Before you start. You are not a hero here, and you are not a victim either. You are someone with a specific skill, a short list of people who owe you, and a reason to keep working.
THE YEAR IS 2067
Two years ago, Nexus Events appeared at ancient sites throughout the Mediterranean. From them came Mythos: an unstable energy force that transformed metallurgy and organics, accelerated technology, and changed living beings, machines, and environments.
The Delphi Noise Directorate (DND) and its corporate partners converted those discoveries into Cybersteel, advanced medicine, the Human Information Network (HIN), the Noise Overlay (Network), and the Agora (Immersive Virtual Reality Matrix). Governments, corporations, criminal syndicates, and local communities now compete over the infrastructure and discoveries built from Mythos.
Every campaign begins with little more than a safehouse, a handful of trusted contacts, and the determination to build something greater. Through contracts, exploration, investigation, negotiation, sabotage, and tactical operations, your crew earns influence across cities, ports, industrial districts, wilderness regions, and ancient Nexus sites throughout the Mediterranean.
Every successful operation changes the balance of power. New opportunities appear while old alliances fracture. The Mediterranean remembers what your crew has done, and every campaign tells the story of how those decisions reshape the region.
In Cybersteel you will - Build Your Crew:
Create operators with unique Archetypes, Skills, Talents, Contacts, and equipment.
Choose a shared Crew Arc that defines your long-term ambition.
Develop trusted allies and build an organization capable of competing with the region’s most powerful factions.
Explore the Mediterranean
Operate across major cities from Alexandria to Tripoli, Athens to Crete.
Discover forgotten Nexus sites and recover valuable artifacts hidden beneath centuries of history.
Grow Your Organization
Every successful crew begins small. Over time you can build:
Safehouses, Workshops, Research laboratories, Crews, Manufacturing Facilities, Networks.
As your organization grows, so does your influence throughout the Mediterranean.
Upgrade Your Equipment
Earn better weapons. Acquire advanced cyberware. Build drones and vehicles.
Pilot powerful mechs. Recover Mythos artifacts.
Build Relationships
Every major faction has goals. Your reputation determines who hires you, who trusts you, and who wants you removed.
Change the Region
Every mission creates consequences.
Successful operations reshape neighborhoods, industries, corporations, and political relationships.
The Mediterranean is not a static setting. It evolves because of your crew.
WHAT MAKES CYBERSTEEL DIFFERENT?
Most cyberpunk RPGs ask: What job do you complete next and who is going to hire us for the next job? Cybersteel asks: What are you, as a player and a crew, going to do to take power and what is changing in the region because of your actions? Every operation applies pressure. Every pressure changes the balance of power. Every campaign asks what your crew ultimately becomes: A respected crew, A regional power, A corporate partner, A political force, A criminal empire, or another forgotten crew that reached too far.
WHAT DOES A SESSION LOOK LIKE?
Establish a crew Arc and personal Background Arcs.
Select an operation. prepare tools, contacts, skills, and access.
Apply Blood, Data, or Profit Pressure. Resolve tactical, social, Ghosting, Steeljacking, or field scenes to a faction (Street, Underworld, Corporate, Regional).
Track opposition response, evaluate faction control, retaliation.
Gain Credits, Resources, Components, Reputation, Information.
Recover, advance, fabricate, recruit, and update the operative.
Choose what the crew is going to pressure next.
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One piece of advice. If you only remember one thing from this book, make it this: every job you finish changes who holds what. The Mediterranean is not a backdrop. It is the scoreboard.
WHAT IS MYTHOS?
Cybersteel, under containment. A single crystal in a Khepri field cage. This is the material the setting is named for: drawn from Nexus sites, worked into armour, chrome and frames, and never quite inert. Everything a corporation makes at Tier 3 and above has some of this in it, which is why DND keeps a register of who is buying.
Delphi Noise Directorate. Containment materiel, photographed under licence. None of it is for sale, and none of it appears in the gear tables — DND does not trade. If your crew is holding a piece of this, somebody is already looking for it.
Before you start. Mythos is not magic and it is not technology. It is something older that the corporations learned to package and sell, and nobody involved fully understands what they are selling.
No scientific consensus explains Mythos. Some researchers describe it as an unknown energy state. Others believe it is evidence of a larger physical system touching Earth through Nexus sites. Mythos can transform metals into Cybersteel, alter biological tissue, disrupt electronics, produce impossible environmental changes, and awaken rare individuals who can perceive or shape it. Mythic Veins are faint pathways through which Mythos activity appears to move between sites, materials, organisms, and infrastructure.
DELPHI NOISE DIRECTORATE
The Delphi Noise Directorate (DND) is based in Delphi, Greece and is the only corporation with national authorization to operate humanity’s known active Nexus sites. Officially, DND exists to study Mythos, protect the public, and regulate technologies derived from Nexus research. Unofficially, many believe DND knows far more than it has ever admitted.
MYTHOS RESEARCH?
DND, the Delphi Noise Directorate, maintains exclusive authority over the world’s active Nexus sites and releases only limited research to the public.
As a result, much of what is known comes from field reports, independent researchers, and speculation. One fact, however, is beyond dispute. A small number of people exposed to Mythos develop extraordinary abilities to channel Mythos itself.
POWER HAS A PRICE
Channeling Mythos places severe strain on the nervous system. Headaches, tremors, sensory distortion, memory disruption, and exhaustion are common. Cybersteel implants can stabilize exposure, but they cannot make Mythos safe. Every Mythos user eventually discovers the same truth: Greater power always demands greater sacrifice.
A NEW KIND OF OPERATOR
Mythos-capable individuals have become some of the most valuable specialists in the Mediterranean. Corporations compete to recruit them. Governments monitor them. Criminal organizations seek to exploit them. DND regulates every confirmed Nexus site and closely watches anyone capable of interacting with Mythos. Few people understand why, but everyone recognizes that Mythos users operate in a world most citizens never see.
QUESTIONS WITHOUT ANSWERS
Why do only some people awaken?
Why were ancient temples and settlements built near modern Nexus sites?
Were mythological heroes and monsters distorted memories of earlier exposure?
Why did DND advance so quickly during the Missing Years?
Is the Nexus network reacting to humanity, or communicating with it?
One piece of advice. Your operator can go their whole career without touching it. Plenty do. The ones who touch it are the reason the rest of you check the readings.
CAMPAIGN SCALE
LEARN CYBERSTEEL IN STAGES
Before you start. Do not try to learn the whole system before your first session. Nobody does, and it is not how the game is built.
Stages of Learning the Game
1. B-Tier - Modular Jobs. One-shot or link One-shots with a few beats of the Crew Arc. Levels 1-3 and approximately 8 sessions (3-4 hours each). Best For: first-time groups and short introductions. Singular faction for game loop. Use of Tier 1-2 Gear, Level 1-2 Skill Checks, Tier 1-2 Talents.
2. A-Tier - Crew Campaigns. Crew Arcs and Background Arcs. Levels 1-6. Best For: experienced groups and approximately 20 sessions (3-4 hours each). The default Cybersteel experience that includes Crew Beats and Background Beats, multiple factions, Contacts, territory, Assets, downtime, optional fabrication.
3. S-Tier - Regional Campaigns. Levels 1-10. Best For: high tactical and political groups and approximately 36 sessions (3-4 hours each). Everything in A-Tier in addition to large scale strategic sandbox play, Regional locations and factions, supply chain fabrication.
HOW THE STAGES CONNECT
Cybersteel grows with the group. The central loop remains the same, but later stages add more campaign-management systems, more factions, and wider consequences.
These are not separate games. They are different zoom levels of the same campaign.
Begin with a crew and one immediate problem.
Complete jobs and earn a reputation.
Claim territory, relationships, and Assets.
Build an organization.
Shape the future of the Mediterranean.
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CYBERSTEEL
CORE CAMPAIGN ESCALATION LOOP
PRESSURE -> INFLUENCE -> RETALIATION
The crew interferes with a faction's control. If that interference causes meaningful loss of control, the faction loses Influence. The faction then Retaliates to recover what it lost, protect what remains, or punish those responsible.
PRESSURE
Pressure is any action that forces a faction to change how it maintains control. Pressure must matter; inconvenience alone does not reduce Influence. Every type resolves the same way: find what the faction depends on, take it or break it, then name who can no longer rely on it.
Blood: violence, intimidation, destroyed enforcement, injury, seizure, or visible force.
Identify the enforcement or physical asset.
Set the tactical objective.
Resolve the confrontation.
Determine who can no longer be protected.
Data: exposure, hacking, compromised identity, corrupted records, leaks, or loss of secrecy.
Acquire leverage, disrupt supply, labor, contract, payment, or access.
Determine who can no longer operate normally.
SCENE TRACKERS
A Scene Tracker measures how close the opposition is to responding, not how close the crew is to finishing.
Open a tracker when the crew enters an area it does not want to be detected in, physical or Noise, and must move without drawing attention.
Setting the tracker. Use the chart below to size it: 4 segments for short or unstable infiltrations, 6 for standard, 8 for hardened or well-defended sites.
Filling the tracker. Fill one segment when a crew member fails a Shadowing test, or takes an action that would reasonably create suspicion or exposure.
Resolution. The crew succeeds by completing the operation's objective before the tracker fills. If the tracker fills first, the opposition knows the crew is there; combat begins, or the scene escalates to a response the crew must now survive.
INFLUENCE
Influence is a faction's practical ability to shape outcomes in a specific territory. It is local control, not general reputation.
After an operation, reduce Influence by 1 only if the crew meaningfully damaged the faction's ability to do one of these in that territory:
Enforce — protect its people, punish defiance, hold ground.
Conceal — keep its methods, assets, or identities hidden.
Supply — move goods, money, data, or personnel.
Command — issue orders and have them followed.
Persuade — have its authority accepted without force.
If none of the five changed, the operation succeeded but control held.
THE INFLUENCE TEST
The five abilities name what the crew attacked. This test decides whether the damage was deep enough to cost the faction control. Ask four questions about the affected ability in that territory:
Capacity — Can the faction still perform the function at all?
Access — Can it still reach the people, infrastructure, or territory involved?
Government — Do others still accept its orders, legitimacy, or ownership?
Recovery — Can it repair the loss without changing strategy or spending a major asset?
If two or more answers are no, the faction loses 1 Influence in that territory. If only one is no, the crew hurt the faction without loosening its grip.
RETALIATION
Whenever a faction loses Influence, it Retaliates. Retaliation is not punishment for succeeding, it is the faction trying to recover what it lost.
Identify what the faction lost.
Choose or roll a response from its Retaliation Chart.
Decide whether it lands immediately or is threatened; a threatened response arrives at the start of the crew's next operation, or sooner if they give it an opening.
SCENE TRACKER AND INFLUENCE SEGMENT ESTIMATATIONS
Segments
Typical Scale
When Scene Full 0r Influence
4
Street Scene or Influence
Active opposition or lose Neighborhood
6
Underworld Scene or Influence
Active opposition or lose District
8
Corporate Scene or Influence
Active opposition or lose City influence
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One piece of advice. Learn to roll 2d10 and read the Tier. That is enough to play. Everything else arrives when your operator needs it.
CREW FORMATION
WHY SESSION 0 MATTERS
Before you start. Session 0 is where the crew stops being a list of characters and becomes a group with a shared problem. It is worth the whole session.
1. Experiential: play a short modular operation with pre-generated operators to learn Pressure, Influence, and Retaliation.
2. Ownership: create the crew, select its Arc, and build the operators who will carry the campaign forward.
One piece of advice. Say out loud what your operator wants and what they will not do. The table will build around both, and you will get a better game for it.
WHY YOU BEGIN TOGETHER
ARCS AND BEATS
Before you start. An Arc is the answer to “why is this person still here.” Beats are the moments where that answer gets tested.
Before the first operation, the crew decides what part of the world it is willing to protect, change, control, or uncover. Session 0 makes those pressures personal before the campaign begins.
An Arc is an unresolved source of conflict. It identifies what powerful factions want, what vulnerable people may lose, and what could permanently change the region.
Crew Arcs contain six Beats. Background Arcs contain four Beats. Beats are thresholds (beat goals), not scripted scenes. Operators start at level 1 with 1 Background Beat. They can gain 6 levels through 6 Crew Beats and 3 levels with 3 Background Beats. 1+6+3 is level 10, the maximum level of the game.
When a crew meaningfully contributes to reaching a Crew Beat, everyone in the crew levels. When an operator meaningfully contributes to reaching a Background Beat, the operator levels.
STEPS TO CHARACTER CREATION
STEP 0 - CHOOSE THE CAMPAIGN FRAME: The GM selects the starting city or regional sandbox and the campaign stage: Jobs, Crew Campaign, or Regional Campaign.
STEP 1 - CHOOSE A CREW ARC: The group selects the shared conflict that explains why the crew exists and what it is trying to change.
STEP 2 - CHOOSE A BACKGROUND ARC AND ATTRIBUTES: Each player chooses the personal obligation, fear, identity, or unresolved history that Retaliation can place under Pressure.
STEP 3 - CHOOSE PERSONALITY TRAITS: Roll or select the tendencies that describe how the operator behaves when calm, stressed, confronted by authority, or forced to choose.
STEP 4 - CHOOSE AN ARCHETYPE AND TALENTS: Choose the operator's tactical identity, Action Resource, starting Talents, and Level 1 Rūḥ. See charts below.
STEP 6 - CREATE CONTACTS AND LANGUAGES: Begin with three Background Contacts and two Languages: one regional or native language and one additional language.
STEP 7 - CHOOSE A CYBERWARE KIT: Choose one Level 1 Cyberware Kit from the Cyberware Kits chapter that follows. A Kit represents an integrated augmentation package rather than a loose collection of implants.
Record the Kit's Attribute benefit.
Record its built-in equipment or distinctive capability.
STEP 9 - RECORD ADVANCEMENT: Cybersteel operators can reach Level 10. When an operator gains an Advancement Point, they may spend it to advance one Level, then gain the improvements listed for that Level.
Your character is ready when…
You can name your Crew Arc and your own Background Arc without looking.
Every Attribute has a number, and all of them came from the same Background Arc array.
You have two Personality Traits, and one of them will cause you trouble.
Your Archetype is chosen, with its Action Resource, two Level 1 Talents, and Level 1 Rūḥ recorded.
Skill Ranks are assigned across Social, Technical and Knowledge.
Three Background Contacts are named, with what each one wants from you.
Two languages are recorded — one regional or native, one other.
One Level 1 Cyberware Kit is recorded with its Attribute benefit, built-in equipment, and drawback.
Your Load is chosen and your gear fits its Gear Slots.
Max Rūḥ, Recoveries and Recovery Value are filled in, and your Vulnerable Zone (half) and Critical Zone (a quarter) are marked on the track.
You can say in one sentence what your operator wants and what they will not do.
If a line above is blank you are not finished, but you are close enough to
start. Do not hold up a session over a missing language.
Rūḥ measures an operator's ability to remain active under injury, exhaustion, and combat Pressure. It is not merely physical health.
A Recovery is spent through Catch a Breath, which requires a Medical Kit. Unless another rule says otherwise, a Recovery restores one third of the operator's maximum Rūḥ. Recoveries refresh only at the operation reset point, never between encounters — they are the resource that decides how many fights a crew can afford, and violence is rarely the cheapest route to an objective.
Archetype
Level 1
Per Level
Recoveries
Brawler
17
+7
2 + Power
Assassin
16
+6
1 + Power
Gunslinger
17
+7
1 + Power
Veinrunner
16
+6
2 + Power
Shaper
14
+5
1 + Power
Oracle
14
+5
1 + Power
Steeljack
16
+6
1 + Power
Shepard
15
+6
1 + Power
Ghost
15
+5
1 + Power
ADDING YOUR LEVEL TO DAMAGE
Every Talent prints its own damage. On top of that number and your Attribute, add your Level to any damage a Talent deals. A Level 5 operator whose Talent reads 9 + Reflex deals 9 + Reflex + 5.
This is the whole rule, and it is what keeps a fight the same length late as it is early. Gear arrives in jumps — you carry a Tier 1 weapon for three levels, then a Tier 2 weapon for three more. Without the Level bonus, your damage sits flat while enemies grow, and a Level 9 fight takes almost twice as long as a Level 4 fight for no good reason. With it, combat holds steady at roughly four to five rounds from Level 1 to Level 10.
Level
Damage bonus
Best Attribute
Signature Weapon Tier
1
+1
+2
WT 1
2
+2
+2
WT 1
3
+3
+2
WT 1
4
+4
+3
WT 2
5
+5
+3
WT 2
6
+6
+3
WT 2
7
+7
+4
WT 3
8
+8
+4
WT 3
9
+9
+4
WT 3
10
+10
+4
WT 4
WEAPON TIER
Weapon Tier does not set damage. It sets what your weapon can hurt. A Talent prints the Weapon Tier it is used with, and that Tier is cross-referenced against the target’s Armor to produce Edge, Bane, or no effect at all. A Street pistol will not scratch an armored truck no matter how well you roll.
Your Signature Talents rise with you. They use the Weapon Tier matching your character Tier, so your free attack never stops being able to hurt what you are fighting.
Level
Signature Weapon Tier
What it can reach
1–3
WT 1 — Street / Civilian
Light personnel armor. No vehicle is vulnerable to you at all.
4–6
WT 2 — Tactical / Paramilitary
Medium personnel armor; light vehicles at Bane.
7–9
WT 3 — Heavy / Corporate
Heavy personnel armor; medium vehicles at Bane.
10
WT 4 — Mythic / Military
Everything, with heavy vehicles still at Bane.
Higher-cost Talents print their own Weapon Tier and are the reason a crew carries more than one weapon. Full cross-reference tables are in Zine 2.
One piece of advice. Pick an Arc you would enjoy failing. A goal you cannot lose is not a story, it is a schedule.
STEP 1 - CHOOSE A CREW ARC
Before you start. This is the one choice the whole table makes together. Take your time with it.
AFTER YOU HAVE BUILT THEM
PLAYING YOUR OPERATOR
The rest of this book tells you how to make a character. This chapter is about the
other thing — how to be one at the table, in front of people, without feeling foolish.
Before you start. Nobody is good at this on the first night. Roleplay is a
skill like any other and it is learned by doing it badly for a few sessions. Everything below is a
technique, not a test. Take one, use it until it stops feeling deliberate, then take another.
Say where you are
The single most useful habit in this book. Before you say what your operator does, say
where they are. One clause is enough.
Instead of “I ask the fixer about the shipment.” Try “Leaning on the counter where I can watch the door, I ask Yara about the
shipment.”
Without this, characters become floating heads — voices with no bodies, teleporting to
whoever is speaking. With it, the table can picture the room, and other players get something to
act on. The district read-aloud your GM used at the start of the scene is your raw material:
the awnings, the drainage, the shutters coming down. Stand somewhere specific in it.
Keep your turn short
Two or three sentences. Where you are, what you do, what you say.
Short turns are not a politeness rule, they are a survival rule. A table where turns run five
minutes means forty minutes between your moments, and a missed attack stings far more when your
next chance is that far away. Short turns keep everyone leaning in.
Declare, do not negotiate
New players often ask the GM what would happen. “If I went up the fire escape,
would there be a guard?” That is a conversation between a player and a GM, and it stops
the fiction dead.
Instead of “Could I maybe try to climb it, or is that too risky?” Try “I go up the fire escape.” Then find out.
Your operator does not know what is on the roof either. Acting without certainty
is the character’s experience, and it is most of the tension.
Want something
The most common reason a player feels stuck is that their operator wants nothing this session.
Cybersteel hands you three answers to that, and they are already on your sheet.
Your Crew Arc — why this group is still together.
Your Background Arc — what you personally are chasing or running from.
Your Beats — the moments where those get tested.
A motivation fits in a word or two: vengeance, get my sister out, be worth
something to these people. Before each session, look at yours and decide one thing your operator
will try to move tonight. Then try it without waiting to be asked.
Reactive: the GM describes a warehouse; you wait to be told what to do. Proactive: you already want the foreman’s ledger, so you walk toward the office.
Use names
Say “Bashir”, not “him”. Say “Yara”, not “the
fixer”. Addressing people by name pulls everyone into the fiction faster than any accent will,
and it is the easiest technique here to start with tonight.
Accents are not roleplay
New players often believe roleplay means doing a voice, and then avoid roleplaying because they
cannot do voices. Those are separate things. A voice is one technique for getting into character,
and it works for some people. If it does not work for you, you have lost nothing.
Roleplay is making decisions as someone who is not you. You can do that in your own voice,
in the third person, quietly, with filler words and false starts. What makes it roleplay is that
the choice came from your operator rather than from you.
Not roleplay: a flawless Alexandrian accent explaining why you are taking the
safest route. Roleplay: your flat everyday voice saying “I take the tunnel” because your
operator is the kind of person who takes the tunnel.
Your sheet already told you who this is
Everything you need is in the steps you just finished. Read them as a person instead of as
statistics.
Crew Arc — why you are still with these people. The answer to “why don’t
I just leave?”
Background Arc — what you are chasing or running from on your own.
Attributes — what comes easily and what does not. A low Attribute is a
characterisation, not a weakness to hide.
Archetype — what the crew calls you when they need something.
Skill Ranks — where you have spent your life. Rank 3 in one thing says more about a
person than Rank 1 in five.
Contacts — who owes you, and who you owe. Each one wants something.
Cyberware — what you were willing to have done to your body, and who paid.
Gear and Load — what you carry says how you expect the evening to go.
The Four Contexts, at the table
Your Personality Traits are the most directly playable thing on the sheet, because they answer
the four questions that actually come up in a session. When you do not know what your operator would
do, read the matching one.
Default Behavior — how people experience you in downtime, travel, planning, first
meetings. Use it whenever nothing is going wrong.
Stress Response — what becomes visible when a roll fails or a plan collapses. Use it
the moment something breaks, before anyone asks you to.
Power Reaction — your instinct facing a corporation, a Government office, a
syndicate. Use it when someone with authority speaks to you.
Pressure Choice — what you do when every option costs something. Use it when the
table goes quiet because there is no good answer.
They are tendencies, not commands. You may follow them, resist them, or change them
over a campaign — and a character resisting their own instinct, visibly, is some of the best
roleplay there is. Conflicting results are a gift: a person with competing instincts is more
interesting than a person with one trait.
A failed roll is a cue. The lock does not open. Rather than saying
“I failed,” look at your Stress Response and play that. Do you go quiet? Blame someone?
Start improvising? The dice just handed you a scene.
Three questions that unstick you
When you have no idea what to do on your turn, ask in order:
What does my operator want right now? Not this campaign — this minute.
What are they most afraid of in this room?
What would they do that I would not?
The third one is where characters come from. If your answer is always what you would do, you are
playing yourself with better gear.
Play the gap
The most memorable operators are built on a gap between what they say and what they want. A fixer
who talks about loyalty and prices everything. A medic who will not be thanked. A Gunslinger who
keeps insisting this is the last job.
You do not need to plan this. Pick one thing your operator would never admit out loud, write it
somewhere on the sheet, and let it leak.
Small consistent details beat big ones
You do not need a backstory document. You need three or four things you do every time, so
the table recognises your operator before you say your name.
Something you always do entering a room — check exits, take the seat facing the door,
touch the doorframe.
A word or phrase you overuse.
Something you refuse to do, and everyone has noticed.
A physical habit under stress.
Those four things will carry a character further than an hour of invented history,
and every one of them is visible to the rest of the table.
Let the tools stay out of the way
Some roleplay traditions ban rulebooks at the table entirely, on the grounds that looking things
up drags everyone out of character. Cybersteel takes the same goal and solves it differently: the
sheet computes and the cheat sheet is one page precisely so that a rules question
costs you seconds rather than minutes.
Let your sheet do the arithmetic. Do not recompute what it already shows.
Roll where people can see. It removes any question and saves a conversation.
Keep mechanical talk to the roll itself, then return to the fiction.
Instead of “Hang on — what’s my Shadowing again? Plus
two? And Edge is another two, so…” Try “I keep to the awnings and follow him.” [rolls] “Tier 2.”
Leave it in the game
Your operator can threaten, lie to, or walk out on another operator, and none of that is about
the person holding that sheet. This is what lets a table play hard without anyone getting hurt.
It runs both ways. If something at the table genuinely bothers you, say so as yourself,
out of character, and expect to be heard.
Two minutes at the end
The quickest way to get better is to close each session by asking what worked. Not a critique
round — two minutes, one thing each.
One moment that landed for you.
One thing you want to try next time.
One piece of advice. If you only take one habit from this chapter,
take the first. Say where you are before you say what you do, every turn, for three sessions.
Everything else here gets easier once the table can see each other standing somewhere.
You do not face this world alone. Crews form because something already binds them: a debt, a place, a truth, a route, or a line of order that holds only if everyone keeps showing up. Alone, you are manageable. Together, you are a problem. Success will not make things safe. It will make the crew more visible, more valuable, and harder to ignore.
1. THE BROKERS
Arc Premise: "Can your crew become the organization that everyone from street gangs to global corporations must negotiate with?" The Mediterranean economy is changing faster than anyone can control. Mythos discoveries, Cybersteel manufacturing, new transport routes, and corporate expansion have created entire markets almost overnight.
Choose one corporate economic lane the crew intends to dominate within the Gray Economy. That choice shapes the contracts you pursue, the suppliers you need, and the factions that will try to control or eliminate you.
Pressure Hook
Something threatens the system that keeps the neighborhood functioning. Corporate contractors, gangs, authorities, smugglers force the crew to decide who should control it.
THE BROKERS - SIX BEATS
Beat 1 - Earn Your First Contract - Street Level. Complete the crew's first profitable operation within its chosen economic lane.
Beat 2 - Establish Your Reputation - Street to Underworld. Buyers and sellers begin seeking the crew instead of established street operators.
Beat 3 - Challenge the Underworld - Underworld Level. Defeat, replace, or force negotiation with an organization controlling the chosen market.
Beat 4 - Enter the Corporate Economy - Corporate Level. Corporations quietly recognize the crew as a dependable independent intermediary.
Beat 5 - Control the Regional Market - Corporate Level. Governments, corporations, or major Gray organizations acknowledge the crew's control over an important regional lane.
Beat 6 - A Seat at the Table – National Level. The crew becomes a recognized Mediterranean economic power that others must negotiate with.
2. THE SEEKERS
Arc Premise: "Can your crew uncover the next Mythos breakthrough before the rest of the world?" Long before a Nexus emerges, ancient records, environmental anomalies, archaeological discoveries, and shifting Mythic Veins begin pointing toward the same location. The Seekers believe they can recognize those signs first.
Finding the Nexus is only the beginning. Criminal expeditions, corporations, governments, and DND will all attempt to claim the discovery.
Pressure Hook
Fragments of evidence indicate that a previously unknown Nexus is forming. No one knows exactly where or when. Every major power begins searching.
THE SEEKERS - SIX BEATS
Beat 1 - Follow the Clues - Street Level. Uncover the first convincing evidence that an unknown Nexus may be forming.
Beat 2 - Reach the Site - Street to Underworld. Identify the most likely Nexus location and reach it before rival expeditions. Cross hazardous terrain, outmaneuver competitors, and establish the first expedition camp.
Beat 3 - Hold the Discovery - Underworld Level. Defend the emerging site against organized criminal expeditions, artifact traffickers, and early Mythos hazards.
Beat 4 - Secure the Nexus - Underworld Level. Become the dominant independent organization controlling access, supply, and perimeter security.
Beat 5 - The Race Begins - Corporate Level. Corporations and DND arrive, forcing the crew to negotiate, cooperate, or resist while preserving its influence over the discovery.
Beat 6 - The First Guardians - National Level. Survive the full emergence and help determine the Nexus site's permanent future with DND and the host nation.
3. THE PIONEERS
Arc Premise: The Libyan government maintains a vast desert quarantine that excludes corporations, smugglers, independent researchers, and even unrestricted DND access.
Rumors describe a living frontier transformed by long-term Mythos exposure: new ecologies, altered organisms, and resources capable of creating entire industries. The crew intends to document that frontier before anyone else controls it.
Pressure Hook
Corporate laboratories offer enormous rewards for living specimens. DND increases remote observation. The Libyan government expands the quarantine. Rival expeditions begin looking for routes through the perimeter.
THE PIONEERS - SIX BEATS
Beat 1 - Cross the Quarantine - Street Level. Enter the quarantine and return with verifiable evidence of undocumented Mythos adaptations.
Beat 2 - Build the Expedition - Street to Underworld. Establish reliable routes, covert camps, recovery methods, and the supply network needed for repeated expeditions.
Beat 3 - Survive the Frontier - Underworld Level. Prove the crew can survive the environment, altered predators, ecological events, and rival organizations.
Beat 4 - Control the Discoveries - Underworld Level. Become the dominant independent organization inside the quarantine by controlling routes, camps, and key research sites.
Beat 5 - Create a New Industry - Corporate Level. Make one or more discoveries commercially viable and negotiate research, manufacturing, or licensing agreements with corporations or DND.
Beat 6 - The New Frontier - New Baseline. Permanently change humanity's relationship with the Libyan Mythos frontier by determining who may enter, research, profit, settle, or preserve it.
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One piece of advice. Choose something that needs all of you. If one operator could achieve it alone, the crew has no reason to stay together past session three.
PERSONAL PRESSURE AND ADVANCEMENT
STEP 2 - CHOOSE A BACKGROUND ARC & ATTRIBUTES
Before you start. Your Background is where your operator learned what they know, and who they burned learning it. Both halves matter.
The Crew Arc shapes what the campaign changes. A Background Arc shapes what that change costs one operator. It gives Retaliation a personal target, turns history into active leverage, and creates three thresholds through which the operator redefines an unresolved obligation.
Tie every Beat to the active Crew Arc and the current Retaliation. A Background Arc is not a separate subplot, it is the same pressure, arriving somewhere the crew cannot shoot.
Each personal choice must change something the whole crew touches: a Contact, an obligation, a route, a resource, a faction relationship, or a future operation.
WHAT EVERY BACKGROUND MUST ESTABLISH
Origin - where you came from and which relationship or institution existed before the crew.
Leverage - what you still owe, fear, need, hide, or protect.
Direction - what you are trying to prove, escape, preserve, or become.
THE THREE-BEAT STRUCTURE
Beat 1: Establish Adaptation - show how the operator survived or learned to manage the original Pressure.
Beat 2: Complicate Control - the survival method becomes harder to maintain, conceal, or justify.
Beat 3: Stay or Go - an apparent solution demands a cost to the crew, the operator's values, or someone vulnerable. The past is not erased; the operator decides what it means and what relationship continues.
A Beat is earned when play reaches the threshold and the operator's choice changes what becomes possible next. The GM should not schedule these scenes in advance.
7. CORPORATE CASTOFF
Arc Premise: A corporation trained, certified, and trusted you until restructuring, liability, or internal politics erased your place. You still carry its methods, records, and unfinished relationships.
Pressure Hook: A former manager, security office, colleague, or corporate record reopens the circumstances of your removal.
Beat 1 - What the Corporation Made: Show the discipline, access, identity, or professional pride you still carry from your former role.
Beat 2 - The Official Story Changes: New evidence, an internal investigation, or a former colleague complicates why you were removed and who benefited.
Beat 3 - Return to the System: The corporation offers restoration, credentials, and security if you surrender information, abandon the crew, or accept responsibility for its crimes.Redefine your relationship to the corporation: reclaim the work without the institution, expose it, reform it, surpass it, or return on your own terms.
ATTRIBUTES
An Attribute is one of five core ratings — Power, Reflex, Logic, Awareness, and Presence — that describe an operator's raw capability. Every Power Roll and every Skill Percentage draws on one of these five.
Assigning the starting array
At character creation, take the five values +2, +2, +1, 0, and −1 and assign one to each Attribute — every value is used exactly once, and no Attribute may hold more than one of the five values.
There is no point-buy: the array is fixed, only its placement is a choice. Where you place the two +2s should follow your Archetype's primary and secondary Attributes (see the Power Roll tiers each Talent calls out) so your best numbers land where you'll actually roll them.
Later Attribute Points (gained through advancement) raise one Attribute at a time, up to a maximum rating of 4.
Power
POW
Raw physical force — melee impact, forced movement, carrying/breaking things, and the Rūḥ Recovery formula for every Archetype.
Reflex
REF
Speed and precision — ranged attacks, Stealth/Infiltration, Piloting, reacting before a target does.
Logic
LOG
Technical reasoning — Fabrication, hacking and Ghost/HIN actions, diagnosing and building systems.
Awareness
AWR
Perception and battlefield reading — detection, Investigation, Shadowing, tracking targets and threats.
Presence
PRE
Force of personality — Social Skills, Leverage, command and influence without mind control.
One piece of advice. Put your best Attribute where your Archetype already points. Being reliably excellent at one thing beats being adequate at four.
BEHAVIOR UNDER PRESSURE
STEP 3 - CHOOSE PERSONALITY TRAITS
Before you start. Traits are not decoration. They are the reason your operator does the difficult thing when the safe option is right there.
PURPOSE
Personality Scaffolding gives an operator consistent behavioral gravity without dictating decisions. It helps players improvise how the character appears when calm, reacts when plans fail, responds to authority, and chooses when every option has a cost.
HOW THIS WORKS
Roll one d10 for each of the four contexts, or choose results with the GM's approval.
These are tendencies, not commands. A player may follow, resist, or deliberately change them.
Conflicting results are useful. They create a person with competing instincts rather than a single defining trait.
Personality Traits have no automatic mechanical bonus or penalty.
THE FOUR CONTEXTS
Default Behavior - how people usually experience you during downtime, travel, planning, and first meetings.
Stress Response - what becomes visible when a roll fails, a plan collapses, or consequences arrive.
Power Reaction - your instinct when a corporation, government, faction, or leader claims authority.
Decision Filter - what you weigh first when time is short and every option has a cost.
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One piece of advice. Choose one trait that will cause you trouble. It will be the thing the table remembers about your operator a year from now.
TACTICAL IDENTITY
STEP 4 - CHOOSE AN ARCHETYPE AND TALENTS
Before you start. Your Archetype is what the crew calls you when they need something. Read the whole list once, then pick the one whose problems sound interesting.
Each Archetype generates its own Action Resource through role-specific triggers. Begin every normal combat at 0 Action Resource. Gain 2 resource when one of your listed triggers occurs. Unspent Action Resource clears when combat ends. Action Resource cannot be shared.
ACTION RESOURCE
Each Archetype generates its own Action Resource through role-specific triggers. Begin every normal combat at 0 Action Resource. Gain 2 resource when one of your listed triggers occurs. Unspent Action Resource clears when combat ends. Action Resource cannot be shared.
ASSASSIN
A stealth and disruption operator who attacks from Hidden or Untracked states and exploits debilitating Conditions.
Action Resource: Read — Basīra (bah-SEE-rah) Gain 2 when:
You attack from Hidden.
You apply a debilitating Condition.
An ally creates a distraction or applies Bane and you strike that target.
You hit a target already damaged during the current Round.
BRAWLER
A close-quarters control operator who uses forced movement, grabs, knockdowns, and position denial.
Action Resource: Momentum — Zakhm (ZAH-khm) Gain 2 when:
You cause forced movement that results in a collision or Prone.
You maintain a Grab or other control state across Turns.
An ally moves a target into your Melee range and you hit it.
An ally hits a target you are controlling.
GHOST
A Noise intrusion operator who controls digital infrastructure, applies system Conditions, and creates openings for the physical team.
Action Resource: Discipline — Pitharhí (pee-tha-REE) Gain 2 when:
You win an ECM contest against ECCM.
You apply system control, movement, or lock effects to a valid HIN target.
An ally acts on a mark or opening you created.
An ally acts while protected by or positioned inside your Dead Field.
GUNSLINGER
A ranged precision operator who controls medium weapon range, Aim, marks, and allied suppression.
Action Resource: Focus — Tarkīz (tar-KEEZ) Gain 2 when:
You hit a target at medium weapon range.
You attack after using Aim.
You hit a marked or exposed target.
You fire through allied suppression and hit an affected target.
ORACLE
A support and stabilization Mythos operator who protects allies, removes Conditions, and directs coordinated action.
Action Resource: Grace — Baraka (BAH-rah-kah) Gain 2 when:
You reduce damage, grant Resistance, or provide a Save.
You apply divine or Mythos control, cleansing, or protection.
An ally benefits from your effect when attacked or acting.
An ally below half Rūḥ or suffering a Condition is healed, repositioned, or protected by you.
SHAPER
An area-control Mythos operator who creates persistent terrain, environmental hazards, and multi-target Pressure.
Action Resource: Charge — Sh (SHAHN) Gain 2 when:
You hit two or more targets with one Talent.
You create a persistent effect that alters space.
An ally forces a target into or through your terrain effect.
An ally applies a Condition that satisfies one of your combo requirements.
SHEPARD
A drone-control operator who extends battlefield presence through deployment, shielding, movement, and coordinated strikes.
Action Resource: Essence — Ousía (oo-SEE-ah) Gain 2 when:
You deploy and establish a link with a drone.
You strike through multiple drones or affect multiple targets.
An ally benefits from your drone shield, sensor, or support effect and acts.
An ally exploits movement created by your drones.
STEELJACK
A vehicle and mech operator who uses armored platforms, sustained fire, escort control, and heavy-system positioning.
Action Resource: Load — Ḩaml (HAML) Gain 2 when:
You Shove, Ram, or reposition a target with a vehicle or mech.
You break contact or complete a vehicle Maneuver under Pressure.
An ally enters or remains inside your escort or protection zone.
An ally locks a corridor or target that your platform then attacks.
VEINRUNNER
A high-mobility Mythos operator who attacks through movement, repositioning, and timing disruption.
Action Resource: Flow — Tayarān (tay-yah-RAAN) Gain 2 when:
You attack after using your full Movement.
You move into or out of an enemy's threatened area.
An ally repositions a target and you attack it during that Round.
An ally creates an opening you exploit through movement or timing.
ARCHETYPE
ASSASSIN (Qātil)
STARTING OPTIONS
At Level 1, select the starting Talents and Maneuvers allowed by the character-creation rules.
SIGNATURE
Thread the Crowd — Main Action Talent; Tier 1
Sharp Edge — Maneuver
COST 3 BASĪRA
Open the Artery — Main Action Talent; Tier 1
Draw the Eye — Maneuver
Mark the Target — Maneuver
COST 5 BASĪRA
Latch Charge — Main Action Talent; Tier 2
Expose Weakness — Main Action Talent; Tier 2
Ash Step — Maneuver
Sound Lure — Maneuver
Black Veil — Maneuver
False Form — Maneuver
COST 7+ BASĪRA
Anchor Shot — Main Action Talent; 7 Basīra; Tier 3
Shadow Line — Main Action Talent; 9 Basīra; Tier 4
Kill Confirmed — Main Action Talent; 11 Basīra; Tier 4
TALENTS
THREAD THE CROWD (Khayt al-Zihām)
Signature | Main Action | Weapon Tier 1 | Melee; up to 3 targets
Tags. Strike, Mobility, Multi-Target
“I slip through and cut each of them as I pass.”
Distance. Self, then Melee 1 Target. Up to three creatures
Power Roll + Reflex.
Shift up to your Speed. Choose up to three enemies you move adjacent to during this Movement.
Combo. If you began Hidden or used Sharp Edge this Turn, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
3 + Reflex Kinetic damage to each target.
11-15
5 + Reflex Kinetic damage to each target.
16+
8 + Reflex Kinetic damage to each target.
Overdrive (3 Rūḥ). Spend before the roll: add two more targets within the same Distance.
SHARP EDGE (Hadd al-Samm)
Signature | Maneuver | Self; Tier 1 Blade
Tags. Setup, Condition
“I prepare the edge. The next hit cuts deep.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Your next successful weapon hit before the end of your next Turn applies Bleeding (2). If the target is already Bleeding, increase its Bleeding value by 1.
Overdrive (3 Rūḥ). Spend before the roll: treat the result as one Tier higher.
OPEN THE ARTERY (Fath al-Sharyān)
3 Basīra | Main Action | Weapon Tier 1 | Melee or Ranged 15 spaces; 1 target
Tags. Strike, Bleeding
“I strike deep and let the wound keep working.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Combo. If Draw the Eye affected the target this Turn, increase Bleeding by 2.
Result Tier
Effect
10 or lower
3 + Reflex Kinetic damage, and they are Bleeding 2, save ends.
11-15
5 + Reflex Kinetic damage, and they are Bleeding 2, save ends.
16+
8 + Reflex Kinetic damage, and they are Bleeding 2, save ends.
Overdrive (3 Rūḥ). Spend before the roll: treat the result as one Tier higher.
DRAW THE EYE (Jadhb al-Nazar)
3 Basīra | Maneuver | Burst 5 spaces; enemies
Tags. Setup, Teamwork
“Look at me. Now they are exposed.”
Distance. Ranged 5 Target. One ally
Power Roll + Awareness.
Until the start of your next Turn, the first attack made against each affected target gains Edge.
Offensive — that attack deals +2 damage.
Defensive — after using this Maneuver, shift 2 spaces and attempt to Hide.
Overdrive (3 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
“Do not touch it. You will not like what happens.”
Distance. Ranged 20 Target. One creature
Power Roll + Reflex.
Attach an explosive charge. The target or an adjacent ally can spend an Action to remove it before the end of the target's next Turn. Otherwise, it detonates.
Area: The detonation affects all targets within 2 spaces of the attached target.
Combo. If you used Ash Step and ended Hidden or in Concealment, the target is unaware of the charge until it detonates or is discovered.
Result Tier
Effect
10 or lower
5 + Reflex Incendiary damage.
11-15
9 + Reflex Incendiary damage.
16+
12 + Reflex Incendiary damage.
Overdrive (5 Rūḥ). Spend before the roll: add Burning 3 and the ground it lands on burns for one round.
ASH STEP (Khatwat al-Ramad)
5 Basīra | Maneuver | Burst 4 spaces; you and allies
Tags. Movement, Stealth
“We move through shadow and disappear before they respond.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Awareness.
Each target may shift up to 6 spaces. A target that ends in Cover or Concealment may attempt to Hide.
Offensive — your next strike before the end of your next Turn gains Edge.
Defensive — end one Condition on yourself that this Maneuver can reasonably break through repositioning.
Overdrive (3 Rūḥ). Spend before the roll: you remain Hidden after the Talent resolves.
Make a Power Roll + Reflex against each valid target in the area.
Offensive — the target has Bane on its next Save before the end of its next Turn.
Defensive — shift 2 spaces.
The forced movement ignores Stability, but reduce the Slide by the target's Power when a rule allows Power to resist forced movement.
Result Tier
Effect
10 or lower
Slide the target 3 spaces.
11-15
Slide the target 4 spaces.
16+
Slide the target 5 spaces.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
BLACK VEIL (Hijāb al-Zalām)
5 Basīra | Maneuver | Burst 3 spaces; zone
Tags. Stealth, Zone
“Stay in the dark. They cannot see us clearly.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Awareness.
Create a Concealment zone that lasts until the start of your next Turn. Attacks made from inside the zone gain Edge when the attacker is Hidden from the target.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and it lasts until the end of the encounter.
FALSE FORM (Sūra Mazīfa)
5 Basīra | Maneuver | Self
Tags. Stealth, Setup
“Nothing to see.”
Distance. Melee 1 Target. One creature
Power Roll + Awareness.
Create a false presence and become Untracked until you attack, are directly detected, or the start of your next Turn. Kill Confirmed gains its listed Combo while this effect remains active.
Overdrive (3 Rūḥ). Spend before the roll: you remain Hidden after the Talent resolves.
SHADOW LINE (Khaṭ al-Ḏill)
9 Basīra | Main Action | Weapon Tier 4 | Line 10 x 1 spaces; enemies
Tags. Strike, Mobility
“I pass through. Everyone bleeds.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Reflex.
Move through the line without provoking effects caused only by leaving an enemy's threatened area. Make one Power Roll and apply the result to each target in the line.
Combo. If you were Hidden by Black Veil when you used this Talent, gain Edge. Each target already Bleeding takes +2 damage.
Result Tier
Effect
10 or lower
10 + Reflex Kinetic damage.
11-15
15 + Reflex Kinetic damage.
16+
21 + Reflex Kinetic damage.
Overdrive (12 Rūḥ). Spend before the roll: double the distance moved and you ignore difficult ground for the whole move.
KILL CONFIRMED (Ta'kīd al-Qatl)
11 Basīra | Main Action | Weapon Tier 4 | Melee 1 space or weapon range; 1 target
Tags. Strike, Execution
“You are already dead.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Combo. If False Form is active and the target is a non-boss enemy in the Vulnerable Zone, reduce its Rūḥ to 0 after resolving the Power Roll.
Result Tier
Effect
10 or lower
12 + Reflex Kinetic damage.
11-15
18 + Reflex Kinetic damage.
16+
24 + Reflex Kinetic damage.
Overdrive (12 Rūḥ). Spend before the roll: treat the result as one Tier higher.
ARCHETYPE
CYBER BRAWLER (Mushājir)
STARTING OPTIONS
At Level 1, select the starting Talents and Maneuvers allowed by the character-creation rules.
SIGNATURE
Krav Maga — Main Action, Tier 1
Capoeira — Maneuver
COST 3 ZAKHM
Muay Thai — Elbow Cut — Main Action, Tier 1
Jeet Kune Do — Intercept — Maneuver
Muay Thai — Pressure — Maneuver
COST 5 ZAKHM
Jeet Kune Do — Pursuit — Main Action, Tier 2
Kiai — Disruption — Main Action, Tier 2
Karate — Sen Counter — Maneuver
Boxing — Ring Cutting — Maneuver
Silat — Disarm — Maneuver
Wrestling — Throw — Maneuver
Tai Chi — Push Hands — Maneuver
COST 7+ ZAKHM
Silat — Vital Strike — Main Action, Tier 3
Judo — Hip Throw — Main Action, Tier 3
Sambo — Aerial Slam — Main Action, Tier 4
Jiu-Jitsu — Joint Strike — Main Action, Tier 4
TALENTS
KRAV MAGA (Ḓarbat al-Kūʿ)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Control, Movement
“I step in, elbow through, and drive you back.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Combo. Move into the space the target left. If you used Capoeira this Turn, increase the Slide by 2. A collision deals +2 damage.
Result Tier
Effect
10 or lower
3 + Power Kinetic damage, and slide them 2 hexes.
11-15
5 + Power Kinetic damage, and slide them 3 hexes.
16+
8 + Power Kinetic damage, and slide them 5 hexes.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
CAPOEIRA (Dawrat al-Qamar)
Maneuver | Signature
Tags. Mobility, Multi-Target, Terrain
“I drop low, spin through, and push everyone in my path.”
Distance. 3-hex burst within 5 Target. Each enemy in the area
Power Roll + Power.
Effect. Move up to your Speed in a straight path. Make one Power Roll + Power and apply the result to each enemy you pass adjacent to.
Combo. You may pass through enemies and Tier 1 structures. Destroyed structures become difficult terrain.
Result Tier
Effect
10 or lower
Push each target 1 + Power spaces.
11-15
Push each target 2 + Power spaces.
16+
Push each target 3 + Power spaces.
Overdrive (3 Rūḥ). Spend before the roll: add two more targets within the same Distance.
MUAY THAI — ELBOW CUT (Qaṭʿat al-Kūʿ)
Main Action | 3 Zakhm | Weapon Tier 1
Tags. Strike, Bleeding
“I clinch, cut, and leave you bleeding.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. Bleeding (2), Save ends.
Combo. If Muay Thai — Pressure affects the target, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
3 + Power Kinetic damage.
11-15
5 + Power Kinetic damage.
16+
8 + Power Kinetic damage.
Overdrive (3 Rūḥ). Spend before the roll: treat the result as one Tier higher.
MUAY THAI — PRESSURE (al-Ḓaght)
Maneuver | 3 Zakhm
Tags. Control, Zone
“I crowd you until there is nowhere left to move.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Power.
Effect. Until the start of your next Turn, enemies adjacent to you have Bane on movement-related Power Rolls. The first time an affected enemy voluntarily moves away, it takes 2 damage.
Offensive — your next Melee strike gains Edge.
Defensive — gain +2 Stability until the start of your next Turn.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and it lasts until the end of the encounter.
JEET KUNE DO — PURSUIT (al-Muṭārada)
Main Action | 5 Zakhm | Weapon Tier 2
Tags. Strike, Tracking
“You move. I follow and strike.”
Distance. Ranged 10 Target. One creature
Power Roll + Power.
Effect.Marked, and you know its position while it stays Marked. Save ends.
Combo. Until the start of your next Turn, when the target moves, shift up to your Speed toward it. If Jeet Kune Do — Intercept is prepared, gain Edge.
Result Tier
Effect
10 or lower
5 + Power Kinetic damage.
11-15
9 + Power Kinetic damage.
16+
12 + Power Kinetic damage.
Overdrive (5 Rūḥ). Spend before the roll: the target cannot become Hidden or Concealed for the rest of the encounter.
JEET KUNE DO — INTERCEPT (al-Iʿtirāḑ)
Maneuver | 3 Zakhm
Tags. Prepared Effect, Control
“Act, and I strike first.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. Choose one enemy you can perceive. This is a prepared effect, not an Interrupt. The next time that enemy attacks before the start of your next Turn, it has Bane on the attack, and you halve the damage that attack deals to you.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
KIAI — DISRUPTION (al-Tashwīsh)
Main Action | 5 Zakhm | Weapon Tier 2
Tags. Multi-Target, Control
“I break their balance. Everything shifts.”
Distance. Melee 1 Target. Each enemy in the area
Power Roll + Power.
Effect. Dazed, Save ends.
Effect. Choose enemies you can perceive that can hear or feel the disruption. Make one Power Roll + Power and apply the result to each target.
Combo. If Boxing — Ring Cutting affects a target, that target takes +3 damage.
Result Tier
Effect
10 or lower
5 + Power Sonic damage, and push them 1 hex.
11-15
9 + Power Sonic damage, and push them 2 hexes.
16+
12 + Power Sonic damage, and push them 3 hexes.
Overdrive (5 Rūḥ). Spend before the roll: add two more targets within the same Distance.
BOXING — RING CUTTING (Qaṭʿ al-Ḩalaba)
Maneuver | 5 Zakhm
Tags. Control, Zone
“You do not leave this space.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Power.
Effect. Choose one adjacent enemy. Until the start of your next Turn, the first time it voluntarily moves away from you, it takes 5 damage.
Offensive — your next strike against the target gains Edge.
Defensive — if it attacks an ally, shift 2 spaces and gain +2 Stability until the end of the Turn.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and it lasts until the end of the encounter.
KARATE — SEN COUNTER (Ḓarbat al-Sabq)
Maneuver | 5 Zakhm
Tags. Prepared Effect, Defense
“Hit me, and I return it.”
Distance. Melee 1 Target. Self
Power Roll + Power.
Effect. Gain 10 temporary Rūḥ. This is a prepared effect, not an Interrupt. The next time an enemy damages you before the start of your next Turn, it takes 10 damage after its attack resolves.
Overdrive (3 Rūḥ). Spend before the roll: the benefit lasts one extra round.
SILAT — DISARM (Nazʿ al-Silāḥ)
Maneuver | 5 Zakhm
Tags. Control
“Drop it.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. Choose one adjacent target holding a weapon. It drops that weapon and has Bane on its next attack before the end of its next Turn.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
WRESTLING — THROW (Ramy al-Ḩalīf)
Maneuver | 5 Zakhm
Tags. Teamwork, Movement
“Go now.”
Distance. Self, then Melee 1 Target. One ally
Power Roll + Power.
Effect. Choose one willing adjacent ally. Move that ally up to 4 spaces. The ally may then make its Signature Main Action. This granted attack is free and does not consume the ally's Main Action.
Overdrive (3 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
TAI CHI — PUSH HANDS (Dafʿ al-Yadayn)
Maneuver | 5 Zakhm
Tags. Control, Zone
“I guide your movement and take your balance.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Power.
Effect. Until the start of your next Turn, the first time each enemy enters your reach or attacks you, Slide it a number of spaces equal to your Power. Allies adjacent to you gain +2 Stability.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and it lasts until the end of the encounter.
SILAT — VITAL STRIKE (Ḓarba Ḩayawīyya)
Main Action | 7 Zakhm | Weapon Tier 3
Tags. Strike, Debuff
“One strike, and your body fails.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Combo. If Karate — Sen Counter is prepared and the target is Bleeding, gain Double Edge on the Power Roll.
Result Tier
Effect
10 or lower
8 + Power Kinetic damage, and they are Weakened, save ends.
11-15
12 + Power Kinetic damage, and they are Weakened and Bleeding 2, save ends.
16+
16 + Power Kinetic damage, and they are Weakened and Bleeding 3, save ends.
Overdrive (8 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
JUDO — HIP THROW (Ramyat al-Wirk)
Main Action | 7 Zakhm | Weapon Tier 3
Tags. Strike, Control, Multi-Target
“You go over. Hard.”
Distance. Melee 1 Target. Each enemy in the area
Power Roll + Power.
Combo. Enemies adjacent to the target's ending space are Pushed 2. If Wrestling — Throw repositioned an ally this Turn, increase the Push by 2.
Result Tier
Effect
10 or lower
8 + Power Kinetic damage, and push them 3 hexes.
11-15
12 + Power Kinetic damage, push them 5 hexes, and they are Prone.
16+
16 + Power Kinetic damage, push them 7 hexes, and they are Prone.
Overdrive (8 Rūḥ). Spend before the roll: add two more targets within the same Distance.
SAMBO — AERIAL SLAM (al-Ḓarba al-Jawiyya)
Main Action | 9 Zakhm | Weapon Tier 4
Tags. Multi-Target, Movement
“I come down hard. Everything shifts.”
Distance. Self, then Melee 1 Target. Each enemy in the area
Power Roll + Power.
Effect. Leap to a space you can reach with your Movement. Choose enemies adjacent to your landing space and make one Power Roll + Power. On a Tier 3 result the target is also Stunned until the end of its next turn — nine feet of operator landing on you does that.
Result Tier
Effect
10 or lower
10 + Power Kinetic damage, and push them 1 hex.
11-15
15 + Power Kinetic damage, and push them 2 hexes.
16+
21 + Power Kinetic damage, and push them 3 hexes.
Overdrive (12 Rūḥ). Spend before the roll: add two more targets within the same Distance.
JIU-JITSU — JOINT STRIKE (Ḓarbat al-Mafṣil)
Main Action | 9 Zakhm | Weapon Tier 4
Tags. Strike, Control
“Your movement ends here.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect.Grabbed. While Grabbed this way its Speed is 0. Save ends.
Combo. If Tai Chi — Push Hands moved the target during this Round, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
10 + Power Kinetic damage.
11-15
15 + Power Kinetic damage.
16+
21 + Power Kinetic damage.
Overdrive (12 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
ARCHETYPE
GUNSLINGER (Rāmī)
STARTING OPTIONS
At Level 1, select the starting Talents and Maneuvers allowed by the character-creation rules.
SIGNATURE
Stagger Shot — Main Action, Tier 1
Now! — Maneuver
COST 3 TARKĪZ
Crossfire Command — Main Action, Tier 1
Hustle — Maneuver
COST 5 TARKĪZ
Covering Fire — Main Action, Tier 2
Break Their Nerve — Main Action, Tier 2
Targets of Opportunity — Maneuver
Battle Plan — Maneuver
Fog of War — Maneuver
Squad! On Me — Maneuver
What We Planned For — Maneuver
COST 7+ TARKĪZ
Perfect Shot — Main Action, Tier 3
Run the Drill — Main Action, Tier 4
Force the Collision — Main Action, Tier 4
TALENTS
STAGGER SHOT (Tashwīsh Ramya)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Control, Weapon
“I snap the shot and break your movement.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Dazed, Save ends.
Combo. If Now! moved an ally this Turn and that ally is closer to the target than you are, deal +2 damage.
Result Tier
Effect
10 or lower
3 + Reflex Kinetic damage.
11-15
5 + Reflex Kinetic damage.
16+
8 + Reflex Kinetic damage.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
NOW! (al-Ān)
Maneuver | Signature
Tags. Command, Teamwork
“Move now!”
Distance. Ranged 5 Target. One ally
Power Roll + Power.
Effect. Choose up to three allies who can perceive you. Each may shift 2 spaces.
Overdrive (3 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
CROSSFIRE COMMAND (Amr al-Taṭwīq)
Main Action | 3 Tarkīz | Weapon Tier 1
Tags. Strike, Teamwork
“I hit. You finish them.”
Distance. Ranged 5 Target. One ally
Power Roll + Reflex.
Effect. One target of your choice is Compelled to move toward the crossfire on its next turn, save ends.
Combo. If you used Hustle this Turn, deal +2 damage.
Result Tier
Effect
10 or lower
3 + Reflex Kinetic damage.
11-15
5 + Reflex Kinetic damage, and one ally may make a free Signature Main Action against the target with Edge.
16+
8 + Reflex Kinetic damage, and two allies may each make a free Signature Main Action against the target with Edge.
Overdrive (3 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
HUSTLE (al-Indifāʿ)
Maneuver | 3 Tarkīz
Tags. Mobility, Control
“Move fast. Get into position.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Choose willing allies and up to two enemies you can perceive. Each ally may shift up to its Speed. Each chosen enemy has Speed -2 until the start of your next Turn.
Offensive — the first ally to attack each chosen enemy gains Edge.
Defensive — affected allies ignore difficult terrain during this movement.
Overdrive (3 Rūḥ). Spend before the roll: double the distance moved and you ignore difficult ground for the whole move.
COVERING FIRE (Nār al-Ghiṭāʿ)
Main Action | 5 Tarkīz | Weapon Tier 2
Tags. Strike, Control, Suppression
“Look at me, or pay for it.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Taunted until the end of the target's next Turn.
Combo. One ally may shift 2 spaces or spend a Recovery immediately.
Result Tier
Effect
10 or lower
5 + Reflex Kinetic damage.
11-15
9 + Reflex Kinetic damage, and the target is Slowed, save ends.
16+
12 + Reflex Kinetic damage, and the target is Slowed, save ends.
Overdrive (5 Rūḥ). Spend before the roll: the suppressed area extends 3 more hexes and enemies leaving it are Slowed.
TARGETS OF OPPORTUNITY (Furaṣ Ahdāf)
Maneuver | 5 Tarkīz
Tags. Setup, Multi-Target
“They are open. Take the shot.”
Distance. Melee 1 Target. Each enemy in the area
Power Roll + Reflex.
Effect. Mark up to two targets you can perceive until the start of your next Turn. The first time an ally hits one marked target, it may deal half of that attack's damage to the other marked target if both are valid targets for the weapon. Marked targets are also Exposed until the start of your next turn — they lose the benefit of cover against everyone, not only you.
Offensive — the chained damage gains +2 damage.
Defensive — shift 2 spaces.
Overdrive (3 Rūḥ). Spend before the roll: add two more targets within the same Distance.
BREAK THEIR NERVE (Kasr al-Irāda)
Main Action | 5 Tarkīz | Weapon Tier 2
Tags. Strike, Debuff
“I break your focus.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Weakened, Save ends.
Combo. The next ally to attack the target gains Edge on that attack and may spend a Recovery after the attack resolves.
Result Tier
Effect
10 or lower
5 + Reflex Kinetic damage.
11-15
9 + Reflex Kinetic damage.
16+
12 + Reflex Kinetic damage.
Overdrive (5 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
BATTLE PLAN (Khuṭṭat al-Maʿraka)
Maneuver | 5 Tarkīz
Tags. Tactical, Intel
“Weak point. Hit there.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Choose one target you can perceive. Learn one of its Resistances, Immunities, or Weaknesses. You may immediately Slide 3 spaces.
Allies either gain Edge on their next attack against the target or ignore one known Resistance for that attack.
Overdrive (3 Rūḥ). Spend before the roll: treat the result as one Tier higher.
PERFECT SHOT (Ṭalqa Kāmina)
Main Action | 7 Tarkīz | Weapon Tier 3
Tags. Precision, Strike
“One shot. Clean.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Requirement: You did not use Movement during this Turn.
Combo. Ignore Armor Tier and Resistance modifiers that the selected ammunition or weapon is allowed to penetrate.
Result Tier
Effect
10 or lower
8 + Reflex Kinetic damage.
11-15
12 + Reflex Kinetic damage, and they are Bleeding 3, save ends.
16+
16 + Reflex Kinetic damage, and they are Restrained, save ends.
Overdrive (8 Rūḥ). Spend before the roll: treat the result as one Tier higher.
FOG OF WAR (Ḓabāb al-Ḩarb)
Maneuver | 5 Tarkīz
Tags. Control, Deception
“They hit the wrong target.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Choose up to two enemies you can perceive. Until the start of your next Turn, each has Bane on attacks that do not target the creature you designate.
Offensive — the first attack against each target deals +2 damage.
Defensive — shift 2 spaces and gain Concealment if you end adjacent to Cover.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
WHAT WE PLANNED FOR (Hādhā Mā Khaṭṭaṭnā Lahu)
Maneuver | 5 Tarkīz
Tags. Tempo, Teamwork
“We move now.”
Distance. Ranged 5 Target. One ally
Power Roll + Reflex.
Effect. Choose up to two allies who can perceive you. Each may shift 3 spaces. If you use Run the Drill this Turn, those allies act immediately after you.
Overdrive (3 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
SQUAD! ON ME (Farīq! Ilayya)
Maneuver | 5 Tarkīz
Tags. Rally, Defense
“On me. Now!”
Distance. Melee 1 Target. Self
Power Roll + Reflex.
Effect. Choose allies who can perceive you. Each may Slide up to 4 spaces toward you, gains +1 Stability until the start of your next Turn, and may attempt to escape one Grab.
Overdrive (3 Rūḥ). Spend before the roll: the benefit lasts one extra round.
RUN THE DRILL (Tanfīdh al-Tadrīb)
Main Action | 9 Tarkīz | Weapon Tier 4
Tags. Teamwork, Command
“Execute.”
Distance. Ranged 10 Target. One ally
Power Roll + Reflex.
Effect. Choose one target for coordinated fire. You may Slide 4 spaces. Then choose up to two allies affected by What We Planned For. Each may immediately make a free Signature Main Action against the coordinated target.
Overdrive (12 Rūḥ). Spend before the roll: the ally may immediately make a Free Strike.
FORCE THE COLLISION (Ijbār al-Iṣṭidām)
Main Action | 11 Tarkīz | Weapon Tier 4
Tags. Strike, Control, Multi-Target
“You crash into each other.”
Distance. Melee 1 Target. Each enemy in the area
Power Roll + Reflex.
Effect. Choose two targets that are both valid targets for the selected weapon. Make one Power Roll + Reflex and apply the result to both.
Combo. If Squad! On Me repositioned an ally this Turn and the two targets collide, both become Prone.
Result Tier
Effect
10 or lower
10 + Reflex Kinetic damage, and slide them 1 hex.
11-15
15 + Reflex Kinetic damage, and slide them 3 hexes.
16+
21 + Reflex Kinetic damage, and slide them 5 hexes.
Overdrive (12 Rūḥ). Spend before the roll: add two more targets within the same Distance.
ARCHETYPE
GHOST (Shabaḥ)
TALENT PROGRESSION
Signature: Redirect — Main Action, Tier 1
Signature: Dead Field — Maneuver
3 Pitharhí: Seize — Main Action, Tier 1
3 Pitharhí: Lock — Maneuver
3 Pitharhí: Output — Maneuver
5 Pitharhí: Disruption — Main Action, Tier 2
5 Pitharhí: Collapse — Main Action, Tier 2
5 Pitharhí: Surge — Maneuver
5 Pitharhí: Field — Maneuver
5 Pitharhí: Rewrite — Maneuver
5 Pitharhí: Sensor Blind / ECM — Maneuver
5 Pitharhí: Signal Restore / ECCM — Maneuver
7 Pitharhí: Drain — Main Action, Tier 3
7 Pitharhí: Walk — Main Action, Tier 3
9 Pitharhí: Throw — Main Action, Tier 4
11 Pitharhí: Phase Strike — Main Action, Tier 4
TALENTS
REDIRECT (Theianisma)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Control, Movement
“I take your movement. Go where I send you.”
Distance. Ranged 10, or any linked system Target. One creature
Power Roll + Awareness.
Choose one valid HIN target connected to your signal.
Result Tier
Effect
10 or lower
3 + Awareness Shock damage, and push 2.
11-15
5 + Awareness Shock damage, and push 3.
16+
8 + Awareness Shock damage, and push 5.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
DEAD FIELD (Nekro Sima Pedio)
Maneuver | Signature
Tags. Zone, ECM, Control
“Dead zone up. Nothing runs clean in here.”
Distance. Ranged 10, or any linked system Target. One creature
Power Roll + Power.
Create a signal disruption zone around one active node, deck, or linked position until the start of your next Turn.
Offensive — enemies connected to the zone have Bane on HIN-related Power Rolls.
Defensive — allies connected to the zone gain Edge on HIN-related Power Rolls.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and it lasts until the end of the encounter.
SEIZE (Elkysi)
Main Action | 3 Pitharhí | Weapon Tier 1
Tags. Strike, Control, HIN
“Your node just agreed to trust me.”
Distance. Ranged 10, or any node on the same HIN Target. One creature or machine with a HIN link
Power Roll + Awareness.
Effect. Force a handshake with the target’s interface. Until it Saves, you read everything it reads and it cannot lock you out. Pull a machine target 3 hexes — its own drives do the work.
Choose one valid HIN target connected to your signal.
Combo. Forced movement created by this Talent ignores Stability unless the target's rules state otherwise.
Result Tier
Effect
10 or lower
3 + Awareness Shock damage, and you Pull it 3 hexes.
11-15
5 + Awareness Shock damage, you Pull it 3 hexes, and it is Jammed, save ends.
16+
8 + Awareness Shock damage, you Pull it 3 hexes, and it is Jammed and Silenced, save ends.
Overdrive (3 Rūḥ). Spend before the roll: the handshake propagates — every machine within 5 hexes of the target is Jammed, save ends.
OUTPUT (Power)
Maneuver | 3 Pitharhí
Tags. Control, HIN
“I am not asking the system. I am the system.”
Distance. Any node you have touched this scene Target. One system
Power Roll + Power.
Effect. Take administrative control of one door, camera, lift, turret or vehicle system for the rest of the encounter. It answers you and logs nothing. A Tier 3 or better system Saves at the end of each round to expel you.
Choose one valid HIN target connected to your signal. Push it 3 spaces. This forced movement ignores Stability unless the target's rules state otherwise.
Overdrive (3 Rūḥ). Spend before the roll: take two systems instead, and neither gets a Save this encounter.
LOCK (Kleidoma)
Maneuver | 3 Pitharhí
Tags. Control, Denial, HIN
“Your credentials just stopped existing.”
Distance. Ranged 10, or any node on the same HIN Target. One creature or machine
Power Roll + Power.
Effect. The target loses HIN access until it Saves: no comms, no sensors, no remote weapons, no calling for help. Machines are Jammed while locked out.
Choose one valid HIN target connected to your signal. It cannot use its next Main Action unless it succeeds on an immediate Save.
Overdrive (3 Rūḥ). Spend before the roll: lock out everyone on the target’s network channel, not only the target.
DISRUPTION (Diataraxi)
Main Action | 5 Pitharhí | Weapon Tier 2
Tags. Strike, Debuff, Noise
“Too much signal. Nothing gets through it.”
Distance. 3-hex burst within 10 Target. Each creature or machine in the area
Power Roll + Awareness.
Effect. Flood the Noise Overlay in that space. Anything relying on a sensor, scope or optic takes Bane while it stands there.
Result Tier
Effect
10 or lower
5 + Awareness Shock damage, and Bane on its next Power Roll.
11-15
9 + Awareness Shock damage, Bane on its next Power Roll, and it is Dazed, save ends.
16+
12 + Awareness Shock damage, Bane on its next Power Roll, and it is Dazed and Blinded, save ends.
Overdrive (3 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
COLLAPSE (Katarrefsi)
Main Action | 5 Pitharhí | Weapon Tier 2
Tags. Multi-Target, Control, HIN
“One node fails. Then the one it was holding up.”
Distance. Ranged 10 Target. One machine, then each machine linked to it
Power Roll + Awareness.
Effect. Start at one machine and run the failure down its links. Each machine reduced to 0 by this Talent passes the failure to one more machine within 10 hexes.
Choose valid HIN targets connected through the same node or local network. Make one Power Roll and apply the result to each target.
Result Tier
Effect
10 or lower
5 + Awareness Shock damage.
11-15
9 + Awareness Shock damage, and it is Jammed, save ends.
16+
12 + Awareness Shock damage, it is Jammed, and its next action is spent rebooting.
Overdrive (3 Rūḥ). Spend before the roll: the cascade jumps to Chrome — anyone with a Cyberware Kit in range takes the Tier 1 result.
SURGE (Exarsi)
Maneuver | 5 Pitharhí
Tags. Support, Tempo, HIN
“Your reaction time is a setting. I changed it.”
Distance. Ranged 10, allies on your channel Target. One ally
Power Roll + Power.
Effect. Push an ally’s interface past its rated speed. It takes its next turn immediately after yours, out of order, and gains Edge on its first Power Roll.
Choose yourself or one allied technological system connected to your signal. The target gains Edge on its next Power Roll before the end of this Turn.
Overdrive (3 Rūḥ). Spend before the roll: two allies instead, and both act before any enemy does.
FIELD (Sima)
Maneuver | 5 Pitharhí
Tags. Stealth, Support, Agora
“The cameras saw a corridor. They did not see us in it.”
Distance. Ranged 5 Target. Self and each ally you can perceive
Power Roll + Power.
Effect. Route the crew through a gap in the Overlay. Targets gain Concealment, do not appear on any sensor or recording, and leave no HIN trace, until the start of your next turn.
Create an electronic concealment zone around one active node, deck, or linked position until the start of your next Turn. Allies inside may Hide from electronic detection. This does not provide visual Concealment.
Overdrive (3 Rūḥ). Spend before the roll: the gap holds for the whole scene, and the footage shows the corridor empty afterwards.
REWRITE (Epangrafi)
Maneuver | 5 Pitharhí
Tags. Support, Zone, Agora
“I changed what this place believes about you.”
Distance. 3-hex burst within 10 Target. The area
Power Roll + Power.
Effect. Rewrite what the local systems report about that space — who is cleared, what is armed, where the fire doors are. Allies inside gain 5 temporary Rūḥ and count as authorised personnel to anything reading the HIN.
Choose allies connected to your signal. Each gains 5 temporary Rūḥ. A machine instead gains 5 temporary Énergeia.
Overdrive (3 Rūḥ). Spend before the roll: the rewrite persists after you leave, and the corporation finds it three days later.
SENSOR BLIND / ECM (Tyflosi Aisthitiron)
Maneuver | 5 Pitharhí
Tags. ECM, Control, Noise
“Everything you are looking through is lying now.”
Distance. 5-hex burst within 10 Target. Each machine and sensor in the area
Power Roll + Power.
Effect. Jam the Overlay in that space. Machines are Jammed, targeting systems are useless, and no drone may enter or fire into the area, save ends.
Start the single opposed ECM versus ECCM check for the Round against one valid HIN target.
On a win, the target has Bane on sensor- and targeting-related Power Rolls until the end of its next Turn.
On a loss, the effect is reduced to no Lock On.
Overdrive (3 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
SIGNAL RESTORE / ECCM (Apokatastasi)
Maneuver | 5 Pitharhí
Tags. ECCM, Support, Cleanse
“That was theirs. It is ours again.”
Distance. Ranged 10 Target. Self and each ally in range
Power Roll + Power.
Effect. Clear Jammed, Silenced and Shocked from every ally, restore HIN access, and end one hostile Zone in range.
Start the single opposed ECCM versus ECM check for the Round for yourself or one allied system.
On a win, remove Double Bane or Bane caused by hostile ECM.
On a loss, reduce Double Bane to Bane.
Overdrive (3 Rūḥ). Spend before the roll: also turn the hostile effect around — whoever created it is Jammed, save ends.
DRAIN (Aposrangi)
Main Action | 7 Pitharhí | Weapon Tier 3
Tags. Strike, Debuff, HIN
“Everything it is holding, I am holding now.”
Distance. Ranged 10 Target. One creature or machine
Power Roll + Awareness.
Effect. Bleed the target’s power and its data at once. You learn one fact the GM must answer honestly — a name, a code, an order, a location.
Result Tier
Effect
10 or lower
8 + Awareness Shock damage.
11-15
12 + Awareness Shock damage, and it is Weakened, save ends.
16+
16 + Awareness Shock damage, it is Weakened, and you regain Rūḥ equal to your Level.
Overdrive (3 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
WALK (Vathima)
Main Action | 7 Pitharhí | Weapon Tier 3
Tags. Strike, Movement, Multi-Target, Agora
“My body has not moved. I have crossed the building.”
Distance. Any path through linked systems, up to 20 hexes Target. Each machine on the path
Power Roll + Awareness.
Effect. Step out of your body and walk the network instead, striking every system along the route. Walls, floors and distance do not apply. While you walk, your body is Dazed and does not notice being hurt.
Move through connected HIN targets or nodes along one signal path. Make one Power Roll and apply the result to each valid target crossed.
Result Tier
Effect
10 or lower
8 + Awareness Shock damage, and system degradation (2).
11-15
12 + Awareness Shock damage, and system degradation (3).
16+
16 + Awareness Shock damage, system degradation (4), and one system on the path is yours for the encounter.
Overdrive (3 Rūḥ). Spend before the roll: take one ally with you — they walk it too, and strike alongside you.
THROW (Ripsi)
Main Action | 9 Pitharhí | Weapon Tier 4
Tags. Strike, Control, HIN
“Its own actuators threw it. I only suggested it.”
Distance. Ranged 10 Target. One creature with Chrome, or one machine
Power Roll + Awareness.
Effect. Send the target’s own output back through its frame. Push it 4 hexes in any direction, including upward or into another enemy. A target with no Chrome and no HIN link is immune.
Result Tier
Effect
10 or lower
10 + Awareness Shock damage, and Push 4 hexes.
11-15
15 + Awareness Shock damage, Push 4 hexes, and Prone.
16+
20 + Awareness Shock damage, Push 6 hexes, Prone, and it is Stunned until the end of its next turn.
Overdrive (3 Rūḥ). Spend before the roll: throw it at another target — both take the Tier 2 result and both go Prone.
PHASE STRIKE (Pligma Fasis)
Main Action | 11 Pitharhí | Weapon Tier 4
Tags. Strike, Movement, Multi-Target, Agora
“I am in every node in this building. All of them at once.”
Distance. Every linked system within 20 hexes Target. Each enemy connected to any of them
Power Roll + Awareness.
Effect. You are briefly present in every system on the site. Doors, cameras, turrets, drones and Chrome all answer at the same moment. Nothing in range may take a Triggered Action or call for reinforcement for the rest of the encounter.
Choose up to two valid HIN targets connected through the same signal path. Make one Power Roll and apply the result to each target.
Result Tier
Effect
10 or lower
12 + Awareness Shock damage.
11-15
18 + Awareness Shock damage, and each target is Jammed, save ends.
16+
24 + Awareness Shock damage, each target is Jammed and Silenced, and every door and turret on the site is yours.
Overdrive (3 Rūḥ). Spend before the roll: the site stays compromised after you leave, and the crew may return to it once without a roll.
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ARCHETYPE
ORACLE (ʿArrāf)
TALENT PROGRESSION
Signature: Call the Thunder — Main Action, Tier 1
Signature: Blessing the Blade — Maneuver
3 Baraka: Saint's Tempest — Main Action, Tier 1
3 Baraka: Vessel of Retribution — Maneuver
3 Baraka: Blessing the Fortress — Maneuver
5 Baraka: Corruption's Curse — Main Action, Tier 2
5 Baraka: Nature's Judge — Main Action, Tier 2
5 Baraka: Blessing of Steel — Maneuver
5 Baraka: Healing Grace — Maneuver
5 Baraka: Cuirass of the Gods — Maneuver
5 Baraka: Invocation of Mystery — Maneuver
7 Baraka: God's Command You — Main Action, Tier 3
9 Baraka: Blades of the Heavens — Main Action, Tier 4
11 Baraka: Spirit Stampede — Main Action, Tier 4
TALENTS
CALL THE THUNDER (Istidʿāʿ al-Raʿd)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Movement, Shock
“Thunder drives them back.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Awareness.
Effect. Every target that can hear it is Stunned until the end of its next turn, save ends.
Combo. One willing ally you can perceive may Slide the same distance.
Result Tier
Effect
10 or lower
3 + Awareness Shock damage, and push them 1 hex.
11-15
5 + Awareness Shock damage, and push them 2 hexes.
16+
8 + Awareness Shock damage, and push them 3 hexes.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
BLESSING THE BLADE (Barakat al-Naṣl)
Maneuver | Signature
Tags. Support, Teamwork
“Strike together now.”
Distance. Ranged 5 Target. One ally
Power Roll + Power.
Effect. Choose allies you can perceive. Their weapons stop being ordinary metal until the end of your next turn: attacks ignore Resistance entirely and count as one Weapon Tier higher against Armor. Anyone watching sees the edge burning with a light that casts no shadow.
Offensive — each ally gains Edge on its next strike before the start of your next Turn.
Defensive — one enemy has Bane on its next strike before the end of its next Turn.
Overdrive (3 Rūḥ). Spend before the roll: the blessing also strikes at what the target is — Mythos creatures hit by a blessed weapon lose their Immunity until the end of the encounter.
SAINT'S TEMPEST (ʿĀṣifat al-Qiddīs)
Main Action | 3 Baraka | Weapon Tier 1
Tags. Strike, Movement, Shock
“Rise and fall.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Awareness.
Effect. The air above the target turns to weather. Lightning arcs to two more enemies within 5 hexes for the same result, and every machine in that radius is Jammed, save ends. Rain falls indoors for one round. The flash leaves every enemy in the radius Blinded, save ends.
Combo. If the target collides with a solid surface or another creature, apply collision damage.
Result Tier
Effect
10 or lower
3 + Awareness Shock damage, and slide them 1 hex.
11-15
5 + Awareness Shock damage, and slide them 2 hexes.
16+
8 + Awareness Shock damage, and slide them 3 hexes.
Overdrive (3 Rūḥ). Spend before the roll: the storm stays. The area is difficult ground and every enemy entering it is Shocked 3 until the end of the encounter.
VESSEL OF RETRIBUTION (Wiʿāʿ al-Intiqām)
Maneuver | 3 Baraka
Tags. Support, Prepared Effect
“Strike them and be struck.”
Distance. Ranged 5 Target. One ally
Power Roll + Presence.
Effect. Choose yourself or one ally you can perceive. The next time that ally takes damage, the creature that dealt it takes the same amount — ignoring Armor, Resistance and distance. It does not matter where the attacker is standing, or whether anyone saw it.
Offensive — the next enemy that attacks the target before the start of your next Turn has Bane on that attack.
Defensive — the target may immediately attempt a Save against one Condition.
Overdrive (3 Rūḥ). Spend before the roll: the retribution passes through to whoever gave the order, if the target was acting on one. The GM names them.
BLESSING THE FORTRESS (Barakat al-Ḩiṣn)
Maneuver | 3 Baraka
Tags. Control, Zone
“Come closer and pay for it.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Presence.
Effect. Choose enemies approaching your protected position. Until the end of the encounter they cannot voluntarily move closer to it than 3 hexes. They can shoot. They cannot advance. They will not be able to explain why.
Overdrive (3 Rūḥ). Spend before the roll: the boundary becomes visible as a line of standing dust, and any enemy that ends its turn against it is Immobilized, save ends.
CORRUPTION'S CURSE (Laʿnat al-Fasād)
Main Action | 5 Baraka | Weapon Tier 2
Tags. Strike, Debuff
“I weaken everything.”
Distance. Melee 1 Target. One creature
Power Roll + Awareness.
Effect.Weakened, save ends. While Weakened this way, anything that heals the target instead deals that much damage to it. Its own medic will not understand what is happening.
Combo. The next ally to attack the target gains Edge on that attack.
Result Tier
Effect
10 or lower
5 + Awareness Psychic damage.
11-15
9 + Awareness Psychic damage.
16+
12 + Awareness Psychic damage.
Overdrive (5 Rūḥ). Spend before the roll: the curse spreads. The next creature to touch or heal the target is also Weakened, save ends.
NATURE'S JUDGE (Qāḍī al-Ṭabīʿa)
Main Action | 5 Baraka | Weapon Tier 2
Tags. Strike, Control, Terrain
“Roots bind you. Stay down.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Awareness.
Effect.Restrained, save ends, by whatever the ground has to hand — root, cable, rebar, silt. In the Fezzan it is sand. On the corniche it is the sea coming up through the stone.
Combo. Create difficult terrain appropriate to the environment around the target until the end of your next Turn.
Result Tier
Effect
10 or lower
5 + Awareness Kinetic damage.
11-15
9 + Awareness Kinetic damage.
16+
12 + Awareness Kinetic damage.
Overdrive (5 Rūḥ). Spend before the roll: the ground keeps hold. The target cannot be freed by an ally, and only its own Save ends the effect.
HEALING GRACE (Niʿmat al-Shifāʿ)
Maneuver | 5 Baraka
Tags. Support, Healing
“Stand and keep fighting.”
Distance. Ranged 5 Target. One ally
Power Roll + Presence.
Effect. Choose yourself or one ally you can perceive. The target spends one Recovery and may shift 2 hexes. Any Critical Injury it is carrying that needs only First Aid closes over as if it had never happened.
Overdrive (3 Rūḥ). Spend before the roll: the target spends no Recovery — you pay the Rūḥ instead — and one Injury needing Surgery closes instead.
BLESSING OF STEEL (Barakat al-Fūlādh)
Maneuver | 5 Baraka
Tags. Support, Protection
“Their strikes fail.”
Distance. Ranged 5 Target. One ally
Power Roll + Presence.
Effect. Choose up to two allies you can perceive. Until the end of your next turn, enemies have Bane against them, and the first Critical Injury either would suffer is simply not suffered. The wound opens and closes.
Overdrive (3 Rūḥ). Spend before the roll: extend it to every ally you can perceive, and the protection lasts until one of them is reduced to half Rūḥ.
CUIRASS OF THE GODS (Dirʿ al-Āliha)
Maneuver | 5 Baraka
Tags. Support, Defense
“You do not fall.”
Distance. Ranged 5 Target. One ally
Power Roll + Presence.
Effect. Choose up to three allies you can perceive. Each gains Resistance 5 until the start of your next turn, and while it holds none of them can be Pushed, Pulled, Slid or knocked Prone by anything, including a mech.
Overdrive (3 Rūḥ). Spend before the roll: the cuirass also turns the first Mythos effect aimed at each ally, whatever it is, back on its source.
INVOCATION OF MYSTERY (Istiḥḑār al-Ghumūḑ)
Maneuver | 5 Baraka
Tags. Support, Stealth, Personal Mythos Visualization
“Fade. Move unseen.”
Distance. Ranged 5 Target. One ally
Power Roll + Presence.
Effect. Light, sound and signals bend around chosen allies. Each gains Concealment until the end of your next turn, cannot be found by sensors or HIN, and does not appear on any recording made during that time. Any enemy that tries to report what it is seeing is Silenced until the end of your next turn.
Overdrive (3 Rūḥ). Spend before the roll: nobody can remember them afterwards either. Witnesses to this scene cannot describe the crew to anyone, including under interrogation.
GOD'S COMMAND YOU (Amr Allāh Lak)
Main Action | 7 Baraka | Weapon Tier 3
Tags. Strike, Control
“You act by my will.”
Distance. Melee 1 Target. One creature
Power Roll + Awareness.
Effect. The target must obey one single word you speak — stop, kneel, drop, leave — on its next turn. It may Save to refuse. It will remember choosing to obey, and it will not be able to say why. Mechanically the target is Compelled, save ends, and the word you spoke is the compulsion.
Combo. If Vessel of Retribution affected an ally this Round, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
8 + Awareness Psychic damage.
11-15
12 + Awareness Psychic damage.
16+
16 + Awareness Psychic damage.
Overdrive (8 Rūḥ). Spend before the roll: the word carries to every enemy within 5 hexes who can hear you. Each Saves separately.
BLADES OF THE HEAVENS (Niṣāl al-Samāwāt)
Main Action | 9 Baraka | Weapon Tier 4
Tags. Strike, Control, Personal Mythos Visualization
“Pinned. Do not move.”
Distance. Melee 1 Target. One creature
Power Roll + Awareness.
Effect. Blades that are not there fall in a 3-hex burst. They ignore cover, overhead protection and ceilings, and leave no marks on anything that is not a living target.
Combo. A target that attempts to stand before ending Restrained takes 5 damage.
Result Tier
Effect
10 or lower
10 + Awareness Kinetic damage.
11-15
15 + Awareness Kinetic damage.
16+
21 + Awareness Kinetic damage.
Overdrive (12 Rūḥ). Spend before the roll: the blades fall again at the start of your next turn, in the same place, whether or not you are still there.
SPIRIT STAMPEDE (Indifāʿ al-Arwāḥ)
Main Action | 11 Baraka | Weapon Tier 4
Tags. Strike, Control, Personal Mythos Visualization
“The Mythos host crushes you.”
Distance. Melee 1 Target. One creature
Power Roll + Awareness.
Effect. Something enormous passes through the area that nobody can see and everybody can hear. Each enemy in the line is Pushed 4 and Prone, and drops whatever it was holding. The dust it raises leaves every enemy in the line Blinded, save ends.
Effect. Manifest a culturally shaped host of symbolic Mythos forms.
Combo. The target cannot stand, Save ends.
Result Tier
Effect
10 or lower
12 + Awareness Kinetic damage.
11-15
18 + Awareness Kinetic damage.
16+
24 + Awareness Kinetic damage.
Overdrive (12 Rūḥ). Spend before the roll: the stampede does not stop at the edge of the map. It continues through walls, and every wall it passes through comes down.
ARCHETYPE
SHAPER (Mushakkil)
TALENT PROGRESSION
Signature: Hurl Element — Main Action, Tier 1
Signature: No Space Between — Maneuver
3 Sh: Meteoric Introduction — Main Action, Tier 1
3 Sh: Ripples in Earth — Main Action, Tier 1
3 Sh: Less Than a Breeze — Maneuver
3 Sh: Practical Mythos — Maneuver
5 Sh: Test of Rain — Main Action, Tier 2
5 Sh: Volcano's Embrace — Main Action, Tier 2
5 Sh: O Earth Defend — Maneuver
5 Sh: Matter Wall — Maneuver
5 Sh: Shared Void Sense — Maneuver
5 Sh: Luminous Champion — Maneuver
5 Sh: Instant Excavation — Maneuver
7 Sh: Swarm of Spirits — Main Action, Tier 3
9 Sh: Magma Titan — Main Action, Tier 4
11 Sh: Threads of the Mind — Main Action, Tier 4
TALENTS
HURL ELEMENT (Qadhf al-ʿUnṣur)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Elemental
“I shape it and send it through you.”
Distance. Melee 1 Target. One creature
Power Roll + Logic.
Effect. Choose Corrosive, Incendiary, or Toxic damage when you use this Talent.
Result Tier
Effect
10 or lower
3 + Logic damage, and apply the selected damage type's value (2).
11-15
5 + Logic damage, apply the selected damage type's value (2), and the target is Prone.
16+
8 + Logic damage, apply the selected damage type's value (3), and the target is Prone.
Overdrive (3 Rūḥ). Spend before the roll: treat the result as one Tier higher.
NO SPACE BETWEEN (Lā Masāfa Bayn)
Maneuver | Signature
Tags. Movement, Portal
“Step through and skip the distance.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Effect. Create two linked portals in spaces you can perceive. They remain until the start of your next Turn. A creature entering one exits in a legal space adjacent to the other.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
METEORIC INTRODUCTION (Dukhūl Shahābī)
Main Action | 3 Sh | Weapon Tier 1
Tags. Strike, Movement
“You drop hard.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Logic.
Result Tier
Effect
10 or lower
3 + Logic Kinetic damage, and push them 2 hexes.
11-15
5 + Logic Kinetic damage, and push them 3 hexes.
16+
8 + Logic Kinetic damage, and push them 4 hexes.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
LESS THAN A BREEZE (Aqall min Nasīm)
Maneuver | 3 Sh
Tags. Movement, Phase
“Nothing stops you. Move through it.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Awareness.
Effect. Choose yourself or one ally you can perceive. During its next Movement, the target may pass through one ordinary wall, door, or piece of Cover, then must end in a legal space.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
RIPPLES IN EARTH (Tamawwujāt al-Arḑ)
Main Action | 3 Sh | Weapon Tier 1
Tags. Strike, Terrain
“The ground rises beneath you.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Logic.
Combo. Create a pillar or raised surface appropriate to the environment. If the target becomes Prone against the created terrain, deal +2 damage.
Result Tier
Effect
10 or lower
3 + Logic Corrosive damage.
11-15
5 + Logic Corrosive damage.
16+
8 + Logic Corrosive damage, and they are Prone, save ends.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and the ground it creates cannot be cleared this encounter.
PRACTICAL MYTHOS (Mythos ʿAmalī)
Maneuver | 3 Sh
Tags. Movement, Teleport
“I am already there.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Awareness.
Effect. Teleport yourself and one willing adjacent ally to legal spaces you can perceive.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
TEST OF RAIN (Ikhtibār al-Maṭar)
Main Action | 5 Sh | Weapon Tier 2
Tags. Strike, Cleanse
“Rain falls. Burn ends. Wounds close.”
Distance. Melee 1 Target. One creature
Power Roll + Logic.
Effect. Choose Sonic or Thermal damage when you use this Talent.
Result Tier
Effect
10 or lower
5 + Logic damage, and end one Condition on one ally affected by the Talent.
11-15
9 + Logic damage, end one Condition on one ally affected by the Talent, and the target is Prone.
16+
12 + Logic damage, end one Condition on each ally affected by the Talent, and the target is Prone.
Overdrive (5 Rūḥ). Spend before the roll: treat the result as one Tier higher.
O EARTH DEFEND (Yā Arḑ Iḥmī)
Maneuver | 5 Sh
Tags. Terrain, Defense
“Earth rises. Hold the line.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Awareness.
Effect. Create a persistent area of difficult terrain for enemies until the start of your next Turn. One ally inside may immediately attempt a Save against one Condition.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and the ground it creates cannot be cleared this encounter.
VOLCANO'S EMBRACE (ʿUnq al-Burkān)
Main Action | 5 Sh | Weapon Tier 2
Tags. Strike, Control, Incendiary
“You do not move. You burn.”
Distance. Melee 1 Target. One creature
Power Roll + Logic.
Effect. Restrained, Save ends.
Effect. Choose up to two valid targets and make one Power Roll.
Result Tier
Effect
10 or lower
5 + Logic Incendiary damage, and burn (2).
11-15
9 + Logic Incendiary damage, and burn (2).
16+
12 + Logic Incendiary damage, and burn (3).
Overdrive (5 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
MATTER WALL (Jidār al-Mādda)
Maneuver | 5 Sh
Tags. Terrain, Control
“Barriers are material. Material obeys.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Awareness.
Effect. Reshape or open a passage through one ordinary barrier you can perceive. The effect cannot pass through a barrier whose Tier exceeds the Talent's current environmental limit.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and the ground it creates cannot be cleared this encounter.
SHARED VOID SENSE (Idrāk al-Farāgh al-Mushtarak)
Maneuver | 5 Sh
Tags. Support, Perception
“See the empty space between things.”
Distance. Ranged 5 Target. One ally
Power Roll + Awareness.
Effect. Choose up to two allies you can perceive. Until the end of their next Turns, they ignore Concealment and gain Edge on their next Main Actions.
Overdrive (3 Rūḥ). Spend before the roll: affects one additional ally within the same Distance.
LUMINOUS CHAMPION (Baṭal Muḑīʿ)
Maneuver | 5 Sh
Tags. Movement, Support
“Rise. Take the fight above them.”
Distance. Self, then Melee 1 Target. One ally
Power Roll + Awareness.
Effect. Choose yourself or one ally you can perceive. Until the start of your next Turn, the target gains Fly for Movement only and +2 Speed.
Overdrive (3 Rūḥ). Spend before the roll: affects one additional ally within the same Distance.
INSTANT EXCAVATION (Ḩafr Fawrī)
Maneuver | 5 Sh
Tags. Terrain, Control
“Ground gives way.”
Distance. 3-hex burst within 5 Target. The area
Power Roll + Logic.
Effect. Choose one ground space you can perceive and make a Power Roll + Logic against a target standing there.
Result Tier
Effect
10 or lower
The target may shift 1 space to an adjacent legal space.
11-15
The target takes Logic damage and becomes Prone.
16+
The target takes Logic damage, becomes Prone, and cannot stand until the end of its next Turn.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and the ground it creates cannot be cleared this encounter.
SWARM OF SPIRITS (Sarb al-Arwāḥ)
Main Action | 7 Sh | Weapon Tier 3
Tags. Strike, Support, Personal Mythos Visualization
“The host surrounds you and guards us.”
Distance. Ranged 5 Target. One ally
Power Roll + Logic.
Effect. the ally gains 5 temporary Rūḥ.
Effect. Manifest culturally shaped Mythos visual forms. Choose one ally when you use the Talent.
Result Tier
Effect
10 or lower
8 + Logic Toxic damage.
11-15
12 + Logic Toxic damageand +1 on Saves.
16+
16 + Logic Toxic damageand Edge on its next Save.
Overdrive (8 Rūḥ). Spend before the roll: affects one additional ally within the same Distance.
MAGMA TITAN (Jabbār al-Ṣukhūr al-Munṣahira)
Main Action | 9 Sh | Weapon Tier 4
Tags. Transformation, Strike, Incendiary
“Become unstoppable.”
Distance. Melee 1 Target. One creature
Power Roll + Logic.
Effect. Choose yourself or one willing ally as the transformed target. Make one Power Roll + Logic.
Combo. Until the start of your next Turn, the transformed target gains Size +2, +2 damage, Push 2 on its attacks, and Immunity to Burn.
Result Tier
Effect
10 or lower
10 Incendiary damage, and burn (3).
11-15
15 Incendiary damage, burn (4), and the target is Burning 2.
16+
21 Incendiary damage, burn (5), and the target is Burning 2.
Overdrive (12 Rūḥ). Spend before the roll: add Burning 3 and the ground it lands on burns for one round.
THREADS OF THE MIND (Khuyūṭ al-Dhihn)
Main Action | 11 Sh | Weapon Tier 4
Tags. Strike, Control
“I see what you will do and change it.”
Distance. Melee 1 Target. One creature
Power Roll + Logic.
Combo. Until the start of your next Turn, anticipate the target's movement and gain Double Edge on the first Power Roll you make against it.
Result Tier
Effect
10 or lower
12 + Logic Psychic damage.
11-15
18 + Logic Psychic damage, and the target is Grabbed.
16+
24 + Logic Psychic damage, and the target is Grabbed.
Overdrive (12 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
ARCHETYPE
SHEPARD (Rāʿī)
TALENT PROGRESSION
Signature: Drone Deployment — Main Action, Tier 1
Signature: Defensive Matrix — Maneuver
3 Ousía: Swarm Strike — Main Action, Tier 1
3 Ousía: Blitz Movement — Maneuver
3 Ousía: Intercept Vector — Maneuver
5 Ousía: Explosive Swarm — Main Action, Tier 2
5 Ousía: Overcharge Strike — Main Action, Tier 2
5 Ousía: Pin Them — Maneuver
5 Ousía: Signal Boost — Maneuver
7 Ousía: Protocol — Main Action, Tier 3
9 Ousía: Direct Strike — Main Action, Tier 4
11 Ousía: Assault Sweep — Main Action, Tier 4
TALENTS
DRONE DEPLOYMENT
AnáptyxiDrónon
Main Action | Signature | Weapon Tier 1
Tags. Drone, Setup, Control
“Drones up. Get me angles and coverage.”
Distance. Ranged 10 (the drone) Target. One creature
Power Roll + Awareness.
Make a Power Roll + Awareness. Deployed drones appear in valid unoccupied spaces you can perceive.
Combo. You may maintain up to three active drones. Each drone occupies one space, provides line of effect, and uses Énergeia.
Result Tier
Effect
10 or lower
Deploy one Tier 1 drone.
11-15
Deploy two Tier 1 drones.
16+
Deploy three drones, each Tier 1 or Tier 2.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
DEFENSIVE MATRIX
AmyntikóMítroo
Maneuver | Signature
Tags. Drone, Support, Defense
“Lock the perimeter. Stay inside the shield.”
Distance. Ranged 10 (the drone) Target. One ally
Power Roll + Awareness.
Choose allies connected to your active drone network and make a Power Roll + Awareness.
Combo. Protection reduces one instance of incoming damage by 5, then ends.
Result Tier
Effect
10 or lower
One ally gains protection.
11-15
Two allies gain protection.
16+
Three allies gain protection.
Overdrive (3 Rūḥ). Spend before the roll: the benefit lasts one extra round.
SWARM STRIKE
PlígmaSmínous
Main Action | 3 Ousía | Weapon Tier 1
Tags. Drone, Multi-Target, Strike
“Swarm hits everything that moves.”
Distance. Ranged 10 (the drone) Target. Each creature in the area
Power Roll + Awareness.
Choose valid targets for your active drones. Each attack originates from one drone position.
Result Tier
Effect
10 or lower
3 + Awareness damage to two targets.
11-15
3 + Awareness damage to three targets.
16+
3 + Awareness damage to four targets.
Overdrive (3 Rūḥ). Spend before the roll: add two more targets within the same Distance.
BLITZ MOVEMENT
KínisiAstrapís
Maneuver | 3 Ousía
Tags. Drone, Movement, Control
“Push through. Move or go down.”
Distance. Ranged 10 (the drone) Target. One creature
Power Roll + Power.
Move active drones through enemy positions. Each enemy crossed by a drone chooses one: take 5 damage, or become Prone.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
INTERCEPT VECTOR
AítisiDiánysma
Maneuver | 3 Ousía
Tags. Drone, Defense, Control
“Intercept. Nothing hits them.”
Distance. Ranged 10 (the drone) Target. Self
Power Roll + Power.
Destroy one active drone to protect an ally connected to the drone network.
Prevent forced movement and collision damage from one effect.
Reduce one instance of damage by 5.
Overdrive (3 Rūḥ). Spend before the roll: the benefit lasts one extra round.
EXPLOSIVE SWARM
ÉkrixiSmínous
Main Action | 5 Ousía | Weapon Tier 2
Tags. Drone, Area, Strike
“Drone in. Detonate on contact.”
Distance. Ranged 10 (the drone) Target. Each creature in the area
Power Roll + Awareness.
Destroy one active drone after the attack resolves.
Result Tier
Effect
10 or lower
5 + Awareness Incendiary damage, and push 1.
11-15
9 + Awareness Incendiary damage, and push 2.
16+
12 + Awareness Incendiary damage, and push 3.
Overdrive (5 Rūḥ). Spend before the roll: the drone acts twice this turn.
OVERCHARGE STRIKE
YperfortósiPlígmatos
Main Action | 5 Ousía | Weapon Tier 2
Tags. Drone, Multi-Target, Shock
“Overload the grid. Burn through them.”
Distance. Ranged 10 (the drone) Target. Each creature in the area
Power Roll + Awareness.
Choose valid targets intersected by one active drone's weapon discharge. Make one Power Roll and apply the result to each target.
Result Tier
Effect
10 or lower
5 + Awareness Shock damage, and push 2.
11-15
9 + Awareness Shock damage, and push 4.
16+
12 + Awareness Shock damage, and push 6.
Overdrive (5 Rūḥ). Spend before the roll: add two more targets within the same Distance.
SIGNAL BOOST
EníschysiSímatos
Maneuver | 5 Ousía
Tags. Drone, Support, Teamwork
“Feeding you clean targeting. Take it.”
Distance. Ranged 10 (the drone) Target. One ally
Power Roll + Power.
Choose allies connected to your active drone network.
Each chosen ally gains Edge on its next Power Roll, deals +2 damage on its next hit, or ignores one Bane on its next Power Roll.
Overdrive (3 Rūḥ). Spend before the roll: affects one additional ally within the same Distance.
PIN THEM
KathílōsiStóchou
Maneuver | 5 Ousía
Tags. Drone, Control
“Lock them. Do not let them move.”
Distance. Ranged 10 (the drone) Target. One creature
Power Roll + Power.
Choose one target engaged by an active drone. The target is Grabbed, Save ends. The Grab ends if no active drone remains adjacent to or physically controlling the target.
Overdrive (3 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
JAMMING SCREEN (Sitār al-Tashwīsh)
Maneuver | 5 Ousía
Tags. Drone, ECM, Control, Denial
“The drones sit on their frequencies. Nobody calls anybody.”
Distance. A 5-hex burst anywhere your drones can reach Target. Each machine and sensor in the area
Power Roll + Awareness.
Effect. Your drones spread out and flood the Noise Overlay. Everything mechanical in the area is Jammed, save ends. Enemy drones may not enter or fire into it, targeting systems give no benefit, and nobody inside may call for reinforcement. The screen moves with your drones — shift it up to 5 hexes at the start of each of your turns for free.
Overdrive (5 Rūḥ). Spend before the roll: the screen also blinds anything watching from outside it, and enemy Chrome inside is Silenced, save ends.
CLEAN CHANNEL (Qanāh Naqiyya)
Maneuver | 5 Ousía
Tags. Drone, ECCM, Support, Cleanse
“Hold on. I am giving you your instruments back.”
Distance. Ranged 10, allies on your drone net Target. Self and each ally in range
Power Roll + Awareness.
Effect. Your drones re-acquire the channel for the crew. Clear Jammed, Silenced and Shocked from every ally, restore comms and targeting, and end one hostile Zone or ECM effect in range. Allies keep working through enemy jamming until the end of your next turn.
Overdrive (5 Rūḥ). Spend before the roll: turn it around — whoever created the jamming is Jammed themselves, save ends, and their drones fall out of the sky.
PROTOCOL
Prōtókolo
Main Action | 7 Ousía | Weapon Tier 3
Tags. Drone, Control, Multi-Target
“Lock them down. No one moves.”
Distance. Ranged 10 (the drone) Target. Each creature in the area
Power Roll + Awareness.
Choose valid targets engaged by active drones. Make one Power Roll and apply the result to each target.
Result Tier
Effect
10 or lower
8 + Awareness damage, and they are Prone.
11-15
12 + Awareness damage, and prone and cannot stand until the start of your next Turn.
16+
16 + Awareness damage, and prone and cannot stand until the start of your next Turn.
Overdrive (8 Rūḥ). Spend before the roll: add two more targets within the same Distance.
DIRECT STRIKE
ÁmesoPlígma
Main Action | 9 Ousía | Weapon Tier 4
Tags. Drone, Strike
“Target locked. Taking them offline.”
Distance. Ranged 10 (the drone) Target. One creature
Power Roll + Awareness.
The attack originates from one active drone position.
Combo. If the target is Grabbed or Prone, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
10 + Awareness damage, and dazed until the end of the target's next Turn.
11-15
15 + Awareness damage, and they are Dazed, save ends.
16+
21 + Awareness damage, and they are Dazed, save ends.
Overdrive (12 Rūḥ). Spend before the roll: the drone acts twice this turn.
ASSAULT SWEEP
VaríaÉfodosSárosi
Main Action | 11 Ousía | Weapon Tier 4
Tags. Drone, Multi-Target, Control
“Sweep the field. Nothing stays standing.”
Distance. Ranged 10 (the drone) Target. Each creature in the area
Power Roll + Awareness.
Choose one Tier 3 drone, two Tier 2 drones, or three Tier 1 drones. Choose valid targets for those drones and make one Power Roll.
Combo. You may divide the targets among the participating drones. Each target is affected once.
Result Tier
Effect
10 or lower
10 + Awareness damage, and push 4.
11-15
16 + Awareness damage, and push 5.
16+
21 + Awareness damage, push 6, and they are Prone.
Overdrive (12 Rūḥ). Spend before the roll: add two more targets within the same Distance.
ARCHETYPE
STEELJACK (Jakk al-Fūlādh)
TALENT PROGRESSION
Signature: Driving Assault — Main Action, Tier 1
Signature: Drift Line — Maneuver
3 Ḩaml: Lockdown Barrage — Main Action, Tier 1
3 Ḩaml: Draft Drag — Maneuver
3 Ḩaml: Terrain Skim — Maneuver
3 Ḩaml: Vehicle Shove — Maneuver
5 Ḩaml: Interceptor — Main Action, Tier 2
5 Ḩaml: Break Contact — Maneuver
5 Ḩaml: Cobra Overshoot — Maneuver
7 Ḩaml: Vector Break — Main Action, Tier 3
7 Ḩaml: Hunter Kill — Main Action, Tier 3
9 Ḩaml: Collision Drive — Main Action, Tier 4
11 Ḩaml: Godline Strike — Main Action, Tier 4
11 Ḩaml: Marked for Termination — Main Action, Tier 4
TALENTS
DRIVING ASSAULT (Indifāʿ al-Qiyādah)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Movement, Control
“Throttle up and push them out of my lane.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Effect. Move the vehicle or mech up to half its Speed, then attack with one mounted weapon.
Combo. If you used Drift Line this Turn, increase the Push by 1.
Result Tier
Effect
10 or lower
3 + Power Kinetic damage, and push them 1 hex.
11-15
5 + Power Kinetic damage, and push them 3 hexes.
16+
8 + Power Kinetic damage, and push them 5 hexes.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
DRIFT LINE
GrammiOlisthisis
Maneuver | Signature
Tags. Movement, Control
“Snap turn. Hold momentum.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Reposition the vehicle or mech without losing speed.
Gain +2 Speed for this Movement.
Gain +1 Stability until the start of your next Turn.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
LOCKDOWN BARRAGE (Qaṣf al-Ighlāq)
Main Action | 3 Ḩaml | Weapon Tier 1
Tags. Strike, Control, Suppression
“No escape. This lane is mine.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect.Immobilized while it stays in the suppressed area. Save ends.
Combo. If Draft Drag affects the target, Slide it 5 spaces after the attack resolves.
Result Tier
Effect
10 or lower
3 + Power Kinetic damage.
11-15
5 + Power Kinetic damage.
16+
8 + Power Kinetic damage.
Overdrive (3 Rūḥ). Spend before the roll: the suppressed area extends 3 more hexes and enemies leaving it are Slowed.
DRAFT DRAG
AntístasiRoís
Maneuver | 3 Ḩaml
Tags. Control, Debuff
“You are losing control. Your movement is mine.”
Distance. Ranged 10, or any linked system Target. One creature
Power Roll + Power.
Choose one vehicle, mech, drone, or other valid machine target you can perceive. It is Slowed until the start of your next Turn.
Overdrive (3 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
TERRAIN SKIM
OlísthisiEdáfous
Maneuver | 3 Ḩaml
Tags. Movement, Terrain
“Terrain does not slow me.”
Distance. 3-hex burst within 5 Target. One creature
Power Roll + Power.
Until the end of this Turn, your vehicle or mech ignores difficult terrain and movement penalties caused by ordinary ground conditions.
Overdrive (3 Rūḥ). Spend before the roll: double the area, and the ground it creates cannot be cleared this encounter.
VEHICLE SHOVE
ÓthisiOchímatos
Maneuver | 3 Ḩaml
Tags. Movement, Control
“I hit your line. Move or crash.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Choose one target your vehicle or mech can physically contact. Push it 2 spaces. If it collides with a solid obstacle, it takes 2 damage.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
INTERCEPTOR (Iʿtirāḍ Khāṭif)
Main Action | 5 Ḩaml | Weapon Tier 2
Tags. Strike, Tracking
“Move. I will catch you mid-step.”
Distance. Ranged 10 Target. One creature
Power Roll + Power.
Effect.Dazed, and it cannot shift away from you. Save ends.
Combo. If you used Terrain Skim this Turn, gain +3 Stability until the start of your next Turn.
Result Tier
Effect
10 or lower
5 + Power Kinetic damage.
11-15
9 + Power Kinetic damage.
16+
12 + Power Kinetic damage.
Overdrive (5 Rūḥ). Spend before the roll: the target cannot become Hidden or Concealed for the rest of the encounter.
BREAK CONTACT
DiakopíEpafís
Maneuver | 5 Ḩaml
Tags. Movement, Escape
“Break off. Reset the engagement.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Move the vehicle or mech up to half its Speed. This Movement does not trigger effects caused only by leaving a threatened area. If you end adjacent to terrain that can conceal the platform, gain Concealment until the start of your next Turn.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
VECTOR BREAK (Kasr al-Ittijāh)
Main Action | 7 Ḩaml | Weapon Tier 3
Tags. Strike, Control
“Break their trajectory. Send them off line.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Combo. If Vehicle Shove affected the target this Turn, increase the Push and collision damage by 2.
Result Tier
Effect
10 or lower
8 + Power Kinetic damage, and push them 2 hexes.
11-15
12 + Power Kinetic damage, and push them 4 hexes.
16+
16 + Power Kinetic damage, push them 6 hexes, and they are Prone.
Overdrive (8 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
COBRA OVERSHOOT
ApótomiYpérvasi
Maneuver | 5 Ḩaml
Tags. Movement, Control
“Flip the angle. You are out of position.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Choose one vehicle, mech, or other target your platform can maneuver around. Swap relative positions with it, then gain +4 Speed for the rest of this Turn. The target has Bane on its next attack before the end of its next Turn.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
HUNTER KILL (Khaṭ al-Qatl)
Main Action | 7 Ḩaml | Weapon Tier 3
Tags. Strike, Multi-Target, Tracking
“Line it up. Anything crossing dies.”
Distance. Ranged 10 Target. Each enemy in the area
Power Roll + Power.
Effect. Choose each valid target intersected by the selected mounted weapon's firing path. Make one Power Roll and apply the result to every target.
Combo. If you used Break Contact this Turn, ignore Cover and Concealment granted by ordinary terrain and deal +3 damage.
Result Tier
Effect
10 or lower
8 + Power Kinetic damage.
11-15
12 + Power Kinetic damage, and they are Exposed, save ends.
16+
16 + Power Kinetic damage, and they are Exposed, save ends.
Overdrive (8 Rūḥ). Spend before the roll: add two more targets within the same Distance.
COLLISION DRIVE
SyntripsíKroúsis
Main Action | 9 Ḩaml | Weapon Tier 4
Tags. Collision, Strike, Movement
“I commit to impact.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Ram one target your platform can physically reach. Make a Power Roll + Power.
Combo. Compare platform Tiers after resolving the attack. Against an equal or higher-Tier target, your platform takes full collision damage. Against a target one Tier lower, take half. Against a target two or more Tiers lower, take one-quarter.
Result Tier
Effect
10 or lower
10 + Power Kinetic damage, and push 2.
11-15
15 + Power Kinetic damage, and push 3.
16+
21 + Power Kinetic damage, and push 4.
Overdrive (12 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
GODLINE STRIKE (Khaṭ al-Ibādah)
Main Action | 11 Ḩaml | Weapon Tier 4
Tags. Heavy, Multi-Target, Strike
“Line it up. Everything in the firing path burns.”
Distance. Melee 1 Target. Each enemy in the area
Power Roll + Power.
Effect. Choose every valid target intersected by the selected mounted weapon's firing path. Make one Power Roll and apply the result to every target.
Result Tier
Effect
10 or lower
12 + Power damage.
11-15
18 + Power damage, and push them 3 hexes.
16+
24 + Power damage, and push them 5 hexes.
Overdrive (12 Rūḥ). Spend before the roll: add two more targets within the same Distance.
MARKED FOR TERMINATION (Muʿallam lil-Izālah)
Main Action | 11 Ḩaml | Weapon Tier 4
Tags. Strike, Tracking, Ballistic
“You are tagged. Every shot finds you now.”
Distance. Ranged 10 Target. One creature
Power Roll + Power.
Effect. The target is Exposed for as long as the mark holds.
Combo. The target becomes marked until the encounter ends or you lose line of effect. Attacks against the marked target gain Edge.
Result Tier
Effect
10 or lower
12 + Power Kinetic damage.
11-15
18 + Power Kinetic damage, and the target is Marked, and you know its position while it is Marked.
16+
24 + Power Kinetic damage, and the target is Marked, and you know its position while it is Marked.
Overdrive (12 Rūḥ). Spend before the roll: the target cannot become Hidden or Concealed for the rest of the encounter.
ARCHETYPE
VEINRUNNER (ʿAddāʾ al-ʿUrūq)
TALENT PROGRESSION
Signature: Lift to Slam — Main Action, Tier 1
Signature: Pull or Shift — Maneuver
3 Tayarān: Repeat Hit — Main Action, Tier 1
3 Tayarān: Hold and Crush — Main Action, Tier 1
3 Tayarān: Ghost Window — Maneuver
3 Tayarān: Slip Field — Maneuver
3 Tayarān: Overclock — Maneuver
5 Tayarān: Break Their Timing — Main Action, Tier 2
5 Tayarān: Clear Space — Main Action, Tier 2
5 Tayarān: Quick Shift — Maneuver
5 Tayarān: Ballistic Screen — Maneuver
5 Tayarān: Line Assist — Maneuver
5 Tayarān: Focus Lock — Maneuver
7 Tayarān: Shock Through — Main Action, Tier 3
9 Tayarān: Cross the Line — Main Action, Tier 4
11 Tayarān: Force Redirect — Main Action, Tier 4
TALENTS
LIFT TO SLAM (Rafʿ ila Ṣadm)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Movement, Telekinesis
“I lift you and drive you into the ground.”
Distance. Self, then Melee 1 Target. One creature
Power Roll + Power.
Effect. Choose one valid target or movable object. On a Tier 3 result the target is also Stunned until the end of its next turn.
Combo. Movement must end against a surface, object, or legal space. Apply collision damage when appropriate. If you used Pull or Shift this Turn, increase the Slide by 2.
Result Tier
Effect
10 or lower
3 + Power Kinetic damage, and slide them 2 hexes.
11-15
5 + Power Kinetic damage, and slide them 3 hexes.
16+
8 + Power Kinetic damage, slide them 4 hexes, and they are Prone.
Overdrive (3 Rūḥ). Spend before the roll: double all forced movement, and you may shift the same distance yourself.
PULL OR SHIFT (Jadhb aw Tahrīk)
Maneuver | Signature
Tags. Movement, Control, Mythos
“It does not stop. It moves to the next one.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. Choose one: Pull a target 2 hexes into your reach; Push a target 2 hexes into a wall, a ledge or another enemy; or shift up to your Speed. Add your Power to the distance if the target is your Size or smaller. If this movement ends adjacent to a different enemy, this Maneuver costs nothing and you may use it again immediately.
Overdrive (3 Rūḥ). Spend before the roll: the chain does not break this Turn. Continuation may be used once per enemy on the map.
REPEAT HIT
DarbMutakarrir
Main Action | 3 Tayarān | Weapon Tier 1
Tags. Strike, Precision, Mythos
“Once to stop it. Once to be sure.”
Distance. Melee 1, or Ranged 10 with a sidearm Target. One creature
Power Roll + Power.
Effect. Two strikes, one roll. Against a target in the Vulnerable Zone the second strike is automatic and needs no roll. Each use against the same target this encounter adds +2 damage, to a maximum of +6.
Combo. Each successful use against the same target during the encounter deals +2 damage, to a maximum of +6. If Ghost Window affects the target, gain Double Edge.
Result Tier
Effect
10 or lower
3 + Power damage, and they are Bleeding 2, save ends.
11-15
5 + Power damage, and they are Bleeding 2, save ends.
16+
8 + Power damage, and they are Bleeding 3, save ends.
Overdrive (3 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
GHOST WINDOW (Nāfidhat al-Ẓill)
Maneuver | 3 Tayarān
Tags. Strike, Improvised, Mythos
“Whatever is in my hand is the weapon.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Strike with anything to hand — a pen, a chair leg, a magazine, someone else’s arm. It counts as a weapon of your own Weapon Tier and it breaks afterwards. Gain Edge if you have not struck this target before.
Overdrive (3 Rūḥ). Spend before the roll: you remain Hidden after the Talent resolves.
HOLD AND CRUSH (Imsāk wa Ḓaght)
Main Action | 3 Tayarān | Weapon Tier 1
Tags. Strike, Control, Mythos
“I take your arm, then I take your gun, then I use it.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect.Grabbed, save ends. While you hold it you may fire its weapon as though it were your own, and any ranged attack aimed at you instead resolves against the target you are holding.
Result Tier
Effect
10 or lower
3 + Power damage, and it is Grabbed, save ends.
11-15
5 + Power damage, and it is Grabbed and Restrained, save ends.
16+
8 + Power damage, and it is Grabbed, Restrained and disarmed — you hold its weapon.
Overdrive (3 Rūḥ). Spend before the roll: you may throw the held enemy 3 hexes at another enemy; both take the Tier 1 result and go Prone.
SLIP FIELD (Maydān al-Insilāl)
Maneuver | 3 Tayarān
Tags. Movement, Defense, Mythos
“I am never standing where you aimed.”
Distance. Self Target. Self
Power Roll + Reflex.
Effect. Until the start of your next Turn, the first ranged attack against you each Turn automatically misses and you may shift 1 hex as it does. You ignore difficult ground and take no collision damage.
Overdrive (3 Rūḥ). Spend before the roll: the miss carries on to whatever was behind you — the shot hits the nearest enemy instead.
OVERCLOCK (Tasrīʿ al-Nabḑ)
Maneuver | 3 Tayarān
Tags. Support, Movement, Mythos
“Burn it now. Sleep later.”
Distance. Ranged 5 Target. Self and each ally you can perceive
Power Roll + Reflex.
Effect. Each target gains +2 Speed until the end of its next Turn and ignores Slowed. You take 1 Exposure. The veins show it — anyone watching can tell what you are.
Overdrive (3 Rūḥ). Spend before the roll: targets also ignore Immobilized and Restrained, and you take 2 Exposure instead.
BREAK THEIR TIMING (Kasr al-Tawqīt)
Main Action | 5 Tayarān | Weapon Tier 2
Tags. Strike, Control, Mythos
“That was yours. It is mine now.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. On any result, the target drops what it is holding and you may pick it up as part of this action. If you end this Turn holding a weapon taken this way, your next strike with it improves one Result Tier.
Combo. If you used Overclock this Turn, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
5 + Power damage, and it drops its weapon.
11-15
9 + Power damage, it drops its weapon, and it is Weakened, save ends.
16+
12 + Power damage, it drops its weapon, and it is Weakened and cannot take Maneuvers, save ends.
Overdrive (5 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
CLEAR SPACE (Ikhlāʾ al-Masāfa)
Main Action | 5 Tayarān | Weapon Tier 2
Tags. Multi-Target, Movement, Mythos
“Everyone in this room. One at a time. Quickly.”
Distance. 3-hex burst centred on you Target. Each enemy in the area
Power Roll + Power.
Effect. Resolve against the nearest enemy first, then outward. Each enemy reduced to 0 by this Talent lets you strike one more enemy in the area for the Tier 1 result.
Combo. If you used Quick Shift this Turn, deal +2 damage.
Result Tier
Effect
10 or lower
5 + Power damage, and push them 2 hexes.
11-15
9 + Power damage, and push them 4 hexes.
16+
12 + Power damage, push them 6 hexes, and each is Prone.
Overdrive (5 Rūḥ). Spend before the roll: the burst becomes 5 hexes and you shift to any empty hex inside it before resolving.
QUICK SHIFT (Intiqāl Sarīʿ)
Maneuver | 5 Tayarān
Tags. Movement, Mythos
“Reload while I am already moving.”
Distance. Self Target. Self, or one willing ally
Power Roll + Reflex.
Effect. Shift up to the target’s Speed. Reloading, drawing, stowing and switching weapons are free for the rest of this Turn, and a Grabbed target may shift free without a Save.
Overdrive (3 Rūḥ). Spend before the roll: the shift ignores walls, vehicles and enemies — you go over, under or through.
BALLISTIC SCREEN (Ḩijāb Ḩarārī)
Maneuver | 5 Tayarān
Tags. Defense, Control, Mythos
“You brought cover with you. I am using it.”
Distance. Melee 1 Target. One creature
Power Roll + Reflex.
Effect. Hold an enemy in front of you. Until the start of your next Turn you have Cover, and every ranged attack that would hit you hits the held enemy instead. It is Grabbed while you hold it.
Overdrive (3 Rūḥ). Spend before the roll: when it drops, you may fire through it as it falls — one free strike at any enemy in that line.
LINE ASSIST (Daʿm al-Masār)
Maneuver | 5 Tayarān
Tags. Support, Teamwork, Mythos
“Take it. Use it. Move.”
Distance. Ranged 5 Target. One ally
Power Roll + Reflex.
Effect. Pass a weapon, a magazine or an enemy you are holding to an ally without either of you spending an action. The ally gains Edge on its next Main Action.
Overdrive (3 Rūḥ). Spend before the roll: pass to every ally within 5 hexes at once, and each gains Edge.
FOCUS LOCK (Qafl al-Tarkīz)
Maneuver | 5 Tayarān
Tags. Defense, Focus, Mythos
“That should have finished me. It did not.”
Distance. Self Target. Self
Power Roll + Reflex.
Effect. Use when you are in the Vulnerable or Critical Zone. Ignore Bane until the end of your next Turn, end one condition on yourself, and stand from Prone for free. You take 1 Exposure.
Overdrive (3 Rūḥ). Spend before the roll: you also regain Rūḥ equal to your Level and stay standing through the next hit that would drop you — then take 2 Exposure.
SHOCK THROUGH (Ṣadma Nāfidha)
Main Action | 7 Tayarān | Weapon Tier 3
Tags. Strike, Precision, Mythos
“The first one is not the target.”
Distance. Ranged 10 Target. One creature, and whatever is behind it
Power Roll + Power.
Effect. The strike passes through the first target into the next enemy directly behind it, which takes the same result. Cover and Concealment do not stop it.
Combo. If the target is Slowed or Restrained, improve the Result Tier by one, to a maximum of 16+.
Result Tier
Effect
10 or lower
8 + Power damage.
11-15
12 + Power damage.
16+
16 + Power damage, and both targets are Dazed, save ends.
Overdrive (8 Rūḥ). Spend before the roll: the condition is Save ends at a Bane instead of Save ends.
CROSS THE LINE (ʿUbūr al-Khaṭ)
Main Action | 9 Tayarān | Weapon Tier 4
Tags. Strike, Movement, Multi-Target, Mythos
“I walk the length of the room. Nobody is standing at the end of it.”
Distance. A path up to your Speed Target. Each enemy you pass adjacent to
Power Roll + Power.
Effect. Move up to your Speed in any path and strike each enemy you pass. You do not stop for difficult ground, forced movement or opportunity strikes.You take 1 Exposure.
Combo. If Line Assist affected this attack, gain +2 Speed during the Movement and ignore Cover.
Result Tier
Effect
10 or lower
10 + Power damage.
11-15
15 + Power damage, and each target is Pushed 1 hex.
16+
21 + Power damage, each target is Pushed 1 hex and Prone.
Overdrive (12 Rūḥ). Spend before the roll: walk it twice — out and back along the same path — and take 2 Exposure instead.
FORCE REDIRECT (Tawjīh Qasrī)
Main Action | 11 Tayarān | Weapon Tier 4
Tags. Strike, Control, Mythos
“You have already taken everything. There is only this left.”
Distance. Melee 1 Target. One creature
Power Roll + Power.
Effect. Usable only while you are in the Critical Zone. The blood does the rest. You take 2 Exposure. Anyone watching this will describe it later and will not be believed.
Result Tier
Effect
10 or lower
12 + Power Mythos damage.
11-15
18 + Power Mythos damage, and the target is Stunned until the end of its next Turn.
16+
24 + Power Mythos damage, doubled if the target put you in the Critical Zone.
Overdrive (12 Rūḥ). Spend before the roll: every enemy that can see you must Save or be Frightened of you for the rest of the encounter — and take 3 Exposure instead.
One piece of advice. Do not take every Talent that looks strong. Take the two that describe how you want to solve problems, and let the rest come with advancement.
CYBERSTEEL
STEP 5 - ASSIGN SKILL RANKS
Before you start. Ranks say how far you can push a Skill, not how often you succeed. A Rank 4 Skill opens doors a Rank 1 Skill cannot reach at all.
PURPOSE
Skills define non-combat capability, access, scale, and consequence.
MAKING A SKILL CHECK
Roll d100 and compare the result to your final Skill Percentage. Use one d10 as the tens digit and one d10 as the ones digit. A result of 4 and 5 is 45; 00 is 100. You succeed when the result is equal to or lower than your final Skill Percentage.
TYPICAL MODIFIERS
+1% to +3%: specialized gear, meaningful help, or strong preparation.
-3% to -10%: poor conditions, incomplete tools, active opposition, or severe time pressure.
The GM applies only modifiers that materially change the attempt.
SKILL BANDS
1%-40%: novice or unreliable.
41%-70%: competent professional.
71%-85%: expert or specialist.
EXAMPLE
Nyx attempts to penetrate a secured research facility using Shadowing with Reflex +2 and Skill Rank 3. Her Skill Percentage is 30 + 6 + 24 = 60%. She rolls 42 and succeeds.
The roll answers whether Nyx succeeds. Her Rank answers whether she is capable of challenging that level of security at all.
RANK THRESHOLD CAPABILITY
Each Skill has five Ranks. Higher Ranks do more than improve the percentage: they have greater scale, access, durability, and impact.
Rank 1: ordinary, local, or lightly protected challenges.
Rank 2: professional systems and sustained opposition.
Rank 3: secure facilities, corporate operations, or coordinated threats.
Rank 4: hardened, military, or institutional systems.
Rank 5: strategic systems, regional infrastructure, and campaign-shaping capability.
ADVANCEMENT BY LEVEL
Levels 2, 3, 5, 6, 7, and 9: gain 1 Technical Skill Rank.
Levels 2, 4, 8, and 10: gain 1 Social Skill Rank and 1 Knowledge Skill Rank.
A Skill Rank must be assigned within its Skill family.
Only one Skill may reach Rank 5 unless a rule explicitly says otherwise.
SKILLS AND PRESSURE
Data Pressure: investigation, surveillance, HIN access, and information control.
Profit Pressure: negotiation, access, logistics, fabrication, and movement.
Blood Pressure: sabotage, breaching, coercion, and dangerous field operations.
SKILL FORMULA
Skill % = 30 + (3 x Attribute) + (8 x Skill Rank) + modifiers. Attribute ranges from -4 to +4. Skill Rank ranges from 0 to 5. Final Skill Percentage cannot exceed 85%.
COMBAT BOUNDARY
Skills primarily govern non-combat capability. Archetype Talents, Kits, weapons, armor, and combat rules determine combat effectiveness.
STARTING SKILL RANKS
3 Technical Skill Ranks
2 Social Skill Ranks
2 Knowledge Skill Ranks
CYBERSTEEL
SOCIAL SKILLS
SELL (Presence)
Rank 1 — Simple Persuasion: Secure a reasonable scene-scale request that benefits the target and does not threaten safety or core interests.
At Rank 1, you can convince someone to agree to a reasonable request if it benefits them and does not conflict with their beliefs or safety.
The target will agree within the scene, but the agreement is fragile and can collapse if challenged or if circumstances change.
You cannot persuade someone to act against their survival, core interests, or clear self-preservation.
Rank 2 — Confident Conviction: Persuade a skeptical or hesitant target when the argument is plausible and given time.
At Rank 2, you can persuade someone who is skeptical, hesitant, or mildly resistant, as long as your argument is plausible and you have time to present it.
The target’s agreement holds throughout the scene and is not easily broken by brief doubt or outside influence.
You cannot persuade someone to betray core beliefs, identity, or deeply held loyalties.
Rank 3 — Structured Agreement: Negotiate a stable exchange with clear value, concessions, or mutual benefit.
At Rank 3, you can negotiate stable agreements based on clear exchanges, concessions, or mutual benefit.
The target understands the stakes and accepts the agreement as a deliberate and binding decision, and minor objections or stress will not break it.
Breaking the agreement requires the target to consciously choose to betray it.
You must offer real value or leverage to secure this agreement.
Rank 4 — Deep Alignment: Reframe the issue through the target's values so they actively defend the agreement.
At Rank 4, you can reframe how the target sees the issue, aligning it with their values or priorities.
The target will defend the agreement and resist persuasion against it unless faced with powerful contradictory evidence or pressure.
This does not change their personality but makes the decision feel correct and justified to them.
You must anchor the argument in their values and engage in meaningful negotiation.
Rank 5 — Identity Alignment: Tie one negotiated decision to the target's self-concept without permanently rewriting personality.
At Rank 5, you can align a decision with the target’s self-identity, causing them to view the agreement as part of who they are.
The target will rationalize and defend the decision even under social pressure, as long as it does not threaten their survival.
This applies only to the specific issue negotiated and does not permanently change their personality.
You must build alignment through clear stakes, values, and negotiation.
SPIN (Presence)
Rank 1 — Basic Falsehood: Deliver a believable lie that fits the situation and cannot be immediately verified.
At Rank 1, you can deliver a believable lie if it fits the situation and cannot be immediately verified.
The target accepts your statement temporarily and acts on it within the scene, but the deception is fragile and may collapse under questioning or conflicting information.
You cannot maintain the lie under sustained scrutiny or investigation.
Rank 2 — Sustained Cover: Maintain a coherent false identity or narrative through extended interaction.
At Rank 2, you can maintain a consistent false identity or narrative across extended interactions.
The target accepts your explanation and casual questioning does not immediately break the deception.
The lie holds throughout the scene unless someone actively investigates or checks verifiable facts.
You must maintain internal consistency in your story.
Your cover remains believable unless direct investigation is performed.
Rank 3 — Layered Narrative: Build supporting details that survive casual scrutiny and surface-level investigation.
At Rank 3, you can embed details that reinforce your deception, making your version appear consistent and credible.
Casual inquiries and surface-level investigation will appear to confirm your narrative, and targets will interpret events in ways that support your version.
Doubt only emerges through deliberate, focused scrutiny or strong contradictory evidence.
You cannot maintain the deception against verified proof.
Rank 4 — Adaptive Narrative Control: Repair contradictions and redirect suspicion in real time.
At Rank 4, you can adjust your narrative in real time to counter suspicion, reinterpret contradictions, or deflect exposure.
You can maintain deception even as questions arise, slowing investigation and preserving credibility.
Targets will accept revised explanations unless presented with clear, verified proof.
This requires active maintenance and awareness of threats to your narrative.
Rank 5 — Narrative Infrastructure: Control channels, intermediaries, or framing so ordinary investigation reinforces your version.
At Rank 5, you can shape how events are interpreted by controlling information channels, intermediaries, or narrative framing.
Targets interpret evidence through your version of events, and casual investigation supports your narrative rather than contradicting it.
Opposing claims appear biased, unreliable, or suspicious unless supported by undeniable proof.
This control persists as long as your narrative infrastructure remains intact.
STATUS (Presence)
Rank 1 — Recognized: Gain local introductions and access to neighborhood or faction conversations.
At Rank 1, you are known within a local neighborhood, faction, or social circle, and people recognize your name or face.
You can gain access to local gatherings, introductions, and conversations through minor faction figures without needing to prove who you are.
This reduces friction when entering social spaces and allows you to establish new street-level contacts.
However, recognition alone does not guarantee cooperation or access to restricted areas.
You gain entry into local social environments and conversations where strangers would normally be excluded.
Rank 2 — Credible Operator: Enter professional circles, private gatherings, and mid-tier meetings.
At Rank 2, you are recognized as a competent and relevant figure within professional or faction circles.
You can gain invitations, formal introductions, and access to private gatherings hosted by mid-tier actors such as managers, fixers, or corporate intermediaries.
People assume you are worth speaking to and will grant you access to conversations that require credibility.
This allows you to establish contacts and bypass social gatekeeping at the mid-tier level.
You gain access to private meetings or introductions that require reputation.
Rank 3 — Institutional Access: Secure justified meetings and bypass minor social gatekeeping across a city.
At Rank 3, you are a known and relevant figure across the city, and your presence carries recognized social weight.
You can bypass minor procedural barriers and secure meetings with high-value actors if your involvement is justified.
Mid-tier actors will help introductions and grant access because of your established relevance.
This allows you to move within institutional, corporate, or underworld circles without needing intermediaries, and to secure meetings or access that would normally require significant reputation or sponsorship.
Rank 4 — Elite Relevance: Once per Loop, secure formal acknowledgment from a high-tier actor; cooperation is not guaranteed.
At Rank 4, you are nationally recognized, and your presence influences elite social and institutional dynamics.
Once per Loop, you can secure an audience with a high-tier actor who must acknowledge your request and grant a formal meeting or response.
Your actions attract attention, increasing your visibility and exposure within powerful circles.
This allows you to engage directly with elite figures who would normally be inaccessible.
The meeting is allowed to occur, though cooperation is not guaranteed.
Rank 5 — Institutional Consequence: Once per Arc, require a major leader or institution to formally respond, meet, or acknowledge the issue.
At Rank 5, you are regionally or nationally consequential, and your presence cannot be ignored by top-tier power players.
Once per arc, you can force formal acknowledgment from a major corporate, political, or faction leader, requiring them to respond or engage with you.
You can also establish a permanent top-tier contact if meaningful value and cost were exchanged during interaction.
Your actions carry high visibility and increase retaliation risk.
Formal acknowledgment and engagement are allowed, though agreement or cooperation is not automatic.
LEVERAGE (Presence)
Rank 1 — Implied Risk: Make a plausible consequence serious enough to cause hesitation.
At Rank 1, you can suggest consequences that make the target hesitate or reconsider resistance, as long as your threat is plausible.
The target believes you may be capable of causing harm, loss, or escalation, but your control is not yet proven.
Compliance is fragile and may break if the target believes the risk is low or avoidable.
You cannot force action against strong confidence or safety.
Rank 2 — Demonstrated Capacity: Prove that you can expose, damage, deny, or escalate against the target.
At Rank 2, you can prove you have the ability to activate real consequences, such as exposing information, damaging assets, or triggering retaliation.
The target understands the threat is real and that resistance carries meaningful risk.
Defiance becomes a deliberate choice rather than a dismissal.
Minor resistance may trigger limited or contained consequences.
At Rank 3, you can apply controlled, escalating consequences in stages, making the cost of resistance clear and predictable.
The target understands that refusal will trigger increasingly serious outcomes, and partial resistance activates the next stage of pressure.
You must control the leverage asset and demonstrate your ability to use it.
The target’s decision becomes a choice between compliance and escalation.
Rank 4 — Contingency Architecture: Create multiple leverage points so resisting one consequence activates another.
At Rank 4, you can establish multiple leverage points so that resisting one consequence triggers another automatically.
The target cannot easily escape pressure because your leverage accounts for likely resistance.
Compliance persists across scenes as long as your leverage remains active and credible.
Attempts to defy you activate escalation or alternate consequences.
Rank 5 — Systemic Dominance: Control reputation, access, protection, or operations strongly enough that resistance causes cascading harm.
At Rank 5, you control leverage that affects the target’s broader environment, such as their reputation, access, protection, or operational survival.
Resistance triggers cascading consequences that make compliance the safest and most rational choice.
The target understands that defiance will cause sustained harm beyond a single incident.
This control persists as long as your leverage assets remain intact.
CYBERSTEEL
TECHNICAL SKILLS
BIOTECH SYSTEMS (Logic)
Rank 1 — Field Medic: Stabilize injuries, stop Bleeding, treat illness, and fabricate basic medical gear.
At Rank 1, you can stabilize wounds, stop bleeding, treat illness, and restore a character’s ability to move after injury.
You can fabricate and apply basic medical gear such as trauma kits, injectors, splints, and stabilizers.
This stabilization prevents death and allows the target to continue acting within the scene.
You cannot install or repair cybernetics at this Rank.
On a success, the target is stabilized and further deterioration is prevented.
Rank 2 — Cybernetic Technician: Install, remove, and repair Tier 1 cybernetics and support hardware.
At Rank 2, you can install, remove, and repair Tier 1 cybernetics such as interface ports, sensory augments, and limb components.
You can restore damaged implants and prevent feedback or neural harm.
You can fabricate and install basic implant hardware and medical support devices.
These procedures require tools and several minutes of uninterrupted work.
Rank 3 — Surgical Engineer: Perform advanced surgery and install or repair Tier 2 cybernetics, organs, and neural systems.
At Rank 3, you can perform advanced surgery, repair internal organs, and install or repair Tier 2 cybernetics such as neural systems, synthetic organs, and hybrid bio-cybernetic components.
You can counter toxins, stabilize neurological failure, and restore full biological function after severe injury.
You can fabricate advanced medical devices such as neural regulators and organ support systems.
Rank 4 — Genetic Systems Specialist: Operate tissue growth, organ cultivation, genetic botany, and advanced hybrid systems.
At Rank 4, you can operate genetic fabrication systems, including genetic botany labs, tissue growth chambers, and organ cultivation systems.
You can grow replacement organs, stabilize mutated tissue, and create genetically engineered plants with medical or environmental purposes.
These include plants that detoxify toxins, stabilize ley exposure, or produce medical compounds.
You can install advanced hybrid cybernetic-biological systems.
Rank 5 — Advanced Biotech Engineer: Design Tier 3 cybernetics and strategic biotech systems for catastrophic injury or extreme environments.
At Rank 5, you can design and operate advanced biotech platforms, including genetic botany systems capable of producing rare medical compounds, environmental stabilizers, and Nexus-resistant biological systems.
You can install Tier 3 cybernetics, repair catastrophic biological damage, and create specialized biotech systems that improve survival in extreme environments.
These systems require proper facilities and time to produce.
CYBER OPERATIONS (Awareness or Logic)
Rank 1 — Observer Coder: Breach Tier 1 HIN nodes and use Observe functions such as Scan, Profile, Trace, Ghost-Follow, and Decrypt.
At Rank 1, you can breach and enter Tier 1 HIN nodes, which include individual devices such as cameras, doors, drones, terminals, and vehicles.
You may perform Observe actions, including Scan, Listen, Profile, Trace, Ghost-Follow, and Decrypt.
These actions allow you to learn node layout, identify security, reveal Anchor locations, track users, and open protected files.
You cannot alter or Inject commands at this Rank.
Rank 2 — Manipulator Coder: Breach Tier 2 nodes and use Manipulate functions such as Override, Inject, Loop, Redirect, Mask, and Hijack.
At Rank 2, you can breach and enter Tier 2 HIN nodes, including building security networks, facility control nodes, and checkpoint systems.
You may perform Manipulate actions, including Override, Inject, Loop, Redirect, Mask, and Hijack.
These actions allow you to bypass permission walls, plant backdoors, loop sensors, spoof credentials, redirect system attention, or temporarily control one connected device or subsystem.
Rank 3 — Dominator Coder: Breach Tier 3 infrastructure nodes and seize specific Anchors, disable subsystems, or alter stored data.
At Rank 3, you can breach and enter Tier 3 HIN nodes, including infrastructure systems such as corporate servers, logistics networks, drone control systems, and facility automation.
You may perform Dominate actions, allowing you to seize control of specific Anchors, disable security functions, permanently alter stored data, or destroy or override subsystem control.
Rank 4 — Elite Coder: Operate across hardened Tier 4 or multi-node systems while maintaining access under active countermeasures.
Rank 5 — Root Coder: Enter AKS corporate HIN nodes, target Government and Command Anchors, and maintain persistent Root-level access.
At Rank 5, you can breach AKS corporate HIN nodes and interact with Root-level Anchors such as Government and Command Anchors.
You may perform Observe, Manipulate, and Dominate actions against any Anchor within these nodes.
You may maintain persistent access, create backdoors, and interact with protected Government structures.
Each action still requires targeting specific Anchors and succeeding on Cyber Operations checks.
DEMOLITIONS (Logic)
Rank 1 — Improvised Breacher: Create or disarm Tier 1 charges for locks, panels, service doors, and light barriers.
At Rank 1, you can create and safely use Tier 1 improvised explosives to breach light barriers such as service doors, locks, access panels, and thin walls.
You can safely disarm Tier 1 devices and understand how to create small, controlled breaches without causing major structural damage.
You cannot safely destroy reinforced structures or load-bearing elements, and failure may cause unintended Noise or collateral damage.
Rank 2 — Contractor Demolitions: Use Tier 2 industrial explosives against reinforced doors, barriers, and machinery.
At Rank 2, you can create Tier 2 industrial explosives and safely rig controlled demolitions against reinforced doors, vehicle barriers, and industrial equipment.
You can automatically disarm Tier 1 devices and attempt to safely disarm Tier 2 explosives.
Your explosive use is precise enough to destroy intended targets without triggering uncontrolled structural collapse.
Rank 3 — Corporate Saboteur: Cause controlled failures in hardened supports and corporate infrastructure without uncontrolled collapse.
At Rank 3, you can create Tier 2 corporate-grade explosives and destroy hardened infrastructure such as structural supports, reinforced gantries, and corporate security barriers.
You can safely disarm Tier 2 explosives and attempt to disarm Tier 3 devices.
You understand how to cause controlled structural failures to disable infrastructure without destroying entire facilities unintentionally.
Rank 4 — Military Explosives Specialist: Use Tier 3 combat charges against fortified positions, armored targets, and military infrastructure.
At Rank 4, you can create Tier 3 military explosives such as grenades and combat demolition charges.
You can safely disarm Tier 3 planted explosives and attempt to disarm Tier 4 military devices.
You can destroy fortified defensive positions, armored targets with proper placement, and hardened combat infrastructure.
This Rank represents military-level explosive expertise used in active combat environments.
Rank 5 — Demolition Architect: Create or neutralize Tier 4 devices and plan cascading demolitions across major facilities.
At Rank 5, you can create Tier 4 military-grade explosives and plan coordinated demolitions across entire facilities.
You can safely disarm Tier 4 devices and neutralize high-level explosive systems.
You are capable of causing cascading structural failures that disable corporate infrastructure or destroy major operational sites.
ELECTRONIC SURVEILLANCE (Awareness or Logic)
Rank 1 — Circuit Tech: Repair comms and sensors; jam or intercept one transmission; control one Tier 1 drone.
At Rank 1, you can repair and restore electronic systems such as comm units, sensors, transmitters, and power couplings.
You can perform Electronic Warfare (EW) against one target at a time, allowing you to jam one active transmission or intercept one transmission and read its contents.
Jamming blocks that signal while you maintain the attempt.
You can control one Tier 1 drone.
Rank 2 — Signal Engineer: Build secure relays; intercept two transmissions; control two Tier 1 drones simultaneously for scouting or support.
At Rank 2, you can build, repair, and operate communication relays, hardened signal paths, and secure transmission nodes.
You can jam one target at a time and intercept up to two active transmissions simultaneously.
You can control two Tier 1 drones simultaneously.
You may construct secure relays that allow communication to function through interference or Noise disruption.
Rank 3 — EW Operator: Jam two targets, intercept three transmissions, spoof one signal; control either three Tier 1 drones or one Tier 2 drone.
At Rank 3, you can perform active Electronic Warfare against multiple targets and manipulate transmissions in real time.
You can jam up to two targets simultaneously, intercept up to three transmissions, and spoof one transmission by injecting false signal data that appears legitimate to the receiver.
You can control either three Tier 1 drones or one Tier 2 drone.
Spoofed transmissions persist until verified or reset.
Rank 4 — Spectrum Controller: Jam three targets, intercept four transmissions, spoof two; control four Tier 1 drones, two Tier 2 drones, or one Tier 3 drone.
At Rank 4, you can perform wide-spectrum Electronic Warfare and manage multiple signal systems simultaneously.
You can jam up to three targets, intercept up to four transmissions, or spoof up to two transmissions.
You may also create localized signal denial within a 20-foot diameter area on one frequency band, preventing transmissions from entering or leaving that area while the attempt is maintained. Walls and shielding block this effect.
You may control four Tier 1 drones, two Tier 2 drones, or one Tier 3 drone.
Rank 5 — Theatre Director: You can manage multiple jams, intercepts, and spoofs; control three Tier 2 drones, one Tier 3 or one Tier 4 drone.
At Rank 5, you can coordinate Electronic Warfare across multiple nodes and signal environments simultaneously.
You can jam up to five targets, intercept up to seven transmissions, or spoof up to three transmissions at once.
You may also create localized signal denial within a 40-foot diameter area on one frequency band while maintaining the attempt.
You can control three Tier 2 drones, one Tier 3 or one Tier 4 drone.
Each action affects only the targeted transmissions or nodes.
At Rank 1, you can detect visible anomalies, lies, and physical inconsistencies using Perception or Insight.
You can recognize staged scenes, hidden tampering, and behavioral tells, allowing you to know when something is wrong even if you do not know who caused it.
You cannot reconstruct timelines or determine full methods yet.
For example, you can spot that an accident scene was staged because the debris pattern does not match the reported event.
Rank 2 — Scene Analyst: Reconstruct entry, tools, access, and timeline; bypass Tier 1 security when investigation provides the method.
At Rank 2, you can reconstruct how an event occurred by examining entry points, damage, and physical evidence.
You can determine how access was gained, what tools were used, and who had the opportunity, and you can bypass Tier 1 security such as basic safes and residential electronic locks.
This allows you to identify exact breach routes and access methods.
For example, you can determine which door was used and whether the attacker had authorized access.
Rank 3 — Pattern Seeker: Connect incidents, identify shared methods or factions, and bypass Tier 2 security.
At Rank 3, you can connect multiple events and identify shared perpetrators, methods, or faction involvement.
You can bypass Tier 2 security such as corporate safes and commercial electronic locks, and identify coordinated operations across locations.
This allows you to determine when separate incidents are part of the same operation.
For example, you can link multiple raids to the same faction by matching operational signatures or logistics patterns.
At Rank 4, you can detect planted evidence, false flags, and intentional misinformation.
You can bypass Tier 3 security systems and determine when a scene was manipulated to mislead investigators or bait retaliation.
This allows you to identify the true actor behind deception or framing attempts.
For example, you can prove the crew is being baited into a trap by recognizing staged evidence.
Rank 5 — Strategic Forecaster: Predict likely targets, timing, and escalation from faction behavior, resources, and constraints.
At Rank 5, you can predict the next moves of factions based on their behavior, resources, and pressure.
You can determine likely targets, timing, and intent before actions occur, allowing proactive response.
This allows you to anticipate strikes, retreats, or escalation decisions.
For example, you can predict where a faction will strike next because their options are constrained.
MYTHOS OPERATIONS (Awareness)
Rank 1 — Mythos Literacy: Identify authentic Mythos signs and create or repair basic Fetishes for scene-scale stabilization or concealment.
At Rank 1, you can recognize mythos symbols, relic markings, and determine whether mythos phenomena are real or false.
You can create and repair Fetishes, including Name-Strips, Salt Knots, Oasis Beads, Threshold Nails, and River Coins, which provide scene-scale stabilization, concealment, or ritual benefits.
These items cannot amplify mythos power but help control or interact safely with mythos conditions.
Rank 2 — Ritual Analyst: Analyze relics and create Conduit Foci that improve stability inside active domains or Mythic Vein zones.
At Rank 2, you can analyze mythos relics and safely create and repair Conduit Foci, which improve casting stability and reliability within active domains or ley zones.
These Anchors reduce instability and help prevent accidental escalation but do not increase power.
This allows safer mythos operation in unstable environments.
Rank 3 — Mythos Theorist: Detect Mythic Vein activity, predict Nexus surges, and create Sustain Anchors for persistent effects.
At Rank 3, you can detect ley activity, predict Nexus surges, and create or repair Sustain Anchors.
These Anchors maintain mythos effects without continuous concentration, allowing longer operation with reduced strain.
They improve persistence but do not increase output.
Rank 4 — Mythotech Specialist: Create Weapon Seals that allow physical equipment to interact with Mythos-layer targets.
At Rank 4, you can create and repair Weapon Seals, which bind mythos resonance into weapons, allowing them to affect mythos entities and systems.
This allows physical tools to interact with mythic-layer targets safely.
Weapon Seals increase operational capability without generating mythos power themselves.
Rank 5 — Deep Historian: Create Power Anchors and symbolic Tokens that amplify output or support controlled communication at increased escalation risk.
At Rank 5, you can create and repair Power Anchors and Spirit Tokens, allowing amplification of mythos output and reliable interaction with mythos entities.
Power Anchors increase output at escalation risk, while Spirit Tokens improve negotiation and control.
At Rank 4, you can operate Tier 4 vehicles reliably in active combat and extreme environments.
Rank 5 — Top-Tier Pilot: Operate advanced vehicles under the most severe conditions. Once per turn, can negate half the damage on a single attack with expert piloting.
At Rank 5, you can operate vehicles and advanced drones under the most extreme combat conditions.
FABRICATION (Reflex or Logic)
Rank 0: Clean gear, replace batteries, reload supplies, and assist a trained fabricator.
Routine maintenance and simple repairs require only sufficient Fabrication Rank and appropriate tools.
Rank 1 — Technician: Repair, modify, and build Tier 1 personal gear in a Workshop.
Rank 2 — Specialist: Repair, modify, and build Tier 2 professional gear in a Garage.
Rank 3 — Expert: Build Tier 3 advanced gear, develop prototypes, and lead technical teams in a Manufacturing Center.
Rank 4 — Engineer: Build Tier 4 military, industrial, vehicle, aircraft, and mech systems in an Industrial Complex.
Rank 5 — Master Architect: Invent new designs, reverse engineer sovereign technology, and coordinate several Tier 4 facilities as a strategic manufacturing network.
Rank 5 does not create Tier 5 gear. It allows new designs, strategic projects, and large-scale Tier 4 production.
SHADOWING (Reflex or Awareness)
Rank 1 — Tail: Follow one target through public spaces and learn route, destination, and contacts without passive detection.
At Rank 1, you can follow a target through public spaces such as streets, crowds, transit hubs, and open facilities without being detected by passive awareness.
You remain unnoticed as long as you use cover, shadows, and do not enter controlled security checkpoints or direct line-of-sight exposure for extended periods.
This allows you to track a target’s route, destination, and contacts within the scene.
This protection lasts for the duration of the scene or until you expose yourself.
On a success, the GM must allow you to follow the target without detection and reveal where they go, who they meet, and what they do.
Rank 2 — Counter-Tail Specialist: Detect active surveillance, identify the observer, and break the tail through route or concealment.
At Rank 2, you can detect when you are being followed and identify surveillance actors observing you.
You can break surveillance by changing routes, using crowds, entering concealment, or forcing the observer to lose line of sight.
You can also approach a target from concealment and attempt a silent melee subdual without alerting others nearby.
This protection lasts for the scene and applies to active surveillance unless you enter controlled checkpoints or expose yourself directly.
On a success, the GM must reveal who is surveilling you and allow you to escape detection or silently approach your target.
Rank 3 — Technical Observer: Deploy trackers, bugs, drones, and camera interference to monitor an area remotely.
At Rank 3, you can deploy and control surveillance tools such as bugs, trackers, drones, and camera interference systems.
You can remotely monitor targets, track movement, and temporarily interfere with surveillance systems such as looping cameras or masking movement through a controlled area.
This control lasts for one scene or until the system is physically inspected or reset.
You may control a number of surveillance devices equal to your Rank simultaneously.
On a success, the GM must allow surveillance concealment or remote observation and reveal target movement within the controlled area.
On a failure, the system may detect interference or trigger escalation.
Rank 4 — Network Manager: Coordinate observers and surveillance systems across a facility or district in real time.
At Rank 4, you can coordinate multiple surveillance systems, drones, and observers across an entire facility or district.
You can track multiple targets simultaneously, maintain overwatch, and provide real-time intelligence to your crew during operations.
This allows continuous observation across the operational area for the duration of the scene or operation.
You remain protected from passive detection while operating through surveillance systems rather than direct presence.
On a success, the GM must provide accurate real-time tracking of targets, security movement, and operational changes.
On a failure, parts of the surveillance network may be detected or disabled.
Rank 5 — Persistent Monitor: Maintain covert surveillance across multiple scenes or an Arc and identify routines, patrols, vulnerabilities, and operational cycles.
At Rank 5, you can maintain covert surveillance over districts, facilities, or faction territories across extended time without detection.
You can identify routines, track faction movements, and predict operational behavior based on observed patterns.
This surveillance persists across multiple scenes or entire operational arcs as long as your surveillance assets remain intact.
You do not need to remain physically present to maintain observation.
On a success, the GM must reveal faction routines, patrol patterns, vulnerabilities, and operational cycles within the monitored area.
FULL-PAGE ARTPLATE 16image15.png
One piece of advice. Spread just enough to be useful, then go deep on one. Crews fail because nobody could reach Rank 3, not because everybody was a little short.
CYBERSTEEL
STEP 6 - CREATE CONTACTS: STARTING CONTACTS
Before you start. Contacts are people, not a resource bar. Each one has a life that continues while you are not looking at them.
STARTING CONTACTS
Every operator begins with three Contacts tied to their Background Arc, former work, family, neighborhood, or prior obligations.
CONTACT RECORD
Name - who the Contact is.
Tier – 1-4
Best Use: Role – what the Contact does
Provides - what the Contact can provide.
Risk - what makes using the Contact dangerous.
CONTACT TIERS
Tier 1 – Street
Tier 2 – Underworld
Tier 3 - Corporate
Tier 4 - Regional
FIVE CONTACT ACTIONS
Access - obtain equipment, credentials, facilities, or services.
Reveal - uncover hidden ownership, movement, identity, or intent.
Move - transport people, goods, data, or attention.
Influence - delay, redirect, approve, deny, or alter a decision.
Protect - reduce exposure, consequences, or immediate danger.
RESOLVING CONTACT USE
State the requested outcome and the Contact Action being used. The GM determines whether the request is within the Contact's Tier and Access.
If the outcome is certain and the risk is already clear, resolve it without a roll.
If the outcome is uncertain, make a Power Roll using the most relevant Attribute.
10 or lower: the Contact helps, but a complication occurs.
11-15: the Contact provides the requested help.
16+: the Contact provides the help with improved speed, discretion, quality, or reach.
CONTACT STRESS
Every Contact has three Stress Boxes. Stress represents attention, obligation, exposure, and consequences closing in.
Mark 1 Stress when:
The request is illegal, dangerous, public, or directed at a protected target.
The Contact must exceed normal duties or conceal their involvement.
The Power Roll result is 10 or lower.
The same Contact is used repeatedly during one operation.
Mark 2 Stress when:
The action directly harms a faction or institution.
The Contact faces immediate legal, corporate, financial, or physical danger.
The crew's visibility is already high.
A failed operation leaves clear evidence connecting the Contact to the crew.
WHEN STRESS FILLS
When all three Stress Boxes are filled, the Contact suffers one Burn. Clear the Stress track after resolving the Burn. Select the Burn that best follows the fiction.
Exposure: The Contact is noticed, flagged, audited, watched, or placed under surveillance. Future use is more dangerous.
Loss: The Contact loses access, authority, resources, credentials, or capability. They remain available but can provide less.
Pressure: Someone is leaning on the Contact. They hesitate, delay, demand payment, require a favor, or provide only partial help.
Collapse: The Contact is removed from normal play through arrest, dismissal, disappearance, betrayal, replacement, or death.
AFTER A BURN
Shift Access - narrow or change what the Contact can provide.
Add a Middleman - future communication is slower or riskier.
Change Tier - the Contact rises or falls in institutional power.
Replace the Contact - introduce someone connected to the old relationship.
Alter the Relationship - change trust, fear, obligation, or expected payment.
CORE RULE
A Contact lets the crew act through relationships instead of violence. The Contact provides access or leverage, but accepting that risk may create Stress.
VISIBILITY
As the crew's reputation and Influence rise, Contacts face greater scrutiny. High-tier help may require payment, a favor, or a new obligation even before Stress is marked.
FICTION FIRST
A Burn must follow what happened, who was affected, and which system reacted. Do not select a Burn randomly.
That reputation and Influence has a name: Crew Tier.
Personal advancement is what your operator can do. Crew Tier is what your crew has become. It starts at Street and rises through Underworld, Corporate, and Regional as your operations change factions, win Crew Claims, and earn high-value Contacts — never spent, only rising. A Tier 1 crew is known to one neighborhood. A Tier 4 crew can choose to back, break, or replace a faction instead of simply being hired by one. Your GM tracks the exact thresholds; what you'll feel at the table is the world's assumptions about your crew changing before you say a word.
GM GUIDELINE: If the Contact had to stick their neck out, mark Stress.
PLAYER GUIDELINE: If you’re asking for something bold, illegal, or dangerous, expect Stress.
GM GOAL: Keep Contacts alive in the story even when they change.
GM GUIDELINE: Visibility = pressure on your network
PLAYER GUIDELINE: The louder you are, the harder it is for people to help you.
HOW THIS PLAYS AT THE TABLE (EXAMPLE)
Player: “I call my Logistics Manager get us a clean vehicle.”
Player: “I use them again to move stolen cargo.” Same Contact, higher risk
Mark 2 Stress
Stress fills → Burn triggers
GM chooses: PRESSURE. “They’ll help but now they want a cut. And they are nervous.”
ONE-LINE RULE: Every time you use a Contact, you get what you need but you move them closer to trouble.
CONTACT TIER
TIER 1 CONTACTS
CONTACT TIER
TIER 2 CONTACTS
CONTACT TIER
TIER 3 CONTACTS
CONTACT TIER
TIER 4 CONTACTS
CONTACT PERSONALITY - ROLL D12
1. Operates on favors, not trust: Tracks exchanges carefully and resists repeated requests without repayment.
2. Helpful until exposure becomes possible: Cooperates while risk is abstract, then withdraws when attention sharpens.
3. Calm under pressure, unstable afterward: Reliable during crisis; emotional consequences surface once danger passes.
4. Speaks carefully and remembers everything: Rarely wastes words and permanently changes behavior after betrayal.
5. Overcommitted and hiding it: Appears capable while juggling debts, deadlines, and incompatible obligations.
6. Loyal to individuals, not causes: Risks everything for specific people but ignores abstract appeals.
7. Suspicious of motives, not outcomes: Trusts results more than explanations or ideals.
8. Pragmatic to the point of cruelty: Accepts harm as a normal cost unless consequences become personal.
9. Warm in private, cold in public: Offers genuine support privately but protects professional distance in public.
10. Quietly ambitious and impatient: Sees shortcuts and takes escalating risks when progress feels too slow.
11. Risk-averse until cornered: Avoids escalation until escape closes, then acts with surprising decisiveness.
12. Ideologically driven but inconsistent: Believes strongly but compromises more often than they admit.
One piece of advice. Give every Contact one thing they want from you. A Contact who only takes calls is a phone number; a Contact with a problem is a session.
STEP 7
CYBERWARE KITS
A Khepri surgical bay. Every Kit in this chapter is installed in a room like this one, by people who keep the records. That is the part your operator signed for.
A Kit is an integrated augmentation package, not a drawer of loose implants. You take the whole thing: what it gives you, what it builds into your body, and what it costs you for the rest of the campaign.
Before you start. Every Kit has three parts and you record all three. The Attribute benefit goes on your sheet as a permanent bonus. The built-in equipment costs no Gear Slots — it is inside you. The drawback is not flavour; it is a rule the Director will use.
HOW KITS WORK
Rule
Detail
One at Level 1
Choose a single Tier 1 Kit at character creation. It is already installed and paid for.
More as you advance
Levels 2, 4, 8 and 10 each grant one more Kit. By Level 10 you carry five.
Tier follows your echelon
You may install a Kit of Tier 1 at Levels 1–3, Tier 2 at 4–6, Tier 3 at 7–9, Tier 4 at 10. Nobody gets a Heracles Cyborg at Level 2.
One line, in order
Within a line you install 1.1 before 1.2. You may run several lines at once, but you cannot skip a rung.
Load
A Kit occupies the Load shown. That is capacity spent inside your body, and it is spent whether or not you use the Kit tonight.
Attribute stacking
Kit bonuses stack with each other and with Background Arc values. A minus is real and stacks too.
Replacement
Removing a Kit takes a downtime and a Khepri technician, and refunds nothing.
Say it at the table. Ask the player who paid for the Kit and what they signed. Khepri does not sell to strangers, and a Kit is the clearest answer to “what were you willing to have done to your body, and who owns that.”
Khepri — Heracles line. Numbers are the four rungs of the line, 1 through 4. Each links to its entry below.
Load-bearing prosthetics and, at the top of the line, replacement of the whole body. Khepri sells Heracles to dockworkers, miners and soldiers, and every unit is visibly a machine. You gain Power and you stop passing for baseline.
Tier
Kit
Attribute
Load
Credits
Resources
T1
Heracles Cybernetic Arm Cybernetic Kit 1.1
+1 Power
1
700
6 Alloys, 4 Electronics, 3 Cultured Tissue, 1 Power Cells
T2
Heracles Cybernetic Leg Cybernetic Kit 1.2
+1 Power, +1 Reflex
2
12,600
19 Alloys, 11 Electronics, 8 Cultured Tissue, 4 Power Cells
T3
Heracles Chassis Cybernetic Kit 1.3
+2 Power, +1 Reflex
3
220,000
50 Cybersteel, 28 Electronics, 21 Cultured Tissue, 11 Power Cells
T4
Heracles Cyborg Cybernetic Kit 1.4
+3 Power, +1 Reflex, −1 Presence
4
3,000,000
225 Cybersteel, 125 Electronics, 100 Cultured Tissue, 50 Power Cells
Heracles Cybernetic Arm — Cybernetic Kit 1.1, Tier 1, Load 1. +1 Power. Built in. Integrated grip rated to 200kg and a concealed tool bay in the forearm. Counts as a Tier 1 melee weapon you cannot be disarmed of. Drawback. Visibly synthetic. Bane on any Presence roll where looking baseline matters, and it sets off every scanner.
Heracles Cybernetic Leg — Cybernetic Kit 1.2, Tier 2, Load 2. +1 Power, +1 Reflex. Built in. Actuated legs. Speed +1, you ignore the first difficult-ground penalty each turn, and falls of under 6 hexes deal no damage. Drawback. Weighs what it looks like. You cannot swim without shedding the legs, and thin flooring is a real question.
Heracles Chassis — Cybernetic Kit 1.3, Tier 3, Load 3. +2 Power, +1 Reflex. Built in. Torso and both limbs on one frame. Tier 2 Armor without a Gear Slot, immune to forced movement from anything two Sizes smaller, and you may lift or pin a Large target. Drawback. More frame than person. You need a licensed Khepri technician between operations or take a Bane on everything until you find one.
Heracles Cyborg — Cybernetic Kit 1.4, Tier 4, Load 4. +3 Power, +1 Reflex, −1 Presence. Built in. Full conversion. Tier 3 Armor, Resistance 5 to Kinetic, no need to breathe, and your unarmed strike is a Tier 3 weapon. Drawback. You are legally a Khepri asset in four jurisdictions. Repossession is a plot, not a rule.
Khepri — Thoth line. Numbers are the four rungs of the line, 1 through 4. Each links to its entry below.
A plate seated against the cortex. Thoth is the line that made Steeljacking possible and the line DND watches most closely. You gain Logic and your mind becomes a place other things can reach.
Tier
Kit
Attribute
Load
Credits
Resources
T1
Thoth NIP-1 Recall Cybernetic Kit 2.1
+1 Logic
1
700
6 Electronics, 4 Cultured Tissue, 3 Data, 1 Power Cells
T2
Thoth NIP-2 Praxis Cybernetic Kit 2.2
+1 Logic, +1 Awareness
2
12,600
19 Electronics, 11 Cultured Tissue, 8 Data, 4 Power Cells
T3
Thoth NIP-1 Engram Cybernetic Kit 2.3
+2 Logic, +1 Awareness
3
220,000
50 Electronics, 28 Cultured Tissue, 21 Data, 11 Power Cells
T4
Thoth NIP-2 Sentient Android Cybernetic Kit 2.4
+3 Logic, +1 Awareness, −1 Power
4
3,000,000
225 Electronics, 125 Data, 100 Cultured Tissue, 50 Power Cells
Thoth NIP-1 Recall — Cybernetic Kit 2.1, Tier 1, Load 1. +1 Logic. Built in. Neural Interface Plate with perfect episodic recall. You may re-examine any scene you were present for as though you were still standing in it. Drawback. The recall is not selective. The GM may make you remember something at the worst moment.
Thoth NIP-2 Praxis — Cybernetic Kit 2.2, Tier 2, Load 2. +1 Logic, +1 Awareness. Built in. Direct machine interface. You operate any HIN-linked system without a deck, and gain Edge on rolls to read, spoof or interrogate a network. Drawback. A jacked mind is a reachable mind. Effects targeting LOG hit you at one Weapon Tier higher.
Thoth NIP-1 Engram — Cybernetic Kit 2.3, Tier 3, Load 3. +2 Logic, +1 Awareness. Built in. Engram storage. Once per operation, record a skill from a person who has it and use their Rank for one scene. Drawback. Borrowed engrams leave residue. Each use adds 1 Exposure, and what you borrowed dreams back.
Thoth NIP-2 Sentient Android — Cybernetic Kit 2.4, Tier 4, Load 4. +3 Logic, +1 Awareness, −1 Power. Built in. Your mind runs on a substrate that outlives the body. Killed, you wake in the last chassis you synchronised with, one downtime later. Drawback. Whatever wakes up remembers being you. Nobody at the table has to agree it is.
Khepri — Hermes line. Numbers are the four rungs of the line, 1 through 4. Each links to its entry below.
Shortened reflex arcs and, further up, immersion into machines you are not sitting in. Hermes is what pilots and shooters buy. You gain Reflex and you lose the ability to be still.
50 Electronics, 28 Cultured Tissue, 21 Alloys, 11 Power Cells
T4
Hermes MIP Presence Cybernetic Kit 3.4
+3 Reflex, +1 Awareness, −1 Logic
4
3,000,000
225 Electronics, 125 Cultured Tissue, 100 Cybersteel, 50 Power Cells
Hermes MIP Link — Cybernetic Kit 3.1, Tier 1, Load 1. +1 Reflex. Built in. Myoelectric Interface Plate. You draw, stow or reload as a free action, and never drop what you are holding. Drawback. Your hands move before you decide. Bane on any roll to stay perfectly still or appear unarmed.
Hermes MIP Sync — Cybernetic Kit 3.2, Tier 2, Load 2. +1 Reflex, +1 Awareness. Built in. Reflex arc shortening. You may shift 2 hexes as a free action once per round, and you cannot be surprised by anything you can see. Drawback. The arc fires whether you meant it to or not. On a failed Save against a Mythos effect, you also strike the nearest creature.
Hermes MIP Immersion — Cybernetic Kit 3.3, Tier 3, Load 3. +2 Reflex, +1 Awareness. Built in. Full sensorimotor immersion. Pilot any drone, vehicle or mech as though you were inside it, at any range on the same network. Drawback. While immersed your own body is Dazed and does not notice being hurt.
Hermes MIP Presence — Cybernetic Kit 3.4, Tier 4, Load 4. +3 Reflex, +1 Awareness, −1 Logic. Built in. Distributed presence. Act through up to three linked machines in the same encounter, each on your own turn. Drawback. Three bodies, one attention. Every Save you make while distributed is at a Bane.
Khepri — Sekhmet line. Numbers are the four rungs of the line, 1 through 4. Each links to its entry below.
Cultured tissue rather than hardware. Sekhmet does not add metal, it changes what you are, and the paperwork never quite keeps up. You gain Presence and endurance, and at the end of the line you stop reading as human.
Tier
Kit
Attribute
Load
Credits
Resources
T1
Sekhmet Biological Adaptation Cybernetic Kit 4.1
+1 Awareness
1
700
6 Cultured Tissue, 4 Compounds, 3 Electronics, 1 Data
T2
Sekhmet Biological Expression Cybernetic Kit 4.2
+1 Awareness, +1 Presence
2
12,600
19 Cultured Tissue, 11 Compounds, 8 Electronics, 4 Data
T3
Sekhmet Biological Divergence Cybernetic Kit 4.3
+2 Presence, +1 Awareness
3
220,000
50 Cultured Tissue, 28 Compounds, 21 Electronics, 11 Data
Sekhmet Biological Adaptation — Cybernetic Kit 4.1, Tier 1, Load 1. +1 Awareness. Built in. Cultured endocrine and dermal work. Resistance 2 to Poison and Incendiary, and you need a third of the sleep. Drawback. Your body runs hot and hungry. Miss a meal and take a Bane until you eat properly.
Sekhmet Biological Expression — Cybernetic Kit 4.2, Tier 2, Load 2. +1 Awareness, +1 Presence. Built in. Controlled expression. You may alter face, voice and scent over an hour, and gain Edge on any roll to be believed. Drawback. The face holds while you are calm. Take damage in a social scene and it slips, visibly.
Sekhmet Biological Divergence — Cybernetic Kit 4.3, Tier 3, Load 3. +2 Presence, +1 Awareness. Built in. Divergent physiology. Regain 5 Rūḥ at the start of each of your turns while below half, and you no longer need to breathe air specifically. Drawback. You have stopped being the baseline species on paper. Medical care designed for people works at a Bane on you.
Sekhmet Biological Apotheosis — Cybernetic Kit 4.4, Tier 4, Load 4. +3 Presence, +1 Awareness, −1 Logic. Built in. The end of the line. Regain a Recovery at the end of every scene, ignore the first Critical Injury each operation, and your presence is felt in a room before you enter it. Drawback. You register as Mythos to anything that looks. DND has a file on you, and it is open.
CYBERSTEEL
STEP 8 - CORPORATE GEAR BY TIER
Before you start. Gear tells the street who you work with. Carrying Blackforge in a Vectrix district is a statement whether you meant it as one or not.
A Grey Fixer stash. Everything in the tables that follow ends up in a room like this one. A Grey Fixer holds stock from every corporation at once — Vectrix on one wall, Sentinel frames on the other, a DND piece nobody will explain — because a Fixer sells to whoever is paying and asks afterwards. The prices in this chapter are what things cost. What a Fixer charges is a different number, and it is a conversation.
Gear Slots show how much equipment an operator prepared and how conspicuous they appear. After the crew chooses the operation and approach, each operator chooses one Load.
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.
Do not choose every item before play. When an item becomes useful:
Name the item.
Confirm that you own it or have access to it.
Mark its Gear Slots.
Describe where you carried it.
Standard ammunition is included with a firearm. Upon the start of each mission, a weapon has 3 full magazines of standard ammunition for 0 slot cost.
Each specialty ammunition package costs 1 Gear Slot and supplies one compatible weapon for the operation. Switching ammunition normally requires a Maneuver.
Armor uses Gear Slots like any other item and must be revealed before an attack against the operator is resolved.
Exposed (External) gear must be assigned to a vehicle, cargo system, facility, or other storage location before the operation.
A Slot records what the operator prepared, not what they still carry. Using, dropping, or losing an item does not free its Slot until the crew reaches a secure resupply point.
CYBERSTEEL
TIER 1-2 GEAR
Personal, street, field, professional, and broadly accessible corporate equipment
Blue Harp — all 16 pieces, numbered in the order the tables below list them. Numbers run straight through the Tier 1–2 and Tier 3–4 tables.
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
1
Personal HIN Terminal
HIN Interface
2
1
Rugged smartphone-sized terminal with fold-out holographic display, retractable directional antenna, encrypted port, and wrist mount.
Provides secure HIN access, field messaging, authentication, and local network interaction.
Cyber Operations 1: diagnose local access failures. Electronic Surveillance 1: scan nearby HIN traffic.
2
BlueCom Encrypted Radio
Communications
1
1
Weatherproof handheld radio with oversized push-to-talk control, folding antenna, encrypted key slot, speaker grill, and removable battery.
Maintains secure short- and medium-range voice coordination when ordinary networks are unreliable.
Electronic Surveillance 1: detect jamming or interception. Electronic Surveillance 1: rotate keys during an operation.
3
Signal Analysis Tablet
Electronic-Warfare Tool
1
1
Ruggedised slate with a folding directional antenna, waterfall spectrum display, capture cartridge slot and a hardened case that has been dropped more than once.
Locates transmitters, maps interference, records signals, and identifies active frequencies.
Electronic Surveillance 1: identify signal source and direction. Cyber Operations 1: compare captured traffic against known network patterns.
4
Resonance Noisedeck
Noisedeck
2
1
Security Tablet with mechanical keyboard, dual holographic projectors, retractable antenna array, cooling vents, and processor cartridges.
Supports entry-level Ghosting, local intrusion, credential use, and field network work.
Cyber Operations 1: operate against Tier 1-II systems. Electronic Surveillance 1: swap one processor or antenna module during preparation.
5
Talos Cyberdeck
Advanced Cyberdeck
4
2
Field-hardened deck in a sealed shell, with swappable intrusion modules, its own power cell, thermal fins and a neural jack rated for sustained immersion.
Supports sustained Ghosting, advanced intrusion, multiple functional locations, and protected field operations.
Cyber Operations 3: operate against Tier III systems. Electronic Surveillance 2: reconfigure one module between scenes.
6
Steeljack Deck
Rigging deck
1
1
Security tablet with spectrum analyzer, rotating antenna pod, RF heat-map display, recorder, and encrypted storage.
Supports entry-level Steeljacking of vehicles and drones.
Electronic Surveillance 1: identify signal source and direction. Cyber Operations 1: compare captured traffic against known network patterns.
7
Ghost Authentication Key
Access Device
1
1
Titanium authentication token with biometric surface, rotating encryption dial, holographic verification display, and retractable connector.
Stores and presents approved credentials for HIN, facility, or device access.
Cyber Operations 1: validate or safely clone a permitted credential. Electronic Surveillance 1: detect tampering or forced reuse.
8
Echo Mesh Relay
Relay System
2
2
Deployable beacon with telescoping antenna mast, tripod base, battery compartment, directional fins, and status-light ring.
Extends crew communications, creates a local mesh, and restores service in dead zones.
Electronic Surveillance 1: deploy in one scene. Electronic Surveillance 2: conceal or shape the relay's broadcast footprint.
9
Noise Intrusion Amplifier
Cyberdeck Module
2
2
Backpack-sized processing unit with active cooling, removable accelerator cards, heavy power connectors, and fiber interfaces.
Boosts a cyberdeck during difficult Ghosting and high-security intrusion operations.
Cyber Operations 2: reduce one listed Firewall or access penalty. Electronic Surveillance 2: prevent one Overheated or power-failure consequence.
10
Steeljack Uplink Amplifier
Drone Control
2
2
Shoulder-mounted communications unit with articulated antenna boom, encrypted transceiver, wrist display, and modular battery.
Maintains reliable control and telemetry for linked drone groups.
Sable — rail 4 of 4. Evening and formal collections. Numbers run 1–42 straight through all four rails and match the Ref column below. The five in red are pieces I could not identify on a rail — drag them where they belong.
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Armor Unlocks
1
Corporate Technician
Corporate Uniform
1
0
Reinforced professional workwear with tool loops, smart ID fibers, and climate-regulating panels.
Presents a credible technical worker identity in corporate and industrial spaces.
Tier 1 Armor
2
Corporate Business Casual
Corporate Uniform
1
0
Tailored office layers with adaptive fit and authentication stitching.
Presents a credible office professional identity in corporate spaces.
Tier 1 Armor
3
Corporate Field
Corporate Uniform
1
0
Weatherproof inspection outfit with utility pockets, reinforced boots, and visible ID threads.
Presents a credible field inspector identity at sites and checkpoints.
Tier 1 Armor
4
Smart-Weave Scarf & Layered Ensemble
Smart-Weave
1
0
Adaptive layered wear centered on a climate-regulating smart scarf.
Maintains comfort and presentable appearance across changing environments.
Tier 1 Armor
5
Smart-Weave Shirt
Smart-Weave
1
0
Professional shirt with adaptive fit, stain resistance, and temperature control.
Maintains a clean professional appearance through a long operation.
Tier 1 Armor
6
Smart-Weave Overshirt
Smart-Weave
1
0
Utility overshirt with adaptive insulation, hidden pockets, and configurable panels.
Conceals small items while remaining unremarkable.
Tier 1 Armor
7
Smart-Weave Abaya
Smart-Weave
1
0
Modest adaptive abaya with climate control, identity threads, reinforced hem, and discreet storage.
Maintains modest presentation with climate control and discreet storage.
Tier 1 Armor
8
Smart-Weave Chameleon Beta
Adaptive Apparel
1
0
Entry smart garment with programmable color, pattern, and silhouette accents.
Changes appearance between scenes to break simple visual recognition.
Tier 1 Armor
9
Expedition Outfit
Expedition Apparel
1
0
Layered travel clothing with sun protection, reinforced joints, and compact storage.
Supports long travel and fieldwork in harsh conditions.
Tier 1 Armor
10
Evening Social - Midnight
Evening Collection
1
0
Dark formalwear with subtle metallic thread and restrained smart lighting.
Signals discretion, wealth, and authority at formal events.
Tier 1 Armor
11
Evening Social - Azure Wake
Evening Collection
1
0
Blue-black coastal formalwear with reflective accents and humidity-adaptive fabric.
Signals status at coastal and maritime social events.
Tier 1 Armor
12
Evening Social - Horizon
Evening Collection
1
0
Diplomatic formalwear with neutral tones, modular ceremonial details, and protocol tags.
Signals diplomatic neutrality and protocol awareness.
Tier 1 Armor
13
Evening Social - Ascendant
Evening Collection
1
0
Structured leadership attire with gold accents and posture-support tailoring.
Signals executive authority and leadership presence.
Tier 1 Armor
14
Evening Social - Saltwind
Evening Collection
1
0
Light formalwear with breathable luxury textiles and wind-resistant outer layers.
Signals status at outdoor and warm-climate formal events.
Tier 1 Armor
15
Evening Social - Electric Dusk
Evening Collection
1
0
Nightlife ensemble with programmable edge lighting and reactive color.
Signals belonging in nightlife and entertainment venues.
Tier 1 Armor
16
Casual Social - Atlas
Casual Collection
1
0
Durable urban casualwear with reinforced seams and smart-fabric comfort.
Presents an ordinary urban civilian identity.
Tier 1 Armor
17
Casual Social - Nightglass
Casual Collection
1
0
Dark citywear with reflective accents, weather resistance, and secure inner pockets.
Presents an ordinary night-city civilian identity with concealed storage.
Tier 1 Armor
18
Casual Social - Boardwalk
Casual Collection
1
0
Relaxed coastal outfit with breathable layers and salt-resistant materials.
Presents an ordinary coastal civilian identity.
Tier 1 Armor
19
Casual Social - Echo Study
Casual Collection
1
0
Academic-inspired clothing with soft tailoring and data-pocket integration.
Presents a credible academic or researcher identity.
Tier 1 Armor
20
Casual Social - Observatory
Casual Collection
1
0
Smart-casual professional outfit with adaptive temperature control and subtle status cues.
Presents a credible professional identity in mixed settings.
Tier 1 Armor
21
Casual Social - Sea Glass
Casual Collection
1
0
Light summer clothing with UV protection and moisture control.
Presents an ordinary warm-climate civilian identity.
Tier 1 Armor
22
Casual Social - Harbor Light
Casual Collection
1
0
Marina leisure wear with nautical details, durable fabrics, and secure loops.
Presents a credible marina or boating identity.
Tier 1 Armor
23
Casual Social - Tidal Edge
Casual Collection
1
0
Contemporary streetwear with asymmetrical layers and reinforced movement zones.
Presents a credible street identity with freedom of movement.
Tier 1 Armor
24
Suncloak Suit
Protective Apparel
2
1
Tailored full-body suit with UV-blocking shell, cooling channels, hood, and gloves.
Protects against sustained sun, heat, and exposure during long operations.
Tier 2 Armor
25
Explorer Outfit
Expedition Apparel
2
1
Advanced expedition clothing with modular layers, seals, and sensor-ready points.
Supports extended expedition work in hostile environments.
Tier 2 Armor
26
Night Armor Sandrunner
Tactical Apparel
2
2
Desert tactical suit with concealed ballistic layers, thermal masking, and sand seals.
Provides concealed protection and thermal masking in desert operations.
Tier 2 Armor
27
Corporate Security - Horizon
Security Uniform
2
1
Professional security uniform with concealed armor, authentication threads, and comm loops.
Presents a credible corporate security identity with concealed protection.
Tier 2 Armor
28
Corporate Executive - Open Water
Executive Collection
2
1
Premium leadership wardrobe with adaptive tailoring, armor panels, privacy electronics, and verified fibers.
Presents verified executive authority with concealed protection.
Tier 2 Armor
29
Security Vest
Protective Equipment
2
1
Concealable ballistic vest using thin composite panels and tailored outer fabric.
Provides concealed ballistic protection under ordinary clothing.
Tier 2 Armor
30
Smart-Weave Archive Line
Smart-Weave
2
1
Premium adaptive apparel linked to a secure library of saved fits and role profiles.
Switches between saved appearance profiles for different roles.
Tier 2 Armor
31
Smart-Weave Hijab Ensemble
Smart-Weave
2
1
Adaptive modest ensemble with climate control, privacy layers, and ceremonial profiles.
Maintains modest presentation with adaptive privacy and ceremonial options.
Tier 2 Armor
32
Smart-Weave Travel Coat
Smart-Weave
2
1
Long adaptive coat with weather shell, hidden armor pockets, tracking, and programmable panels.
Conceals equipment and armor while remaining presentable in transit.
Tier 2 Armor
33
Smart-Weave Chameleon Theta
Adaptive Apparel
2
1
Advanced garment with broad color, texture, and silhouette changes plus camera-aware pattern control.
Defeats camera recognition and changes appearance mid-operation.
Tier 2 Armor
34
Evening Social - Ember Trail
Evening Collection
2
1
Premium formalwear with warm metallic accents, responsive fabric, and ceremonial tailoring.
Signals high status at premium and ceremonial events.
Tier 2 Armor
35
Evening Social - Hush
Evening Collection
2
1
Ultra-minimalist formalwear with matte textiles, hidden fasteners, and acoustic-softening layers.
Signals restrained elite status while reducing noise signature.
Tier 2 Armor
36
Casual Social - Afterburn
Casual Collection
2
1
Premium nightlife clothing with reactive accents, scent control, and thermal comfort.
Signals premium nightlife status and belonging.
Tier 2 Armor
37
Casual Jacket - Blue Sky
Casual Outerwear
2
1
Light executive jacket with weather resistance, adaptive ventilation, and secure pockets.
Presents executive casual status with concealed storage.
Tier 2 Armor
38
Casual Social - Breakwater
Casual Collection
2
1
Premium coastal casualwear with wind resistance, water shedding, and luxury detail.
Signals premium coastal status.
Tier 2 Armor
39
Casual Social - Gold Wind
Casual Collection
2
1
Executive casual outfit with metallic detailing, breathable tailoring, and status authentication.
Signals verified executive status in casual settings.
Tier 2 Armor
40
Casual Social - Ghostlight
Casual Collection
2
1
Monochrome urban clothing with low-reflective fabrics and adaptive shading.
Reduces visual signature in low-light urban movement.
Tier 2 Armor
41
Casual Social - Neon Tide
Casual Collection
2
1
Metropolitan fashion with programmable accents and high-visibility social design.
Signals fashionable metropolitan belonging.
Tier 2 Armor
42
Casual Jacket - Mirage
Casual Outerwear
2
1
Premium travel jacket with adaptive patterning, hidden storage, and identity-safe lining.
Conceals items and identity signatures during travel.
Sentinel — rack 2 of 2. Androids, armour and quadcopters. Numbers run 1–17 across all racks and match the Ref column below. The 4 in red are pieces I could not identify — drag them into place.
Ref
Item
Category
Tier
Énergeia
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
1
Best Friend
Tiny Drone
1
10
2
Palm-sized companion drone with folding rotors, camera, speaker, light, and docking clip.
Provides close observation, simple assistance, and a visible crew companion.
Electronic Surveillance 1: scout a nearby area. Cyber Operations 1: reassign one simple routine.
2
Terrain Mapping Drone
Reconnaissance
1
10
2
Folding quad-rotor drone with lidar, thermal camera, obstacle sensors, replaceable battery, and weather-sealed composite housing.
—
Piloting Rank 1 — Urban Pilot: operate Tier 1 civilian vehicles under pressure; control one Tier 1 drone.
3
Explosive Iris
Tiny Drone
1
10
2
Compact spherical drone with petal rotors, sensor eye, sealed payload chamber, and disposable frame.
Delivers a small charge, marker, or utility payload to a precise location.
Piloting Rank 2 — Security Pilot: operate Tier 1 vehicles during pursuits; control two Tier 1 drones.
4
Rollerball
Tiny Drone
1
10
2
Armored rolling drone with retractable camera mast, magnetic traction, and manipulator probe.
Inspects floors, ducts, vehicles, and confined industrial spaces.
Piloting Rank 1 — Urban Pilot: operate Tier 1 civilian vehicles under pressure; control one Tier 1 drone.
5
Cyclops
Tiny Drone
2
15
2
Single-lens reconnaissance drone with stabilized flight, thermal sensor, directional microphone, and encrypted uplink.
Provides detailed tactical observation and target tracking.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
6
Shock Spike
Drone Mount
2
—
0
Contact taser on a retractable arm, sized for a tiny or small drone chassis.
Gives a light drone its only weapon. Applies Shocked on contact; does nothing to Tier 3 armor.
Piloting Rank 2 — Drone Handler: fire a drone mount on the drone’s move.
7
Jude
Small Drone
2
15
2
Compact utility quadcopter with manipulator arm, cargo latch, spotlight, and modular sensor bay.
Carries tools, retrieves small objects, and supports field tasks.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
8
Pet
Small Drone
2
15
2
Friendly semi-autonomous drone with expressive lights, voice interface, camera, and domestic utility attachments.
Assists with social observation, errands, and routine support without appearing threatening.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
9
Spark
Server Droid
1
10
Exp.
Compact wheeled service droid with data ports, cable reels, diagnostic display, and replaceable tool modules.
Maintains local servers, networks, and electronics during operations.
Electronic Surveillance 1: diagnose a network fault. Cyber Operations 1: restore one local service.
10
Axiom
Worker Droid
2
30
Exp.
Humanoid industrial droid with reinforced limbs, interchangeable hands, load harness, and safety sensors.
Performs lifting, construction, warehouse, and hazardous industrial labor.
Fabrication 2: complete one heavy work task. Fabrication 1: reconfigure an end effector.
Vectrix — rack 3 of 3. Compact weapons and close work. Numbers run 1–29 across all racks and match the Ref column below. The 4 in red are pieces I could not identify — drag them into place.
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
1
Baton
Melee Weapon
1
1
Collapsible impact baton with textured grip, reinforced shaft, and retention ring.
Provides a compact nonlethal control weapon for close engagements.
Tier 1 Talent
2
Cleaver
Melee Weapon
1
2
Heavy utility blade with thick spine, full-tang grip, and reinforced chopping edge.
Acts as both a field tool and brutal close-combat weapon.
Tier 1 Talent
3
Dagger
Melee Weapon
1
1
Compact fixed blade with narrow point, guarded grip, and concealed sheath.
Provides precise close-range attack, utility cutting, and concealability.
Tier 1 Talent
4
Sword
Melee Weapon
1
2
Modern monoblade-style sword with composite grip, balanced guard, and reinforced scabbard.
Offers reach, control, and reliable close-combat damage.
Tier 1 Talent
5
Asp
Pistol
1
1
Compact semiautomatic pistol with modular grip, short slide, and low-profile sights.
Provides concealable, dependable personal defense.
Tier 1 Talent
6
Scarab
Pistol
1
1
Duty pistol with full-size frame, accessory rail, ambidextrous controls, and sealed action.
Serves as a durable general-purpose sidearm for professional operators.
Tier 1 Talent
7
Specter
Pistol
1
1
Suppressed-ready pistol with extended barrel, subsonic tuning, and low-signature controls.
Supports discreet close-range operations and covert carry.
Tier 1 Talent
8
Thunderbolt
Laser Pistol
1
1
Compact directed-energy sidearm with replaceable power cell, cooling vents, and electronic sight.
Provides clean, low-recoil precision fire with visible power limitations.
Tier 1 Talent
9
Manticore
Shotgun
1
2
Compact tactical shotgun with reinforced receiver, short barrel, modular stock, and shell carrier.
Dominates close spaces, breaches light barriers, and supports varied ammunition.
Tier 1 Talent
10
Peregrine
SMG
1
1
Light compact SMG with folding stock, top rail, and high-capacity magazine.
Provides mobile close-range automatic fire for security and crew operations.
Tier 1 Talent
11
Nomad
SMG
1
2
Rugged sealed SMG with simple controls, dust protection, and modular sling points.
Remains dependable during travel, frontier work, and harsh conditions.
Tier 1 Talent
12
Axe
Weapon Accessory
2
1
Reinforced modular stock with shock absorption, storage compartment, and adjustable geometry.
Improves control and adapts a weapon to different users or armor profiles.
Tier 2 Talent
13
Hammer
Weapon Accessory
2
1
Heavy muzzle and recoil-control package with compensator, dampers, and reinforced mounting collar.
Improves stability for rapid fire and hard-recoiling weapons.
Tier 2 Talent
14
Katana
Maintenance Kit
2
1
Armorer case with precision tools, gauges, cleaning systems, receiver blocks, and diagnostic tablet.
Repairs, calibrates, and modifies Vectrix modular weapons in the field.
Tier 2 Talent
15
Mace
Training System
2
2
Portable simulation package with inert weapon modules, sensor targets, scoring software, and instructor tablet.
Runs safe marksmanship, judgment, and use-of-force training.
Tier 2 Talent
16
Monofilament Blade
Melee Weapon
3
1
Single-molecule edge on a powered spine, with a field emitter that keeps it rigid.
Cuts armour plate and structural material at close range without a power draw anyone can hear.
Tier 3 Talent
17
Breaching Maul
Melee Weapon
3
2
Piston-driven head on a shock-absorbing haft, built for doors and for people behind them.
Delivers heavy impact and forced movement; destroys light cover on a hit.
Tier 3 Talent
18
Powered Gauntlet
Melee Weapon
4
1
Military exoskeletal fist with a servo-assisted strike and a magnetic grapple plate.
Strikes at mech scale and holds what it grabs. Standard issue to Government breachers.
Tier 4 Talent
19
Arc Glaive
Melee Weapon
4
2
Polearm with a plasma-arc head, issued to Nexus containment teams.
Reaches two hexes, damages Mythos targets as if one Weapon Tier higher.
Tier 4 Talent
20
Paladin
Pistol
2
1
Premium smart pistol with biometric grip, advanced optic, sealed receiver, and modular barrel.
Provides high-reliability precision for elite security and professional operators.
Tier 2 Talent
21
Centurion
SMG
2
2
Professional SMG with stabilized stock, enclosed optic, controllable burst system, and modular suppressor.
Provides disciplined automatic fire for tactical teams.
Tier 2 Talent
22
Star
SMG
2
1
Ultra-compact personal-defense weapon with top-fed magazine, folding grip, and smart sight.
Offers high firepower in a small package for vehicle crews and close protection.
Tier 2 Talent
23
WASP
Laser SMG
2
2
Compact automatic laser weapon with rotating emitter cluster, power-cell block, and active cooling.
Provides sustained low-recoil energy fire against light targets and electronics.
Tier 2 Talent
24
Basilisk
Laser Assault
2
2
Full-size laser rifle with long emitter housing, shoulder power interface, and advanced thermal management.
Delivers accurate medium-range energy fire with strong anti-device utility.
Tier 2 Talent
25
Legate
Assault Rifle
2
2
Modular service rifle with balanced receiver, adjustable stock, enclosed optic, and universal rail system.
Acts as the standard professional rifle for security and military contracts.
Tier 2 Talent
26
Praetor
Assault Rifle
2
2
Heavy service rifle with reinforced barrel, integrated fire-control optic, and recoil-management chassis.
Provides stable high-volume fire and strong performance against protected targets.
Tier 2 Talent
27
Kestrel
Shotgun
2
2
Semi-automatic combat shotgun with gas system, modular magazine, smart choke, and armored furniture.
Provides rapid close-range fire, breaching, and specialized ammunition support.
Tier 2 Talent
28
Harrier
Shotgun
2
2
Compact bullpup shotgun with dual-feed magazines, short overall length, and reinforced breach muzzle.
Excels in tight spaces and allows rapid ammunition selection.
Tier 2 Talent
29
Chimera
Sniper Rifle
2
2
Precision marksman rifle with long free-floating barrel, advanced optic, adjustable chassis, and ballistic computer.
Provides accurate long-range fire, observation, and target interdiction.
Tier 2 Talent
CYBERSTEEL
TIER 3-4 GEAR
Advanced, restricted, corporate, strategic, and infrastructure-scale equipment
CORPORATE GEAR
AERODYNE CORPORATION
Ref
Item
Category
Tier
Énergeia
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
12
Starlight
Luxury Boat
3
65
Exp.
Large luxury vessel with staterooms, concealed equipment bays, encrypted communications suite, and shallow-draft hull.
Mobile command post for Ghosting, Steeljacking, surveillance, and coordinated operations.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
13
Thoth Van
Command Van
3
80
Exp.
Heavy van fitted with HIN relays, map walls, drone storage, workshop power, and encrypted communications.
Mobile command post for Ghosting, Steeljacking, surveillance, and coordinated operations.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
14
Sobek Semi Truck
Heavy Cargo Truck
3
100
Exp.
Armored tractor-trailer with autonomous convoy link, sealed containers, and reinforced power train.
Moves major cargo, vehicles, or infrastructure while serving as a mobile objective.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
15
Ra Aircraft
Cargo Aircraft
3
80
Exp.
Medium strategic cargo aircraft with rear loading ramp, modular hold, short-field systems, and autonomous navigation.
Long-range movement of crews, vehicles, relief cargo, or sensitive freight.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1 or two Tier 2 drones.
16
Amun Heavy Rotor
Heavy Rotorcraft
3
80
Exp.
Armored heavy-lift rotorcraft with cargo ramp, external hooks, countermeasure suite, and reinforced landing gear.
Deploys vehicles, squads, or emergency infrastructure into difficult locations.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1 or two Tier 2 drones.
Blackforge — all 10 pieces, numbered in the order the tables below list them. Numbers run straight through the Tier 1–2 and Tier 3–4 tables.
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Talent Unlocks
1
Ironjack Machine Gun
Heavy Machine Gun
3
Exp.
Belt-fed heavy machine gun with reinforced receiver, quick-change barrel, recoil cradle, and vehicle-mount interface.
Suppresses lanes, damages light vehicles, and provides sustained heavy fire.
Tier 3 Talent
2
Longspear Anti-Drone Cannon
Flak Cannon
3
Exp.
Compact high-velocity cannon with predictive airburst feed, tracking optic, and stabilized mount.
Destroys drones, missiles, and fast light targets while controlling low airspace.
Tier 3 Talent
3
Pathfinder Laser Thrower
Directed-Energy Weapon
3
Exp.
Man-portable laser projector with backpack power module, focusing assembly, and thermal dump vanes.
Delivers precision fire against sensors, exposed components, and lightly armored targets.
Tier 3 Talent
4
Pilgrim Rocket Launcher
Multi-Role Launcher
3
Exp.
Shoulder or tripod launcher with smart rocket tubes, target-link optic, and modular warhead cassette.
Provides anti-vehicle, anti-fortification, or area attack depending on loaded rockets.
Tier 3 Talent
5
Stormbreaker Laser Gatling
Rotary Laser
3
Exp.
Multi-emitter rotary energy weapon with capacitor pack, active cooling, and stabilized heavy mount.
Provides sustained energy fire against infantry, drones, and exposed machine systems.
Tier 3 Talent
6
Warden Laser Shotgun
Breach Laser
3
Exp.
Wide-aperture directed-energy projector with segmented focusing lens and armored door-breach frame.
Delivers short-range anti-personnel, anti-drone, and structural breaching power.
Tier 3 Talent
7
Frontier Auto-Cannon
Vehicle Cannon
4
Exp.
Large-caliber automatic cannon with armored feed, hydraulic recoil system, and remote-turret integration.
Acts as primary armament against armored vehicles, fortifications, and heavy machines.
Tier 4 Talent
8
Overwatch Laser Gatling
Heavy Energy Turret
4
Exp.
Vehicle-scale rotary laser array with autonomous tracking, capacitor banks, and liquid cooling.
Provides anti-air, anti-drone, and sustained defense for vehicles or emplacements.
Tier 4 Talent
9
Ranger Rail Gun
Electromagnetic Cannon
4
Exp.
Long electromagnetic accelerator with Cybersteel rails, capacitor banks, cooling jacket, and precision mount.
Delivers extreme-range anti-armor and anti-fortification strikes.
Tier 4 Talent
10
Rogue Short-Range Missiles
Missile Rack
4
Exp.
Armored box launcher with smart short-range missiles, vertical or turret mounting, and networked guidance.
Saturates heavy targets, airspace, or hardened positions with guided warheads.
Tier 4 Talent
CORPORATE GEAR
BLUE HARP CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
12
Talos Noisedeck
Advanced Cyberdeck
4
2
Professional noisedeck with articulated displays, mechanical keyboard, cooling spine, high-capacity processor stack, and modular expansion bays.
Supports sustained Ghosting, advanced intrusion, multiple functional locations, and protected field operations.
Cyber Operations 3: operate against Tier 3 systems. Electronic Surveillance 2: reconfigure one module between scenes.
13
Diodes Steeljack Deck
Steeljacking Interface
4
2
Reinforced control deck with haptic grips, machine-link processors, directional antennas, and dedicated vehicle and drone ports.
Coordinates Machine Groups, vehicle links, and Guided Control across contested networks.
Electronic Surveillance 4: maintain one additional machine link when a printed rule permits. Piloting 2: diagnose control latency during movement.
14
Strategic Relay Node
Network System
3
Exp.
Deployable communications tower packed into rugged cases with telescoping mast, microwave dishes, satellite uplink, solar panels, and stabilization legs.
Establishes regional communications, sovereign command links, or a high-capacity field network.
Electronic Surveillance 3: establish the node safely. Electronic Surveillance 3: route traffic while masking one protected channel.
15
Morpheus Electronic Warfare Suite
Strategic EW
4
Exp.
Vehicle-mounted EW package with phased-array antennas, spectrum processors, signal-intelligence receivers, encrypted servers, and active cooling.
Conducts regional jamming, interception, counter-intrusion, and spectrum dominance.
Electronic Surveillance 4: contest multiple hostile systems as printed. Electronic Surveillance 3: identify the command source behind a coordinated signal.
16
Blue Harp Noise Gateway
Strategic Infrastructure
4
Exp.
Modular HIN command center built from server racks, quantum encryption processors, Noise interface arrays, routers, cooling ducts, and operator stations.
Links physical communications infrastructure to authorized Noise and sovereign HIN systems.
Cyber Operations 4: administer strategic HIN access. Electronic Surveillance 4: stabilize or isolate the gateway during infrastructure failure.
CORPORATE GEAR
HELIOSEAL CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
9
Frontier Operations Hub
Expedition Base
3
Exp.
Container-sized modular headquarters with expandable walls, communications mast, environmental controls, sleeping quarters, workshop, command station, and medical alcove.
Establishes a full long-term base supporting expeditions and remote operations.
Telescoping composite bridge folded into a transport case with articulated joints, locking ribs, hydraulic cylinders, leveling feet, and anti-slip deck.
Spans ravines, collapsed roads, and water crossings to open routes for a crew or convoy.
Investigation Rank 5 — Strategic Forecaster: predict likely targets, timing, and escalation from faction behavior, resources, and constraints.
12
EnviroSense Radar and Mythos Scanner
Environmental Sensor
4
Exp.
Truck-sized analyzer with atmospheric probe, thermal camera, mythos and radiation detector, chemical sampler, and wind sensor.
Maps environmental hazards, radiation, and Mythos activity across a survey region.
Investigation Rank 5 — Strategic Forecaster: predict likely targets, timing, and escalation from faction behavior, resources, and constraints.
CORPORATE GEAR
IRONHALO CORPORATION
Ref
Item
Category
Tier
Énergeia
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
2
Helios Truck
Armored Utility Truck
3
100
Exp.
Heavy armored truck with modular cargo body, protected cabin, run-flat wheels, recovery winch, and mission-rack interfaces.
Moves personnel, equipment, or supplies through contested routes while serving as a durable crew platform. Tier 3 Armor.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
3
Hyperion Truck
Heavy Tactical Truck
3
110
Exp.
Large multi-axle military truck with reinforced chassis, sealed cargo module, convoy link, heavy tow points, and armored drivetrain.
Hauls vehicles, heavy cargo, mobile workshops, or infrastructure across regional operations. Tier 3 Armor.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
4
Gaia Patrol Boat
Armored Patrol Boat
3
110
Exp.
Fast coastal patrol craft with armored cabin, stabilized sensor mast, modular deck mounts, rescue gear, and shallow-draft hull.
Conducts maritime patrol, interception, escort, extraction, and port security. Tier 3 Armor.
Piloting Rank 3 — Extreme Pilot: push Tier 1 vehicles through hazardous conditions; control three Tier 1 drones or one Tier 2 drone.
5
Black Talon Fighter Jet
Fighter Aircraft
4
140
Exp.
Twin-engine multirole fighter with faceted composite airframe, internal weapons bays, phased-array sensors, and high-output countermeasures.
Provides air superiority, interception, reconnaissance, and precision strike at strategic scale. Tier 4 Armor.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1 or two Tier 2 drones.
6
Hercules Mech Transport
Heavy VTOL Transport
4
175
Exp.
Four-fan armored VTOL with central fuselage, broad wing stubs, reinforced cargo bay, deployment ramp, and internal mech restraints.
Carries and deploys mechs, vehicles, squads, or emergency infrastructure into dangerous locations. Tier 4 Armor.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1 or two Tier 2 drones.
7
Achilles Light Mech
Light Combat Mech
3
110
Exp.
Agile humanoid mech with reinforced lower limbs, compact torso armor, modular forearm mounts, sensor head, and burst-mobility systems.
Flanks, scouts, pursues, and controls difficult terrain while remaining resistant to personal weapons. Tier 3 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
8
Ares Light Mech
Assault Light Mech
3
120
Exp.
Compact assault mech with heavier frontal armor, shoulder hardpoints, reinforced manipulators, and integrated close-combat systems.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
9
Aphrodite Heavy Mech
Command Heavy Mech
4
210
Exp.
Tall heavy mech with layered armor, command antennae, multi-spectrum sensor crown, protected cockpit core, and squad-coordination systems.
Acts as a mechanized command platform, coordinating allies, sensors, and battlefield movement. Tier 4 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
10
Athena Heavy Mech
Tactical Heavy Mech
4
210
Exp.
Precision heavy mech with advanced sensor arrays, stabilized weapon mounts, predictive targeting processors, and balanced armor distribution.
Provides long-range fire control, tactical analysis, and accurate support against heavy targets. Tier 4 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
11
Hades Heavy Mech
Siege Heavy Mech
4
245
Exp.
Broad armored siege mech with reinforced torso, heavy breaching arms, thermal shielding, and modular demolition mounts.
Breaks fortifications, survives concentrated fire, and clears hardened urban or industrial objectives. Tier 4 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
12
Poseidon Heavy Mech
Amphibious Heavy Mech
4
210
Exp.
Sealed heavy mech with hydrodynamic armor, reinforced joints, ballast control, underwater sensors, and maritime propulsion modules.
Operates across coastlines, ports, flooded districts, and underwater infrastructure. Tier 4 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
13
Zeus Heavy Mech
Strategic Heavy Mech
4
245
Exp.
Massive command-assault mech with layered Cybersteel armor, high-capacity power core, multiple hardpoints, and strategic communications suite.
Serves as a decisive battlefield centerpiece capable of anchoring a mechanized operation. Tier 4 Armor.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
14
Command Uplink
Strategic EW
4
—
Exp.
Hardpoint-mounted command suite that slaves friendly machines to a single fire order.
Every allied machine within 20 hexes acts on the pilot’s order. Draws Government attention.
Cyber Operations Rank 4 — Fleet Command: issue one order to every linked machine.
CORPORATE GEAR
KHEPRI CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
9
Portable Surgical Station
Medical Platform
3
Exp.
Folding operating platform with surgical lights, sterile field, robotic arms, anesthesia system, imaging array, and power module.
Enables complex surgery far from a hospital or permanent clinic.
Biotech Systems Rank 3 — Surgical Engineer: perform advanced surgery and install/repair Tier 2 cybernetics, organs, and neural systems.
10
Regenerative Tissue Printer
Biotechnology
3
Exp.
Cabinet-sized bioprinter with biomatter reservoir, sterile print chamber, tissue scaffold cartridges, and cellular-analysis console.
Produces replacement tissue for advanced recovery, grafting, and reconstructive treatment.
Biotech Systems Rank 4 — Genetic Systems Specialist: operate tissue growth, organ cultivation, genetic botany, and advanced hybrid systems.
11
Synthetic Organ Preservation Case
Medical Logistics
3
2
Armored refrigerated case with shock isolation, biometric lock, independent life-support circulation, and chain-of-custody display.
Safely transports replacement organs and sensitive biological material over long distances.
Biotech Systems Rank 4 — Genetic Systems Specialist: operate tissue growth, organ cultivation, genetic botany, and advanced hybrid systems.
12
Quarantine Containment Capsule
Hazard Response
3
2
Sealed transparent treatment pod with filtered atmosphere, restraints, sample ports, negative pressure, and remote monitoring.
Contains contaminated patients or dangerous biological samples without exposing the crew.
Biotech Systems Rank 4 — Genetic Systems Specialist: operate tissue growth, organ cultivation, genetic botany, and advanced hybrid systems.
13
Mythos Stabilization Kit
Bio Countermeasure
4
1
Restricted medical case with harmonic monitors, resonance dampers, sealed injectors, containment wraps, and DND-coded protocols.
Temporarily stabilizes patients suffering severe Mythos exposure until specialist treatment is available.
Biotech Systems Rank 5 — Advanced Biotech Engineer: design Tier 3 cybernetics and strategic biotech systems for catastrophic injury or extreme environments.
14
Adaptive Recovery Pod
Advanced Medical System
4
Exp.
Full-body recovery chamber with regenerative fluid, robotic treatment arms, neural monitoring, cyberware service ports, and sealed life support.
Accelerates recovery from severe injury, surgery, augmentation, and long-term trauma.
Biotech Systems Rank 5 — Advanced Biotech Engineer: design Tier 3 cybernetics and strategic biotech systems for catastrophic injury or extreme environments.
15
Lazarus Integrated Trauma System
Strategic Medical Platform
4
Exp.
Modular field hospital combining triage bays, surgical stations, organ preservation, diagnostics, pharmacy, quarantine, power, and command systems.
Transforms an expedition, disaster site, or battlefield into a complete trauma center for a crew or small community.
Biotech Systems Rank 5 — Advanced Biotech Engineer: design Tier 3 cybernetics and strategic biotech systems for catastrophic injury or extreme environments.
CORPORATE GEAR
MIRAGE CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
10
Ring Laser Cutter
Infiltration
3
0
Heavy signet ring containing a focused micro-laser, heat sink, power cell, and safety interlock.
Cuts locks, seals, panels, and thin barriers while appearing like executive jewelry.
Shadowing Rank 4 — Network Manager: coordinate observers and physical surveillance across a facility or district, and use advanced infiltration mobility gear.
11
Icarus Personal Flight System
Mobility
3
3
Compact thrust harness with articulated stabilizers, directional nozzles, control grips, and emergency arrest system.
Provides short burst movement across gaps, rooftops, walls, and restricted approaches rather than sustained flight.
Shadowing Rank 4 — Network Manager: coordinate observers and physical surveillance across a facility or district, and use advanced infiltration mobility gear.
12
Magnetic Climbing Gloves
Infiltration
3
1
Reinforced gloves with segmented electromagnets, grip sensors, wrist batteries, and load-distribution braces.
Allows controlled climbing across ferrous walls, vehicles, and infrastructure.
Shadowing Rank 4 — Network Manager: coordinate observers and physical surveillance across a facility or district, and use advanced infiltration mobility gear.
13
Digital Credential Printer
Authentication
3
1
Tablet-sized secure printer with biometric reader, encrypted credential stock, holographic layer system, and signing module.
Produces forged or emergency credentials with coherent visual and digital verification.
Shadowing Rank 4 — Network Manager: coordinate observers and physical surveillance across a facility or district, and use advanced infiltration mobility gear.
14
Trace Kit
Investigation
3
1
Forensic case containing chemical lights, residue samplers, biometric swabs, spectral imaging, evidence seals, and chain-of-custody tools.
Recovers, validates, or challenges physical and digital evidence from a scene.
Portable high-security scanner with retinal imaging, vascular mapping, depth sensors, liveness detection, and sovereign verification link.
Authenticates executives, diplomats, and strategic personnel against high-security identity systems.
Shadowing Rank 5 — Persistent Monitor: maintain covert physical surveillance across multiple scenes or an Arc; identify routines, patrols, vulnerabilities, and operational cycles.
CORPORATE GEAR
RED LANTERN CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
What Does It Do in Play?
Talent and Skill Unlocks
9
Spiritbreaker Ammunition
Mythos Ammunition
3
1
Restricted munitions with sealed resonance-active cores, insulated casings, and Harmonia-coded custody marks.
Improves attacks against Mythos threats and applies the printed Spiritbreaker effect.
Tier 3 Talent
10
Smart Ammunition
Guided Ammunition
3
1
Networked cartridges or projectiles with micro-guidance, target-link receivers, and Blue Harp-compatible authentication.
Improves precision, target tracking, or Cover interaction as defined by the ammunition rules.
Tier 3 Talent
11
Spiritbreaker Grenade
Mythos Grenade
3
1
Restricted grenade with resonance-active payload, layered containment, and DND-coded arming controls.
Applies the printed Spiritbreaker effect to Mythos threats within its area.
Tier 3 Talent
12
Direct Charge
Demolition
3
2
Heavy shaped charge with magnetic or adhesive mount, programmable fuze, standoff frame, and armored control unit.
Defeats reinforced doors, armor, structural supports, and fortified access points.
Demolitions Rank 2 — Contractor Demolitions: use Tier 2 industrial explosives against reinforced doors, barriers, and machinery.
13
Strategic Demolition System
Demolition
4
Exp.
Networked set of heavy charges, sensor nodes, remote controls, timing processors, and redundant safety interlocks.
Conducts coordinated demolition of major structures, bridges, tunnels, or industrial facilities.
Demolitions Rank 4 — Military Explosives Specialist: use Tier 3 combat charges against fortified positions, armored targets, and military infrastructure.
14
High-Explosive SRM
Missile Ammunition
4
Exp.
Smart short-range missile with high-explosive warhead, networked guidance, safety interlocks, and armored launch canister.
Provides heavy blast effects against vehicles, fortifications, and clustered targets.
Tier 4 Talent
CORPORATE GEAR
SENTINEL CORPORATION
Ref
Item
Category
Tier
Énergeia
Load
What Is It Physically?
What Does It Do in Play?
Skill Unlocks
11
Scarface
Medium Drone
3
35
Exp.
Armored tactical drone with redundant rotors, multi-spectrum sensors, hardened link, and modular mount.
Provides durable reconnaissance, pursuit, and combat support.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1, two Tier 2, or one Tier 3 drone.
12
Black Knight
Medium Drone
3
35
Exp.
Heavy security drone with armored shell, stabilized hardpoint, threat sensors, and autonomous patrol routines.
Controls space, escorts personnel, and responds to active threats.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1, two Tier 2, or one Tier 3 drone.
13
Echo
Security Droid
3
55
Exp.
Armored humanoid droid with sensor head, restraint tools, ballistic protection, and patrol software.
Provides access control, capture, escort, and site security.
Piloting Rank 4 — Ace Pilot: operate combat vehicles in extreme environments; control four Tier 1, two Tier 2, or one Tier 3 drone.
14
Nova
Military Droid
4
105
Exp.
Heavy combat droid with layered armor, stabilized weapon mounts, tactical processors, and independent power.
Provides autonomous heavy combat support under restricted authorization.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
15
Vecta
Military Droid
4
105
Exp.
Agile military droid with advanced locomotion, sensor fusion, close-combat actuators, and modular weapons.
Conducts pursuit, assault, and high-mobility autonomous operations.
Piloting Rank 5 — Top-Tier Pilot: operate advanced vehicles under the most severe conditions; control three Tier 2 or one Tier 4 drone.
16
Apollo
Android
3
55
Exp.
Human-proportioned synthetic person with realistic skin, expressive face, modular cognition core, and professional-grade body.
Performs long-term social, technical, and operational roles while passing as human under casual inspection.
Spin 2: sustain a prepared social role. Cyber Operations 2: review or isolate memory partitions.
17
Hera
Android
3
55
Exp.
Advanced synthetic person with refined social modeling, medical-grade sensors, adaptive voice, and durable internal frame.
Supports diplomacy, analysis, care, and executive assistance with persistent identity continuity.
Status 2: support coordination and mediation. Biotech Systems 2: use integrated diagnostic sensors.
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