Operator Identity
Step 1 — Choose a Crew Arc
Selecting an Arc fills in its Premise, Pressure Hook, and all six canonical Beats below. Choose "Other" to write your own from scratch.
Crew Arc Beats — 6 designated Beats. Levels up the whole crew when meaningfully reached.
Step 2 — Choose a Background Arc
Choose one of the 7 Background Arcs to fill in its Premise, Pressure Hook, and all three canonical Beats. Choose "Other" to write your own personal obligation, fear, identity, or unresolved history.
Background Arc Beats — 3 designated Beats, earned when play reaches the threshold and your choice changes what becomes possible next. Tie each Beat to the active Crew Arc and current Retaliation.
Step 3 — Choose Personality Traits
Roll one d10 per context, or choose with the GM's approval. These are tendencies, not commands — a player may follow, resist, or deliberately change them, and conflicting results are useful. Personality Traits carry no automatic mechanical bonus or penalty.
Step 4 — Choose Archetype
Choosing an Archetype fills in its Action Resource, Role, Starting Rūḥ, Rūḥ per Level, and Recovery formula automatically — and drives the Talent/Maneuver dropdowns on the Talents & Maneuvers tab. Combat Basics below recalculates from Level and your Power Attribute.
Attributes — Assign 2, 2, 1, 0, -1
Combat Basics
Max Rūḥ, both damage zones, Recoveries, Recovery Value, your Level damage bonus and your signature Weapon Tier all pre-fill from Archetype, Level and Power whenever those change — every cell below stays fully editable, so adjust freely to track damage, temporary bonuses, or a house ruling.
What changed in v3. Damage now adds your Level on top of the printed Talent number and your Attribute, which is what keeps a fight the same length at Level 9 as at Level 2. Weapon Tier no longer sets damage — it decides what your weapon can hurt, cross-referenced against the target’s Armor Tier. Your Signature Talents rise with you, so your free attack never stops reaching. Your Armor Tier always equals your Weapon Tier, so both rise together at Levels 4, 7 and 10. At half Rūḥ you are Vulnerable and every further hit rolls a consequence capped at 6; at a quarter you are Critical and that roll is uncapped.
Exposure rises from Mythos contact and from Talents that spend it. At or below Tolerance it is survivable. Above it, the Director rolls. Overdrive is Rūḥ spent before the roll to push a Talent further.
Archetype Loadout
Talents — choose from your Archetype's Talent list
| # | Talent | Cost | Type / Tier | Effect |
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Maneuvers — choose from your Archetype's Maneuver list
| # | Maneuver | Cost | Type | Effect |
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Step 5 — Assign Skills
Skill % = 30 + (3 × Attribute) + (8 × Rank) + Modifier, capped at 85%. Pick a Skill and Rank — Final % recalculates live, and the right-hand cell fills in exactly what that Rank lets you do. Level 1 points: Social 2, Technical 3, Knowledge 2.
| Skill | Attribute | Rank | Mod. | Final % | What This Rank Provides |
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| Skill | Attribute | Rank | Mod. | Final % | What This Rank Provides |
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| Skill (write your own) | Attribute | Rank | Mod. | Final % | Notes |
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Step 6 — Create 3 Contacts
Pick a Contact from the book's Tier 1–4 roster — Tier, Best Use, what they Provide, and their Risk all fill in automatically. Stress has 3 boxes per Contact; when all 3 fill, resolve a Burn.
| Name | Tier | Best Use | Provides | Risk | Stress | Burn |
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Step 7 — Choose Cyberware Kits
All 32 Khepri Kits are here. The four lines — Heracles, Thoth, Hermes, Sekhmet — each run Tier 1–4. Pick a Kit per row — Tier and Corporation fill in automatically. The corporate gear list prints no effect text for individual Kits, so record its Attribute benefit, submods, and drawback in the notes cell.
| # | Cyberware Kit | Tier | Corporation | Notes — Benefit / Submods / Drawback |
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Gear Slots & Load
Choose one Load for the operation — it sets how many Gear Slots you have and how you read to onlookers. Don't pre-assign every item: name it, confirm you own it, mark its Slots, and describe where you carried it only when it becomes useful in play. A Slot marks what you prepared, not what you still have in hand — using, dropping, or losing an item doesn't free its Slot until the crew reaches a secure resupply point.
| Load | Gear Slots | Appearance |
|---|---|---|
| Light | 3 | Looks like an ordinary civilian or professional. |
| Normal | 5 | Looks prepared for danger or field work. |
| Heavy | 6 | Looks heavily equipped for an operation. |
Step 8 — Choose Equipment
Every item from Zine 1 is here — all of them, across twelve corporations. Vehicles, mechs, drones and droids carry their Énergeia, the machine equivalent of Rūḥ: at half it is Vulnerable, at a quarter Critical, at zero Disabled. Nothing that restores Rūḥ repairs it. Choose a corporation, then pick from that line only, grouped by gear type. Tier, Load, what it does, and any Skill Unlocks fill in automatically.
| # | Corporation | Item | Tier | Load | Énergeia | What It Does | Skill Unlocks |
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