Two years ago the Nexus Events began at the ancient sites — Delphi, Siwa, and a scatter of unmarked places across the deserts of North Africa. What came out of the ground at these sites is called Mythos: an unstable energy that bled into the surrounding zones and altered what it touched.
Metal went first. Anything left in a Nexus zone long enough begins to deviate, conductivity, tensile strength, the way it carries a charge. Push the exposure far enough and the deviation stops being a defect and becomes a property. The result is Cybersteel: metal with Mythos folded into it. It is the material this era is assembled from, and within a year the word had escaped the laboratories and come to publicly mean anything built out of it.
Cybersteel does not stable on its own. It has to be governed, and the business of governing it is what passes for technology now. The Delphi Noise Directorate (DND Corporation) understood this first. DND was near Delphi when the Delphi Nexus — the Omphalós — opened and it was still there long after everyone else evacuated. DND produced the first deliberate batch of Cybersteel and the stabilization technology AKS HIN nodes while the rest of the world was still calling the phenomenon an anomaly.
That advantage hardened into law. Governments across the Mediterranean, none of them capable of stabilizing a site and none willing to admit it, granted the Directorate exclusive unencumbered rights of research. Not subject to review. DND determines who crosses a Nexus perimeter, what is carried back across it, and what enters the record afterward. Every major site now stands inside a corporate military zone with its own boundary, its own garrison and its own rules of engagement. When something goes wrong inside one, the nearest government learns of it on the same schedule as the public.
Corporations that come to terms with DND receive a license to receive Cybersteel and what those partners have built in two years has reshaped the region more visibly than the sites themselves: mechs, cyberware, virtual hacking of networks and rigging vehicles.
DND also joined the whole apparatus together, a virtual network spanning the region, a layer of information laid over the physical world, The Agora, a digital reconstruction of ancient Athens where a great deal of the world's business is now done. Anyone, anywhere, with a virtual connector can walk its streets. The Directorate presented it as a gift to a public that had lost a great deal to the sites, and it was received as one. It was also the shrewdest thing the company has ever done. Every corporation that wanted to trade at that scale had to come inside to do it, and inside is the Directorate's house. They are all under one roof now. It is DND's roof. And no one wants to play nice in the sandbox!
Mythos reached living things as well. Most of what it touched died. Some did not, and what endured did not remain what it had been. The early reports were set aside precisely because of how they read: animals at the wrong scale, moving with a coordination nobody could account for; humanoids with incredible power or savage instincts. Survivors could not agree on what they had seen. Some claim ghosts' others claim they saw ancient myths arise.
Survivors came back describing a thing in the water off Scylla's own strait, a woman at a Libyan site whose look stopped men where they stood, a dog at a tomb entrance that would not let anyone leave. They were using the names out of the myths, because those were the only names that fit what they had seen. DND concluded that there could be answers of what the origin of Mythos is within the ancient documents and sites of civilization.
You are a crew with a handful of contacts, a safehouse, and a reason to stop working for other people. The Mediterranean has become the epicenter of the new world in the last two years, and every faction wants a piece of it. The opportunities are out there for those willing to carve a piece of it for themselves. A crew's job is to do just that, and if your crew takes enough pieces, everyone starts answering when you call.
There are three lanes into that power. Brokers take a corporate economic lane in the Grey Economy (al-Sūq al-Ramādiyya) and make themselves the party everyone has to negotiate with. Seekers chase the next Mythos breakthrough, hunting a forming Nexus before the corporations and DND reach it. Pioneers cross into the Libyan quarantine to document a living frontier and turn what they bring back into an industry. Identify your lane, take power, and reshape the region.
Welcome to Cybersteel!
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, Government).
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.
WHAT IS MYTHOS?
Cybersteel, under containment. A single crystal in a Khepri field cage.
Delphi Noise Directorate. Mythos Cybersteel weapons. 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?
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. Learn it in stages.
Stages of Learning the Game
1. B-Tier - Modular Jobs. Table Top Box Game for Levels 1-3. One-shot or linked One-shots with a few beats of the Crew Arc and no Background Arcs. 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. We provide tools to help organize and manage all the factions and details oft
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.
FULL-PAGE ARTPLATE 03image3.png
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 (Ḍaghṭ)
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.
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 (Nufūdh)
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 (al-Thaʾr)
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
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.
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.
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.
Crew Arcs contain six Beats. Background Arcs contain three 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.
Short on time? Skip the steps: pick one of the nine ready-made Starter Operators and play.
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. Then assign the Attribute array (Step 2B).
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 8 - CHOOSE A LOAD AND GEAR: Start with Tier 1 gear. Choose a Load (Light, Normal or Heavy) for each operation and name items as they become useful. Every operator should carry a Medical Kit — Catch a Breath needs one.
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.
READY TO PLAY
STARTER OPERATORS
Before you start. Nine finished Level 1 operators, one per Archetype, all built for a Seekers crew. Take one for your first session; keep them or build your own once you know the game.
Each page is one complete character: print the page and play.
Change the name, the look and the Contacts freely. Keep the numbers until you know what they do.
Damage on each Talent already includes the Attribute and the Level bonus.
STARTING AT LEVEL 4
For advanced play, take a starter and apply Levels 2, 3 and 4 from Advancement:
Add
Total from Levels 2–4
Talent Points
+2 (Levels 2, 3)
Technical Skill Ranks
+2 (Levels 2, 3)
Social and Knowledge Skill Ranks
+2 each (Levels 2, 4)
Cyberware Kits
+2 (Levels 2, 4) — Tier 2 allowed from Level 4
Attribute Point and Contact
+1 each (Level 4)
Rūḥ
+3 × your Archetype's per-Level value
Gear and Signature Weapon Tier
Tier 2
Starter Operator · Level 1 · Assassin
Nadia Saleh
A rooftop knife who walked out of a safehouse nobody else left.
Who
Crew Arc: The Seekers Background Arc: Guilt Survivor Wants: Find out who sold the safehouse she survived. Will not: Leave a crewmate behind.
Attributes
+1POW
+3REF
-1LOG
+2AWR
0PRE
Includes the Kit's +1 Reflex.
Rūḥ
Max 16 · Vulnerable at 8 · Critical at 4 Recoveries 2 (each restores 5; needs a Medical Kit)
Cyberware Kit
Hermes NIP Link (Kit 3.1) — +1 Reflex, Load 1. Draw, stow or reload as a free action; you never drop what you are holding. Drawback: Bane on any roll to stay perfectly still or appear unarmed.
Signature Main Action THREAD THE CROWD (Khayt al-Zihām)
Distance: Self, then Melee 1 · Target: Up to three creatures
Shift up to your Speed and strike up to three enemies you move adjacent to.
≤10: 7 Kinetic damage to each target. · 11–15: 9 Kinetic damage to each target. · 16+: 12 Kinetic damage to each target.
Signature Maneuver SHARP EDGE (al-Ḥadd al-Ḥādd)
Distance: Self · Target: Self
Your next weapon hit before the end of your next Turn applies Bleeding 2.
3 Baṣīra · Main Action OPEN THE ARTERY (Fatḥ al-Shiryān)
Distance: Melee 1 or Ranged 15 · Target: One creature
A precise strike that leaves the target Bleeding 2 (save ends).
≤10: 7 Kinetic damage, and they are Bleeding 2, save ends. · 11–15: 9 Kinetic damage, and they are Bleeding 2, save ends. · 16+: 12 Kinetic damage, and they are Bleeding 2, save ends.
3 Baṣīra · Maneuver MARK THE TARGET (Taʿyīn al-Hadaf)
Distance: Ranged 60 · Target: One creature
Mark one creature: your next strike against it gains Edge; if it hits, gain 2 Baṣīra.
Gear · Normal Load (4/5 Slots)
Item
Tier
Slots
Dagger
T1 melee
1
Specter pistol
T1 pistol
1
Flash Grenade
T1 grenade
1
Field Trauma Medkit
T1 medical
1
Smart-Weave Abaya
T1 armor
0
Contacts
Lookout or Runner (Tier 1, Reveal / Move) — d12 4: Speaks carefully and remembers everything
Safehouse Host (Tier 1, Protect) — d12 6: Loyal to individuals, not causes
Block Elder or Cultural Anchor (Tier 1, Influence) — d12 2: Helpful until exposure becomes possible
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Assassin — Start here.
Starter Operator · Level 1 · Cyber Brawler
Tariq Mansour
A dock fighter keeping his family's repair shop open one favor at a time.
Who
Crew Arc: The Seekers Background Arc: Family-Obligated Wants: Keep the family shop open and the debt collectors away from it. Will not: Hit someone who has already surrendered.
Attributes
+3POW
+2REF
-1LOG
+1AWR
0PRE
Includes the Kit's +1 Power.
Rūḥ
Max 17 · Vulnerable at 8 · Critical at 4 Recoveries 5 (each restores 5; needs a Medical Kit)
Cyberware Kit
Heracles Cybernetic Arm (Kit 1.1) — +1 Power, Load 1. 200 kg grip and a forearm tool bay. Counts as a Tier 1 melee weapon you cannot be disarmed of. Drawback: Visibly synthetic: Bane on Presence rolls where looking baseline matters; sets off every scanner.
Skills
Skill
Fam.
Attr
Rank
%
Piloting
Tech.
POW
1
47%
Fabrication
Tech.
REF
1
44%
Investigation
Tech.
AWA
1
41%
Leverage
Soci.
PRE
2
46%
Harbor Dock Unions
Know.
AWA
1
41%
Street Fight Circuits
Know.
AWA
1
41%
Traits
Default: Direct Force · Stress: Double Down Authority: Test Boundaries · Decision: Loyalty
Languages
Arabic (Egyptian), Greek
Talents
Signature Main Action KRAV MAGA (Ḍarbat al-Kūʿ)
Distance: Self, then Melee 1 · Target: One creature
Strike and slide the target, then step into the space it left.
≤10: 7 Kinetic damage, and slide them 2 hexes. · 11–15: 9 Kinetic damage, and slide them 3 hexes. · 16+: 12 Kinetic damage, and slide them 5 hexes.
Signature Maneuver CAPOEIRA (Dawrat al-Qamar)
Distance: Self (move up to your Speed in a straight line) · Target: Each enemy you pass adjacent to
Move in a straight line up to your Speed and push every enemy you pass.
≤10: Push each target 5 spaces. · 11–15: Push each target 6 spaces. · 16+: Push each target 7 spaces.
Neighborhood Coordinator (Tier 1, Protect) — d12 9: Warm in private, cold in public
Street Medic or Clinic Operator (Tier 1, Protect) — d12 5: Overcommitted and hiding it
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Cyber Brawler — Start here.
Starter Operator · Level 1 · Gunslinger
Yasmin Qadri
A former Vectrix squad lead who still gives orders like someone will follow them.
Who
Crew Arc: The Seekers Background Arc: Corporate Castoff Wants: Prove her unit was scapegoated for the Haifa contract. Will not: Fire into a crowd.
Attributes
+1POW
+3REF
-1LOG
0AWR
+2PRE
Includes the Kit's +1 Reflex.
Rūḥ
Max 17 · Vulnerable at 8 · Critical at 4 Recoveries 2 (each restores 5; needs a Medical Kit)
Cyberware Kit
Hermes NIP Link (Kit 3.1) — +1 Reflex, Load 1. Draw, stow or reload as a free action; you never drop what you are holding. Drawback: Bane on any roll to stay perfectly still or appear unarmed.
Skills
Skill
Fam.
Attr
Rank
%
Shadowing
Tech.
REF
1
47%
Electronic Surveillance
Tech.
AWA
1
38%
Investigation
Tech.
AWA
1
38%
Status
Soci.
PRE
1
44%
Sell
Soci.
PRE
1
44%
Vectrix Field Procedure
Know.
AWA
1
38%
Port Authority Paperwork
Know.
AWA
1
38%
Traits
Default: Guarded Loyalist · Stress: Problem-Solve Authority: Use the System · Decision: Outcomes
Languages
Arabic (Gulf), English
Talents
Signature Main Action STAGGER SHOT (Ramyat Tashwīsh)
Distance: Ranged 5 · Target: Up to three allies who can perceive you
Up to three allies who can perceive you each shift 2 spaces.
3 Tarkīz · Main Action CROSSFIRE COMMAND (Amr al-Taṭwīq)
Distance: Weapon range · Target: One creature
Shoot, and on a good result allies get free Signature attacks with Edge.
≤10: 7 Kinetic damage. · 11–15: 9 Kinetic damage, and one ally may make a free Signature Main Action against the target with Edge. · 16+: 12 Kinetic damage, and two allies may each make a free Signature Main Action against the target with Edge.
3 Tarkīz · Maneuver HUSTLE (al-Istiʿjāl)
Distance: Ranged 10 · Target: Willing allies and up to two enemies
Allies shift up to their Speed; up to two enemies have Speed −2.
Gear · Normal Load (5/5 Slots)
Item
Tier
Slots
Peregrine SMG
T1 SMG
1
Scarab pistol
T1 pistol
1
Gel Rounds
T1 ammo
1
Flash Grenade
T1 grenade
1
Field Trauma Medkit
T1 medical
1
Expedition Outfit
T1 armor
0
Contacts
Recruiter (Tier 1, Access) — d12 1: Operates on favors, not trust
Weapons Stash Keeper (Tier 1, Access) — d12 8: Pragmatic to the point of cruelty
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Gunslinger — Start here.
Starter Operator · Level 1 · Ghost
Karim Azzam
A checkpoint kid who learned the HIN before he learned to read.
Who
Crew Arc: The Seekers Background Arc: Border Child Wants: Clean papers for his sister. Will not: Sell anyone's personal data.
Attributes
+2POW
+1REF
+1LOG
+2AWR
-1PRE
Includes the Kit's +1 Reflex.
Rūḥ
Max 15 · Vulnerable at 7 · Critical at 3 Recoveries 3 (each restores 5; needs a Medical Kit)
Cyberware Kit
Hermes NIP Link (Kit 3.1) — +1 Reflex, Load 1. Draw, stow or reload as a free action; you never drop what you are holding. Drawback: Bane on any roll to stay perfectly still or appear unarmed.
Distance: Ranged 10, or any linked system · Target: One creature or machine with a HIN link
Hijack a linked target's movement: Shock damage and a push.
≤10: 6 Shock damage, and push 2. · 11–15: 8 Shock damage, and push 3. · 16+: 11 Shock damage, and push 5.
Signature Maneuver DEAD FIELD (Nekró Pedío)
Distance: Ranged 10, or any linked system · Target: One node, deck or linked position
A disruption zone: enemies on it have Bane on HIN rolls, or allies gain Edge.
3 Peitharchía · Main Action SEIZE (Arpagí)
Distance: Ranged 10, or any node on the same HIN · Target: One creature or machine with a HIN link
Force a handshake: Shock damage, pull a machine 3 hexes; higher results Jam it.
≤10: 6 Shock damage, and you Pull it 3 hexes. · 11–15: 8 Shock damage, you Pull it 3 hexes, and it is Jammed , save ends. · 16+: 11 Shock damage, you Pull it 3 hexes, and it is Jammed and Silenced , save ends.
3 Peitharchía · Maneuver LOCK (Kleídoma)
Distance: Ranged 10, or any node on the same HIN · Target: One creature or machine
The target loses HIN access until it Saves; machines are Jammed.
Gear · Normal Load (4/5 Slots)
Item
Tier
Slots
Resonance Noisedeck
T2 noisedeck*
1
Ghost Authentication Key
T1 access
1
Asp pistol
T1 pistol
1
Field Trauma Medkit
T1 medical
1
Smart-Weave Overshirt
T1 armor
0
* Ghost exception: one Tier 2 Noisedeck at Level 1 (see Step 8).
Contacts
Utility Tap Specialist (Tier 1, Access) — d12 7: Suspicious of motives, not outcomes
Lookout or Runner (Tier 1, Reveal / Move) — d12 10: Quietly ambitious and impatient
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Ghost — Start here.
Starter Operator · Level 1 · Oracle
Salma Idris
A clinic medic whose prayers started answering back.
Who
Crew Arc: The Seekers Background Arc: Street Medic / Fixer Wants: Keep the night clinic open without owing the cartel. Will not: Turn away someone who is bleeding.
Attributes
+1POW
-1REF
0LOG
+3AWR
+2PRE
Includes the Kit's +1 Awareness.
Rūḥ
Max 14 · Vulnerable at 7 · Critical at 3 Recoveries 2 (each restores 4; needs a Medical Kit)
Cyberware Kit
Sekhmet Biological Adaptation (Kit 4.1) — +1 Awareness, Load 1. Resistance 2 to Poison and Incendiary; 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.
Signature Main Action CALL THE THUNDER (Istidʿāʾ al-Raʿd)
Distance: Self, then Melee 1 · Target: One creature
Thunder strikes: Shock damage, a push, and the target is Stunned (save ends).
≤10: 7 Shock damage, and push them 1 hex. · 11–15: 9 Shock damage, and push them 2 hexes. · 16+: 12 Shock damage, and push them 3 hexes.
Signature Maneuver BLESSING THE BLADE (Barakat al-Naṣl)
Distance: Ranged 5 · Target: Each ally you choose
Allies' weapons ignore Resistance and count one Weapon Tier higher vs Armor.
3 Baraka · Main Action SAINT'S TEMPEST (ʿĀṣifat al-Qiddīs)
Distance: Ranged 10 · Target: One creature, then two more enemies within 5 hexes of it
Lightning strikes one target and arcs to two more; machines Jammed, enemies Blinded.
≤10: 7 Shock damage, and slide them 1 hex. · 11–15: 9 Shock damage, and slide them 2 hexes. · 16+: 12 Shock damage, and slide them 3 hexes.
3 Baraka · Maneuver VESSEL OF RETRIBUTION (Wiʿāʾ al-Intiqām)
Distance: Ranged 5 · Target: Self or one ally
The next creature to damage the chosen ally takes the same amount.
Gear · Light Load (3/3 Slots)
Item
Tier
Slots
Field Trauma Medkit
T1 medical
1
Biofoam Wound Sealant
T1 medical
1
Asp pistol
T1 pistol
1
Smart-Weave Scarf & Layered Ensemble
T1 armor
0
Contacts
Street Medic or Clinic Operator (Tier 1, Protect) — d12 12: Ideologically driven but inconsistent
Block Elder or Cultural Anchor (Tier 1, Influence) — d12 9: Warm in private, cold in public
Safehouse Host (Tier 1, Protect) — d12 1: Operates on favors, not trust
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Oracle — Start here.
Starter Operator · Level 1 · Shaper
Hamza Bakr
A dig-site chemist holding the elements together with a compound he cannot stop taking.
Who
Crew Arc: The Seekers Background Arc: Chem-Bound Wants: Find the compound's source and make it his own. Will not: Let a dig site be looted for sale.
Attributes
+1POW
0REF
+3LOG
+2AWR
-1PRE
Includes the Kit's +1 Logic.
Rūḥ
Max 14 · Vulnerable at 7 · Critical at 3 Recoveries 2 (each restores 4; needs a Medical Kit)
Cyberware Kit
Thoth Recall Core (Kit 2.1) — +1 Logic, Load 1. Perfect episodic recall: re-examine any scene you were present for as though still standing in it. Drawback: The recall is not selective. The GM may make you remember something at the worst moment.
Signature Main Action HURL ELEMENT (Qadhf al-ʿUnṣur)
Distance: Ranged 10 · Target: One creature
Throw Corrosive, Incendiary or Toxic force; higher results knock the target Prone.
≤10: 7 damage, and apply the selected damage type's value (2). · 11–15: 9 damage, apply the selected damage type's value (2), and the target is Prone . · 16+: 12 damage, apply the selected damage type's value (3), and the target is Prone .
Signature Maneuver NO SPACE BETWEEN (Bilā Masāfa)
Distance: Line of sight · Target: Two spaces you can perceive
Open two linked portals until the start of your next Turn.
3 Shaḥn · Main Action RIPPLES IN EARTH (Tamawwujāt al-Arḍ)
Distance: 3-hex burst within 5 · Target: The area
Raise the ground under enemies: Corrosive damage; on 16+ they are Prone.
≤10: 7 Corrosive damage. · 11–15: 9 Corrosive damage. · 16+: 12 Corrosive damage, and they are Prone , save ends.
Territory Sergeant (Tier 1, Influence) — d12 8: Pragmatic to the point of cruelty
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Shaper — Start here.
Starter Operator · Level 1 · Shepard
Rania Khoury
A drone mechanic whose uncle's repair stall built half the swarm she flies.
Who
Crew Arc: The Seekers Background Arc: Family-Obligated Wants: Pay off the stall's Sentinel parts debt. Will not: Fly a drone into a crowd.
Attributes
+2POW
+1REF
+1LOG
+2AWR
-1PRE
Includes the Kit's +1 Reflex.
Rūḥ
Max 15 · Vulnerable at 7 · Critical at 3 Recoveries 3 (each restores 5; needs a Medical Kit)
Cyberware Kit
Hermes NIP Link (Kit 3.1) — +1 Reflex, Load 1. Draw, stow or reload as a free action; you never drop what you are holding. Drawback: Bane on any roll to stay perfectly still or appear unarmed.
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Shepard — Start here.
Starter Operator · Level 1 · Steeljack
Omar Farouk
A truck driver who became part of the truck after the crash.
Who
Crew Arc: The Seekers Background Arc: Cyberware-Dependent Wants: Own the truck outright, and the implant that lets him feel it. Will not: Abandon the vehicle with crew inside.
Attributes
+2POW
+3REF
+1LOG
0AWR
-1PRE
Includes the Kit's +1 Reflex.
Rūḥ
Max 16 · Vulnerable at 8 · Critical at 4 Recoveries 3 (each restores 5; needs a Medical Kit)
Cyberware Kit
Hermes NIP Link (Kit 3.1) — +1 Reflex, Load 1. Draw, stow or reload as a free action; you never drop what you are holding. Drawback: Bane on any roll to stay perfectly still or appear unarmed.
Skills
Skill
Fam.
Attr
Rank
%
Piloting
Tech.
REF
2
55%
Electronic Surveillance
Tech.
LOG
1
41%
Leverage
Soci.
PRE
1
35%
Status
Soci.
PRE
1
35%
Coastal Highway Network
Know.
AWA
1
38%
Khepri Service Contracts
Know.
LOG
1
41%
Traits
Default: Sensation Chaser · Stress: Escalate Authority: Look for Leverage · Decision: Control
Languages
Arabic (Egyptian), Italian
Talents
Signature Main Action DRIVING ASSAULT (Indifāʿ al-Qiyādah)
Distance: Self, then mounted weapon range · Target: One creature
Move half the vehicle's Speed, then fire one mounted weapon and push the target.
≤10: 6 Kinetic damage, and push them 1 hex. · 11–15: 8 Kinetic damage, and push them 3 hexes. · 16+: 11 Kinetic damage, and push them 5 hexes.
Signature Maneuver DRIFT LINE
Distance: Self (your platform) · Target: Your vehicle or mech
Reposition the vehicle: +2 Speed for the move and +1 Stability.
3 Ḥamla · Main Action LOCKDOWN BARRAGE (Qaṣf al-Ighlāq)
Distance: Mounted weapon range · Target: One creature
Suppressing fire: the target is Immobilized while it stays in the area (save ends).
Street Medic or Clinic Operator (Tier 1, Protect) — d12 10: Quietly ambitious and impatient
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Steeljack — Start here.
Starter Operator · Level 1 · Veinrunner
Zayd Haddad
A courier whose veins glow when he runs, and who has stopped hiding it.
Who
Crew Arc: The Seekers Background Arc: Chem-Bound Wants: Find the lab that first put the compound in his blood. Will not: Run a package he hasn't looked inside.
Attributes
+3POW
+2REF
-1LOG
+1AWR
0PRE
Includes the Kit's +1 Power.
Rūḥ
Max 16 · Vulnerable at 8 · Critical at 4 Recoveries 5 (each restores 5; needs a Medical Kit)
Cyberware Kit
Heracles Cybernetic Arm (Kit 1.1) — +1 Power, Load 1. 200 kg grip and a forearm tool bay. Counts as a Tier 1 melee weapon you cannot be disarmed of. Drawback: Visibly synthetic: Bane on Presence rolls where looking baseline matters; sets off every scanner.
Skills
Skill
Fam.
Attr
Rank
%
Shadowing
Tech.
REF
1
44%
Piloting
Tech.
POW
1
47%
Investigation
Tech.
AWA
1
41%
Leverage
Soci.
PRE
1
38%
Spin
Soci.
PRE
1
38%
Mythic Vein Folklore
Know.
AWA
1
41%
Rooftop Courier Routes
Know.
AWA
1
41%
Traits
Default: Social Manipulator · Stress: Visible Anger Authority: Assume Bad Faith · Decision: Freedom
Languages
Arabic (Levantine), Greek
Talents
Signature Main Action LIFT TO SLAM (Rafʿ ila Ṣadm)
Distance: Self, then Melee 1 · Target: One creature
Lift a target and slam it into something; on 16+ it is Prone.
≤10: 7 Kinetic damage, and slide them 2 hexes. · 11–15: 9 Kinetic damage, and slide them 3 hexes. · 16+: 12 Kinetic damage, slide them 4 hexes, and they are Prone .
Signature Maneuver PULL OR SHIFT (Jadhb aw Taḥrīk)
Distance: Melee 1 · Target: One creature
Pull or push a target 2 (plus Power), or shift your Speed; chains to a new enemy for free.
3 Nabḍ · Main Action REPEAT HIT
Distance: Melee 1, or Ranged 10 with a sidearm · Target: One creature
Two strikes, one roll; the target is Bleeding (save ends).
≤10: 7 damage, and they are Bleeding 2, save ends. · 11–15: 9 damage, and they are Bleeding 2, save ends. · 16+: 12 damage, and they are Bleeding 3, save ends.
3 Nabḍ · Maneuver SLIP FIELD (Maydān al-Insilāl)
Distance: Self · Target: Self
The first ranged attack against you each Turn misses, and you shift 1.
Gear · Light Load (3/3 Slots)
Item
Tier
Slots
Scarab pistol
T1 pistol
1
Dagger
T1 melee
1
Field Trauma Medkit
T1 medical
1
Casual Social – Atlas
T1 armor
0
Contacts
Lookout or Runner (Tier 1, Reveal / Move) — d12 8: Pragmatic to the point of cruelty
Territory Sergeant (Tier 1, Influence) — d12 1: Operates on favors, not trust
Damage shown includes your Attribute and +1 for Level 1. Bold numbers are the totals. Full rules: Veinrunner — Start here.
THE WORDS OF THE WORLD
NAMES AND STREET TALK
Before you start. The rules use the English. The world uses these. Arabic is the language of the street, the body and faith; Greek is the language of what DND built and what came out of Delphi.
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 Armor Tier is the Tier of the apparel or platform protecting you, and the gear cap keeps it at your echelon. Levels 1–3 are Tier 1, 4–6 Tier 2, 7–9 Tier 3, Level 10 Tier 4. That is true of operators and Competitors alike — nobody wears armor out of step with what they carry — so the cross-reference is really a Level gap. Fighting at your own echelon is Normal. One echelon above is Bane. Two above and your weapons do not reach that armor at all. One below gives Edge.
Your Signature Talents rise with you. They use the Weapon Tier matching your echelon, 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
Tier 1 Armor normally; Tier 2 Armor at Bane; Tier 3 and Tier 4 Armor not at all.
4–6
WT 2 — Tactical / Paramilitary
Tier 1 and Tier 2 Armor normally; Tier 3 Armor at Bane; Tier 4 Armor at Double Bane.
7–9
WT 3 — Heavy / Corporate
Tier 1 Armor at Edge; Tier 2 and Tier 3 Armor normally; Tier 4 Armor at Bane.
10
WT 4 — Mythic / Military
Tier 1 Armor at Double Edge; Tier 2 and Tier 3 Armor at Edge; Tier 4 Armor normally.
Tier 1 and Tier 2 Armor is worn. Tier 3 and Tier 4 Armor is a platform: a truck, a boat, an aircraft, a mech. No Effect means no Rūḥ or Enérgeia is lost — movement, Suppression, control and component effects still resolve.
Higher-cost Talents print their own Weapon Tier and are the reason a crew carries more than one weapon. The full cross-reference matrix is 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.
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.
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.
CREW ARC
1. THE BROKERS (al-Wusaṭāʾ)
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 Grey 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 Grey organizations acknowledge the crew's control over an important regional lane.
Beat 6 - A Seat at the Table – Government Level. The crew becomes a recognized Mediterranean economic power that others must negotiate with.
CREW ARC
2. THE SEEKERS (al-Bāḥithūn)RECOMMENDED FIRST ARC
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 - Government Level. Survive the full emergence and help determine the Nexus site's permanent future with DND and the host nation.
CREW ARC
3. THE PIONEERS (al-Ruwwād)
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.
FULL-PAGE ARTPLATE 05image5.png
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
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.
RAW CAPABILITY
STEP 2B - ASSIGN ATTRIBUTES
Before you start. Pick your Archetype in Step 4 first if you already know it — it tells you where your two +2s belong.
WHAT ATTRIBUTES ARE
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.
WHERE YOUR +2s GO
Each Archetype rolls one Attribute far more than the others. Put your first +2 there, the second +2 in the next one, then place +1, 0 and −1 in the rest. Your Cyberware Kit (Step 7) adds its bonus on top.
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.
FULL-PAGE ARTPLATE 06image6.png
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 — Baṣīra (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 — Peitharchía (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 — Shaḥn (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 — Ḥamla (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 — Nabḍ (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 (Mughtāl)
STARTING OPTIONS
At Level 1 you start with the four Talents shown in the Start here box above: both Signatures, plus one Main Action and one Maneuver from the Cost 3 list.
SIGNATURE
Thread the Crowd — Main Action Talent; Tier 1
Sharp Edge — Maneuver
COST 3 BAṢĪRA
Open the Artery — Main Action Talent; Tier 1
Draw the Eye — Maneuver
Mark the Target — Maneuver
COST 5 BAṢĪRA
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+ BAṢĪRA
Anchor Shot — Main Action Talent; 7 Baṣīra; Tier 3
Shadow Line — Main Action Talent; 9 Baṣīra; Tier 4
Kill Confirmed — Main Action Talent; 11 Baṣīra; 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 (al-Ḥadd al-Ḥādd)
Signature | Maneuver | Self; Tier 1 Blade
Tags. Setup, Condition
“I prepare the edge. The next hit cuts deep.”
Distance. Self Target. Self
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: the Bleeding value applied is 4 instead of 2.
OPEN THE ARTERY (Fatḥ al-Shiryān)
3 Baṣīra | 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 or Ranged 15 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-Naẓar)
3 Baṣīra | Maneuver | Burst 5 spaces; enemies
Tags. Setup, Teamwork
“Look at me. Now they are exposed.”
Distance. Burst 5 Target. Each enemy in the area
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: one ally who can perceive you may immediately make a Free Strike against an affected target.
“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 (Khaṭwat al-Ramad)
5 Baṣīra | Maneuver | Burst 4 spaces; you and allies
Tags. Movement, Stealth
“We move through shadow and disappear before they respond.”
Distance. Burst 4 Target. You and each ally in the area
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.
Combo. If Sound Lure moved the target into a hazard or an ally's threat range this Round, gain Edge on the Power Roll.
Result Tier
Effect
10 or lower
8 + Reflex Kinetic damage, and they are Restrained, save ends.
11-15
12 + Reflex Kinetic damage, and they are Restrained, save ends.
16+
16 + Reflex Kinetic damage, and they are Restrained, save ends.
Overdrive (8 Rūḥ). Spend before the roll: the condition also applies to one enemy adjacent to the target.
SOUND LURE (Istidrāj al-Ṣawt)
5 Baṣīra | Maneuver | 3-hex burst within 10
Tags. Control, Forced Movement
“Hear that? Move.”
Distance. 3-hex burst within 10 Target. Each enemy in the area
Power Roll + Reflex.
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: treat the result as one Tier higher.
BLACK VEIL (Ḥijāb al-Ẓalām)
5 Baṣīra | 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 (Ṣūra Muzayyafa)
5 Baṣīra | Maneuver | Self
Tags. Stealth, Setup
“Nothing to see.”
Distance. Self Target. Self
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 (Khaṭṭ al-Ẓill)
9 Baṣīra | Main Action | Weapon Tier 4 | Line 10 x 1 spaces; enemies
Tags. Strike, Mobility
“I pass through. Everyone bleeds.”
Distance. Self, then a Line 10 × 1 Target. Each enemy in the line
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 (Taʾkīd al-Qatl)
11 Baṣīra | Main Action | Weapon Tier 4 | Melee 1 space or weapon range; 1 target
Tags. Strike, Execution
“You are already dead.”
Distance. Melee 1, or weapon range 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 (Muṣāriʿ)
STARTING OPTIONS
At Level 1 you start with the four Talents shown in the Start here box above: both Signatures, plus one Main Action and one Maneuver from the Cost 3 list.
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 (Ḍarbat 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. Self (move up to your Speed in a straight line) Target. Each enemy you pass adjacent to
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-Ḍaghṭ)
Maneuver | 3 Zakhm
Tags. Control, Zone
“I crowd you until there is nowhere left to move.”
Distance. Aura 1 Target. Each enemy adjacent to you
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-Iʿtirāḍ)
Maneuver | 3 Zakhm
Tags. Prepared Effect, Control
“Act, and I strike first.”
Distance. Line of sight Target. One enemy you can perceive
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 prepared effect applies to the next two attacks that enemy makes, not only the first.
KIAI — DISRUPTION (al-Tashwīsh)
Main Action | 5 Zakhm | Weapon Tier 2
Tags. Multi-Target, Control
“I break their balance. Everything shifts.”
Distance. Line of sight Target. Each enemy you choose that can hear or feel it
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-Ḥalaba)
Maneuver | 5 Zakhm
Tags. Control, Zone
“You do not leave this space.”
Distance. Melee 1 Target. One creature
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 (Ḍarbat al-Sabq)
Maneuver | 5 Zakhm
Tags. Prepared Effect, Defense
“Hit me, and I return it.”
Distance. Self 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 weapon lands out of reach, and the target cannot recover it for the rest of the encounter.
WRESTLING — THROW (Ramy al-Ḥalīf)
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. Aura 1 (your reach) Target. Each enemy that enters your reach or attacks you
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 (Ḍarba Ḥayawiyya)
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. One creature
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-Ḍarba al-Jawwiyya)
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 adjacent to your landing space
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 (Ḍarbat 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 you start with the four Talents shown in the Start here box above: both Signatures, plus one Main Action and one Maneuver from the Cost 3 list.
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 (Ramyat Tashwīsh)
Main Action | Signature | Weapon Tier 1
Tags. Strike, Control, Weapon
“I snap the shot and break your movement.”
Distance. Weapon range 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. Up to three allies who can perceive you
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. Weapon range Target. One creature
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-Istiʿjāl)
Maneuver | 3 Tarkīz
Tags. Mobility, Control
“Move fast. Get into position.”
Distance. Ranged 10 Target. Willing allies and up to two enemies
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. Weapon range 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. Ranged 10 Target. Up to two creatures
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. Weapon range 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. Ranged 10 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: learn every Resistance, Immunity and Weakness the target has, and every ally learns them with you.
PERFECT SHOT (Ṭalqa Kāmila)
Main Action | 7 Tarkīz | Weapon Tier 3
Tags. Precision, Strike
“One shot. Clean.”
Distance. Weapon range 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 (Ḍabāb al-Ḥarb)
Maneuver | 5 Tarkīz
Tags. Control, Deception
“They hit the wrong target.”
Distance. Ranged 10 Target. Up to two enemies
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 Bane applies to every attack those enemies make, not only the ones aimed away from the creature you designate.
WHAT WE PLANNED FOR (Hādhā Mā Khaṭṭaṭnā Lahu)
Maneuver | 5 Tarkīz
Tags. Tempo, Teamwork
“We move now.”
Distance. Ranged 5 Target. Up to two allies
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. Allies who can perceive you Target. Each ally you choose
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. Weapon range Target. One creature, and up to two allies
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. Weapon range Target. Two creatures
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 Peitharchía: Seize — Main Action, Tier 1
3 Peitharchía: Lock — Maneuver
3 Peitharchía: Output — Maneuver
5 Peitharchía: Disruption — Main Action, Tier 2
5 Peitharchía: Collapse — Main Action, Tier 2
5 Peitharchía: Surge — Maneuver
5 Peitharchía: Field — Maneuver
5 Peitharchía: Rewrite — Maneuver
5 Peitharchía: Sensor Blind / ECM — Maneuver
5 Peitharchía: Signal Restore / ECCM — Maneuver
7 Peitharchía: Drain — Main Action, Tier 3
7 Peitharchía: Walk — Main Action, Tier 3
9 Peitharchía: Throw — Main Action, Tier 4
11 Peitharchía: Phase Strike — Main Action, Tier 4
TALENTS
REDIRECT (Ektropí)
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 or machine with a HIN link
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 (Nekró Pedío)
Maneuver | Signature
Tags. Zone, ECM, Control
“Dead zone up. Nothing runs clean in here.”
Distance. Ranged 10, or any linked system Target. One node, deck or linked position
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 (Arpagí)
Main Action | 3 Peitharchía | 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 (Ischýs)
Maneuver | 3 Peitharchía
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 (Kleídoma)
Maneuver | 3 Peitharchía
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 (Diatáraxi)
Main Action | 5 Peitharchía | 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 (Katárrefsi)
Main Action | 5 Peitharchía | 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 (Éxarsi)
Maneuver | 5 Peitharchía
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 (Aigís)
Maneuver | 5 Peitharchía
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 (Epanengrafí)
Maneuver | 5 Peitharchía
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 Enérgeia.
Overdrive (3 Rūḥ). Spend before the roll: the rewrite persists after you leave, and the corporation finds it three days later.
SENSOR BLIND / ECM (Týflosi Aisthitíron)
Maneuver | 5 Peitharchía
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 (Apokatástasi)
Maneuver | 5 Peitharchía
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 (Apostrángisi)
Main Action | 7 Peitharchía | 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 (Vádisma)
Main Action | 7 Peitharchía | 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 (Rípsi)
Main Action | 9 Peitharchía | 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 (Plígma Fásis)
Main Action | 11 Peitharchía | 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 (Hātif)
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 (Istidʿāʾ 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. Each ally you choose
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. Ranged 10 Target. One creature, then two more enemies within 5 hexes of it
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 (Wiʿāʾ al-Intiqām)
Maneuver | 3 Baraka
Tags. Support, Prepared Effect
“Strike them and be struck.”
Distance. Ranged 5 Target. Self or 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-Ḥiṣn)
Maneuver | 3 Baraka
Tags. Control, Zone
“Come closer and pay for it.”
Distance. Zone: 3 hexes around your position Target. Each enemy you choose
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-Shifāʾ)
Maneuver | 5 Baraka
Tags. Support, Healing
“Stand and keep fighting.”
Distance. Ranged 5 Target. Self or 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. Up to two allies
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. Up to three allies
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 (Istiḥḍār al-Ghumūḍ)
Maneuver | 5 Baraka
Tags. Support, Stealth, Personal Mythos Visualization
“Fade. Move unseen.”
Distance. Ranged 5 Target. Each ally you choose
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 al-Āliha)
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. 3-hex burst within 10 Target. Each enemy in the area
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. Line 10 × 1 from you Target. Each enemy in the line
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 Shaḥn: Meteoric Introduction — Main Action, Tier 1
3 Shaḥn: Ripples in Earth — Main Action, Tier 1
3 Shaḥn: Less Than a Breeze — Maneuver
3 Shaḥn: Practical Mythos — Maneuver
5 Shaḥn: Test of Rain — Main Action, Tier 2
5 Shaḥn: Volcano's Embrace — Main Action, Tier 2
5 Shaḥn: O Earth Defend — Maneuver
5 Shaḥn: Matter Wall — Maneuver
5 Shaḥn: Shared Void Sense — Maneuver
5 Shaḥn: Luminous Champion — Maneuver
5 Shaḥn: Instant Excavation — Maneuver
7 Shaḥn: Swarm of Spirits — Main Action, Tier 3
9 Shaḥn: Magma Titan — Main Action, Tier 4
11 Shaḥn: 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. Ranged 10 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 (Bilā Masāfa)
Maneuver | Signature
Tags. Movement, Portal
“Step through and skip the distance.”
Distance. Line of sight Target. Two spaces you can perceive
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: the portals remain until the end of the encounter.
METEORIC INTRODUCTION (Dukhūl Shahābī)
Main Action | 3 Shaḥn | 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 Shaḥn
Tags. Movement, Phase
“Nothing stops you. Move through it.”
Distance. Ranged 5 Target. Self or one ally
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: the target may pass through any number of barriers during that Movement.
RIPPLES IN EARTH (Tamawwujāt al-Arḍ)
Main Action | 3 Shaḥn | 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 Shaḥn
Tags. Movement, Teleport
“I am already there.”
Distance. Self Target. Self and one willing adjacent ally
Power Roll + Awareness.
Effect. Teleport yourself and one willing adjacent ally to legal spaces you can perceive.
Overdrive (3 Rūḥ). Spend before the roll: teleport yourself and every willing ally you can perceive, not one.
TEST OF RAIN (Ikhtibār al-Maṭar)
Main Action | 5 Shaḥn | 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 Arḍ Iḥmī)
Maneuver | 5 Shaḥn
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 (ʿInāq al-Burkān)
Main Action | 5 Shaḥn | Weapon Tier 2
Tags. Strike, Control, Incendiary
“You do not move. You burn.”
Distance. Melee 1 Target. Up to two creatures
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 Shaḥn
Tags. Terrain, Control
“Barriers are material. Material obeys.”
Distance. Line of sight Target. One barrier
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: the passage is permanent and wide enough for a vehicle to pass through.
SHARED VOID SENSE (Idrāk al-Farāgh al-Mushtarak)
Maneuver | 5 Shaḥn
Tags. Support, Perception
“See the empty space between things.”
Distance. Ranged 5 Target. Up to two allies
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 Muḍīʾ)
Maneuver | 5 Shaḥn
Tags. Movement, Support
“Rise. Take the fight above them.”
Distance. Ranged 5 Target. Self or 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 (Ḥafr Fawrī)
Maneuver | 5 Shaḥn
Tags. Terrain, Control
“Ground gives way.”
Distance. Line of sight Target. One creature on the chosen space
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 Shaḥn | 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 Shaḥn | Weapon Tier 4
Tags. Transformation, Strike, Incendiary
“Become unstoppable.”
Distance. Melee 1 Target. Self or one willing adjacent ally
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 Shaḥn | 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
5 Ousía: Jamming Screen — Maneuver
5 Ousía: Clean Channel — 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. Unoccupied spaces you can perceive
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 Enérgeia.
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: treat the result as one Tier higher.
DEFENSIVE MATRIX
AmyntikíMítra
Maneuver | Signature
Tags. Drone, Support, Defense
“Lock the perimeter. Stay inside the shield.”
Distance. Ranged 10 (the drone) Target. Allies on your drone network
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. Two to four creatures (by result)
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. Each enemy a drone crosses
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: each enemy crossed takes 5 damage and is Prone, instead of choosing between them.
INTERCEPT VECTOR
DiánysmaAnachaítisis
Maneuver | 3 Ousía
Tags. Drone, Defense, Control
“Intercept. Nothing hits them.”
Distance. Ranged 10 (the drone) Target. One ally on your drone network
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
YperfórtosiPlígmatos
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. Allies on your drone network
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
Protókollo
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
SárosiVaríasEfódou
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 Ḥamla: Lockdown Barrage — Main Action, Tier 1
3 Ḥamla: Draft Drag — Maneuver
3 Ḥamla: Terrain Skim — Maneuver
3 Ḥamla: Vehicle Shove — Maneuver
5 Ḥamla: Interceptor — Main Action, Tier 2
5 Ḥamla: Break Contact — Maneuver
5 Ḥamla: Cobra Overshoot — Maneuver
7 Ḥamla: Vector Break — Main Action, Tier 3
7 Ḥamla: Hunter Kill — Main Action, Tier 3
9 Ḥamla: Collision Drive — Main Action, Tier 4
11 Ḥamla: Godline Strike — Main Action, Tier 4
11 Ḥamla: 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 mounted weapon range 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
GrammíOlísthisis
Maneuver | Signature
Tags. Movement, Control
“Snap turn. Hold momentum.”
Distance. Self (your platform) Target. Your vehicle or mech
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: the Speed bonus is +4 instead of +2, and the Stability bonus lasts until the end of the encounter.
LOCKDOWN BARRAGE (Qaṣf al-Ighlāq)
Main Action | 3 Ḥamla | Weapon Tier 1
Tags. Strike, Control, Suppression
“No escape. This lane is mine.”
Distance. Mounted weapon range 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 Ḥamla
Tags. Control, Debuff
“You are losing control. Your movement is mine.”
Distance. Ranged 10 Target. One machine you can perceive
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 target is Slowed and cannot shift, save ends.
TERRAIN SKIM
GlístrimaEdáfous
Maneuver | 3 Ḥamla
Tags. Movement, Terrain
“Terrain does not slow me.”
Distance. Self (your platform) Target. Your vehicle or mech
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: the platform also ignores hazardous ground and takes no collision damage this Turn.
VEHICLE SHOVE
ÓthisiOchímatos
Maneuver | 3 Ḥamla
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 Ḥamla | 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 Ḥamla
Tags. Movement, Escape
“Break off. Reset the engagement.”
Distance. Self (your platform) Target. Your vehicle or mech
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: move up to your full Speed instead of half, and gain Concealment wherever you end.
VECTOR BREAK (Kasr al-Ittijāh)
Main Action | 7 Ḥamla | 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 Ḥamla
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: swap positions with every vehicle or mech you pass, and each has Bane on its next attack.
HUNTER KILL (Khaṭṭ al-Qatl)
Main Action | 7 Ḥamla | Weapon Tier 3
Tags. Strike, Multi-Target, Tracking
“Line it up. Anything crossing dies.”
Distance. Mounted weapon range (firing path) Target. Each enemy in the firing path
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
SýntripsiKroúsis
Main Action | 9 Ḥamla | 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 (Khaṭṭ al-Ilāh)
Main Action | 11 Ḥamla | Weapon Tier 4
Tags. Heavy, Multi-Target, Strike
“Line it up. Everything in the firing path burns.”
Distance. Mounted weapon range (firing path) Target. Each enemy in the firing path
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 Ḥamla | 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 Nabḍ: Repeat Hit — Main Action, Tier 1
3 Nabḍ: Hold and Crush — Main Action, Tier 1
3 Nabḍ: Ghost Window — Maneuver
3 Nabḍ: Slip Field — Maneuver
3 Nabḍ: Overclock — Maneuver
5 Nabḍ: Break Their Timing — Main Action, Tier 2
5 Nabḍ: Clear Space — Main Action, Tier 2
5 Nabḍ: Quick Shift — Maneuver
5 Nabḍ: Ballistic Screen — Maneuver
5 Nabḍ: Line Assist — Maneuver
5 Nabḍ: Focus Lock — Maneuver
7 Nabḍ: Shock Through — Main Action, Tier 3
9 Nabḍ: Cross the Line — Main Action, Tier 4
11 Nabḍ: 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 Taḥrīk)
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
ḌarbMutakarrir
Main Action | 3 Nabḍ | 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 Nabḍ
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: the improvised weapon does not break, and it counts as one Weapon Tier higher.
HOLD AND CRUSH (Imsāk wa Ḍaghṭ)
Main Action | 3 Nabḍ | 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 Nabḍ
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-Nabḍ)
Maneuver | 3 Nabḍ
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 Nabḍ | 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 Nabḍ | Weapon Tier 2
Tags. Multi-Target, Movement, Mythos
“Everyone in this room. One at a time. Quickly.”
Distance. Burst 3 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 Nabḍ
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 (Ḥijāb Bālistī)
Maneuver | 5 Nabḍ
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 Nabḍ
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 Nabḍ
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 Nabḍ | 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-Khaṭṭ)
Main Action | 9 Nabḍ | 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 Nabḍ | 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.
ALL SKILLS AT A GLANCE
Every Skill, its family, the Attribute it uses and what Rank 1 is called. Ranks must be spent inside their family: Technical Ranks on Technical Skills, and so on. Social Skills · Technical Skills · Knowledge Skills.
Skill
Family
Attribute
Rank 1
Sell
Social
Presence
Simple Persuasion
Spin
Social
Presence
Basic Falsehood
Status
Social
Presence
Recognized
Leverage
Social
Presence
Implied Risk
Biotech Systems
Technical
Logic
Field Medic
Cyber Operations
Technical
Awareness or Logic
Observer Coder
Demolitions
Technical
Logic
Improvised Breacher
Electronic Surveillance
Technical
Awareness or Logic
Circuit Tech
Investigation
Technical
Awareness
Observer
Mythos Operations
Technical
Awareness
Mythos Literacy
Piloting
Technical
Reflex or Power
Urban Pilot
Fabrication
Technical
Reflex or Logic
Technician
Shadowing
Technical
Reflex or Awareness
Tail
Your choice — see Knowledge Skills
Knowledge
Agreed with the GM (usually Logic or Awareness)
Working knowledge of the field
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.
CYBERSTEEL
KNOWLEDGE SKILLS
Before you start. Knowledge Skills are the ones you invent. They are how your table puts its own style on the setting.
CHOOSE YOUR OWN
There is no fixed list. Each player names their Knowledge Skills — a field, a place, a culture, a trade, a history — and the GM approves them. A good Knowledge Skill is narrow enough to picture and wide enough to come up more than once: Old Port Rooftops works; Everything About Cities does not.
Name it. Two to four words.
Agree the Attribute with the GM. Usually Logic for study and records, or Awareness for street and field knowledge.
Spend Ranks. You start with 2 Knowledge Ranks; Levels 2, 4, 8 and 10 give 1 more. Use the normal formula: 30 + (3 × Attribute) + (8 × Rank).
Tie it to your story. Most Knowledge Skills come from your Background Arc or Crew Arc.
EXAMPLES
Knowledge Skill
Usual Attribute
What it covers
Old Port Rooftops
Awareness
Routes, ladders, which roofs hold weight
Ancient Mythic Scripts
Logic
Reading inscriptions, dating records
Vectrix Field Procedure
Awareness
How a corporate squad moves and reports
Coastal Shrines and Saints
Awareness
Local cults, pilgrim routes, sacred days
Levant Smuggling Routes
Awareness
Who moves what, where, and who they pay
HIN Node Architecture
Logic
How networks are built and where they are weak
WHAT RANKS MEAN
Rank
You know…
1
What a local would know: names, places, common stories.
2
What a professional would know: methods, history, who matters.
3
What a specialist would know: hidden patterns, rare sources.
4
What an institution would know: restricted records, inner workings.
5
What only a handful of people know. Your knowledge shapes events.
Knowledge Skills answer questions and open doors. They never replace a Technical Skill: knowing how Vectrix squads move does not let you pilot their truck.
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 (Wāsṭa)
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 (al-Ḥāra)
Tier 2 – Underworld (Taḥt al-Arḍ)
Tier 3 - Corporate (al-Sharikāt)
Tier 4 - Government (al-Dawla)
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 (al-Ḥāra) and rises through Underworld (Taḥt al-Arḍ), Corporate (al-Sharikāt), and Government (al-Dawla) 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.
OPTIONAL · FOR THE GM
QUICK CONTACTS AND NPCS
Before you start. Use these tables when a player needs a Contact on the spot or a scene needs a person in it. Roll, or pick what fits — the tables are a prompt, not a rule.
A PERSON IN FIVE ROLLS
Gender — roll d10 on the Gender table.
Name — roll d100 on the Names table. Take the given name for their gender and the family name from the same row, or roll again for the family name if their family crossed a border.
Role — roll d10 on the Gear by Role table.
Gear — read across that role to the column for the person's Tier: a Tier 1 Contact is Street, Tier 2 Underworld, Tier 3 Corporate, Tier 4 Government.
Example: d10 7 (Man), d100 23 (Libya: Mabrouk Bugaighis), d10 9 (Scout), Tier 2: Explorer Outfit, Pathfinder Navigation Beacon, Aten Jeep, Chimera. d12 11: risk-averse until cornered. A desert guide who will not cross the quarantine line until someone makes him.
GENDER — ROLL D10
d10
Gender
1–4
Woman
5–8
Man
9
Nonbinary — use either name column
10
GM's choice
NAMES — ROLL D100
One hundred names from around the Mediterranean, weighted toward Egypt, Libya and Greece, where most operations happen.
d100
Country
01–15
Egypt
16–30
Libya
31–45
Greece
46–55
Tunisia
56–65
Lebanon
66–75
Turkey
76–85
Italy
86–90
Morocco
91–95
Cyprus
96–00
Malta
d100
Country
Woman
Man
Family name
01
Egypt
Nour
Karim
El-Sayed
02
Egypt
Mariam
Omar
Hassan
03
Egypt
Yasmin
Ahmed
Mostafa
04
Egypt
Salma
Youssef
Abdel-Rahman
05
Egypt
Hana
Mahmoud
Fawzy
06
Egypt
Farida
Tarek
Shalaby
07
Egypt
Dina
Amr
Soliman
08
Egypt
Rania
Sherif
Nasser
09
Egypt
Aya
Mostafa
Gamal
10
Egypt
Laila
Khaled
Fahmy
11
Egypt
Shaimaa
Hossam
Ezzat
12
Egypt
Nadia
Waleed
Ramadan
13
Egypt
Heba
Ashraf
Badawi
14
Egypt
Mona
Ayman
Zaki
15
Egypt
Reem
Hesham
Mansour
16
Libya
Fatima
Mohamed
Al-Senussi
17
Libya
Aisha
Ali
Al-Obeidi
18
Libya
Khadija
Abdullah
Al-Fitouri
19
Libya
Hawa
Salem
Al-Warfalli
20
Libya
Naima
Mustafa
Al-Misrati
21
Libya
Asma
Faraj
Al-Tarhouni
22
Libya
Zainab
Ibrahim
Al-Zawi
23
Libya
Fawzia
Mabrouk
Bugaighis
24
Libya
Najat
Saleh
Al-Barghathi
25
Libya
Huda
Abdelsalam
Al-Hasi
26
Libya
Amal
Ramadan
El-Kikhia
27
Libya
Sara
Nouri
Shalgham
28
Libya
Mabrouka
Juma
Al-Magariaf
29
Libya
Souad
Bashir
Al-Mahdawi
30
Libya
Rabia
Khalifa
Bin Omran
31
Greece
Eleni
Giorgos
Papadopoulos
32
Greece
Maria
Nikos
Georgiou
33
Greece
Katerina
Dimitris
Oikonomou
34
Greece
Sofia
Kostas
Pappas
35
Greece
Ioanna
Yannis
Vlachos
36
Greece
Anna
Panagiotis
Angelopoulos
37
Greece
Georgia
Christos
Nikolaidis
38
Greece
Despina
Vasilis
Karagiannis
39
Greece
Dimitra
Thanasis
Konstantinidis
40
Greece
Vasiliki
Stavros
Makris
41
Greece
Angeliki
Spyros
Antoniou
42
Greece
Christina
Manolis
Dimitriou
43
Greece
Athena
Alexandros
Kyriakou
44
Greece
Zoe
Michalis
Theodorou
45
Greece
Irini
Andreas
Petridis
46
Tunisia
Amira
Mehdi
Ben Salah
47
Tunisia
Ines
Sami
Trabelsi
48
Tunisia
Rim
Hamza
Jebali
49
Tunisia
Sana
Bilel
Gharbi
50
Tunisia
Olfa
Walid
Hammami
51
Tunisia
Emna
Anis
Chaabane
52
Tunisia
Yosra
Mohamed Ali
Khelifi
53
Tunisia
Hela
Slim
Ben Youssef
54
Tunisia
Nesrine
Aymen
Mejri
55
Tunisia
Wafa
Nizar
Dridi
56
Lebanon
Maya
Elie
Khoury
57
Lebanon
Rita
Georges
Haddad
58
Lebanon
Lara
Rami
Nassar
59
Lebanon
Nadine
Fadi
Saadeh
60
Lebanon
Joelle
Ziad
Karam
61
Lebanon
Carla
Tony
Abi Nader
62
Lebanon
Hiba
Hassan
Fakhoury
63
Lebanon
Rasha
Bilal
Hamadeh
64
Lebanon
Lina
Wassim
Sfeir
65
Lebanon
Zeina
Nabil
Aoun
66
Turkey
Elif
Mehmet
Yılmaz
67
Turkey
Zeynep
Mustafa
Kaya
68
Turkey
Ayşe
Ahmet
Demir
69
Turkey
Emine
Emre
Şahin
70
Turkey
Merve
Burak
Çelik
71
Turkey
Selin
Can
Arslan
72
Turkey
Deniz
Murat
Doğan
73
Turkey
Esra
Kerem
Aydın
74
Turkey
Defne
Onur
Öztürk
75
Turkey
Ceren
Serkan
Koç
76
Italy
Giulia
Marco
Rossi
77
Italy
Francesca
Luca
Russo
78
Italy
Chiara
Giuseppe
Esposito
79
Italy
Sara
Alessandro
Bianchi
80
Italy
Martina
Matteo
Romano
81
Italy
Valentina
Andrea
Ferrari
82
Italy
Alessia
Salvatore
Greco
83
Italy
Elena
Antonio
Ricci
84
Italy
Federica
Davide
Marino
85
Italy
Rosa
Francesco
Lombardo
86
Morocco
Fatima Zahra
Youssef
El Amrani
87
Morocco
Khadija
Hamza
Benali
88
Morocco
Salma
Mehdi
Alaoui
89
Morocco
Imane
Anas
Bennani
90
Morocco
Meryem
Ayoub
Tazi
91
Cyprus
Andri
Andreas
Christodoulou
92
Cyprus
Panayiota
Kyriakos
Hadjigeorgiou
93
Cyprus
Marina
Charalambos
Ioannou
94
Cyprus
Ayşe
Hüseyin
Özkan
95
Cyprus
Gül
Mehmet Ali
Özgür
96
Malta
Maria
Joseph
Borg
97
Malta
Rebecca
Matthew
Camilleri
98
Malta
Michela
Luke
Vella
99
Malta
Nicole
Kurt
Farrugia
00
Malta
Martina
Gabriel
Zammit
Greek family names change for women: Papadopoulos becomes Papadopoulou, Georgiou stays Georgiou, Nikolaidis becomes Nikolaidou. In Arabic names, Al- or El- means "the"; Bin or Ben means "son of".
GEAR BY ROLE — ROLL D10
What the person carries at each Tier. Higher Tiers keep the lower-Tier gear as backup. Tier 3–4 armor is a platform or a Kit, so those columns list a Kit where the role would have one.
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.”
THE FOUR LINES
Line
Gives
Ends at
What it costs you
Heracles
Power, and a built-in melee weapon that climbs from Tier 1 to Tier 4
The cyborg: a full combat conversion
Looking baseline, and eventually legal personhood
Thoth
Logic; Power and a built-in melee weapon once the body is replaced (Tier 3–4)
The android: a mind in a manufactured shell
Privacy inside your own head
Hermes
Reflex, then Awareness
Steeljacking and Ghosting: presence in three machines at once, full force in the Agora
Stillness, and your attention
Sekhmet
Awareness, then Presence
Mythos-grown biology: a body out of the old stories
Being treatable as human
WHICH LINE FITS YOUR ARCHETYPE
Any Archetype may take any line. These are the lines that feed what the Archetype actually does. The machine roles matter most: Hermes is the machine line, so it serves the Ghost, the Steeljack and the Shepard: its upper rungs put you inside a drone, vehicle or mech from anywhere on the network, and only Hermes lands Talents at full force in the Agora. Heracles and Thoth are the bodies that hit hardest up close.
The Ghosting and Steeljacking line: NIP Immersion (Tier 3) puts you inside any linked machine, and only Hermes lands Talents at full force in the Agora.
The machine-control line: Immersion (Tier 3) drives from anywhere on the network, Presence (Tier 4) runs three vehicles at once. +1 Reflex feeds Piloting.
Khepri — Heracles line. Numbers are the four rungs of the line, 1 through 4. Each links to its entry below.
The cyborg line. It starts with one arm and ends with a body that is a weapon. Each rung replaces more of you with load-bearing steel, and your built-in strike climbs with it: a Tier 1 melee weapon at the arm, Tier 4 at full conversion — strong enough to put a fist through Tier 4 armor. 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
+2 Power, +2 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 and reinforced arm. Your built-in strike is now a Tier 2 melee weapon. 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. Your built-in strike is a Tier 3 melee weapon. 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. +2 Power, +2 Reflex, −1 Presence. Built in. Full conversion. Your built-in strike is a Tier 4 melee weapon. Tier 3 Armor, Resistance 5 to Kinetic, and no need to breathe. 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.
The android line. Thoth starts with the mind and ends by moving it. The first two rungs are implants against the cortex — perfect memory, then a brain that talks to machines. At Tier 3 the brain leaves the body for a manufactured shell; at Tier 4 the mind runs on its own substrate and the shell is replaceable. Think of the Major in Ghost in the Shell: a person, a weapon-grade body, and an open question about which one is you. Once the body is synthetic it hits like one — a Tier 3, then Tier 4, melee weapon — and it gains Power. DND watches this line most closely. You gain Logic, and your mind becomes a place other things can reach.
Tier
Kit
Attribute
Load
Credits
Resources
T1
Thoth Recall Core Cybernetic Kit 2.1
+1 Logic
1
700
6 Electronics, 4 Cultured Tissue, 3 Data, 1 Power Cells
T2
Thoth Praxis Core Cybernetic Kit 2.2
+1 Logic, +1 Awareness
2
12,600
19 Electronics, 11 Cultured Tissue, 8 Data, 4 Power Cells
T3
Thoth Synthetic Shell Cybernetic Kit 2.3
+2 Logic, +1 Power
3
220,000
50 Electronics, 28 Cultured Tissue, 21 Data, 11 Power Cells
T4
Thoth Sentient Android Cybernetic Kit 2.4
+2 Logic, +2 Power, −1 Presence
4
3,000,000
225 Electronics, 125 Data, 100 Cultured Tissue, 50 Power Cells
Thoth Recall Core — Cybernetic Kit 2.1, Tier 1, Load 1. +1 Logic. Built in. Cortical implant 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 Praxis Core — 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 Synthetic Shell — Cybernetic Kit 2.3, Tier 3, Load 3. +2 Logic, +1 Power. Built in. Your brain moves into a manufactured full-body shell. Its strike is a Tier 3 melee weapon, it counts as Tier 2 Armor without a Gear Slot, and it needs no food or sleep. The shell carries 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 Sentient Android — Cybernetic Kit 2.4, Tier 4, Load 4. +2 Logic, +2 Power, −1 Presence. Built in. Your mind runs on a substrate that outlives the body. Your android shell's strike is a Tier 4 melee weapon and it counts as Tier 3 Armor. 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.
The Ghosting and Steeljacking line. Neural interface plates that wire your nerves to machines and, at the top of the line, carry you fully into the virtual. Khepri named the line for Hermes, the messenger who crossed between worlds. It starts in the hands — faster draws, nothing dropped — then shortens every reflex, then lets you ride a drone, vehicle or mech as your own body from anywhere on the network, and ends in full virtual presence: three machines at once, and the Agora as real to you as the street. Hermes is the line that made Steeljacking possible, and the reason a Ghost's Talents land at full force inside the Agora. Pilots, shooters and Ghosts buy it. You gain Reflex and you lose the ability to be still.
50 Electronics, 28 Cultured Tissue, 21 Alloys, 11 Power Cells
T4
Hermes NIP 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 NIP Link — Cybernetic Kit 3.1, Tier 1, Load 1. +1 Reflex. Built in. Neural 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 NIP 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 NIP 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 NIP 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.
The Mythos line. Sekhmet is grown, not built: tissue cultured from Nexus-touched cell lines and infused into you. It does not add metal; it lets the Mythos in. The first rungs make you tougher and harder to read; the third rewrites your physiology; the fourth makes you something the old stories had a name for — the lioness who heals and burns. The paperwork never quite keeps up. You gain Awareness, then 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.
WHO MAKES WHAT
Every item in this chapter is made by one corporation. Find the kind of gear you want, then look in that corporation's table.
Smart-Weave Abaya, Corporate Field, Security Vest, Night Armor Sandrunner
— (Tier 3–4 armor is a platform)
Sentinel
Drones, droids and androids
Best Friend, Rollerball, Jude, Axiom
Echo, Black Knight, Nova, Apollo
Vectrix
Personal weapons: pistols, SMGs, rifles, blades
Asp, Peregrine, Katana, Legate
Monofilament Blade, Arc Glaive, Powered Gauntlet
Credits and Resources. Every item now lists what it costs. Credits is the market price; Resources to build is what Fabrication needs to make one. The seven Resources are the same ones Cyberware uses: Alloys (metal) · Cybersteel (Mythos-folded metal, replacing Alloys at Tier 3–4) · Electronics · Power Cells · Data (code, licences, keys) · Compounds (chemicals, polymers, smart fibre) · Cultured Tissue (grown biological material).
WHY TIERS EXIST
Tiers keep a fight fair and the world readable. A Talent prints a Weapon Tier, and that Tier is compared with the target's Armor Tier: same Tier is normal, one Tier above you is Bane, two above and you cannot hurt it at all. Your Signature Talents rise with your Level, and your gear is capped at your echelon, so you are always fighting things you can hurt — and a street gang can never stroll into a fight with military armor. In play this means two things. First, the right tool matters more than a good roll: bring a Tier 2 weapon to a Tier 2 problem. Second, when the GM shows you something a Tier above you, it is a warning, not a challenge — find another way, or bring the Talent that reaches it.
WHAT YOU MAY CARRY BY LEVEL
Level
Gear Tier cap
Cyberware Kit Tier
Signature Weapon Tier
Note
1–3
Tier 1
Tier 1
WT 1
Exceptions below
4–6
Tier 2
Tier 2
WT 2
7–9
Tier 3
Tier 3
WT 3
10
Tier 4
Tier 4
WT 4
You start at Tier 1. Every time your echelon rises, so does the cap. The Kit rule is already in Step 7; this is the same rule for gear.
WHAT A TIER MEANS, BY CATEGORY
Category
Tier 1
Tier 2
Tier 3
Tier 4
Look in
Weapons
Pistols, SMGs, shotguns, blades — street weapons
Rifles, laser SMGs, sniper rifles — tactical
Heavy and vehicle-mounted weapons
Cannons, missile racks — military
Vectrix; Blackforge (3–4)
Ammo & explosives
Gel rounds, flash and incendiary grenades
Armor-piercing and incendiary ammo, EMP, demolition kits
Guided and Mythos ammunition, heavy demolition
Missile ammunition, strategic demolition
Red Lantern
Apparel & armor
Everyday clothes with smart-weave protection. 0 Slots
Tier 1–2 gear is in Tier 1-2 Gear; Tier 3–4 is in Tier 3-4 Gear. Each corporation's table lists Tier, Load and the Skill Rank that unlocks the item.
WHAT YOUR ROLE NEEDS
Who
Must carry
Everyone
A Medical Kit (Khepri, Tier 1, 1 Slot). Catch a Breath — how you spend Recoveries — needs one.
Ghost
A Noisedeck and Cyber Operations Rank 1+. Best Kit line: Hermes. Exception: a Level 1 Ghost may start with the Tier 2 Resonance Noisedeck.
Steeljack
A vehicle or mech with a mounted weapon, Piloting Rank 1+, and a Steeljack Deck. Best Kit line: Hermes. Exception: every vehicle is Tier 2 or higher, so a Level 1 Steeljack may start with one Tier 2 vehicle.
Shepard
At least one drone (Sentinel Tiny Drones, Tier 1) and Piloting or Electronic Surveillance Rank 1. Best Kit line: Hermes.
A Grey Fixer stash. Everything in the tables that follow ends up in a room like this one. A Grey Fixer (simsār, one of al-Samāsira) 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?
Credits
Resources to build
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.
1,800
3 Electronics, 2 Data, 1 Power Cells
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.
150
2 Electronics, 1 Data
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.
150
2 Electronics, 1 Data
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.
1,800
3 Electronics, 2 Data, 1 Power Cells
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.
120,000
10 Electronics, 6 Data, 2 Power Cells, 2 Cybersteel
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.
150
2 Electronics, 1 Data
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.
150
2 Electronics, 1 Data
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.
3,000
5 Electronics, 3 Data, 1 Power Cells, 1 Alloys
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.
3,000
5 Electronics, 3 Data, 1 Power Cells, 1 Alloys
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.
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?
Credits
Resources to build
Armor Unlocks
1
Corporate Technician
Corporate Uniform
1
0
Reinforced professional workwear with tool loops, smart ID fibers, and climate-regulating panels.
100
2 Compounds
Tier 1 Armor
2
Corporate Business Casual
Corporate Uniform
1
0
Tailored office layers with adaptive fit and authentication stitching.
100
2 Compounds
Tier 1 Armor
3
Corporate Field
Corporate Uniform
1
0
Weatherproof inspection outfit with utility pockets, reinforced boots, and visible ID threads.
100
2 Compounds
Tier 1 Armor
4
Smart-Weave Scarf & Layered Ensemble
Smart-Weave
1
0
Adaptive layered wear centered on a climate-regulating smart scarf.
100
2 Compounds
Tier 1 Armor
5
Smart-Weave Shirt
Smart-Weave
1
0
Professional shirt with adaptive fit, stain resistance, and temperature control.
100
2 Compounds
Tier 1 Armor
6
Smart-Weave Overshirt
Smart-Weave
1
0
Utility overshirt with adaptive insulation, hidden pockets, and configurable panels.
100
2 Compounds
Tier 1 Armor
7
Smart-Weave Abaya
Smart-Weave
1
0
Modest adaptive abaya with climate control, identity threads, reinforced hem, and discreet storage.
100
2 Compounds
Tier 1 Armor
8
Smart-Weave Chameleon Beta
Adaptive Apparel
1
0
Entry smart garment with programmable color, pattern, and silhouette accents.
100
2 Compounds
Tier 1 Armor
9
Expedition Outfit
Expedition Apparel
1
0
Layered travel clothing with sun protection, reinforced joints, and compact storage.
100
2 Compounds
Tier 1 Armor
10
Evening Social - Midnight
Evening Collection
1
0
Dark formalwear with subtle metallic thread and restrained smart lighting.
100
2 Compounds
Tier 1 Armor
11
Evening Social - Azure Wake
Evening Collection
1
0
Blue-black coastal formalwear with reflective accents and humidity-adaptive fabric.
100
2 Compounds
Tier 1 Armor
12
Evening Social - Horizon
Evening Collection
1
0
Diplomatic formalwear with neutral tones, modular ceremonial details, and protocol tags.
100
2 Compounds
Tier 1 Armor
13
Evening Social - Ascendant
Evening Collection
1
0
Structured leadership attire with gold accents and posture-support tailoring.
100
2 Compounds
Tier 1 Armor
14
Evening Social - Saltwind
Evening Collection
1
0
Light formalwear with breathable luxury textiles and wind-resistant outer layers.
100
2 Compounds
Tier 1 Armor
15
Evening Social - Electric Dusk
Evening Collection
1
0
Nightlife ensemble with programmable edge lighting and reactive color.
100
2 Compounds
Tier 1 Armor
16
Casual Social - Atlas
Casual Collection
1
0
Durable urban casualwear with reinforced seams and smart-fabric comfort.
100
2 Compounds
Tier 1 Armor
17
Casual Social - Nightglass
Casual Collection
1
0
Dark citywear with reflective accents, weather resistance, and secure inner pockets.
100
2 Compounds
Tier 1 Armor
18
Casual Social - Boardwalk
Casual Collection
1
0
Relaxed coastal outfit with breathable layers and salt-resistant materials.
100
2 Compounds
Tier 1 Armor
19
Casual Social - Echo Study
Casual Collection
1
0
Academic-inspired clothing with soft tailoring and data-pocket integration.
100
2 Compounds
Tier 1 Armor
20
Casual Social - Observatory
Casual Collection
1
0
Smart-casual professional outfit with adaptive temperature control and subtle status cues.
100
2 Compounds
Tier 1 Armor
21
Casual Social - Sea Glass
Casual Collection
1
0
Light summer clothing with UV protection and moisture control.
100
2 Compounds
Tier 1 Armor
22
Casual Social - Harbor Light
Casual Collection
1
0
Marina leisure wear with nautical details, durable fabrics, and secure loops.
100
2 Compounds
Tier 1 Armor
23
Casual Social - Tidal Edge
Casual Collection
1
0
Contemporary streetwear with asymmetrical layers and reinforced movement zones.
100
2 Compounds
Tier 1 Armor
24
Suncloak Suit
Protective Apparel
2
1
Tailored full-body suit with UV-blocking shell, cooling channels, hood, and gloves.
1,800
3 Compounds, 2 Alloys, 1 Electronics
Tier 2 Armor
25
Explorer Outfit
Expedition Apparel
2
1
Advanced expedition clothing with modular layers, seals, and sensor-ready points.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
26
Night Armor Sandrunner
Tactical Apparel
2
2
Desert tactical suit with concealed ballistic layers, thermal masking, and sand seals.
3,000
5 Compounds, 4 Alloys, 1 Electronics
Tier 2 Armor
27
Corporate Security - Horizon
Security Uniform
2
1
Professional security uniform with concealed armor, authentication threads, and comm loops.
1,800
3 Compounds, 2 Alloys, 1 Electronics
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.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
29
Security Vest
Protective Equipment
2
1
Concealable ballistic vest using thin composite panels and tailored outer fabric.
1,800
3 Compounds, 2 Alloys, 1 Electronics
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.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
31
Smart-Weave Hijab Ensemble
Smart-Weave
2
1
Adaptive modest ensemble with climate control, privacy layers, and ceremonial profiles.
1,800
5 Compounds, 1 Electronics
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.
1,800
5 Compounds, 1 Electronics
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.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
34
Evening Social - Ember Trail
Evening Collection
2
1
Premium formalwear with warm metallic accents, responsive fabric, and ceremonial tailoring.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
35
Evening Social - Hush
Evening Collection
2
1
Ultra-minimalist formalwear with matte textiles, hidden fasteners, and acoustic-softening layers.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
36
Casual Social - Afterburn
Casual Collection
2
1
Premium nightlife clothing with reactive accents, scent control, and thermal comfort.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
37
Casual Jacket - Blue Sky
Casual Outerwear
2
1
Light executive jacket with weather resistance, adaptive ventilation, and secure pockets.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
38
Casual Social - Breakwater
Casual Collection
2
1
Premium coastal casualwear with wind resistance, water shedding, and luxury detail.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
39
Casual Social - Gold Wind
Casual Collection
2
1
Executive casual outfit with metallic detailing, breathable tailoring, and status authentication.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
40
Casual Social - Ghostlight
Casual Collection
2
1
Monochrome urban clothing with low-reflective fabrics and adaptive shading.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
41
Casual Social - Neon Tide
Casual Collection
2
1
Metropolitan fashion with programmable accents and high-visibility social design.
1,800
5 Compounds, 1 Electronics
Tier 2 Armor
42
Casual Jacket - Mirage
Casual Outerwear
2
1
Premium travel jacket with adaptive patterning, hidden storage, and identity-safe lining.
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
Enérgeia
Load
What Is It Physically?
Credits
Resources to build
Skill Unlocks
1
Best Friend
Tiny Drone
1
10
2
Palm-sized companion drone with folding rotors, camera, speaker, light, and docking clip.
250
2 Alloys, 2 Electronics, 1 Power Cells
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.
250
2 Alloys, 2 Electronics, 1 Power Cells
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.
250
2 Alloys, 2 Electronics, 1 Power Cells
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.
250
2 Alloys, 2 Electronics, 1 Power Cells
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.
3,000
4 Alloys, 3 Electronics, 2 Power Cells, 1 Data
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.
1,200
2 Alloys, 1 Electronics, 1 Power Cells
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.
3,000
4 Alloys, 3 Electronics, 2 Power Cells, 1 Data
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.
3,000
4 Alloys, 3 Electronics, 2 Power Cells, 1 Data
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.
250
2 Alloys, 2 Electronics, 1 Power Cells
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.
7,200
9 Alloys, 9 Electronics, 4 Power Cells, 2 Data
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?
Credits
Resources to build
Skill Unlocks
1
Baton
Melee Weapon
1
1
Collapsible impact baton with textured grip, reinforced shaft, and retention ring.
150
3 Alloys
Tier 1 Talent
2
Cleaver
Melee Weapon
1
2
Heavy utility blade with thick spine, full-tang grip, and reinforced chopping edge.
250
4 Alloys, 1 Compounds
Tier 1 Talent
3
Dagger
Melee Weapon
1
1
Compact fixed blade with narrow point, guarded grip, and concealed sheath.
150
3 Alloys
Tier 1 Talent
4
Sword
Melee Weapon
1
2
Modern monoblade-style sword with composite grip, balanced guard, and reinforced scabbard.
250
4 Alloys, 1 Compounds
Tier 1 Talent
5
Asp
Pistol
1
1
Compact semiautomatic pistol with modular grip, short slide, and low-profile sights.
150
2 Alloys, 1 Compounds
Tier 1 Talent
6
Scarab
Pistol
1
1
Duty pistol with full-size frame, accessory rail, ambidextrous controls, and sealed action.
150
2 Alloys, 1 Compounds
Tier 1 Talent
7
Specter
Pistol
1
1
Suppressed-ready pistol with extended barrel, subsonic tuning, and low-signature controls.
150
2 Alloys, 1 Compounds
Tier 1 Talent
8
Thunderbolt
Laser Pistol
1
1
Compact directed-energy sidearm with replaceable power cell, cooling vents, and electronic sight.
150
1 Alloys, 1 Electronics, 1 Power Cells
Tier 1 Talent
9
Manticore
Shotgun
1
2
Compact tactical shotgun with reinforced receiver, short barrel, modular stock, and shell carrier.
250
3 Alloys, 1 Compounds, 1 Electronics
Tier 1 Talent
10
Peregrine
SMG
1
1
Light compact SMG with folding stock, top rail, and high-capacity magazine.
150
2 Alloys, 1 Compounds
Tier 1 Talent
11
Nomad
SMG
1
2
Rugged sealed SMG with simple controls, dust protection, and modular sling points.
250
3 Alloys, 1 Compounds, 1 Electronics
Tier 1 Talent
12
Axe
Weapon Accessory
2
1
Reinforced modular stock with shock absorption, storage compartment, and adjustable geometry.
1,800
5 Alloys, 1 Compounds
Tier 2 Talent
13
Hammer
Weapon Accessory
2
1
Heavy muzzle and recoil-control package with compensator, dampers, and reinforced mounting collar.
1,800
5 Alloys, 1 Compounds
Tier 2 Talent
14
Katana
Maintenance Kit
2
1
Armorer case with precision tools, gauges, cleaning systems, receiver blocks, and diagnostic tablet.
1,800
5 Alloys, 1 Compounds
Tier 2 Talent
15
Mace
Training System
2
2
Portable simulation package with inert weapon modules, sensor targets, scoring software, and instructor tablet.
3,000
9 Alloys, 1 Compounds
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.
18,000
3 Alloys, 2 Electronics, 2 Power Cells, 2 Cybersteel
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.
30,000
4 Electronics, 4 Alloys, 4 Cybersteel, 3 Power Cells
Tier 3 Talent
18
Powered Gauntlet
Melee Weapon
4
1
Military exoskeletal fist with a servo-assisted strike and a magnetic grapple plate.
72,000
7 Cybersteel, 3 Electronics, 2 Power Cells
Tier 4 Talent
19
Arc Glaive
Melee Weapon
4
2
Polearm with a plasma-arc head, issued to Nexus containment teams.
120,000
11 Cybersteel, 5 Electronics, 4 Power Cells
Tier 4 Talent
20
Paladin
Pistol
2
1
Premium smart pistol with biometric grip, advanced optic, sealed receiver, and modular barrel.
1,800
4 Alloys, 1 Compounds, 1 Electronics
Tier 2 Talent
21
Centurion
SMG
2
2
Professional SMG with stabilized stock, enclosed optic, controllable burst system, and modular suppressor.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
22
Star
SMG
2
1
Ultra-compact personal-defense weapon with top-fed magazine, folding grip, and smart sight.
1,800
4 Alloys, 1 Compounds, 1 Electronics
Tier 2 Talent
23
WASP
Laser SMG
2
2
Compact automatic laser weapon with rotating emitter cluster, power-cell block, and active cooling.
3,000
4 Alloys, 3 Electronics, 3 Power Cells
Tier 2 Talent
24
Basilisk
Laser Assault
2
2
Full-size laser rifle with long emitter housing, shoulder power interface, and advanced thermal management.
3,000
4 Alloys, 3 Electronics, 3 Power Cells
Tier 2 Talent
25
Legate
Assault Rifle
2
2
Modular service rifle with balanced receiver, adjustable stock, enclosed optic, and universal rail system.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
26
Praetor
Assault Rifle
2
2
Heavy service rifle with reinforced barrel, integrated fire-control optic, and recoil-management chassis.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
27
Kestrel
Shotgun
2
2
Semi-automatic combat shotgun with gas system, modular magazine, smart choke, and armored furniture.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
28
Harrier
Shotgun
2
2
Compact bullpup shotgun with dual-feed magazines, short overall length, and reinforced breach muzzle.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
29
Chimera
Sniper Rifle
2
2
Precision marksman rifle with long free-floating barrel, advanced optic, adjustable chassis, and ballistic computer.
3,000
7 Alloys, 2 Compounds, 1 Electronics
Tier 2 Talent
CYBERSTEEL
TIER 3-4 GEAR
Advanced, restricted, corporate, strategic, and infrastructure-scale equipment
CORPORATE GEAR
AERODYNE CORPORATION
Ref
Item
Category
Tier
Enérgeia
Load
What Is It Physically?
Credits
Resources to build
Skill Unlocks
12
Starlight
Luxury Boat
3
65
Exp.
Large luxury vessel with staterooms, concealed equipment bays, encrypted communications suite, and shallow-draft hull.
Multi-emitter rotary energy weapon with capacitor pack, active cooling, and stabilized heavy mount.
80,000
15 Power Cells, 11 Electronics, 7 Alloys, 7 Cybersteel
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.
80,000
15 Power Cells, 11 Electronics, 7 Alloys, 7 Cybersteel
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.
480,000
48 Cybersteel, 16 Electronics, 16 Compounds
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.
480,000
29 Power Cells, 29 Cybersteel, 22 Electronics
Tier 4 Talent
9
Ranger Rail Gun
Electromagnetic Cannon
4
Exp.
Long electromagnetic accelerator with Cybersteel rails, capacitor banks, cooling jacket, and precision mount.
480,000
29 Power Cells, 29 Cybersteel, 22 Electronics
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.
480,000
24 Compounds, 24 Electronics, 24 Cybersteel, 8 Power Cells
Tier 4 Talent
CORPORATE GEAR
BLUE HARP CORPORATION
Ref
Item
Category
Tier
Load
What Is It Physically?
Credits
Resources to build
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.
120,000
10 Electronics, 6 Data, 2 Power Cells, 2 Cybersteel
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.
120,000
10 Electronics, 6 Data, 2 Power Cells, 2 Cybersteel
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.
80,000
11 Electronics, 9 Alloys, 9 Cybersteel, 7 Power Cells, 4 Data
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.
480,000
40 Electronics, 24 Data, 8 Power Cells, 8 Cybersteel
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.
480,000
36 Cybersteel, 22 Electronics, 15 Power Cells, 7 Data
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?
Credits
Resources to build
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.
80,000
11 Electronics, 9 Alloys, 9 Cybersteel, 7 Power Cells, 4 Data
Telescoping composite bridge folded into a transport case with articulated joints, locking ribs, hydraulic cylinders, leveling feet, and anti-slip deck.
480,000
36 Cybersteel, 22 Electronics, 15 Power Cells, 7 Data
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.
480,000
43 Cybersteel, 19 Electronics, 12 Power Cells, 6 Data
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
Enérgeia
Load
What Is It Physically?
Credits
Resources to build
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.
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.
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.
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?
Credits
Resources to build
Skill Unlocks
10
Ring Laser Cutter
Infiltration
3
0
Heavy signet ring containing a focused micro-laser, heat sink, power cell, and safety interlock.
12,000
2 Electronics, 2 Compounds, 2 Data
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.
42,000
8 Electronics, 8 Compounds, 5 Data
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.
18,000
4 Electronics, 3 Compounds, 2 Data
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.
18,000
4 Electronics, 3 Compounds, 2 Data
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.
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.
480,000
53 Compounds, 18 Electronics, 9 Cybersteel
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.
480,000
24 Compounds, 24 Electronics, 24 Cybersteel, 8 Power Cells
Tier 4 Talent
CORPORATE GEAR
SENTINEL CORPORATION
Ref
Item
Category
Tier
Enérgeia
Load
What Is It Physically?
Credits
Resources to build
Skill Unlocks
11
Scarface
Medium Drone
3
35
Exp.
Armored tactical drone with redundant rotors, multi-spectrum sensors, hardened link, and modular mount.
70,000
13 Electronics, 7 Power Cells, 6 Alloys, 6 Cybersteel, 3 Data
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.
70,000
13 Electronics, 7 Power Cells, 6 Alloys, 6 Cybersteel, 3 Data
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.
110,000
20 Electronics, 10 Power Cells, 10 Alloys, 10 Cybersteel, 5 Data
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.
760,000
46 Electronics, 46 Cybersteel, 23 Power Cells, 11 Data
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.
760,000
46 Electronics, 46 Cybersteel, 23 Power Cells, 11 Data
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.