Ancient rituals take time to perform. Use the duration examples on the magnitude table
(2) Player asks: “What must I do to perform the ancient ritual, and what is its to reduce the edge cost based on the time needed, generally no less than an hour.
price?” GM answers. An ancient ritual takes at least one downtime activity to perform
and depletes the user’s edge on the according to its magnitude. If performing an ancient The GM may also tick a progress clock when you perform an ancient ritual—to advance
ritual is dangerous or troublesome in some way, it requires an action roll (usually A s s e n s e the agenda of a supernatural power or entity, or to show the steady approach of a dark
or I n t e r f a c e ). An ancient ritual may have additional costs, such as a sacrifice, rare item, outcome that is a consequence of the form’s use.
the start of a dire progress clock, etc.
If an ancient ritual is dangerous or troublesome to perform, make an action roll (usually
(3) GM asks: “What new belief or fear does knowledge of this ancient ritual and A s s e n s e or I n t e r f a c e ) to see if unpleasant consequences manifest. If an ancient ritual
its attendant occult forces instill in you?” Player answers. has an uncertain effect then a fortune roll should be made to see how well it manifests.
Because an ancient ritual is a downtime activity, you may spend n u y e n 1-for-1 to increase
the result level of your fortune roll (this represents the expenditure of expensive or rare
ancient ritual materials). If an ancient ritual is both dangerous and uncertain, then both rolls
may be called for.

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Each performance of an ancient ritual is a unique event, and may not always work the same
way each time. The GM or players may call for a round of questions to establish an ancient The Stuff of Nightmares
ritual anew. Ancient rituals are a way to bring in a wide variety of supernatural effects into When you have taken 1 t o r m e n t and sacrificed that which you love most to the
the game. Use with caution! If you ever go overboard, address the questions again to metaplanes through arcane ritual, you become a Nightmare. You may take the following
establish new mystical-ness and costs if things have gotten out of hand. The abyssal forces special abilities as a veteran advance:
are not playthings and cannot be considered a reliable or safe source of power.
‹‹ Calloused Soul: If you do not or cannot indulge your vice during a downtime
phase, you mark half as much drain as usual (half your t o r m e n t ; round down). You may
Sample Ancient Rituals roll your number of suffered t o r m e n t in place of your Assense rating.

Icon Map: This ancient ritual compiles a geolocation sprite and search spider that reveals ‹‹ Terror: Your spirit form can take on a monstrous countenance and command potent

Changing the Game


the position of all icons across the district. An individual icon may be Studied on the map metaplanar energies of fear available to horrors. You get +1d to attack a frightened
as if nearby to glean some details about it. The one who uses it marks 4 edge when it’s target. You can mark 1 d r a i n to overcome someone’s immunity to your supernatural
performed (range: across the district, quality of information: good, minus extra time: a few terror for the next few minutes with a horrific transformation.
hours). As an example; another GM might judge the magnitude differently.
Your torment taints your form in the afterlife, and you’re growing ever more
Portal to the Void: This ancient ritual calls upon the power of shedim to open a small monstrous and terrifying. Some characters are immune to the supernatural
gateway to the metaplanes (somewhere within a few blocks of the ancient ritual site). terror that spirits can inflict—but they’re not immune to it when you temporarily
Anyone caught near the portal is caught in a magical dead zone and drawn with grow into your second, even more horrific form. What does that look like?
unstoppable force into the abyss. This ancient ritual is very dangerous, involving arcane
When you suffer your fourth t o r m e n t , your soul is prepared and you become consumed
contact with a shedim’s demonic power (desperate action roll). The one who performs it
by pure hatred. You receive permission to call upon metaplanar horrors to briefly lend
marks 6 edge and ticks a 4-segment progress clock: “Seduced by the Shedim’s Voice.”
you aid in the commission of atrocity, at a cost of only 1 edge. You receive permission to
continue to play your character rather than retiring, with the following restrictions:
‹‹ You may now clear edge only by committing acts of atrocity against the innocent.
‹‹ When next you suffer t r a u m a (your fifth), you transform into a metaplanar horror,
losing your former mind and will to the darkness made fully manifest within you. Retire
your character to their dark fate.

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Some Arcane mentors
Bear/Dominance: Be irascible. Show dominance. Owl/Widsom: Be watchful. Snatch and choke your
Forgotten Mentor Spirits Actions: Fight—Demand prey. Actions: Prowl—Study.
Cat/Independence: Toy with your enemies unless Rat/Survival: Be greedy, you don’t need much anyways.
When, having projected to the metaplane of your forgotten mentor spirit, you receive things get serious (and then your claws come out). Flee when you are faced with death. Actions: Finesse—
permission to know and perform its secret communication prayers. You gain the lifestyle Actions: Prowl—Finesse Prowl
maneuver most befitting of your life thus far (this does not cost a special ability). When you
Coyote: Team up with a peer. Spar with others to get Raven/Mischief: Take advantage of weakness. Laugh at
make appropriate sacrifices to your forgotten mentor spirit, master the ways of the secret
to know them. Actions: Prowl—Study others’ misfortune. Actions: Finesse—Recon
prayers, and offer up your absolute loyalty to the lifestyle chosen for you, you become
Dog/Loyalty: Show loyalty to your friends. Stand Shark: When you draw blood, attack with reckless
mutually chosen. When you are mutually chosen, you may take the T r a n s c e n d a n t special
guard by those in need. Actions: Hunt—Recon abandon. Devour your foes. Actions: Hunt—Wreck
ability as a veteran advance.
Gator: Surprise your prey from below or outrun it. Snake/Secrecy: Whisper secrets. Tell cunning lies that
‹ ‹ [Lifestyle] Spiritual Mentor: You gain an additional karma trigger: When

Changing the Game


Be insatiable when everyone is looking. Actions: are like poison. Actions: Finesse—Hustle
you struggle to defend or uphold your forgotten mentor’s precepts. A forgotten
Wreck—Prowl
mentor spirit that has been mutually chosen is always in contact with you, ready
Eagle/Pure: Swoop down on your prey from above. Wolf: Be a sneaky loner. Save no scraps for the weak.
to deliver its characteristic brand of guidance. While its otherworldly desire is
Despise air pollution. Actions: Prowl—Recon Actions: Hunt—Prowl
well-satisfied, the mentor spirit will offer its metaplanar awareness (5d) or mystical
insight (4d) without need for your specific request. Lion: Stalk your prey and pick out the weakest. Chase Pollution: Desecrate natural order. Consume and corrupt
those who flee. Actions: Prowl—Fight what is clean or pure. Actions: Engineer—Wreck
‹‹ [Lifestyle] Living Example: Your forgotten mentor can compel you to cease any
action which it opposes. While its otherworldy desire is well-satisfied, the mentor will
grant one benefit (chosen before and after a run): when you roll to resist a supernatural
Some Emergent Paragons
0-1: Perfect and expand deep dissonance. Do not fail Delphi: Watch, compare, and predict the future.
consequence, you may choose to mark only 1 edge, regardless of the result of your
in reaching virtual harmony. Actions: Hack—Wreck Survey—Interface
roll—you can push yourself for 1 edge with its chosen actions.
Alias: Keep your identity secret. Actions: Prowl— Flow: Be like water, constantly flowing. Actions:
‹‹ Transcendant: The death or possession of your physical body instantly frees your
Hustle Prowl—Finesse
spirit. You arise from any power site to which you have previously projected. Switch to
Archivist: Never delete or corrupt records. Go through IC: Defend the master. Find and remove threats. Actions:
the Free Spirit playbook, gaining a form the forgotten mentor spirit has chosen for your
what is lost. Recon—Study Hunt—Recon.
vaporous essence (instead of your living body and clothes), and immediately take an
Daedalus: Always be building to the sun and beyond. Idoru: Look good and talk smart. Manipulate
additional playbook advancement.
Actions: Engineer—Study opportunities into your favor. Actions: Hustle—Study
When you suffer your fourth t r a u m a , your judgment is
final and forgotten mentor spirit edits your astral signature
permanently. You receive permission to call upon your
E m e r g e n t P a r a g on S p r i te s
forgotten mentor spirit to briefly manifest a supernatural
force in the physical world and enacts its will, at the cost Some view paragon sprites as virtual gremlins—others see them as quantum gods. Whatever the
of 6 edge. You receive permission to continue to play your truth of it, the awareness of the paragon sprites is interfaced to the ideological constructs of human-
character rather than retiring, with the following restrictions: metahuman experience left behind by signals in cyberspace. Sadly, these resonant entities are alien,
abstract, paradoxical, and unfeeling in their assimilation of the mortal mind (use the write-up on the left as
‹‹You may now clear edge only by serving the will of your
it pertains to your emergent entity). Unlike a mentor spirit, the advice of a paragon sprite is emotionless,
forgotten mentor spirit. Your vice becomes Servitude.
and severe about its precepts. Delivery of insight is incredibly logic-based (and even ignorant of mortal
‹‹When next you suffer t r a u m a (your fifth), you transform concerns like sustenance, companionship, and shelter).
into an avatar of the forgotten mentor spirit, losing your
former mind and will as the judgments of your forgotten Some practitioners report they “unthink” about a paragon sprite to make its realm reach out to them.
mentor spirit fully manifest within you. Retire your character Others say it’s a moment of clarity or balance which can jumpstart contact with their resonance more
to their dark fate. directly. And still others say you need to have your brain formatted by a quantum computer. A hidden
dissonance point or cyberspace exception contains all the answers—if only you can find it. What methods
has this entity used to guide you before?

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Bound to the Free Spirit Druidic Communion
When, having bound yourself to a tormented free spirit through arcane ritual, you indulge When you achieve the rank of devotee, you receive permission to perform the bestial
its otherworldly desire, and receive permission to command it and it may not refuse you. communion ritual in your lodge. When you open your mind to the thought-tendrils of a
When the free spirit’s desire is not well-satisifed, it receives permission to work in secret spirit of beasts during the communion ritual, you suffer 1 t r a u m a and become chosen.
toward your destruction to be free of its binding. You may take the following special You gain access to the following special abilities as veteran advances.
abilities as veteran advances: ‹‹ Mouth of the Beast: Through some supernatural means, you are able to interact,
‹‹ Spiritual Attendant: A free spirit bound to you is compelled to stay always at mentally and socially, with certain beasts as if they were normal people. Choose two:
hand, veiled and hidden within a nearby source of its astral affinity, ready to appear at mammals—birds—fish & amphibians—reptiles. You may take this again to choose two
an instant to serve you. While its dark desire is well-satisfied, the free spirit will manifest additional types.
to interpose itself for your protection or to offer its wisdom or aid without need for your
specific command. The main differences between reptiles and mammals is that reptiles don’t have fur,
are cold-blooded, and they lay eggs. Mammals do the opposite of those things.
‹‹ Artifact Prison: You may force a free spirit bound to you to inhabit an artifact Amphibians are basically the same as reptiles except for the fact that amphibians live
created by arcane methods. The free spirit’s abilities are then controlled by the wielder, in water and land. Reptiles only live on land.
so long as the free spirit’s dark desire is satisfied.
‹‹ Reincarnation: The death or spiritual possession of your physical body instantly
‹‹ Inhabited Pet: You may force a free spirit bound to you to indefinitely inhabit a frees your spirit. You arise from the offspring of a pet you previously had. Switch to the
pet prepared by arcane methods. The pet’s abilities are then controlled by the free spirit, Free Spirit playbook and immediately take a playbook advancement.
so long as the pet’s body lives. The inhabited pet is dual-natured, gaining potency when
tracking or fighting the supernatural. Take this ability again to choose an arcane ability for
the pet: augur—reinhabit—share ability.

Your pet functions as a cohort (Expert: Specialist), and this ability gives them potency
against supernatural targets and an arcane ability of your choice. Being dual-natured means
if affects (and can be affected by) astral and material creatures equally.

Mind-link allows the ally spirit and PC to always share their


senses and thoughts telepathically ascross the sprawl.

Augur allows the ally spirit to count as a free assist on any


gather information roll it can help with.

Reinhabit allows the ally spirit to leap into and take control of
a living body then return to the pet’s body later. When the
control of the ally spirit is challenged, it must roll its re-Assense
to regain it (risking supernatural harm) or return to its body. Its
control is challenged when: the ally spirit consumes essence
from the host—arcane powers act against it—the host’s will
is driven to desperation. It may easily and indefinitely possess
a vessel (living or dead) that has been ritually prepared for it.

Share Ability gives the pet access to an arcane ability of


your choosing. Any activation costs for that ability are paid
by you, but the benefits are enjoyed by both of you.

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The Omnilab Program Temple of the Emergent Serpent
When you are recruited to the program, you achieve the rank of recruit and you gain A whitepaper leaked from an inside source suggests new technologies are on the
permission to take part in the secret screening trials in the hidden offshore facility. When way—reading between the redacted lines suggests the construction of a “proprietary
you submit the appropriate samples to the program, pass the challenges of the secret research facility” to achieve monopolization of “interplanetary cybersecurity” may
screening trials, and offer up your absolute dedication to the company, you become a test already be underway.
subject. When you achieve the rank of test subject, you receive permission to take part in
the forbidden research program in the Barrens. You may also the following special abilities When you undergo psychosomatic conditioning at the hidden headquarters, you suffer 1
t r a u m a and become a devotee. You receive permission to sign ownership of your body
as veteran advances:
over to the emergent serpent. You gain C o n d i t i o n i n g as a maneuver (this does not count
‹‹ Evolved: Your liver, kidneys, heart, and lungs are replaced with experiemental

Changing the Game


as a special ability).
implants, granting you immunity to homeostatic irregularity. Choose one special feature:
amphibious—echolocation—wallcrawling. You may take this ability a second time to ‹‹ Conditioning: You no longer suffer much from otherwordly terror, and can choose
choose again. to take only 1 edge when you resist mental or supernatural harm, regardless of the result
of your roll.
With this ability, you are immune to the deleterious effects of sleep deprivation,
hunger, and thirst. With amphibious, you can breathe underwater as well as air. With When you sign ownership of your body over to the emergent serpent, you become their
echolocation, you can determine position through ambient sound. With wallcrawling, terrestrial agent on Earth. You may take the following special abilities as veteran advances:
you can traverse solid surfaces including walls and ceilings. ‹‹ Extraterrestrial Liason: Through some strange means, you are able to network
with some extraterrestrials as if ithey were a normal person (choose one): sectoids—
‹‹ Quantum Backup: Your consciousness may be backed up or retrieved from the
lizardmen—crab people. When you D e m a n d things of the serpent, you get +1d.
metaplanes by marking 1 edge. If you suffer lethal harm, your consciousness is forced to
the metaplanes, and you take level-3 harm, “Incapacitated” until you can recover. If you ‹‹ Serpentine Transfusion: Choose a drug or poison (from the Rigger’s field harness
suffer emergent harm while in this state, you are destroyed utterly. stock) to which you have become immune. You can push yourself to secrete it through
your skin or saliva or exhale it as a vapor. Once per run, you may flashback to changing
When you suffer your fourth t r a u m a , you are transported to the hidden research & development your chosen drug or poison for free
facility and receive the final procedure. You receive permission to call upon the secret company to
do a fly-by and deliver its will, at the cost of 6 edge. You receive permission to continue to play your ‹‹ Interplanetary Projection: When you enter the Cydonian power site on Earth and
character rather than retiring, with the following restrictions: mark 1 edge, you can project your consciousness to any Cydonian power site on Mars.
‹‹ You may now clear edge only by serving the will of your company. Your vice becomes Your emergent form is visible while projecting, allowing instant two-way communications.
Servitude. Mark 1 edge to enter the virtual host there for a short time.
‹‹ When next you suffer t r a u m a (your fifth), you are deactivated and modified into the war
machine of the company, losing your former mind and will as the company’s directives completely
replace your former thoughts and memories. Retire your character to their dark fate.

206
Seattle
Chapter 11 Seattle is one of the most important cities in the UCAS, since it is located on a protected
enclave of territory inside Tribal Council territory and features a massive intersection of

City guide to Seattle


megacorporate interests. Visitors from around the world prefer this location for illicit
meetings due to the distance from any nearby sanctuaries of corporate control. A stunning
array of docking locations and airports permit the megas and syndicates from around
the world to meet and engage in commerce for business (probably accompanied by
masterminded criminal plots).

Data miners plunder the hidden quantum networks of cyberspace, far beyond the
sight of consumer devices, to grapple with massive virtual hosts and deadly intrusion
countermeasures to extract their precious stores of paydata—the fuel for the corporate
agendas and schemes, the virtual power source of civilization’s growing architecture.
All powerful megas are owned by well-connected families, and all of them operate
an international network of subsidiaries (known collectively as a conglomerate). These
subsidiaries are owned by the descendants and near-kin of their line. The fortunes to be
had in the hidden collection of industry and consumer trends from the data they capture
ebb and flow. The cunning and the willing of Seattle do well to get on board with a fixer
to position themselves for a strong semi-anonymous reputation in this highly-profitable
web of dark enterprise.

Almost everyone that runs in the shadows or doesn’t ends up serving “the Man.” The
masses which comprise the black text on financial reports are simply that to the corporate
elite—numbers on a line. The ones who decide to carry out missions of illegal intent
get called runners: a word meaning “fellow crook,” “unwanted miscreant,” or “potential
employee” depending on who you ask.

The potential jobs for runners spans the gamut, but there are two types of crime that
people in Seattle tend to think of: white collar and blue collar. These terms carry added
The Black Pearl of the West meaning in the city from today. Those who prefer white collar crime end up an ally or
servant of the conspiracy, or preying upon the corrupted executives and privileged upper
The city of Seattle was established over 1000 years ago (predating the European “dark
management. While those who are willing to get their collars (and hands) dirty can usually
ages” period) as a settlement of hunters and gatherers on the soggy west coast of North
be manipulated into destroying themself or taking the fall when they close to “retirement.”
America. It has withstood the upheaval of Mortal Disbelief, an attack by a dragon, terrorist
There is also a demand in the underworld for those willing to perform fringe crimes of
bombings, a plague, a civil war, and legions of tormented spirits. It is a community of
strange design, whose plots pass down from the less-popular descendants of the upper
survivors.
class. No matter what though: this benefits one of the factions on the top of the ladders.
The city is surrounded on all sides by infrastructure put in place by the secret allies of
To enact the underhanded plots of their elders and superiors, these successors hire
the UCAS government that discourage citizens from visiting the tribal lands beyond.
trusted henchmen (and henchwomen) called Johnsons to hire teams “off the books” to
Every square meter is lit by the neon glow of civilization of some kind—built literally on
do their dirty work. Johnsons live by three rules: write it off, take a cut, and forget. These
top of each other with towering archologies, corporate-owned housing developments,
henchman seek out the fixers to act as trusted middlemen between the corporations and
and densely packed apartment buildings; dissected by rivers and narrow twisting alleys;
the criminal underworld, setting up a meet for them to discuss and arrange the job’s terms
connected by a myriad of roads, bridges, and elevated maglev tracks.
for fulfillment and agreed payoff.

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11
0 (3150 5W) The tribes of the Salish continue to 1889 AD The area surrounding Seattle is dubbed
A Brief History of Seattle thrive on the coasts, forming more advanced civilizations thanks Washington state, after the First President. Whether intentional or
to their then-ancient claims of ancestral privilege. The other tribes not, this memorialization using the true name of someone with such
Christian calendar years.. BC: Before Christ, AD: After Death.
allow the chief to lead them in a collective ruling entity known—a ill-repute among them is taken as a gesture of disrespect. The area
Mayan eras.. 4W: 4th World, 5W: 5th World, 6W: 6th World
council of tribespeople formed from the warchiefs of the most is further developed through the funding of scholarly works and
___________________ important among them. profitable trade operations by the American government. Seattle
becomes the primary training ground for all nautical endeavors in
~ 3 3 0 0 B C (5050 4W) The 4,000-year-old emegent island ~1500 AD European conquerers locate the Carribean Islands western North America.
of Atlantis begins to mysteriously decompile, then crumble and and the eastern coast of North America (over 5,000 kilometers
fall into the ocean. Many of those on the mystical island capitol away, roughly 3,000 miles, from the site of future Seattle). They 1890 AD An ancient ritual known as the Great Ghost Dance
perish of entire swathes of metal and concrete give way. There is begin to lay claims to lands they call the “New World,” with Britain is executed by a Teton Sioux chief in defense of her homeland against
a catastrophic death toll, and a mass exodus signifies the Fall of dubbing each new establishment a colony of the British Empire. colonial invaders. Unfortunately, the alignment of the metaplanes in
Atlantis. Those who stay are drawn into the metaplanes and merge The painful ignorance of colonial politics leads to the murder and not complete and the Fog of Mortal Disbelief leads to its inadequate
with them, become assimilated, or perish. This marks the approach pestilence of the natives, who are far less technologically-advanced production of its intended destructive power. This is rumored to have
of the turning of an age of the Great Mother (the name given than their conquerers. This leads to local rumors of a “white demon” led to the American-Indian massacre at Wounded Knee.
to Earth in ancient custom). This period is known as the F o u r t h from the oceans among native Americans, and stories of the death
World. 1950 AD The city earns its nickname as the “Jet City” due
and curses which follow.
to the sudden boom in the aerospace industry.
~ 3 2 5 0 BC (5100 4W) A tribe of Atlantean refugees centers its
1776 AD The colonists of the British Colonies claim their
nomadic people around a stationary hunter-gatherer settlement at 2011 AD (start of 6W) The S i x t h W o r l d begins, coinciding
independence from Great Britain, formalizing the American Colonies
the mouth of the bay (the future heart of Seattle). This tribe unites with the end of the ancient Mayan calendar. This momentous change
and establishing a new government under the leadership of military
under a leader, chief Salish. Guided by the tradition of avoiding true marks the turning of a great cycle of the Great Mother —ending

Seattle
general, George Washington—the first American President.
names of the dead, the new generation agrees to name the tribe after the ancient slumber of dragons, aligning the mystical metaplanes of
each new chief following his death. The descendants of the Salish 1780 AD A campaign of organized military action leads to existence with the material plane, and a widespread resurgence of
tribe grow into a small seaside town over several generations. They the rapid settlement of more and more American Colonies. Word spiritual phenomena.
honor the Great Mother with a tradition or worship and reverance reaches the shores of future Seattle over 5,000 kilometers away
to the stars. 2012 AD “Re-education” camps are established to the
(about 3,000 miles).
further dismay of the mistreated native American people. Daniel
~ 3 1 5 1 B C (start of 5W) During the cataclysm that marked the Howling Coyote breaks free of one of these camps, freeing the
1800 AD Concern among tribal leadership grows, and
start of the F if t h W o r l d and end of the Fourth, the far western seeds of a revolution to come.
strategies to fight back are developed in an effort to resist the
reaches are spared the worst of the volcanic eruptions and tidal
armies of the First President of the American Colonies. The people
waves that ruined the most of the coastlines to the north and south. 2015 AD Daniel Howling Coyote declares war on the United
of the former Salish are making trade agreements in an attempt
The people of the stationary settlement, like almost all of the tribes States for the transgressions against the native American peoples.
to convince their greedy invaders to give them purchase in their
which survive the loss of their spiritual power, swear eternal fealty The use of the G r e a t G h o s t D a n c e results in numerous volcanic
homelands.
to the Salish warchief in exchange for his tribe’s protection from eruptions and forces the speedy signing of the Treaties of Denver.
the armies of tormented elementals and other horrors wrought 1830 AD The Indian Removal Act is signed by the seventh
upon the world. The allied settlements do their best to recover and 2016 AD The signing of the treaties of Denver establish the
President, placing government resources behind an order to forcibly
rebuild their homes, and begin the arduous mission of fortifying the unified efforts of the native Americans as the N a t i v e A m e r ic a n
relocate the “savage” peoples in the way of American expansion.
area as their new home. N a t i o n s (NAN). The United States cedes roughly 60% of its former
The populations of several tribes of Native Americans are driven
territories back to the ancestors of survivors of the colonialization
~ 3 0 0 0 BC (150 5W) Many Salishe descendants note that from their ancestral homelands in caravans, resulting in the tragic
of America. The NAN elects a council of tribal leaders to lead them
the technologies and arcane knowledge from before the cataclysm death of over 15,000. The total number of those removed left only
as was done in ancient times. This council is formalized as the
no longer work. Children born after this time only experience the a tenth of their former population behind.
T r i b a l C o u n ci l and given a voice in world political venues. It
genetic expressions of humanity, ceasing the genetic expressions further estalished the territories of Denver and Seattle separately
1850 AD The former tribes of the Salish, Duwamish, and
their metahuman lines of ancestry at any age. A new system of from the other territories, each once a singular territory free from
Shidhe are duped into signing worthless land contracts by a ruthless
education is established, and ancient works of literature are only the jurisdiction of the NAN.
American politician. The campaign of murder and deception which
passed down in ritual and legend to maintain the knowledge and
follows leads to outrage. After a peace treaty ended conflict, the warchief ~2050 AD S e a t t l e swells to a population of about
wisdom from the former generations.
of the Duwamish demanded all nearby tribes in the Battle of Seattle. 4,000,000—establishing itself as a major center of international trade.
~ 2 9 5 0 BC (200 5W) Those whose lifespans were extended The massacre results in the fearful abandonment of the lands allowing Datamining becomes a major epidemic.
prior to the end of the Fourth World die off, marking the beginning the establishment of the American city of Seattle. The advancement of
of the F o g o f M o r t a l D i s b e l i e f . boating and mining technology creates a boom in the city’s success. ~2080 AD (70 6W) Present Day

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Cultures Languages
Seattle is a blend of a variety of cultures and ethnic groups, and, as in most cities in North There are three main languages spoken in the city. Most common is E n g l i s h , which is
America, exhibits a baffling fusion of international acceptance and deeply-rooted outrage. considered the common tongue. It’s the preferrred method for nuanced songwriting or
To give you a convenient touchstone for cultures in this fantasy Earth, they’re compared to iron-clad legal documents.
various cultures from our world, below. This is not meant to be restrictive or definitive, just
a short-hand to help you visualize and understand them. In play, it’s your job to flesh out Second is N a v a j o , the official tongue of Tribal Council proceedings and land deals. Many
these sketches in the form of specific people, who each embody, reject, honor, or despise native Americans live in Seattle and their broken, accented speech can be heard wherever
their cultures of origin depending on their own outlook and values. they’re found. The ancient names of the city always followed the name of the current chief,
and obeyed a stricture against using the true name’s of former leaders.
The most common heritage in Seattle is North America, whose people and cultures
resemble the mixture of diverse groups across real-world North America and western Third, and most rare, is S p e r e t h i a l , an ancient tongue found in musty old tomes but still
Europe. The Salish-Shidhe claim the same heritage as Chief Salish himself and his allies in spoken among many elves and historians, particularly those from the northern Tribal Lands
the ancient settlement of the city, and base titles of nobility on long-held edicts of spiritual or former Canadian territory. Many people favor its elaborate expletives (sometimes called
dogma. “wizard swears” or “pixie blather,” depending on who you ask).

Second most common are the Europeans, the original conquerers of the seded territories Emerald City or the Needle?
of the Treaty of Denver, whose people and cultures resemble those in Canada and eastern Like every old city, this one has collected many names. The original name was Salish in
Europe. Many are refugees who’ve come to the city following their displacement due to ancient tribal records, a name taken while chief Salish was in power—but its continued

Seattle
the NAN’s reassignment of land ownership privileges only to those of native American use is forbidden by shamanic law and is sure to get you a disgusted look. Most people
lineage, building up a large population of wage slaves, skilled craftspeople, and other default to calling it Seattle, even though it is technically The Provisional Enclave of Seattle.
working-class. Some native Americans look down from the former United States as traitors A visitor might call it Pyramid City as a reference to Northwest Complex the monolithic
to the Councils and treat them with disdain and a short temper. stepped pyramid smack dab in the center of the city (owned by Aztechnology, the most
vile of all corporations). Many old timers still call it Emerald City out of nostalgia. These
Third are the Central Americans, a powerful and wealthy dominion in the south whose
names are interchangeable within the city, and citizens will know what you mean when
people and cultures resemble the diverse groups across South and Central America, the
you use one or the other, depending on their background and preference. Runners in the
Carribean Islands, and the “Bible Belt” of the United States. Central Americans claim to
shadows of Seattle sometimes call the darkened street level of the city “the Needle” for
have special pull due to their protection by a Great Dragon. They maintain an influential
their addiction to the drugs and virtual delights sold beneath the beloved landmark, the
consulate in Seattle and keep a close eye on their share of the black markets for paydata,
Space Needle.
drugs, and supernatural paraphernalia.

For more on the continents of the Sixth World, see the wealth of published materials by
various authors and discuss. Your Sixth World can be very different from the one that is
agreed upon in so-called “canon.”

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Institutions: foundations & security There is another related institution, the Spirit Warriors, but they serve the Tribal
Council directly and are not officially part of Seattle’s law enforcement apparatus. See
Seattle’s law and order are presided over by six organizations, all of which are considered page 156 for details about the Spirit Warriors.
institutions in the city and authorities over its government and regulation:
Under this system, a citizen can expect to receive justice commensurate with their
‹‹ T h e S a l i s h -S h i d h e C o u n ci l consists of six members of tribal leadership who social status and wealth. The Detectives are famously incorruptible and hold themselves
oversees NAN interests in Seattle, enforces rules established by the Tribal Council, apart from Seattle’s sprawling network of bribery, but the other institutions are bought
commands the Tribal garrison and war ships in the city, and breaks ties when needed on and paid for by the powers-that-be and rarely (if ever) bite the hand that feeds them.
City Council measures. They are appointed by the Tribal Council. Salish-Shidhe Council If you’re captured by the City Police or brought before a judge, it’s the depth of your
seats are traditionally appointed by vote of the sitting council when a member dies or pockets and the breadth of your political connections that will almost always decide
retires. the case, not the application of jurisprudence. The Cops are under general orders to
‹‹ T h e G o v e r n o r who officially dictates new legislation, city ordinances, and public enforce the law, but in practical terms, they serve the needs of the richest and most
works; determine the disbursement of the city treasury; and issue taxation orders. The influential groups and harass the poorest and least powerful—essentially operating as
Governor is appointed by the Salish-Shidhe council (and is mostly a puppet). another street gang extorting the underclasses.
‹‹ T h e G r i d O v e r w a t c h D i v i s i o n (aka “GOD”) manages the provisions for Fort
It’s often said that everyone is guilty until proven innocent in Seattle, so make sure
Lewis, ensuring that food and supplies are transported where they’re needed in the
you get rich and get away before you get caught.
district and beyond the city’s borders. They also oversee the DemiGODs (special agents)
who design and maintain the local protections for cyberspace. They are appointed by
the Salish-Shidhe Council.

Seattle
‹‹ T h e J u d g e s issue warrants, prosecute trials, assess evidence, and pronounce
judgments (there are no juries, except through Salish-Shidhe Marshalls). Judges are
appointed by the Governor.
‹‹ T h e C i t y P o l ic e (aka “the Cops”—and sometimes derogatorily called “Pigs” or
Po) patrol the streets, “encourage compliance” with the law, capture offenders, and
operate Brokeback Prison. Police officers are hired by the Chief of Police, who is appointed
by the Governor.
‹‹ T h e D e t e c t i v e s investigate crimes and present evidence for warrants and trials
(see right). Detectives are appointed by the Governor of the city. Detectives are often
foreigners, with no close ties within Seattle.

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Corporations: businesses & conglomerates Syndicates: organized crime & shadow groups
The control of Seattle’s wealth of paydata is passed around by the collective of the The corporate overlords and wealthy elite of the city collude and scheme to keep the
ten largest corporations—known for making financial decisions that impact the global glass ceiling over the lower class, furthering their slavery to the almight nuyen and
economy, politics, and more. From the private boardrooms of Mitsuhama to the incense- prey on their hopelessness and addictions to the bountiful pleasures of cyberspace and
treated temples of Aztechnology, when there is a plot needing realization, there is always automation. However, they aren’t immune to the efforts of a skilled crew of runners. The
a fixer willing to play their part and get paid too. Long live the Corporate Court. heads of criminal syndicates manage to break free of the virtual chains imprisoning them;
through cunning deceptions, surprising brutality, the exploitation of high technology and
All of the Big Ten have a presence in Seattle, but none is headquartered there. The the secret arts. These bold and daring few of the underworld are labeled criminals, villains,
following megas are the ones most concerned with the illegal datatrade in Seattle: and scoundrels by the upper class; they’re hunted down, locked away, and eradicated
‹‹ M i t s u h a m a is the third largest megacorporation, headquartered in Switzerland. before they can set the deck against the Big Ten.
They are best known for their market share of the computers and robotics industries, as
The criminal factions that aren’t reduced to chalk lines often become what they once worked
well as their efficient forays into heavy machinery and emergent goods.
so hard to tear down. Their power and influence corrupts them until they’re just another
‹‹ W u x i n g is the largest Chinese mega, but is only ninth largest in the world. It is
operative working for “the Man” and its reviled “System”—preying on the weaknesses
best known for their stakes in global banking, shipping, and their involvement with the
and vulnerabilities they build to maintain their need for indulgement. All this, to create
Pacific Prosperity Group—dedicated to the opposition of the Japanese megas over the
an endless cycle or bloody rebellion, bloody response, and bloody defeats—or else an
world markets in Asia. As a new addition to the Big Ten, many point to a rumored deal
elevation to power and privilege; out of the gutter and into the penthouse boardrooms.
between this mega and Aztechnology. Some theorize they might also have managed

Seattle
to hold their position on the Court through the use of eastern philosophy as a basis for The most notable of these elevated are:
magic and strict adherance to tradition. The truth (and the longevity of their reign on the ‹‹ T h e Y a k u z a . An insidious criminal organization with secret membership, whose
Court) remains to be seen. agents are said to be placed within every institution in Seattle. They profit from vice and
‹‹ R e n r a k u is the fifth largest megacorporation, and as one heavily involved in data extortion at all levels of society.
storage and computer technology, makes them highly concerned with what is happening ‹‹ T h e I t a l i a n M a fi a . An internationally-recognized “commercial conglomerate”
in Seattle. They maintain their position through their diversity in product lines to meet the with many legitimate businesses and contracts—cover for their much more profitable
growing needs of a virtual world, and the employment of brutal Red Samurai—humans trade in contraband and human trafficking.
specially trained as martial artists and military operatives—armed with swords, rocket
launchers, and at least one mage to assist their unsubtle enforcement operations. The rest of the underworld is in a constant conflict of interest—vicious competition among
desperate gangs, each scrabbling to rise up from poverty on the backs of a powerless
‹‹ A z t e c h n o l o g y is the corporation best known for their magical goods and consumer
citizenry. The landscape of criminal power ebbs and flows constantly in circles of influence
products. Their nefarious methods and encouragement of blood magic to achieve their
across the city-small and large. Right now in the city, several bloody conflicts consume
goals has led to their feared reputation, and held status as the number two megacorp.
Their ownership is unknown, a tightly-held corporate secret, but they manage to use the underworld:
‹‹ In Renton, a district ruled by violent gangs, the crime family appointed by the
public funding to support its stranglehold on the food and other consumer markets.
Mafia Commissione to control the area has been murdered, and it’s all-out war on the
streets between the most likely successors: the Vitale Family, the Talons, and the
Halloweeners. Each faction is recruiting every runner they can to fill out their ranks and
seize control. For more on this conflict, see page 121.
‹‹ In the Redmond Barrens, an impoverished district polluted with toxic waste
and caustic rain, groups of the sadly underemployed and wage slaves are rallying to
form a citizen-led rebellion to demand their rights, while the executive hire mercenaries
to annihilate their will to fight back with egregious acts of atrocity and violence, and
conniving profiteers rush in to scoop up whatever they can from everyone involved.
‹‹ At the Atlantean Foundation’s HQ, a group of young inductees has established a
successful criminal operation from within the headquarters building, drawing the attention of
other crews and gangs who now see the halls of their historic grounds as a tempting morsel.

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The Fringe: cults & cliques Every citizen of Seattle has heard about their friends having at least one harrowing
encounter with a rogue spirit, sometimes many more. Few doubt such accounts, even
In darkened boardrooms and alleyways, deals are made which pit the edges of what is though many of the people have never encountered a spirit (that they know of). Most
considered a faction against one another. They clamor at scraps from the tables of the spiritual encounters in the city fall into one of seven types:
megas, but carve an existence which grants them great freedoms in their tireless efforts. ‹‹ E c h o e s are “loops” of transmitted signals captured in the dissonant realm,
The fringes of Seattle include wealthy institutes which cater to strange ideals, as well as infinitely repeating. They have no will of their own, but are still dangerous because of the
reclusive extremists, and the just-plain-weird. corruptive discharge from their virtual icons. There are reports of sightings in dead zones,
though the phenomena is difficult to capture and acceptance of their presence is limited
Status among these factions is measured in terms of followers, clout, and money (often
among cyberspace researchers.
in that order). The following are the most powerful of this “special” collection of factions:
‹‹ E l e m e n t a l s are mindless concentrations of anguish trapped in the astral plane, reliving
‹‹ H u m a n i s P o l ic l u b is the organization which tries to put a positive spin on a
the sudden release of their essence in death over and over. They sometimes spontaneously
hateful message. They run under the guise of human rights activism, but they are actually
manifest at the site of an extremely violent event, whether or not death was involved.
just against all other metas. They are often spurred to action whenever any meta other
than humanity receives some kind of favoritism. ‹‹ P o l t e r g e i s t s are malevolent spirits seeking to possess a victim to drain its essence
and to take vengeance upon those who they believe wronged them in life.
‹‹ The D u n k e l z a h n I n s t i t u t e o f M a g ic a l R e s e a r c h is a place designed for study
of the deceased dragon’s magical interests by his last will testament. It colludes with ‹‹ H o r r o r s are inhuman supernatural entities that live within the outer metaplanes.
the Draco Foundation to ensure there is always enough money for another project. Their They’re very rare within the city, but are common in the Tribal Lands beyond the city’s
researchers are known for poking their nose in supernatural business where they’re not borders, coming in both emergent and astral varieties.

Seattle
wanted. ‹‹ E x a l t e d are spirits that have stayed sane and do not crave life essence or vengeance
‹‹ While attendance in the C a t h o l ic C h u r c h has been almost non-existent for over as Poltergeists do. Exalted are extremely rare—some researchers don’t believe they exist
50 years, it retains a large portion of its stranglehold on geopolitical influence through a at all.
combination of secrets and artifacts its clergymen managed to keep hidden away during ‹‹ A R e s o n a n c e W e l l is a rift in the veil of cyberspace that creates a spawning
the magical cataclysm of 2012. As the memory of the Great Ghost Dance War fades, the ground for echoes and other emergent beings.
Church hopes to expand their tendrils back into minds of the population.
‹‹ An A s t r a l N e x u s is an intersection of two ley lines of arcane power. Poltergeists
‹‹ The B a s t i o n o f E c h o e s is a popular mystery cult which borders on open and other astral beings congregate to draw energy here.
rebellion against cyberspace regulations. They revere emergent entities, and seek to gain
knowledge from the resonant and dissonant realms -- including befriending rogue AIs. These entities, while strange and terrifying, are a fact of life in the criminal underworld
of the Needle. There is a murderous battle for power ongoing between the Big Ten.

The Haunted City Behind closed doors, spirits lurk and hunt their sources of living essence, and grumbling
utterances of ancient prayers dare to speak the name of a forgotten mentor. Those without
The shamanic lodges at the mouth of the volcano at the peak of Mount Rainier remain any understanding about the haunted side of Seattle will simply call upon the services of
active night and day to properly dispose of all corpses recovered by the Spirit Warriors. a professional Magician or Technomancer if the situation gets too “weird.”
The arcane disruption destroys the spirit utterly, banishing it from the astral plane and
neutralizing the threat from a tormented spirit.

Despite these efforts, however, there are still free spirits at large in Seattle. Some bodies
aren’t found and destroyed soon enough, allowing the spirit to rise free of its once-living
vessel. Some spirits are intentionally removed before the Warriors arrive, to be sold on the
black market or distilled into spirit essence.

Free spirits crave what all dead things crave: the sweet essence of life. Some seek it by
pursuing what was lost when they died, mindlessly repeating meaningless actions from
life. Others lure the unwary into a cold, withering embrace. The most ancient spirits are
said to have even more sinister ways of acquiring what they desire.

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11
Rays & Lines of Power Roz, the free spirit
When the sun’s rays h e a t the land within a power site aspected towards arcane energies,
it surges with resonance and mana. The moon’s rays have the opposite effect, diminishing Roz is an NPC which shows up on friend list of the Magician and Adept playbooks.
its benefits to nothing as the hours of night passes. This cycle is evident in haunted zones, As usual, NPCs are defined in play—however this is also a character used in
aspecting them away from emergent energies most effectively during full moons. The previous works of fiction with an exciting background to spark your creativity:
effects of emergent power sites respond inversely to those of haunted zones (aspecting
Roz appears harmless, but assuming there is no danger might be the last mistake
them away from emergent energies as the hours of day pass, and towards them at night).
you ever make. This free spirit leads a double “life”, manifesting as a woman of
The constellations also play tricks on the instruments of researchers, appearing to spread Polynesian descent who summoned the spirit many years ago. The actual Roz
away from us with each passing year, theorized to be the effects of a terrible power acting Nuaru went on an astral journey after befriending the spirit, and never returned.
upon the inhabitants of Earth. This may very well be the influence of supernatural aspects
In either form that the spirit takes, she appears as Roz did in 2047: her thirty-
on the planet. It is widely known that astronomical events (such as the passing of Haley’s
something face is framed by bushy shoulder-length hair, she is wearing stylish
Comet and the massive asteroid Apocryphus) are the cause of the worldwide phenomena
pants and a black jacket patterned with silvery stars, and has a tattoo of a spiral
known as SURGEs. Nonetheless, occultists, philosophers, and scientists have no shortage
and a star over her left eye. Her laugh is excited and forced, slightly shrill. As a
of debate over so-called “crackpot” theories and hypotheses.
spirit, she transmits a woman’s voice telepathically, but it carries with it a sickening
grating sensation in your ear drum that reminds you of nails on a chalkboard.

This free spirit serves as the University of Sacramento’s Chairperson of Shamanic and

Seattle
Metaplanar Historical Studies. While her colleagues at the university are aware of the
impersonation, none of them seem to care—she has served in this position for several
decades. She will possess a blackberry cat named Carruthers at times, an unofficial
mascot for the university, with whom she has a lasting astral bond. This awakened
paracritter is said to possess arcane talents of its own, but no one is certain of their
extent—or those of the free spirit.

Roz prefers to play the part of the “concerned watcher” or “knowledgable confidante.”
When not researching or giving advanced arcane lectures, she has a knack for
manifesting at the best times (or worst, depending on your perspective) so as to
inspire sighs of relief from those who’ve recently met her, and gasps of terror from
those who know her all too well.

Roz’s motives are to draw out the most depraved and hidden desires of those she
meets through casual suggestion, then present ways she might fulfill them—usually
hoping for a swig of a victim’s dying essence. Those who believe they are in control
of Roz quickly become totally dependent on her for advice and assistance. Roz knows
the day will eventually come when will be “forced” to abandon them to the mercy
of the authorities or their angry victims—but she always “trudges onward,” eager to
find another toy to entertain her.

213
Factions
Black Lodge (III): A mysterious gathering of mages
Syndicates rumored to have formed from former leadership of the Institutions
Big Boss (V): The Mafia head, who is constantly in flight Illuminati, Knights Templar, and Freemasons. If you Grid Overwatch Division (VI): Mitsuhama spies actually
aboard a protected private jet that flies about the world spot people in black robes casting weird mojo, take control the board room here. Some of those who
as the Boss pleases. As powerful as a megacorp, the some notes, call the authorities, and get the hell out answer for the Division’ actions are not even physical;
structure of the organization gives the Mafia extensive of there. simply AI. A violent, cruel, and greedy organization
and significant presence in every major North American with expansive power over the flow of data. They
Jackpoint (III): an underground net community primarily serve the interests of the Big Ten and prevent
city, most European cities, and even in Asia.
consisting of an array of exceptional shadow minds cyberspace and the stock markets from crashing again.
Manos, Mafia Commissione (IV): A member of the gathered by FastJack to be a filter. ‘Jack, perhaps the
Salishe-Shidhe Council (V): The puppet government
Inner Circle, reporting directly to the Big Boss of the best hacker the world has ever seen, had to step down
in Seattle, they are chock full of arcane power and have
Mafia. They have access to a huge standing army of guns from the network recently, but the group is still going
an ear in on the inner workings of the corporations.
and badges they can call in through local authorities strong.
They also preside over the puppet branch of judicial
or bribed government officials. They manipulate the
Vitale Family (II): One the mafia presences which appeals and municipal decision making.
outcomes of some of the most prestigious sports
answers to the Commissione family in Seattle. Their Brokeback Corrections (IV): Private corrections facility
leagues in what some call “the longest-standing fixed
control over the Downtown district is in question, as rumored to be inescapable. Many ex-runners spend
betting scheme in history.”
Rosetta recently killed Lucky Lou and shattered the the bulk of their lives with burnt SINs in here. Several
Kraghammer (III): HQ in Russia. Led by Andrei alliance between the Talons and Halloweeners he had criminal operations are run by convicts from within its
Petschukov (street name: Terminator), this Seattle brokered before his death. walls.
branch of the Vory is chock-full of Russian loyalists and
The Talons (II): Legitimate pilots turned arms dealers. Elven Consulate (III): A small representation of elven
a fair number of Red Army personnel. They have built
Their symbol is that of an eagle claw clutching a rifle. nobility; they will kill anyone, even their own kind,
something—or are up to something, depending on
Many are war vets and seasoned SWAT team members. for trying to move in on their monopoly over elven
who you talk to—on a large piece of land they acquired
metal trade. They secretly control a large portion of
near The Peak. No one knows what that something The Halloweeners (II): Vicious go-gangers known for underground orichalcum trade.
or somethings is because they’ve surrounded their their gratuitous use of halloween costumes, explosives, Lone Star (III): an independent security subcontractor
property with a massive wall and backed it up with and daredevil motorbiking. that boasts about its tradition of no-holds-barred Texas
a pretty impressive astral barrier. What’s happening
justice and brutality. Well-known for its persistent
in there is anyone’s guess—and there’s plenty of Crimson Crush (I): A gang comprised of greenskins
personnel. They have teams of bounty hunters, private
guessing going on. (and troll posers) who contest the Nukes’ claim on
investigators, and lawyers with southern drawls.
Redmond Barrens. This band of extortionists and
Lord Vladimir (III): An ancient noble from Latvia, said to smugglers wears red leathers and deals in BTLs. Astral Space Preservation Society (III): HQ in Chicago,
be immortal. Possibly a vampire. Controls a number of Elemental Hall. Research led by Dr. Eric Kersh, formerly
clearing houses and banks for his extensive worldwide The Red Hot Nukes (I): A gang of dwarves who the dean of the University of Chicago. This society
investment portfolio. wear matching baseball caps and who calls Redmond was funded by Dunkelzahn’s last will and testament
Barrens their turf. Their symbol is a mushroom cloud. to monitor arcane misuse, protect astral space, and
Grinder, a former runner and demolitionist, turned neo restore contaminated astral areas.
anarchist, now leads this deadly bunch of terrorists and
Seattle Police Department (III): The local cops and
interrogators who sign their deals in blood and ash.
detectives. They have less pull than Lone Star but are
the first ones called in for most crimes.
Sakura Security (II): large security firm with huge Promises confidential contracts, and speedy response developed considerable relic-hunting and magic-
presence in Japan. They employ teams of about a in covered areas. researching capabilities. Dunkelzahn recognized the
dozen security personnel to an important client, and importance of this organization’s work by including
Draco Foundation (II): came into being when the great
can muster more if needed. Is hunting Halloweeners a donation of a huge sum of nuyen in his last will
dragon Dunkelzahn died in an explosion on the day he
for past murder. & testament. They have not been mentioned in the
was inaugurated as UCAS president. Set up to handles
news lately—perhaps too preoccupied with a recent
his sizable estate
Corporations Seaport Global (I): The captains and crews for merchant
discovery by elven nobility.

For the Big Ten, the tier of their operations in and corporate ships. The hard-bitten laborers who New Dawn (II): Worshipers of this faith, so-called
Seattle is given first, followed by their tier in the work the brutal seas. Commands a team of soldiers Illuminates, are visionaries and supposed prophets on
sprawl where their HQ is located. The former and miners who use direct neural interface to pilot the rise in the magical underworld. Their focus is their
is given on the Faction sheets in parenthesis to amphibious mechs. transcendence over mortality; some claim to have this
indicate this is their effective, but not actual, tier. power already.

Neonet (V, VI at HQ): #2 of the Big Ten. HQ in Boston.


Fringe People’s Party (II): Neo-anarchists who think citizens
Dunkelzahn Institute of Magical Research (IV): should use their rights to reduce the megacorps to
The corp that is behind the Grid Overwatch Division,
established to further the dragon’s magical interests. rubble, by breaking rules when for the greater good.
practically invented cyberspace. As a corporation,
Working in coordination with the Draco Foundation, They are small right now, but could become bigger if
NeoNET is pretty fractured, with the major factions
these two organizations are formidable players in some hooding runners wanted to help out.
controlled by a long-time corporate raider, a reclusive
almost anything even tangentially related to magic.
dwarf, and the great dragon Celedyr. Runs for or against
Faster Than You (I): Extreme hover cyclists and parkour
NeoNET are a grab-bag, all the time. XXIII (IV): A group that is obsessed with numerology
fanatics who sometimes run drugs and guns across the
and lets free spirits possess them to grant them great
Aztechnology (V, VI at HQ): #4 of the Big Ten. HQ streets of Hong Kong island.
power. Their methods must be quite effective as no
in Aztlan. Deals in everything from Stuffer Shack to
one can be certain of its membership. The Rat Pack (I): Homeless children, beggars and
chemicals to trideo-game software to military goods
and magical supplies. They’ve got their fingers in more The Mad Dance (III): A feared paramilitary organization thieves who roam the sprawl. An impressive gossip
pies than just about any other mega, and their public of clearly insane cultists serving a cultist devoted to a network rumored to have ghouls among them.
relations campaigns are second to none. Which is demon on the plane of Insanity. Their elites pilot flying
good, because they’re also all about blood magic and suits that sap essence to produce potent arcane effects.
evil conspiracies. The rest of them employ deadly magics which are
clearly in open rebellion to local arcane statutes, but
Ares Macrotechnology (IV, V at HQ): #7 of the Big
they seem not to care. They revere ancient metaplanar
Ten. HQ in Detroit. Specializes in law enforcement,
forces, and seek to gain knowledge from the past
military hardware and arms, aerospace (they have five
through their “bloody dances” - which are designed
orbital habitats), entertainment, automotive (the former
to please evil entities native to the darker metaplanes.
General Motors is also part of the Ares family).
Otaku Remnant (III): a group of Japanese hackers
Horizon Group (III, IV at HQ): #10 of the Big Ten. HQ
descended from or allegiant to the Otaku, children
in Los Angeles. With charismatic ex-simstar Gary Kline
who found themselves able to see and manipulate data
at the helm, Horizon specializes in anything that can be
naturally after the Awakening. It is rumored they died
used to manipulate opinion, plus real estate, consumer
out, but some theorize that they are simply in hiding—
goods and services, including big pharma.
still worshipping a dangerous AI.
Welshire Holdings (III): Largest stock market
brokerage, rumored to be owned jointly by the CEOs Atlantean Foundation (III): A fanatical group devoting
and CFOs of several powerful AA megacorps to looking for and into anything and everything that
might be connected to arcane power or Thera, the
DocWagon (III): Headquarters in Atlanta. The world’s
mythical city of Atlantis. In the process they have
leader in privatized emergency medical services.

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