What the game isZine 1 — The Game in One Sentence
A crew applies Pressure to a faction until that faction can no longer reliably do something in a territory. Every operation is one of three kinds.
| Pressure | What it attacks | Where the rules live |
|---|---|---|
| Blood | Violence and visible force. People, ground, the willingness to stand there. | Zine 2 |
| Data | Exposure and secrecy. Records, identity, access, what is known. | Zine 2 |
| Profit | Revenue and leverage. Stock, routes, assets, what a thing is worth. | Zine 3 |
A faction pushes back with the same three. That is what Retaliation is.
The Core RollZine 2 — Core Resolution
| Total result | Outcome |
|---|---|
| 10 or lower | Tier 1 |
| 11–15 | Tier 2 |
| 16+ | Tier 3 |
Natural 20 is always Tier 3 regardless of modifiers, and grants one additional Main Action after that action resolves. A natural 20 on a Save always succeeds, with no extra action.
DamageZine 1 — Adding Your Level
Printed Talent damage + your Attribute + your Level. A Level 5 operator whose Talent reads 9 + Reflex deals 9 + Reflex + 5.
The Level bonus is what keeps a fight at four to five rounds from Level 1 to Level 10. Gear arrives in jumps; Levels arrive one at a time.
Weapon Tier vs Armor TierZine 2 — Armor
Weapon Tier does not set damage. It sets what you can hurt.
| WT | T1 Armor | T2 Armor | T3 Armor | T4 Armor |
|---|---|---|---|---|
| 1 | Normal | Bane | No Effect | No Effect |
| 2 | Normal | Normal | Bane | Double Bane |
| 3 | Edge | Normal | Normal | Bane |
| 4 | Double Edge | Edge | Edge | Normal |
No Effect means no Rūḥ or Énergeia is lost — movement, Suppression and control effects still resolve. Tier 1–2 Armor is worn; Tier 3–4 is a platform. Machines are never below Tier 2.
Signature Weapon Tier rises with you: WT 1 at Levels 1–3, WT 2 at 4–6, WT 3 at 7–9, WT 4 at 10. Adversaries use the same rule.
ConsequencesZine 2 — Injuries and Failures
Vulnerable Zone (half or less): any further damage rolls 1d10, capped at 6.
Critical Zone (a quarter or less): the same 1d10, no cap.
Once per target per round. A Tier 3 Called Shot or reaching 0 rolls uncapped regardless of zone.
Living chart for people. Mech and synth chart for anything on its own frame. Vehicle chart for platforms. Duplicates worsen one step: Kit or First Aid, then Shop or Surgery, then Facility, then permanent.
MachinesZine 1 — Énergeia
Drones, vehicles, mechs and synths carry Énergeia, not Rūḥ. Same zones: half is Vulnerable, a quarter is Critical, zero is Disabled unless the block says Destroyed.
Nothing that restores Rūḥ repairs Énergeia. Repair is Kit (Normal check), Shop (Hard), or Facility.
A piloted platform never gets its own turn — it spends its operator's single Movement, Maneuver and Main Action. EMP ammunition is +1 effective Weapon Tier against machines and cyberware.
Building an EncounterZine 4 — Competitors
Encounter Strength per operator = 4 + (2 × Level). Add one more operator for every 2 Victories the crew averages.
One Operator-tier Competitor of a given Level is worth one player operator of that Level. 8 Chaff = 1. 2 Crew = 1. Specialist and Handler = 2. Apex = 6.
| Difficulty | Budget | Costs roughly |
|---|---|---|
| Trivial | below ES minus one operator | a third of the reserve |
| Easy | below ES | half |
| Standard | ES to ES + one operator | two thirds |
| Hard | up to ES + three | nearly all of it |
| Extreme | beyond that | more than they have |
An operation holds one standard fight and something small, or two easy ones. Plan to fight once. Platforms the crew brings add ES: light vehicle +1, armored or aircraft or light mech +2, heavy mech +3.
Edge, Bane and SavesZine 2 — Edge and Bane / Saves
| State | Effect |
|---|---|
| Edge | +2 Power Roll |
| Double Edge | Improve result one Tier |
| Bane | −2 Power Roll |
| Double Bane | Reduce result one Tier |
They cancel one for one and never exceed Double.
Save — 2d10 + Attribute, 10 or higher succeeds. No difficulty grades. Save Ends: roll at the end of each affected Turn until it succeeds.
The Scene TrackerZine 2 — Scene Tracker
| Size | Use |
|---|---|
| 4 | Short, exposed, or unstable operation |
| 6 | Standard professional operation |
| 8 | Layered, hardened, or strategically important |
A Mark means — Time: the response arrives sooner or an opportunity closes. Evidence: they gain footage, identity fragments, signatures, witnesses. Access: a route, door or permission closes.
The Tracker measures the target’s response, not the crew’s progress. A full Tracker changes the conditions, escalates the opposition, or forces a new scene.
Influence — taking a territoryZine 2 — The Influence Test
Run once, at the end of an operation. It is the only Influence test in Cybersteel. Ask four questions about the ability the crew attacked, in that territory:
- Capacity — can they still do the thing?
- Access — can they still reach who they need?
- Authority — do others still accept their claim?
- Recovery — can they repair this without changing strategy?
Two or more NO → the faction loses 1 Influence there. Pass or fail, never a scale. Influence has no maximum and moves one step at a time.
A faction recovers Influence only by restoring the damaged system, defeating whoever benefited, regaining legitimacy, replacing leadership, retaking territory, exposing the crew, or completing a retaliation objective.
“Because the crew did X, faction Y can no longer reliably do Z.”
If Influence did not change, close the operation anyway and say what did. A run that shifts nothing is a payday that made an enemy curious.
Running any operationZine 2 — Methods of Pressure
- Name the faction and what it runs.
- Decide what the crew attacks — one ability, not the whole faction.
- Pick the operation and read its six Player Steps.
- Set the Scene Tracker size.
- Write the closing sentence in advance.
- Stop preparing.
BloodZine 2 — Violence and Visible Force
Everyone knows who did it. That is the cost and the point. Reach for Blood when the crew wants the district to understand something, and let the price be exactly that understanding.
Your TurnZine 2 — Combat Steps 0–6
- Review — Rūḥ, Recoveries, conditions.
- Move and position — cover, height, light, exits.
- Choose a legal target.
- Resolve — declare, roll, read the Tier.
- Special systems — firearms, Suppression, drones, vehicles.
- End the Turn — Saves, conditions, consequences.
Declare before resolution. Triggered defenses, Interrupts and free strikes must be declared when the trigger occurs, before the action fully resolves.
Damage, in orderZine 2 — Damage Sequence
- Armor and damage-type interaction.
- Resistance or Weakness.
- Temporary Rūḥ / Énergeia, then normal durability.
- Forced movement and collision.
- Conditions and component effects.
- Check the Vulnerable and Critical Zones, 0, consequence roll, Dying, Disabled, destroyed.
Range and engagementZine 2 — Range Bands
- Ideal — no modifier.
- Close — no modifier for pistols, SMGs, shotguns.
- Adjacent with a long weapon — Bane unless Compact.
- Beyond Ideal to Maximum — Bane. Beyond Maximum — no attack without a Talent, scope or emplacement.
Ranged attacks at non-adjacent targets take Bane while engaged. Pistols, SMGs and Compact weapons hit the adjacent enemy normally.
Shove, Grab, CollisionZine 2 — Shove / Grab
| Tier | Shove | Grab |
|---|---|---|
| 1 | Push 1 metre if Stability 0 | Grabs Stability 0 |
| 2 | Push 2 metres minus Stability | Grabs Stability 1 or less |
| 3 | Push 4 metres minus Stability, or Prone | Grabs unless immune |
Grabbed: Movement 0, dragged at half Movement. Escape (Maneuver): Normal save, Easy if larger than the grabber, Hard if smaller.
Collision — 1 damage per 2 metres of unused movement, capped at 5. Both parties take it in a creature collision.
DyingZine 2 — Death and Stabilization
At 0 Rūḥ: Incapacitated and Dying. Stay in initiative, take no actions, make a Normal save at the end of your turn.
- Success marks one Stabilize; failure marks one Death.
- Three Stabilize → stable at 0 Rūḥ. Three Death → dead.
- Damage while Dying marks one Death; a Critical marks two.
RecoveriesZine 2 — Recoveries
Recoveries are per Archetype — 2 + Power for a Brawler or Veinrunner, 1 + Power for everyone else. Catch a Breath (Maneuver, needs a Medical Kit): spend one, regain one third of your maximum Rūḥ. They refresh only at a full rest or operation reset.
Vulnerable Zone at half or less of maximum Rūḥ or Énergeia — attacks gain Edge and further damage rolls a consequence, capped at 6. Critical Zone at a quarter or less — the consequence roll is uncapped.
RaidZine 2 — BLOOD, DATA OR PROFIT
- Pick the target and what leaving looks likeInvestigation, domain Skill
- Learn what defends it and how fast help comesInvestigation, Shadowing, Electronic Surveillance
- Choose your way in and your way out, and have a second onePiloting, Shadowing, Fabrication
- Get in and take control of the spaceCombat Skills at target Rank
- Take, break or burn what you came forDemolitions, Fabrication, domain Skill
- Get out before the response landsPiloting, Shadowing
Proxy ConflictZine 2 — BLOOD OR PROFIT
- Pick the two who already dislike each otherInvestigation, Status
- Work out what would actually set them offInvestigation, Leverage
- Make it look like the other side started itSpin, Fabrication, Shadowing
- Feed the fight without being seen toSpin, Sell, Contacts
- Use the gap while they are busydomain Skill at target Rank
- Get clear before either works out who aimed themShadowing, Spin, Leverage
ProtectionZine 2 — DATA, PROFIT OR BLOOD
- Be clear about what you are protecting and what counts as losing itInvestigation, Status
- Work out who wants it and how they would take itInvestigation, Shadowing, Electronic Surveillance
- Close the easy ways inFabrication, Cyber Operations, Piloting
- Put your people where the attempt will happenCombat Skills, Shadowing
- Handle the attempt when it comesCombat or domain Skill at target Rank
- Work out who sent them, and make that public or make it costlyInvestigation, Leverage, Spin
StreetZine 2 — Control Through Presence
Profit first, then Blood. The street does not do Data well and does not pretend to.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Marked Stock | No loss. Word goes out that the crew's goods are hot. The next time they fence anything in this territory, the buyer pays half. |
| 2 | Profit | Corner Tax | No loss. Every purchase, bribe or favour bought in this territory this arc costs one additional Stress or one additional resource. |
| 3 | Profit | Stash Burned | Threaten −1 Influence and one cache of crew gear. Prevent only one. |
| 4 | Profit | Fence Refuses | Threaten −1 Influence. Until resolved, the crew cannot sell stolen gear anywhere in this district. |
| 5 | Blood | Beating in Daylight | Threaten −1 Influence through a public assault on a crew member, Contact, or worker. The neighbourhood is meant to watch. |
| 6 | Blood | Retaliatory Raid | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence and a Safehouse or Contact. |
| 7 | Blood | Marked Vehicle | Threaten −1 Influence and the crew's transport. A torched vehicle in the street tells the district who lost. |
| 8 | Blood | Leadership Strike | Threaten −1 Influence aimed at whoever the crew relies on here. If the crew contains it cleanly, the faction loses standing instead. |
| 9 | Blood | Open Turf War | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Rivals move in regardless of who wins. |
| 10 | Blood | Violent Displacement | Influence becomes 0 through open conflict. Control of the neighbourhood flips immediately. |
UnderworldZine 2 — Control Through Attrition
Profit, then Data, then Blood. A syndicate would rather own you than fight you.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Uneasy Calm | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 2 | Profit | Supply Held Back | No loss. The crew cannot restock Tier 2+ gear in this district until they settle. |
| 3 | Profit | Economic Squeeze | Threaten a crew income source, asset, or supply line. Influence holds — for now. |
| 4 | Profit | Debt Called | Threaten −1 Influence as every favour the crew has taken here is demanded back at once. |
| 5 | Data | Rumours and Friction | Threaten −1 Influence as cooperation becomes unreliable. Contacts hedge, allies stall. |
| 6 | Data | Sold to a Rival | Threaten −1 Influence as the crew's routine, route, or next job is sold on. |
| 7 | Blood | Skirmishes in the Margins | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence. |
| 8 | Blood | Coordinated Encroachment | Threaten −1 Influence and a crew asset. Prevent only one. |
| 9 | Blood | Structural Breakdown | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes with a 6-box scene. |
| 10 | Profit | Hostile Takeover | Influence becomes 0. A rival absorbs the operation without open war. Nobody dies; everything changes hands. |
DataZine 2 — Exposure and Secrecy
Nobody hears an alarm. They notice later that a number is wrong, and then they read backwards through the log. Data is the patient pressure — give the crew that quiet and let them decide how much of it to spend.
Detection 0–4Zine 2 — Ghosting Detection
When it marks. A failed Ghosting Breach Check always marks one box. Other failures mark only when defenders gain usable evidence, stronger trace, closed access, confirmed intrusion or response capacity. Detection is shared across one coordinated environment.
A mark looks like — identity challenge or verification delay; closed route or revoked credential; false data or redirected traffic; a Sentinel or corporate Ghost team arriving; the Data Tether clearing; physical security approaching the access point.
Disconnecting. 0–1: clean exit normally possible. 2: exit requires breaking trace or accepting persistent evidence.
The AgoraZine 2 — Heist (Data)
A digital reconstruction of ancient Athens where much of the world’s business is done. It has quarters, gates and guards, and they behave like the real thing.
| Rule | Effect |
|---|---|
| Access | With the required Cyberware, enter normally. |
| Without Cyberware | May still enter. Bane on every roll inside. |
| Damage | All damage dealt inside is halved. |
| Ghosts | Operate without penalty; Ghost Talents work as written. |
Halved damage is not safety. A crew can still be beaten unconscious, and everything they carried is gone when they wake.
Heist — DataZine 2 — THE AGORA
- Pick the data you are taking, and why losing it hurts themInvestigation R1-4; Cyber Operations
- Find out who holds it, who visits it, and who would noticeInvestigation, Electronic Surveillance, Cyber Operations at target Rank
- Walk the quarter and watch how it actually behavesShadowing or Electronic Surveillance at target Rank
- Get your handle, your standing and your way out ready before you startSpin, Cyber Operations, Contacts, Fabrication
- Get past what protects it, then take, copy, alter or corrupt itCyber Operations matching each defense at target Rank
- Log out clean, and leave the record looking ordinaryCyber Operations, Spin, Shadowing
Success The crew takes the data and the owner still believes their records are intact.
Partial The crew takes the data, but a handle, a route or a method is burned and can be traced.
Full Tracker The quarter locks: gates close, standing is stripped, and the crew is put out of the Agora with whatever they were holding.
InfiltrationZine 2 — DATA
- Decide who you are pretending to beSpin, Status, Sell, Leverage
- Build the proof that backs up the storySpin for story; Fabrication for physical credentials; Cyber Operations for records; Status or Contacts for a vouch
- Walk in the way the staff expect, and act like you have a reason to be thereSpin or Sell at target Rank
- Watch how the place actually runsShadowing, Investigation, Electronic Surveillance, Status
- When someone starts to doubt you, give them an easier answerSpin, Sell, Leverage, Status
- Do what you came for and leave before anyone is certainShadowing plus objective Skill
ExposureZine 2 — DATA
- Decide what the truth is and who has to believe itInvestigation, Spin
- Get proof that survives being deniedInvestigation, Cyber Operations, Electronic Surveillance
- Find someone who can carry it and be believedContacts, Status, Sell
- Protect whoever hands it overShadowing, Leverage, Protect
- Release it where it cannot be quietly pulledSpin, Cyber Operations, Contacts
- Hold the story while they try to kill itSpin, Leverage, Status
Data OperationZine 2 — DATA
- Decide what you need out of the systemInvestigation, Cyber Operations
- Find the way in that is actually openCyber Operations, Electronic Surveillance, Investigation
- Get credentials or an unwatched routeCyber Operations, Spin, Contacts
- Go in and stay inside your coverCyber Operations at target Rank
- Take, copy, alter or plant what you came forCyber Operations plus domain Skill
- Leave the log looking like nothing happenedCyber Operations, Spin
CorporateZine 2 — Control Through Deniability
Data, then Profit, then Blood by proxy. A corporation escalates to violence only when it can be billed to someone else.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Unnoticed Disruption | No loss. The incident is absorbed. The crew is logged as a future concern. |
| 2 | Data | Internal Review | No loss. The next retaliation roll against this territory is made with +1. |
| 3 | Data | Serials Flagged | Threaten −1 Influence. Any gear the crew carries from this corporation reads as stolen on inspection until they clear it. |
| 4 | Profit | Service Withdrawal | Threaten −1 Influence as utilities, contracts, jobs, or infrastructure are quietly pulled from the crew's ground. |
| 5 | Profit | Line Cut | Threaten −1 Influence. The crew loses access to this corporation's product line — no purchase, no parts, no repair. |
| 6 | Data | Narrative Containment | Threaten −1 Influence unless the crew intervenes publicly or releases counter-data. The official version is being written now. |
| 7 | Data | Regulatory Strike | Threaten −1 Influence unless the crew dismantles the mechanism — audit, seizure, licence review. |
| 8 | Blood | Proxy Enforcement | Contractors test control. Frame a retaliation Pressure scene, 6-box Tracker. If it fills → −1 Influence. Nobody's badge says the corporation's name. |
| 9 | Profit | Strategic Abandonment | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The corporation writes the territory off and takes its assets with it. |
| 10 | Profit | Power Vacuum Manoeuvre | Influence becomes 0. Control passes to the best-positioned rival, which the corporation has already selected. |
Civil GovernmentZine 2 — Control Through Procedure
Data, then Profit, then Blood. District police, customs and garrison commands run on records, seizure and the door.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Filed and Noted | No loss. The incident enters a record that will be cited the next time the crew is stopped. |
| 2 | Data | Increased Patrols | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Plates on a List | Threaten −1 Influence. The crew's vehicles, faces, or credentials are flagged at every checkpoint in the district. |
| 4 | Profit | Permit Review | Threaten −1 Influence as licences, clearances, or transit rights are suspended pending review. |
| 5 | Profit | Impound and Seizure | Threaten −1 Influence and one crew asset held in this district. Recoverable, slowly, through channels. |
| 6 | Data | Selective Framing | Threaten −1 Influence as the official account turns against the crew, unless they can produce a better one. |
| 7 | Profit | Checkpoint Squeeze | Threaten −1 Influence. Movement in and out of the district costs a bribe, a delay, or a favour every time. |
| 8 | Blood | Dawn Raid | Frame a retaliation Pressure scene, 6-box Tracker, as a warranted entry hits a crew location. If it fills → −1 Influence. |
| 9 | Blood | Emergency Measures | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Curfew, cordon, and a standing order. |
| 10 | Data | Territory Reassigned | Influence becomes 0. Enforcement of this ground is handed to another command, and the crew's arrangements do not transfer. |
National GovernmentZine 2 — Control Through Legitimacy
Data at scale, then Profit, then force. Ministries and the DND do not raid — they redefine.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Recorded and Referred | No loss. The matter is passed upward. Nothing happens now, which is the point. |
| 2 | Data | Formal Scrutiny | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Public Condemnation | Threaten −1 Influence. Until the crew breaks the narrative, every Scene Tracker in this district opens with 1 box marked. |
| 4 | Profit | Assets Frozen | Threaten −1 Influence as accounts, holdings, or registered property in this region are suspended. |
| 5 | Data | Public Inquiry | Frame a retaliation Pressure scene, 6-box Tracker, driven by scrutiny and unrest. If it fills → −1 Influence. |
| 6 | Profit | Warrant or Bounty | Threaten −1 Influence as hunters, proxies, and rivals converge on crew-linked assets. The state does not have to send anyone. |
| 7 | Data | DND Involvement | Threaten −1 Influence. If a Nexus site, Mythos activity, or restricted technology was touched, the DND assumes jurisdiction and the crew loses access to the site entirely. Otherwise it is a certification review, and their paperwork stops clearing. |
| 8 | Blood | Military Response | Frame a retaliation Pressure scene, 6-box Tracker, as a formation moves into the district. If it fills → −1 Influence. |
| 9 | Data | Emergency Powers | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Control passes to whoever the state finds convenient. |
| 10 | Data | Territory Reassigned | Influence becomes 0. A successor is installed under public approval and the record shows it was always the plan. |
AgoraZine 2 — Control Through Standing
Data almost entirely, then Profit. Blood only as a bounty carried out into the physical world.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Logged | No loss. The crew's handles appear in a visitor record they cannot reach. Someone will read it. |
| 2 | Data | Standing Query | No loss. Future Scene Trackers in the Agora open with 1 box already marked. |
| 3 | Data | Handle Burned | Threaten −1 Influence as one of the crew's identities is published as false. It cannot be used again. |
| 4 | Profit | Access Revoked | Threaten −1 Influence as the crew's standing is stripped in one quarter. Gates that opened now do not. |
| 5 | Data | Presence Flooding | Frame a retaliation Pressure scene, 6-box Tracker, as a rented crowd turns on the crew in every forum at once. |
| 6 | Profit | Credentials Void | Threaten −1 Influence. Every forged or purchased credential the crew holds in the Agora fails its next check. |
| 7 | Data | Session Traced | Threaten −1 Influence and one crew Contact as the intrusion is walked backwards to a real person. |
| 8 | Profit | Market Locked | Threaten −1 Influence. The crew cannot buy handles, relays, or data in the Agora until they settle. |
| 9 | Data | Cast Out | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The quarter closes its gates to them. |
| 10 | Blood | Bounty Carried Out | Influence becomes 0. The Agora hands the crew's real names to someone in the physical world who wants them. |
Nexus / MythosZine 2 — Control Through Belief
Data as perception, then Blood as anomaly. Profit means little to something that does not trade.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Omen | No loss. Signs, symbols, and coincidences accumulate. The crew is being warned by something without a mouth. |
| 2 | Data | Ritual Adjustment | Threaten −1 Influence as reality grows unreliable here — drifting instruments, repeated hours, doors that were not there. |
| 3 | Data | Symbolic Retaliation | Threaten −1 Influence through fear, belief, or mythic pressure rather than force. |
| 4 | Data | Targeted Conversion | Threaten −1 Influence by turning locals, workers, or allies. They are not coerced. They are convinced. |
| 5 | Blood | Noise Surge | Frame a retaliation Pressure scene, 6-box Tracker, driven by anomaly. If it fills → −1 Influence. |
| 6 | Data | Public Revelation | Threaten −1 Influence and draw Government attention. The DND logs the site, and the crew is in the log. |
| 7 | Blood | Mythic Strike | Threaten −1 Influence unless countered by extreme measures — ritual disruption, severe exposure, or a price the crew will feel. |
| 8 | Blood | Reality Breach | Threaten −1 Influence. Until stabilised, every Scene Tracker here opens with 1 box marked. |
| 9 | Data | Schism or Ascension | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Belief reorganises around a new centre. |
| 10 | Blood | Transcendent Collapse | Influence becomes 0. The territory changes hands in ways that do not resolve cleanly, and the map is wrong afterwards. |
ProfitZine 3 — Revenue and Leverage
Slower than the other two and it lasts longer. A crew that loses a fight recovers by next session. A crew that loses a workshop is still explaining it three arcs later.
The crew economy loopZine 3 — Core Crew Economy Loop
- Take an operation.
- Apply Pressure.
- Change Influence.
- Take rewards — Credits, Resources, Claims.
- Turn rewards into an Asset.
- The Asset produces income, capability, or a new problem.
- That problem becomes the next operation.
If a session feels aimless, ask which step the crew is on. It is usually step one, and they need a lead rather than a rule.
Downtime profitZine 3 — Downtime Profit Procedure
- Resolve once per downtime cycle, or after a major market change.
- Start with the Asset Income Rating.
- Subtract one operating cost per unresolved problem — damage, shortage, unpaid labour, hostile attention.
- Add one bonus per advantage — exclusive contract, controlled route, high Reputation.
| Tier | Base income | Operating cost |
|---|---|---|
| 1 | 5,000 Cr | 2,000 Cr |
| 2 | 40,000 Cr | 20,000 Cr |
| 3 | 400,000 Cr | 250,000 Cr |
| 4 | 4,000,000 Cr | 3,000,000 Cr |
Ten minutes at the table. Roll it, note it, get back to the job.
Build timesZine 3 — Build Times
| Project | Base time |
|---|---|
| Small personal item / ammunition batch | 4–12 hours |
| Large personal item / cyberware / armor | 1–3 days |
| Drone / small robot | 2–5 days |
| Vehicle / large robot / powered armor | 1–3 weeks |
| Aircraft / light mech | 1–3 months |
| Heavy mech / industrial asset | 3–12 months |
Fabrication outcomesZine 3 — Fabrication Outcomes
| Outcome | Result |
|---|---|
| Critical success | Finish early or save 20% Resources; superior quality or reduced upkeep. |
| Success | Completes at listed cost and time. |
| Failure | Completes with one consequence: +25% time, +10% cost, a flaw, a trace, or a permit problem. |
| Critical failure | Halts after consuming 25% of Resources and triggers a serious complication. |
Rolled as a d100 Skill Check, under your Rank threshold — not a Power Roll. Critical success under a fifth of the threshold; critical failure on 96–00.
A failed build is a flawed object with a history, not a wasted session.
Cyberware KitsZine 3 — Khepri
Four lines: Heracles (load and impact), Thoth (neural), Hermes (myoelectric), Sekhmet (biological).
- Every line begins at Tier 1; tiers taken in order, no skipping.
- Kit points come from levelling — advance a line you hold, or open a new one at Tier 1.
- Points may be spread across lines. At level 1 you hold one Kit, at Tier 1.
Heist — ProfitZine 2 — PHYSICAL WORLD
- Pick what you are stealing, and why losing it hurts themInvestigation R1-4; domain Skill
- Find out who owns it, when it moves, and who guards itInvestigation, Shadowing, Electronic Surveillance, Cyber Operations at target Rank
- Go look at the place, and at the people who move through itShadowing or Electronic Surveillance at target Rank
- Get your cover, tools, transport and way out ready before you startSpin, Fabrication, Cyber Operations, Piloting, Contacts
- Get past what protects it, then take, copy, swap or break itSkill matching each defense at target Rank
- Leave, and make the loss hard to trace back to youPiloting, Shadowing, Spin, Leverage
SabotageZine 2 — PROFIT
- Follow the chain and find what everything else depends onInvestigation, domain Skill
- Decide whether you want it slow, wrong, stopped or unpredictableInvestigation, Fabrication
- Get access, by hand, by person or by systemShadowing, Spin, Cyber Operations
- Do the damage in a way that looks like something elseFabrication, Demolitions, Cyber Operations
- Make sure it is found the way you want it foundSpin, Leverage
- Be somewhere else, provablySpin, Shadowing, Contacts
Social PressureZine 2 — PROFIT
- Decide whose decision you need changedInvestigation, Status
- Find out what they actually care aboutInvestigation, Shadowing, Contacts
- Find who they listen toContacts, Status
- Give them a reason that lets them save faceSell, Spin, Leverage
- Make the new position the easy oneSell, Status, Leverage
- Leave them a way to keep doing itSpin, Contacts
Territorial PressureZine 2 — BLOOD OR PROFIT
- Pick the ground and name who holds it nowInvestigation, Status
- Find out what their hold actually rests onInvestigation, Shadowing, Contacts
- Take one thing they cannot do withoutdomain Skill at target Rank
- Show the neighbourhood that you took itSpin, Status, Leverage
- Hold it when they come backCombat Skills, Leverage, Contacts
- Say plainly what they can no longer do hereSpin, Investigation
Grey FixerZine 2 — Control Through Access
Data and Profit only. A broker who resorts to Blood has already lost the argument.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Quiet Note | No loss. The crew's name is attached to the loss in someone's ledger. It will be cited later. |
| 2 | Profit | Price Correction | No loss. Every Contact in this territory costs one additional Stress to use this arc. |
| 3 | Data | Withheld Introduction | Threaten −1 Influence as a broker declines to vouch for the crew. Prevent it by offering something the broker wants more. |
| 4 | Profit | Route Closure | Threaten a crew supply line, safehouse access, or movement corridor. Influence holds. |
| 5 | Data | Information Leak | Frame a retaliation Pressure scene, 4-box Tracker, as the crew's method or objective reaches the wrong desk. |
| 6 | Profit | Contract Reassignment | Threaten −1 Influence as work, protection, or supply is redirected to a rival crew. |
| 7 | Data | Contact Turned | Threaten −1 Influence and one crew Contact. Prevent only one. A turned Contact does not become an enemy — they become unavailable. |
| 8 | Profit | Market Freeze | Threaten −1 Influence. Until resolved, the crew cannot acquire Tier 3+ gear or new Contacts in this district. |
| 9 | Data | Blacklisting | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The territory stops taking their calls. |
| 10 | Profit | Replaced Broker | Influence becomes 0. Another network absorbs the routes and the clients, and the crew was not consulted. |