CTP Required 1 — Street 0 (starting) 2 — Underworld 10 3 — Corporate 25 4 — Government 50
CORE RESOLUTION
Every rule in this book resolves through one of two rolls. Learn these first; everything after this chapter assumes them.
THE POWER ROLL
Roll 2d10 and add the relevant Attribute. Compare the total to the Result Tier table, then apply the Tier printed on the Talent, action, or effect you are using.
The five Attributes are Power, Reflex, Logic, Awareness, and Presence. The action being taken names which one applies.
| Total | Result |
|---|---|
| 10 or lower | Tier 1 |
| 11-15 | Tier 2 |
| 16+ | Tier 3 |
THE SKILL CHECK
Skill Checks. Each skill has a percentage rating. Roll d100: if the result is equal to or under the rating, you succeed. Lower is better.
Example: your Intimidation is 58. You need 58 or less to succeed.
Rolling d100 with two d10. Before you roll, say which die is the tens and which is the ones — different colours make this easy. Roll both together and read the tens die first: a 4 and a 7 is 47. Two zeros read as 100, which always fails.
MODIFYING A ROLL: EDGE AND BANE
Edge and Bane are situational bonuses and penalties on Power Rolls and Saves. An Edge means something is working in your favour; a Bane means something is working against you. They come from the environment, your equipment, Talents, Maneuvers, and the situation you’re acting in. The GM decides when one applies.
How they stack. Two Edges on the same roll make a Double Edge. Two Banes make a Double Bane. That’s the ceiling — a third never counts, so a Double Edge plus another Edge is still a Double Edge.
How they cancel. Each Edge cancels one Bane. Work it out in this order:
- Count every Edge and every Bane on the roll.
- Cancel them one for one.
- Cap whatever is left at Double Edge or Double Bane.
- Apply the result from the chart.
Example: you have two Edges and one Bane. One Edge cancels the Bane, leaving one Edge.
| State | Effect |
|---|---|
| Edge | +2 Power Roll |
| Double Edge | Improve result one Tier |
| Bane | -2 Power Roll |
| Double Bane | Reduce result one Tier |
INFLUENCE
Influence is a faction's practical ability to shape outcomes in a specific territory. It is local control, not general reputation.
A faction uses Influence to enforce, conceal, supply, command, and persuade. Damage to any of those is what Pressure is for.
THE SCENE TRACKER
A Scene Tracker measures how much the target has worked out, not how far the crew has got. The crew wins by finishing the job. A full tracker doesn’t mean failure — it means the opposition is now acting, and nothing the crew already achieved is undone.
Choose a size
| Boxes | Use it for |
|---|---|
| 4 | Short, exposed or unstable operations. Little room to recover. |
| 6 | Standard professional operations. The default. |
| 8 | Layered, hardened or strategically important targets. Slow to wake up, bad when it does. |
Marking a box
A failed roll does not mark the tracker on its own. Mark it only when the target gains something real: certainty, evidence, position, access or the ability to respond.
When you mark, choose one outcome and say what happened out loud, right then:
- Time — the response arrives sooner, or a window closes.
- Evidence — footage, a partial identity, a signature, a witness.
- Access — a route, credential, node, service or ally is no longer available.
- Position — the opposition gains ground, initiative or a control point.
- Resource — gear, ammunition, money, transport or a Contact is strained.
- Exposure — the crew, the objective or the method becomes easier to read.
How it escalates
| 4-Box | 6-Box | 8-Box | |
|---|---|---|---|
| Something’s off | Mark 1 | Marks 1–2 | Marks 1–2 |
| They start looking | — | — | Marks 3–4 |
| Countermeasure | Mark 2 | Mark 3 | Marks 5–6 |
| Closing in | Mark 3 | Marks 4–5 | Mark 7 |
| Full response | Mark 4 | Mark 6 | Mark 8 |
Three moments matter whatever the size. At half full, put a real countermeasure in play. With one box left, show the crew exactly what’s coming. When it fills, trigger the response you declared.
INFLUENCE
Framing the change (optional)
The Influence Test is the only test. These five questions aren’t a second procedure — they’re a way to narrate what the test decided. After an operation you may ask:
- What did the faction control before this?
- What did the crew attack?
- What changed permanently, or until it’s repaired?
- Can the faction still enforce, conceal, supply, command or legitimise itself?
- Did anyone else gain real freedom because of what happened?
If at least three answers show genuine loss, reduce Influence by 1.
Write the sentence
At the end of every operation, the GM writes one line in this shape:
Because the crew did X, faction Y can no longer reliably do Z in territory A.
Because the crew exposed Khepri’s illegal patient trials, Khepri can no longer quietly recruit test subjects in the western medical district.
Getting it back
A faction only recovers Influence through play, by doing one of these:
- repairing the damaged system
- defeating whoever benefited from the loss
- regaining its legitimacy
- replacing its leadership
- retaking the territory
- exposing the crew
- completing a retaliation objective
Prepare Your First Session
What you need on the table
- One district. Pick a single district and use only that. Al-Gomrok in Alexandria works well: dense, old, and full of people who already dislike each other.
- One target faction. Choose a Street gang. They are the layer a new crew can actually hurt, and their retaliation is immediate and personal rather than institutional.
- One thing the crew wants. Money is fine. A favour is better. A name is best.
- Two named people. One who helps and one who gets in the way. Both from the district.
- The Retaliation chart for your target's Power Layer, printed or open.
The twenty-minute preparation
- Name the faction and what it runs. Dust Devils, a chop shop in the Brucheion, moving stripped Aerodyne vehicle parts.
- Decide what the crew is attacking. Not the faction — one ability of it. Their supply, their protection, their people, or their claim to the ground.
- Pick the operation type from Methods of Pressure and read its six Player Steps once.
- Set the Scene Tracker size. Four for a short first outing, six for a full evening.
- Write the closing sentence in advance, as the outcome you expect: “Because the crew did X, Dust Devils can no longer reliably do Y in the Brucheion.” If you cannot finish that sentence, the operation has no target. Fix that before play.
- Stop preparing. Do not plan the crew's route. They will not use it.
THE GAME LOOP
PRESSURE is what the crew does. An operation aimed at one faction’s ability to operate in one territory.
INFLUENCE is what it costs them. Influence is a faction’s practical ability to do five things in a specific place: enforce, conceal, supply, command and legitimise itself. Damage one of those for real and the faction loses a point of Influence there.
RETALIATION is what they do about it. A faction that loses ground comes back at the crew — with violence, with exposure, or by cutting off the money. Which is to say: with pressure of its own.
That’s the loop closing. Their retaliation is the next thing the crew has to answer, and answering it is the next operation.
The crew decides. Not the GM.
You choose the faction. Open the atlas, read who runs what, and pick whose grip you want. A street gang holding an oasis. A corporation drawing its water. A militia taxing a road. Nobody assigns you a target.
You choose the pressure. Data, Profit or Blood — how you intend to hurt them. The same faction can be hit three completely different ways, and the choice is yours every time.
You choose the mission. Eleven procedures. Rob them, walk in wearing someone else’s name, expose them, set their rivals on them, or take their ground outright.
The GM runs the world you’re pushing against. The world answers honestly and hard — but it never picks your fights for you.
The seven steps of an operation
| Step | Who decides | Where it’s covered | |
|---|---|---|---|
| 1 | Pick the faction and the ability. Which faction, which territory, and which one of its five abilities you’re attacking. | The crew | The atlases |
| 2 | Choose the pressure. Data, Profit or Blood. Most operations use two. | The crew | This chapter |
| 3 | Pick the mission and run its steps. | The crew | This chapter |
| 4 | Set the Scene Tracker. Four, six or eight boxes, by how hard the target is. | GM | The Scene Tracker |
| 5 | Play it out, failing forward. A failed roll costs time, evidence, access, position, resources or exposure. Never “nothing happens.” | Both | Core Resolution |
| 6 | Run the Influence Test. Four questions about the ability attacked. Two or more NO answers and the faction loses 1 Influence. | GM | The Influence Test |
| 7 | Close the operation. Write the sentence, roll retaliation, pay out Crew Tier Points. | GM | Closing Every Operation |
Then the crew picks the next target, one rung higher than the last.
How this book is organised
The chapters follow the loop in order.
| Chapter | What it holds |
|---|---|
| Core Resolution | The four rolls everything is built from |
| Methods of Pressure | Steps 2 and 3 — the chapter you open at the table |
| The Scene Tracker | Step 4 — how the opposition notices |
| Blood | The combat chapters (Zine 4: the people on the other side) |
| Data | Ghosting, the Agora and the Noise |
| Profit | Leverage and revenue (Zine 3: resources, fabrication, assets) |
| The Influence Test | Step 6 — the only test that moves Influence |
| Closing Every Operation | Step 7 |
| Retaliation Charts | What each faction does when it loses ground |
| Mythos and the Nexus | What’s out there that follows none of this |
THE THREE PRESSURES
Data takes away a faction’s ability to conceal itself and to be believed. It’s the quietest pressure and the slowest to be noticed, which is its value: a crew can be three jobs deep before anyone starts reading backwards through a log.
Missions: Agora Heist · Infiltration · Exposure · Data Operation
Profit takes away a faction’s ability to supply itself and to pay the people who keep it strong. It’s the pressure that builds a crew, because what you take, you usually keep.
Missions: Physical Heist · Social Pressure · Sabotage
Also resolved in Zine 3: resources, fabrication and assets.
Blood takes away a faction’s ability to enforce. It’s the loudest pressure and the easiest to overuse. Reach for it when the crew wants everyone to know who did this, and let the cost be exactly that: everyone knows.
Missions: Raid · Proxy Conflict · Territorial Pressure · Protection
The people on the other side are in Zine 4.
Reading a mission
Each one gives you four things: what it takes in a line, recommended steps in the order that usually works, a worked example from Alexandria, Tripoli or the Agora, and a GM Reference.
The Skills listed are suggestions, not requirements. Outside combat, any Skill a player can justify for what they’re actually doing is a legitimate approach, and a crew that solves a step a way the book didn’t anticipate has played well. The listed Skills tell the GM what rank the step is pitched at.
The steps are an order, not a checklist. Skip one and you’ve made a choice with a price: a crew that doesn’t case the place walks in without knowing where the second badge reader is.
THE AGORA
The Agora is a virtual reconstruction of ancient Athens, and every corporate headquarters on Earth keeps its seat in it. That’s not decoration — it’s the architecture. A corporation’s systems are reachable from the Agora and effectively nowhere else, so any crew that wants a corporation’s data walks in through the same gates everyone else uses.
Anyone can enter. Basic virtual equipment is all it takes, and most citizens have it. The Agora is where the world shops, argues, signs contracts and holds citizenship.
Your Skills work here exactly as they do in the physical world. The Agora obeys the same rules as a city: doors open and close, guards stand where guards stand, a locked archive is locked. An operative talks their way past a clerk with the same Skill they’d use in Alexandria, reads a room the same way, and fights the same way. Nobody is a different character in here.
Which is why a Ghost is worth their share. Everyone else plays by the Agora’s rules. A Ghost’s Skills and Talents bend them — opening what should be sealed, moving where movement shouldn’t be possible, making a gate read what isn’t there. No other Archetype can do it, and no corporate job gets far without one.
| Access | A character with the required Cyberware enters normally. |
| Without Cyberware | They may still enter, but take a Bane on every roll made inside. |
| Skills and Talents | Function as written, exactly as in the physical world. |
| Damage | All damage dealt inside the Agora is halved. |
| Ghosts | Operate without penalty and may use Ghost Talents to bend the Agora itself. |
Halved damage is not safety. A crew can still be beaten unconscious in the Agora, and everything they were carrying is still gone when they wake.
Run the Agora as a place, not a screen. Describe marble, crowds, the sound of the forum. Your players should forget they’re describing code until the moment it matters — and then it should matter a great deal.
⬥ DATA MISSIONS
This is how a crew reaches a corporation’s mainframe. The data sits behind a corporate seat in the Agora, and the heist is getting to it with your standing intact.
Recommended steps
- 1. Pick the data, and know why losing it hurts themInvestigation, Cyber Operations — or any Skill that gets you the answerExample. The Great Library quarter holds Khepri’s trial records. Take them and Khepri’s next approval is delayed by a year.
- 2. Find out who holds it, who visits it, and who would notice it goneInvestigation, Electronic Surveillance, Cyber Operations, ContactsExample. A Handle Market crew in Kerameikos rents identities with standing. One of theirs has visited the archive eleven times this month.
- 3. Walk the quarter and watch how it actually behavesShadowing, Electronic Surveillance, StatusExample. The archive has a public reading floor and a sealed stack. The stack opens twice a day, for staff, through a gate that reads standing rather than a key.
- 4. Get your handle, your standing and your way out ready firstSpin, Cyber Operations, Contacts, FabricationExample. Buy an aged handle rather than forge a new one. New handles are the first thing a gate looks at.
- 5. Get past what protects it, then take, copy, alter or corrupt itCyber Operations — or Ghost Talents where the architecture has to giveExample. Copying the records leaves them intact and leaves Khepri confident. Altering three figures leaves them confident and wrong.
- 6. Log out clean, and leave the record looking ordinaryCyber Operations, Spin, ShadowingExample. In the physical world you run. Here you walk out through the gate you came in by, at the hour you’d normally leave.
The Agora rewards patience in a way a street job doesn’t. Nobody hears an alarm here. They notice, later, that a number is wrong — and then they start reading backwards through the visitor log. Give your crew that quiet, and let them decide how much of it to spend.
A heist where the thing you take is access. You’re not breaking in; you’re being let in, and the whole job is making that welcome hold. It works the same way in a clinic as in a corporate seat in the Agora.
Recommended steps
- 1. Decide who you’re pretending to beSpin, Status, Sell, LeverageExample. A Khepri clinic in Wassat sees dozens of contractors a week. A maintenance crew gets further than a visitor ever will.
- 2. Build the proof that backs the storySpin for the story · Fabrication for credentials · Cyber Operations for records · Status or Contacts for a vouchExample. A Papermaker in the local Underworld can put your name in the contractor list. It only has to survive one check at the desk.
- 3. Walk in the way the staff expectSpin, Sell, StatusExample. Arrive at a shift change. Carry something. People challenge idle strangers, not busy ones.
- 4. Watch how the place actually runsShadowing, Investigation, Electronic Surveillance, StatusExample. Who signs for deliveries. Which doors need a second badge. Which nurse has stopped caring.
- 5. When someone doubts you, give them an easier answerSpin, Sell, Leverage, StatusExample. “I was told to report to the third floor.” Most people would rather send you upstairs than start an incident.
- 6. Do what you came for and leave before anyone is certainShadowing, plus whatever the objective needsExample. Suspicion is survivable. Proof is not. Go while they still only have a feeling.
Let suspicion build before proof does. A crew questioned twice that talks its way through both is having a better night than one nobody notices at all.
Recommended steps
- 1. Decide what the truth is and who has to believe itInvestigation, Spin, StatusExample. That Sentinel drones in Alexandria are logging faces for a client that doesn’t exist. The public will shrug. A regulator won’t.
- 2. Get proof that survives being deniedInvestigation, Cyber Operations, Electronic SurveillanceExample. One document is a rumour. A document plus a name plus a date is a problem.
- 3. Find someone who can carry it and be believedContacts, Status, SellExample. A Public Narrative Officer will bury it. An investigative reporter won’t — but they’ll want protection you may not be able to give.
- 4. Protect whoever hands it overShadowing, Leverage, ProtectExample. If your source is identified in a week, nobody sources you again.
- 5. Release it where it can’t be quietly pulledSpin, Cyber Operations, ContactsExample. Put it in three places at once. One takedown shouldn’t end it.
- 6. Hold the story while they try to kill itSpin, Leverage, StatusExample. Expect the counter-story within a day: your source is a liar, a criminal, or doesn’t exist.
Against a corporation this begins in the Agora: their mainframe answers from their seat there and nowhere else.
Recommended steps
- 1. Decide what you need out of the systemInvestigation, Cyber OperationsExample. A Blue Harp relay carries corporate session traffic. You want one client’s records, not the whole stream.
- 2. Find the way in that’s actually openCyber Operations, Electronic Surveillance, InvestigationExample. Most systems aren’t broken into. They’re walked into on someone else’s credentials.
- 3. Get credentials, or an unwatched routeCyber Operations, Spin, Contacts, StatusExample. A Handle Market crew rents identities that already have standing. Cheaper than cracking the front door, and far quieter.
- 4. Go in and stay inside your coverCyber Operations, SpinExample. Behave like the account you’re wearing. Accounts that act out of character get reviewed.
- 5. Take, copy, alter or plant what you came forCyber Operations plus the domain Skill — or Ghost Talents where the system has to behave impossiblyExample. Changing one record is often worth more than copying a thousand.
- 6. Leave the log looking like nothing happenedCyber Operations, SpinExample. A clean exit is worth more than the take. They can’t chase what they haven’t noticed.
⬥ PROFIT MISSIONS
A thing that exists: it has weight, an owner, a shelf it normally sits on, and somebody whose job it is to notice when it’s gone. Everything you do is aimed at that last person.
Recommended steps
- 1. Pick what you’re stealing, and why losing it hurts themInvestigation, plus the domain SkillExample. Blackforge Ironworks in Tajura ships weapon mounts every Thursday. Take the shipment and their buyers go a month without.
- 2. Find out who owns it, when it moves, and who guards itInvestigation, Shadowing, Electronic Surveillance, Cyber Operations, ContactsExample. Tajura Rivers work that yard as a Scrap Claim. One of their people will sell you the loading schedule for less than a corporate bribe costs.
- 3. Go and look at the place, and at the people moving through itShadowing, Electronic SurveillanceExample. Sit on the yard for two nights. Count the guards. Notice the night shift is thinner, because The Arsenal pays it to be.
- 4. Get your cover, tools, transport and way out ready firstSpin, Fabrication, Cyber Operations, Piloting, ContactsExample. A Grey Fixer like Yara “Bolt” Khalil can supply bonded paperwork that gets a truck through the gate. She’ll want something later.
- 5. Get past what protects it, then take, copy, swap or break itWhatever Skill matches the defence in front of youExample. You don’t have to carry the mounts out. Swapping the serial plates means the shipment arrives and is still useless.
- 6. Leave, and make the loss hard to trace back to youPiloting, Shadowing, Spin, LeverageExample. If Blackforge thinks a rival gang took it, their retaliation lands on Tajura Rivers instead of you.
Let the crew win the theft and lose the quiet. A heist that succeeds cleanly is a payday. One that succeeds while leaving a face on a camera is a campaign.
Recommended steps
- 1. Decide whose decision you need changedInvestigation, StatusExample. A Registry Office clerk in Sharq decides which properties get inspected. That’s the decision you want.
- 2. Find out what they actually care aboutInvestigation, Shadowing, ContactsExample. Not what they say. Their sister’s clinic access, their standing at work, a debt nobody knows about.
- 3. Find who they listen toContacts, StatusExample. People rarely change their minds because a stranger asked. They change because someone they respect asked.
- 4. Give them a reason that lets them save faceSell, Spin, LeverageExample. Nobody agrees to look corrupt. Everybody agrees to be reasonable.
- 5. Make the new position the easy oneSell, Status, LeverageExample. If refusing costs more than agreeing, you’ve already won.
- 6. Leave them a way to keep doing itSpin, ContactsExample. Pressure that ends with a ruined person ends. Pressure that ends with a useful person continues.
Breaking a thing is easy. The job is making the failure look like the kind that happens anyway: a worn bearing, a bad batch, a fault that was always going to show up eventually. Do it well and the faction spends weeks blaming its own people.
Recommended steps
- 1. Pick the part whose failure costs the mostInvestigation, Fabrication, Cyber OperationsExample. Not the pumps. The one valve assembly the whole line runs through, and that takes eleven weeks to replace.
- 2. Learn how it normally fails on its ownInvestigation, Fabrication, ContactsExample. Ask a maintenance hand what breaks. Then break it that way.
- 3. Find your way to it — and your reason for being near itSpin, Shadowing, Status, Cyber OperationsExample. Contractors touch that machine every week. One more is nobody.
- 4. Make the failure, and make it ordinaryFabrication, Demolitions, Cyber OperationsExample. Contamination beats a charge. Fire draws investigators; a bad batch draws an argument with the supplier.
- 5. Leave nothing behind that was obviously yoursFabrication, Cyber Operations, ShadowingExample. Take your tools. Put the panel back the way the last technician left it, down to the wrong screw.
- 6. Let them find the answer you plantedSpin, Contacts, LeverageExample. If the supplier gets blamed, the faction fights its own supply chain for a month and never looks at you.
Sabotage is the pressure that keeps paying. A broken machine is one job. A faction that no longer trusts its own maintenance records is a season.
⬥ BLOOD MISSIONS
Recommended steps
- 1. Pick the target, and know what leaving looks likeInvestigation, plus the domain SkillExample. A Red Lantern tank farm in Markaz. You’re not holding it. You’re there for four minutes.
- 2. Learn what defends it and how fast help comesInvestigation, Shadowing, Electronic SurveillanceExample. Corporate security is contracted. Contracted security waits for instructions. That’s your four minutes.
- 3. Choose your way in and your way out, and have a second onePiloting, Shadowing, Fabrication, ContactsExample. The Tunnel Rats know a service way under the tank farm. They’ll sell it once — and to whoever asks next.
- 4. Get in and take control of the spaceCombat Skills at target RankExample. Speed is the whole plan. A raid that turns into a fight has already gone wrong.
- 5. Take, break or burn what you came forDemolitions, Fabrication, the domain SkillExample. You don’t need the whole farm. One pumping station stops the site for a week.
- 6. Get out before the response landsPiloting, ShadowingExample. Leave on your own clock, not theirs.
Recommended steps
- 1. Pick two who already dislike each otherInvestigation, Status, ContactsExample. Dahra Cobras and Vipers share a border and a grudge. You don’t need to invent the tension, only aim it.
- 2. Work out what would actually set them offInvestigation, LeverageExample. Cobras won’t move over insults. They’ll move over a stolen consignment.
- 3. Make it look like the other side started itSpin, Fabrication, ShadowingExample. Leave the right mark. Every gang has one, and everybody in the district can read it.
- 4. Feed the fight without being seen toSpin, Sell, ContactsExample. Sell to both. A Fence Yard that supplies both sides is doing the same thing for money.
- 5. Use the gap while they’re busyWhatever the objective needs, at target RankExample. While The Hand settles its own crews, nobody is watching the warehouse it protects.
- 6. Get clear before either works out who aimed themShadowing, Spin, LeverageExample. They’ll compare notes eventually. Be a rumour by then.
The most direct operation in the game, and the slowest. You aren’t taking a thing from them — you’re taking a place, which means taking it from the people who live there too. They were paying someone for something. If the crew can’t replace it, they’ll want the old arrangement back.
Recommended steps
- 1. Pick the ground, and know what it’s worth to themInvestigation, Status, ContactsExample. A single block of the Souk al-Juma’a. Not for the rent — because every delivery into the quarter crosses it.
- 2. Find out what their hold actually rests onInvestigation, Shadowing, ContactsExample. Three enforcers, a cousin in the licensing office, and the fact that nobody has ever tried.
- 3. Give the locals a reason to prefer youSell, Status, Leverage, ContactsExample. Whatever the old crew was selling — protection, water, work — somebody still needs it tomorrow.
- 4. Break the hold where it’s thinnestCombat Skills, Leverage, or the domain Skill at target RankExample. You don’t have to beat the faction. You have to beat the three people who show up on the block.
- 5. Be there when they come backCombat Skills, Shadowing, ProtectExample. Taking ground takes a night. Holding it is the operation.
- 6. Make the change look permanent to everyone watchingStatus, Spin, LeverageExample. The district isn’t choosing between you and them. It’s guessing who’ll still be standing next month. Answer that.
Ground is the only pressure that can’t be done quietly. Everyone sees it, which is the point and the price: the faction has to answer or admit it’s finished there.
The only operation where the crew doesn’t choose the timing. Someone else does, and the job is being ready when they move.
Recommended steps
- 1. Be clear what you’re protecting and what counts as losing itInvestigation, StatusExample. A HelioSeal water convoy out of Abu Salim. Intact means the tankers arrive, not that everyone gets home.
- 2. Work out who wants it and how they’d take itInvestigation, Shadowing, Electronic SurveillanceExample. A Corridor Syndicate doesn’t ambush. It impounds. Your threat is paperwork, not gunfire.
- 3. Close the easy ways inFabrication, Cyber Operations, PilotingExample. Change the route. Change the schedule. Most attempts fail because the plan was for last week.
- 4. Put your people where the attempt will happenCombat Skills, ShadowingExample. You can’t cover everything. Cover the place they have to come through.
- 5. Handle the attempt when it comesCombat or the domain Skill, at target RankExample. Winning is the convoy arriving. That’s not the same as winning a fight.
- 6. Work out who sent them, and make it public or make it costlyInvestigation, Leverage, SpinExample. A defence that ends when the attempt ends invites a second attempt.
Retaliation Charts
Retaliation is Pressure aimed back at the crew. A faction that loses Influence applies Blood, Data, or Profit against them — the same three pressures the crew uses, pointed the other way.
Universal Retaliation Procedure
- Confirm the faction lost Influence. No loss, no Retaliation.
- Take the chart for its Power Layer and roll d10.
- Read the Pressure type first. That is what the faction is doing to the crew.
- Read the faction’s own printed Typical Retaliation and combine the two.
- Aim it at something the crew chose — a Contact, a route, an asset, a Beat, or ground.
- Apply any Scene Tracker marks the result calls for.
- Scale it from what the faction has left, not from what it lost.
Profit first, then Blood. The street does not do Data well and does not pretend to.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Marked Stock | No loss. Word goes out that the crew's goods are hot. The next time they fence anything in this territory, the buyer pays half. |
| 2 | Profit | Corner Tax | No loss. Every purchase, bribe or favour bought in this territory this arc costs one additional Stress or one additional resource. |
| 3 | Profit | Stash Burned | Threaten −1 Influence and one cache of crew gear. Prevent only one. |
| 4 | Profit | Fence Refuses | Threaten −1 Influence. Until resolved, the crew cannot sell stolen gear anywhere in this district. |
| 5 | Blood | Beating in Daylight | Threaten −1 Influence through a public assault on a crew member, Contact, or worker. The neighbourhood is meant to watch. |
| 6 | Blood | Retaliatory Raid | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence and a Safehouse or Contact. |
| 7 | Blood | Marked Vehicle | Threaten −1 Influence and the crew's transport. A torched vehicle in the street tells the district who lost. |
| 8 | Blood | Leadership Strike | Threaten −1 Influence aimed at whoever the crew relies on here. If the crew contains it cleanly, the faction loses standing instead. |
| 9 | Blood | Open Turf War | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Rivals move in regardless of who wins. |
| 10 | Blood | Violent Displacement | Influence becomes 0 through open conflict. Control of the neighbourhood flips immediately. |
Profit, then Data, then Blood. A syndicate would rather own you than fight you.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Uneasy Calm | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 2 | Profit | Supply Held Back | No loss. The crew cannot restock Tier 2+ gear in this district until they settle. |
| 3 | Profit | Economic Squeeze | Threaten a crew income source, asset, or supply line. Influence holds — for now. |
| 4 | Profit | Debt Called | Threaten −1 Influence as every favour the crew has taken here is demanded back at once. |
| 5 | Data | Rumours and Friction | Threaten −1 Influence as cooperation becomes unreliable. Contacts hedge, allies stall. |
| 6 | Data | Sold to a Rival | Threaten −1 Influence as the crew's routine, route, or next job is sold on. |
| 7 | Blood | Skirmishes in the Margins | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence. |
| 8 | Blood | Coordinated Encroachment | Threaten −1 Influence and a crew asset. Prevent only one. |
| 9 | Blood | Structural Breakdown | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes with a 6-box scene. |
| 10 | Profit | Hostile Takeover | Influence becomes 0. A rival absorbs the operation without open war. Nobody dies; everything changes hands. |
Data and Profit only. A broker who resorts to Blood has already lost the argument.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Quiet Note | No loss. The crew's name is attached to the loss in someone's ledger. It will be cited later. |
| 2 | Profit | Price Correction | No loss. Every Contact in this territory costs one additional Stress to use this arc. |
| 3 | Data | Withheld Introduction | Threaten −1 Influence as a broker declines to vouch for the crew. Prevent it by offering something the broker wants more. |
| 4 | Profit | Route Closure | Threaten a crew supply line, safehouse access, or movement corridor. Influence holds. |
| 5 | Data | Information Leak | Frame a retaliation Pressure scene, 4-box Tracker, as the crew's method or objective reaches the wrong desk. |
| 6 | Profit | Contract Reassignment | Threaten −1 Influence as work, protection, or supply is redirected to a rival crew. |
| 7 | Data | Contact Turned | Threaten −1 Influence and one crew Contact. Prevent only one. A turned Contact does not become an enemy — they become unavailable. |
| 8 | Profit | Market Freeze | Threaten −1 Influence. Until resolved, the crew cannot acquire Tier 3+ gear or new Contacts in this district. |
| 9 | Data | Blacklisting | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The territory stops taking their calls. |
| 10 | Profit | Replaced Broker | Influence becomes 0. Another network absorbs the routes and the clients, and the crew was not consulted. |
Data, then Profit, then Blood by proxy. A corporation escalates to violence only when it can be billed to someone else.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Unnoticed Disruption | No loss. The incident is absorbed. The crew is logged as a future concern. |
| 2 | Data | Internal Review | No loss. The next retaliation roll against this territory is made with +1. |
| 3 | Data | Serials Flagged | Threaten −1 Influence. Any gear the crew carries from this corporation reads as stolen on inspection until they clear it. |
| 4 | Profit | Service Withdrawal | Threaten −1 Influence as utilities, contracts, jobs, or infrastructure are quietly pulled from the crew's ground. |
| 5 | Profit | Line Cut | Threaten −1 Influence. The crew loses access to this corporation's product line — no purchase, no parts, no repair. |
| 6 | Data | Narrative Containment | Threaten −1 Influence unless the crew intervenes publicly or releases counter-data. The official version is being written now. |
| 7 | Data | Regulatory Strike | Threaten −1 Influence unless the crew dismantles the mechanism — audit, seizure, licence review. |
| 8 | Blood | Proxy Enforcement | Contractors test control. Frame a retaliation Pressure scene, 6-box Tracker. If it fills → −1 Influence. Nobody's badge says the corporation's name. |
| 9 | Profit | Strategic Abandonment | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The corporation writes the territory off and takes its assets with it. |
| 10 | Profit | Power Vacuum Manoeuvre | Influence becomes 0. Control passes to the best-positioned rival, which the corporation has already selected. |
Data, then Profit, then Blood. District police, customs and garrison commands run on records, seizure and the door.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Filed and Noted | No loss. The incident enters a record that will be cited the next time the crew is stopped. |
| 2 | Data | Increased Patrols | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Plates on a List | Threaten −1 Influence. The crew's vehicles, faces, or credentials are flagged at every checkpoint in the district. |
| 4 | Profit | Permit Review | Threaten −1 Influence as licences, clearances, or transit rights are suspended pending review. |
| 5 | Profit | Impound and Seizure | Threaten −1 Influence and one crew asset held in this district. Recoverable, slowly, through channels. |
| 6 | Data | Selective Framing | Threaten −1 Influence as the official account turns against the crew, unless they can produce a better one. |
| 7 | Profit | Checkpoint Squeeze | Threaten −1 Influence. Movement in and out of the district costs a bribe, a delay, or a favour every time. |
| 8 | Blood | Dawn Raid | Frame a retaliation Pressure scene, 6-box Tracker, as a warranted entry hits a crew location. If it fills → −1 Influence. |
| 9 | Blood | Emergency Measures | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Curfew, cordon, and a standing order. |
| 10 | Data | Territory Reassigned | Influence becomes 0. Enforcement of this ground is handed to another command, and the crew's arrangements do not transfer. |
Data at scale, then Profit, then force. Ministries and the DND do not raid — they redefine.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Recorded and Referred | No loss. The matter is passed upward. Nothing happens now, which is the point. |
| 2 | Data | Formal Scrutiny | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Public Condemnation | Threaten −1 Influence. Until the crew breaks the narrative, every Scene Tracker in this district opens with 1 box marked. |
| 4 | Profit | Assets Frozen | Threaten −1 Influence as accounts, holdings, or registered property in this region are suspended. |
| 5 | Data | Public Inquiry | Frame a retaliation Pressure scene, 6-box Tracker, driven by scrutiny and unrest. If it fills → −1 Influence. |
| 6 | Profit | Warrant or Bounty | Threaten −1 Influence as hunters, proxies, and rivals converge on crew-linked assets. The state does not have to send anyone. |
| 7 | Data | DND Involvement | Threaten −1 Influence. If a Nexus site, Mythos activity, or restricted technology was touched, the DND assumes jurisdiction and the crew loses access to the site entirely. Otherwise it is a certification review, and their paperwork stops clearing. |
| 8 | Blood | Military Response | Frame a retaliation Pressure scene, 6-box Tracker, as a formation moves into the district. If it fills → −1 Influence. |
| 9 | Data | Emergency Powers | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Control passes to whoever the state finds convenient. |
| 10 | Data | Territory Reassigned | Influence becomes 0. A successor is installed under public approval and the record shows it was always the plan. |
Data almost entirely, then Profit. Blood only as a bounty carried out into the physical world.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Logged | No loss. The crew's handles appear in a visitor record they cannot reach. Someone will read it. |
| 2 | Data | Standing Query | No loss. Future Scene Trackers in the Agora open with 1 box already marked. |
| 3 | Data | Handle Burned | Threaten −1 Influence as one of the crew's identities is published as false. It cannot be used again. |
| 4 | Profit | Access Revoked | Threaten −1 Influence as the crew's standing is stripped in one quarter. Gates that opened now do not. |
| 5 | Data | Presence Flooding | Frame a retaliation Pressure scene, 6-box Tracker, as a rented crowd turns on the crew in every forum at once. |
| 6 | Profit | Credentials Void | Threaten −1 Influence. Every forged or purchased credential the crew holds in the Agora fails its next check. |
| 7 | Data | Session Traced | Threaten −1 Influence and one crew Contact as the intrusion is walked backwards to a real person. |
| 8 | Profit | Market Locked | Threaten −1 Influence. The crew cannot buy handles, relays, or data in the Agora until they settle. |
| 9 | Data | Cast Out | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The quarter closes its gates to them. |
| 10 | Blood | Bounty Carried Out | Influence becomes 0. The Agora hands the crew's real names to someone in the physical world who wants them. |
Data as perception, then Blood as anomaly. Profit means little to something that does not trade.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Omen | No loss. Signs, symbols, and coincidences accumulate. The crew is being warned by something without a mouth. |
| 2 | Data | Ritual Adjustment | Threaten −1 Influence as reality grows unreliable here — drifting instruments, repeated hours, doors that were not there. |
| 3 | Data | Symbolic Retaliation | Threaten −1 Influence through fear, belief, or mythic pressure rather than force. |
| 4 | Data | Targeted Conversion | Threaten −1 Influence by turning locals, workers, or allies. They are not coerced. They are convinced. |
| 5 | Blood | Noise Surge | Frame a retaliation Pressure scene, 6-box Tracker, driven by anomaly. If it fills → −1 Influence. |
| 6 | Data | Public Revelation | Threaten −1 Influence and draw Government attention. The DND logs the site, and the crew is in the log. |
| 7 | Blood | Mythic Strike | Threaten −1 Influence unless countered by extreme measures — ritual disruption, severe exposure, or a price the crew will feel. |
| 8 | Blood | Reality Breach | Threaten −1 Influence. Until stabilised, every Scene Tracker here opens with 1 box marked. |
| 9 | Data | Schism or Ascension | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Belief reorganises around a new centre. |
| 10 | Blood | Transcendent Collapse | Influence becomes 0. The territory changes hands in ways that do not resolve cleanly, and the map is wrong afterwards. |
RETALIATION SCALE
The Dust Devils lost Influence, so Retaliation follows. They are a Street faction, so the GM uses the Street chart and rolls d10.
Result 6 — Contact Turned. The GM does not apply it blindly. He checks the faction's own printed response first: the Dust Devils “torch the buyer's vehicle in the street so the neighbourhood sees the reason.”
He combines them. Rami, the crew's Street Doc in the Brucheion, is told his clinic burns next unless he stops treating them. Rami is not an enemy; he is frightened, and he tells the crew so.
The Scene Tracker for the next operation starts with one Mark already filled.
The crew lost nothing they owned. They lost a door that used to be open. That is what Retaliation is for.
- Roll on charts associated with the factions that are effected by the Pressure.
CYBERSTEEL CREW TIER
Personal advancement tracks what an operator can do. Crew Tier tracks what the crew has become.
A crew begins at Street. Every operation that changes a faction's Influence, wins a Crew Claim, or earns a high-value Contact moves the crew closer to Underworld, then Corporate, then Government. Crew Tier is not spent — it only rises. It changes what the world assumes about the crew before a single word is spoken.
CREW TIER STAGES
EARNING CREW TIER POINTS (CTP)
Award CTP during the Operation Consequence Procedure. Every source already exists on a faction, Claim, or Contact in front of you — do not create a separate tracker.
CTP Awarded A faction's Influence changes because of crew action = that faction's Tier The crew gains a new Crew Claim = the Claim's Tier The crew gains a Contact at Tier 3 or 4 = the Contact's Tier
Tier 1-2 Contacts award no CTP. They are baseline access, not escalation.
WHAT CHANGES AT EACH TIER
Tier 1 — Street. The crew is known to one neighborhood, one Grey Fixer, one Street-tier faction. No corporation or authority has taken note. Missions are offered, not requested.
Tier 2 — Underworld. At least one faction has resolved a Retaliation against the crew — they are a known quantity, not a rumor. Underworld and Grey Fixer Contacts above Tier 2 become available for the first time. Factions begin opening with an offer instead of a demand.
Tier 3 — Corporate. A Corporate-tier faction's Influence has been altered by the crew at least once. Tier 4 Contacts become available. Corporations begin initiating contact — hiring, monitoring, or retaliating — without being approached first. Crew Claims can now be held across more than one district.
Tier 4 — Government. A DND-tagged or Government faction's Influence has changed because of the crew. The crew can choose to back, break, or replace a faction rather than simply be hired by one. Mission offers at this Tier can affect regional infrastructure, corporate power, or Nexus-adjacent outcomes.
A crew's Tier is a ceiling on what the world assumes, not a ceiling on what a GM may offer early. A Tier 1 crew can still stumble into a Government-scale problem — Crew Tier governs how the world treats them going in, not what dangers exist.
CYBERSTEEL OPERATION CONSEQUENCE PROCEDURE
Run this after every significant operation. An operation that ends without this procedure has not finished.
Action 1. Retaliate Resolve the harmed faction's Retaliation, using its printed Typical Method.
2. Advance Advance one project belonging to the faction that benefited most, using its printed Current Goal.
3. Exploit Allow one uninvolved faction to opportunistically exploit the change.
4. Score
Award CTP for every Influence change, Crew Claim, and qualifying Contact gained this operation. Check the Crew Tier table — if the threshold is crossed, the crew's Tier rises immediately.
5. Record Add any new Crew Claim, Contact, or Asset to the crew's visible ledger.
GM Note: Step 4 is the step every location book skipped before this procedure existed. Do not skip it. A crew that has just crossed a threshold should know it before the next session begins — announce the new Tier at the table, in the fiction, the same session it happens.
LIVING INSIDE THE NOISE
How physical reality, operational AR, and the VR Agora shape ordinary life.
THE THREE LAYERS
Physical World: Bodies, buildings, terrain, machines, distance, injury, material access, and irreversible consequences. The Physical World is where people move, fight, build, break, survive, and suffer the lasting results of every operation.
The Noise Overlay: The augmented-reality layer projected through the DND Harmonia Integration Network (HIN). The Noise Overlay identifies connected objects, displays live information, manages local civic infrastructure, and links people to nearby businesses and services. The Noise Overlay is immediate and local. It places digital information and controls directly over the Physical World. Through the Noise Overlay, operators may interact with:
- doors, cameras, vehicles, drones, and machinery;
- transit, utilities, traffic, emergency systems, and public services;
- shops, clinics, offices, entertainment venues, and local commercial networks;
- Access IDs, directions, warnings, advertisements, permissions, and live environmental data.
The Agora: The immersive virtual-reality form of the Noise Overlay. The Agora connects regional institutions, corporations, governments, markets, schools, research networks, and social spaces inside a persistent shared VR environment. Within the Agora, people store, verify, and negotiate:
- identity and Access;
- finance and ownership;
- contracts and employment;
- licensing and professional authority;
- education and certification;
- research and protected data;
- institutional decisions;
- corporate and government services.
WHEN THE NOISE SLIPS
- Doors validate late or refuse authorized people.
- Permits, payments, and Access IDs return incompatible results.
- Transit, medical, and emergency systems lose synchronization.
- Weapons, drones, or machinery hesitate because permissions disagree.
- Surveillance systems produce incompatible versions of the same event.
- Ghosting can create Pressure by making a system disagree with itself rather than simply destroying it.
LOCAL CONTROL
- Municipal HINs operate utilities, transit, emergency services, and public infrastructure.
- Corporate HINs operate factories, laboratories, warehouses, fleets, and proprietary systems.
- Failures remain localized. A traffic breach does not reveal regional banking; an Agora theft does not automatically control a power grid.
ILLEGAL ACCESS ECONOMY
- Forged Access IDs, illegal neural hardware, stolen subscriptions, rented credentials, and tolerated backdoors keep excluded districts connected.
- Grey Fixers, identity forgers, corporate insiders, and information brokers turn access into currency.
- In some neighborhoods, corruption is not a defect in infrastructure. It is the infrastructure.
AR AS LIVED REALITY
- Menus, prices, reservations, rent, jobs, queues, transit delays, and hazard warnings.
- Directions, public permits, service eligibility, credentials, and emergency
instructions.
- Machine status, maintenance procedures, cargo manifests, diagnostics, and work
orders.
ACCESS IS SOCIAL CLASS
| Access | Permits | Limit |
|---|---|---|
| Public | Information and licensed civic services | Mostly read-only |
| Professional | Protected workplaces and regulated services | Role-dependent |
| Secure | Corporate, military, and institutional operations | Monitored and revocable |
| Ghost | Unauthorized perception and intrusion | Creates Detection |
HOW TO GHOST
A complete player procedure for Ghosting in Operational AR and the Agora.
WHO CAN GHOST
- Any character with the required Cyber Operations Rank and Neural Link can perform basic Ghosting.
- The Ghost archetype is built to remain fully effective in VR, sustain multiple objectives, and act under escalating Detection.
CHOOSE THE ENVIRONMENT
NEURAL LINK REQUIREMENTS
Without the required Neural Link, the operator cannot enter that embodied Domain. They may still use approved AR controls, external terminals, or indirect access if the system permits it.
PLAYER PROCEDURE
1. State the Ghosting objective in physical or institutional terms.
2. Choose the environment and entry location.
3. Choose credentials, sponsorship, stolen access, backdoor, physical terminal, or forced breach.
4. Remove remaining Firewall Layers with Ghosting Breach Checks.
5. Enter the functional location that controls the objective.
6. Identify the relevant Anchor.
7. Choose Observe, Manipulate, or Dominate. Confirm the required Cyber Operations Rank. Spend the listed Main Action or Maneuver.
8. Resolve the action, apply the result, and mark Detection when required. Roll d100 under final Cyber Operations only when uncertainty and consequence exist. Apply the effect, duration, failure, and Detection result.
9. Maintain sustained effects and decide whether to push deeper or exit.
10. Choose a clean exit, false route, transferred tether, or emergency disconnect.
FIREWALLS
Firewall Tier measures security layers and time. Cyber Operations Rank determines which Ghosting actions the operator can perform. Each successful Ghosting Breach Check removes one remaining Firewall Layer. Failure marks Detection; prior successes remain.
WHO PROTECTS WHAT
- Local governments protect municipal AR, utilities, transit, emergency services, and public infrastructure.
- Corporations protect facilities, fleets, laboratories, and proprietary Operational Nodes.
- DND maintains Agora standards, identity validation, regional continuity, and cross-jurisdiction response.
DEFENDERS
DEFENDER ACTIONS
- Challenge: demand authentication or revoke one credential.
- Trace: strengthen the Data Tether or identify the physical access point.
- Isolate: close one route, location, or Anchor.
- Counter-Ghost: attack a Ghost, ongoing objective, or implanted payload.
- Restore: rebuild one Firewall Layer at Detection 3 or higher.
- Escalate: call a stronger defender or physical response.
PRIVACY
UNIFIED DETECTION 0-4
WHEN DETECTION MARKS
- A failed Ghosting Breach Check always marks one Box.
- Other failures mark only when defenders gain usable evidence, stronger trace, closed access, confirmed intrusion, or response capacity.
- Crash and Seize create Detection exactly as listed in their actions.
- Detection is shared across one coordinated Ghosting environment.
WHAT A DETECTION MARK LOOKS LIKE
- Identity challenge or verification delay.
- Closed route, revoked credential, or sealed Anchor.
- False data, altered topology, or redirected traffic.
- SENTINEL or Corporate Ghost Team enters the environment.
- Data Tether becomes clearer.
- Physical security approaches the Ghost's access point.
DISCONNECTING
0-1: clean exit is normally possible.
2: exit requires breaking trace or accepting persistent evidence.
3: exit is contested by a defender, locked route, or physical response.
4: disconnection ends virtual exposure but leaves the access point, Access ID, or Data Tether actively targeted.
| Environment | Represents | Typical Goal |
|---|---|---|
| Operational Node | Local machinery or infrastructure | Immediate physical control |
| Combat HIN Domain | Vehicle, mech, drone net, or military platform | Tactical subsystem control |
| Agora Compound | Bank, archive, academy, headquarters, identity or research institution | Knowledge, finance, identity, authority |
Access Headband Civilian Agora and public spaces Tier 1-II Cyberware Tier 1-II Nodes and Domains Tier 3 Cyberware Tier 3 secure assets Tier 4 Cyberware Tier 4 strategic systems
Credentials, preparation, a Contact, a Talent, or an already-established route may resolve a step without a check. Roll only when the result is uncertain and failure changes the situation.
Successful Breach Checks I 1 II 2 III 3 IV 4
Defender Role Hoplites Public AKS peacekeepers that warn, verify, investigate, and contain.
Sacred Guard Elite defenders protecting restricted archives, DND facilities, banking, identity, diplomacy, and strategic research.
Corporate Ghost Teams Human or AKS specialists defending proprietary environments.
Investigative security logic that compares contradictions, traces routes, and closes access.
| Question | Citizen | Authorized Security |
|---|---|---|
| See identity? | Role or public alias | Verified Access ID |
| Scan cyberware? | No, without consent | Only with authority or emergency cause |
| Read telemetry? | No | Limited by policy, warrant, or ownership |
| Inspect permissions? | Public status only | Relevant authorization state |
| Detection | State | Immediate Effect |
|---|---|---|
| 0 | Guidance | Routine monitoring; no confirmed threat |
| 1 | Warning | Authentication challenge; logged misconduct |
| 2 | Investigation | Active trace; routes and permissions narrow |
| 3 | Intervention | Defenders deploy; physical containment begins |
| 4 | Lockdown | Exit contested; compound or district isolates |
HOW TO BUILD AND PORTRAY A HIN
A complete GM procedure for preparing, running, and roleplaying Ghosting environments.
GM BUILD PROCEDURE
1. Choose environment type: Operational Node, Combat HIN Domain, or Agora Compound.
2. Choose Tier and physical or institutional scope.
3. Name the owner and real-world purpose.
4. Choose 3-5 functional locations: Sense, Act, Store, Command, Government.
5. Place four readable Anchors in each location.
6. Place the objective and at least three clues or routes to it.
7. Choose Firewall Tier and legitimate bypass methods.
8. Set Warning, Investigation, Intervention, and Lockdown responses.
9. Choose active defenders and their duties.
10. Define the entry point, exit routes, and what the Data Tether reveals.
11. Connect every Ghosting effect to a physical, financial, identity, informational, or authority consequence.
FUNCTIONAL LOCATIONS
THREE-CLUE RULE
Give at least three clues, routes, or opportunities to every conclusion required for success. No single failed check should make the objective impossible.
GM PREPARATION RECORD
- Owner, type, Tier, real-world function, and visual metaphor.
- Objective, entry point, Firewall, bypasses, and exit routes.
- Locations, Anchors, clues, defenders, and Detection responses.
- Data Tether consequence and physical or institutional outcomes.
HOW TO PORTRAY THE HIN
1. Describe what the Ghost sees.
2. State what real system that image represents.
3. Show what each Anchor controls.
4. Describe ordinary activity before the Ghost interferes.
5. Change the environment visibly as Detection rises.
6. Move defenders according to their duties and information.
7. Describe every Ghosting result twice: virtual effect, then real-world effect.
GIVE THE HIN AN IDENTITY
- Owner: corporation, government, district, institution, or individual.
- Purpose: what must this environment accomplish every day?
- Metaphor: foundry, citadel, market, hospital, archive, harbor, tribunal, or another functional place.
- Behavior: welcoming, clinical, bureaucratic, military, commercial, suspicious, or alien.
- Priority: what does it protect first - people, continuity, secrecy, ownership, authority, or evidence?
DETECTION CHANGES THE PLACE
0 Guidance: ordinary routines continue; the HIN barely acknowledges the Ghost.
1 Warning: glances, verification prompts, small delays, and subtle route changes.
2 Investigation: architecture narrows, permissions harden, and defenders compare contradictions.
3 Intervention: barriers activate, defenders pursue, and physical response begins.
4 Lockdown: the entire environment isolates the objective and turns against the Ghost.
Controls Sense Sensors, surveillance, targeting, visibility Act Doors, machinery, weapons, drones, movement Store Records, secrets, memory, evidence, archives Command Orders, routing, patrols, priorities Government Identity, permissions, ownership, validation
Virtual: bronze signal spears pivot away from the loading hall. Real: three security drones abandon the crew's route and answer a false alarm in the eastern wing.
GHOSTING ACTIONS
| Ghost Talent | Ghosting Action it performs |
|---|---|
| Redirect | Redirect |
| Seize | Seize |
| Lock | Loop — held open to deny the Main Action |
| Output | Inject |
| Disruption | Crash (single target) |
| Collapse | Crash (multiple targets on one node or local network) |
| Drain | Loop |
| Walk | Ghost-Follow along a signal path |
| Throw | Override — commandeering actuators to force movement |
| Phase Strike | Crash resolved along a Ghost-Follow path |
| Dead Field / Field | ECM zone |
| Sensor Blind | ECM contest |
| Signal Restore | ECCM contest |
| Rewrite | Inject, targeting an allied system |
| Surge | Inject, targeting an allied system |
Observe, Manipulate, Dominate, and exit under pressure.
OBSERVE
MANIPULATE
DOMINATE
EXIT CHOICES
Clean Exit: release objectives and leave through the original route.
False Route: redirect trace toward another system or Access ID.
Transferred Tether: hand the route to a prepared relay, Contact, or device.
Emergency Disconnect: end virtual exposure immediately but accept the current Data Tether and physical consequences.
- Requirement: Cyber Operations R1
- Cost: Main Action
- Target: Current location
- Success: Reveal Anchors, defenders, sensors, security layers, and one blind zone.
- Duration: Immediate
- Failure: False topology or one concealed Anchor.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R1
- Cost: Main Action; sustain with Maneuver
- Target: One command channel
- Success: Hear patrols, machine orders, and incoming response.
- Duration: Sustained
- Failure: Misleading traffic or an echo reveals the Ghost.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; extended
- Target: Ghost, command signal, SENTINEL, or Data Tether
- Success: Identify origin at local, city, or regional scope.
- Duration: Until route changes
- Failure: Your own route becomes partially triangulated.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R1
- Cost: Main Action
- Target: One user or identity construct
- Success: Learn role, authority, permissions, and one exploitable limitation; gain Edge on the next related action.
- Duration: Until used
- Failure: Target receives an authentication warning.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; sustain with Maneuver
- Target: One authorized user
- Success: Follow between locations and cross the next barrier they legitimately open.
- Duration: Sustained
- Failure: Target senses an attached presence and changes route.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action per layer
- Target: Protected file, archive, or credential
- Success: Remove one encryption layer.
- Duration: Persistent
- Failure: First failure makes data Corrupted; second failure relocks it.
- Detection: Mark on second failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One lock, permission wall, safety limit, or access state
- Success: Bypass it for one use or the current scene.
- Duration: Scene or one use
- Failure: Credential is challenged or route closes.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One system accepting data or commands
- Success: Plant a backdoor, false credential, delayed order, or logic payload.
- Duration: Until triggered or countered
- Failure: Payload is quarantined, changed, or traced.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; sustain with Maneuver
- Target: One sensor or record stream
- Success: Repeat an earlier state and report no new events.
- Duration: Sustained
- Failure: Defenders compare another feed and identify repetition.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One power, patrol, route, communication, or security allocation
- Success: Move attention or resources; GM changes the threat layout.
- Duration: Immediate
- Failure: Opposition is redirected toward the crew or another route closes.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R3; R4 for Tier 4
- Cost: 3 successful Main Actions; sustain with Maneuver after initiation
- Target: One named subsystem
- Success: Mark one progress box per success; at 3, shut it down. Failures do not remove progress.
- Duration: Until reboot or release
- Failure: Failure delays completion and grants one defensive response.
- Detection: Initiating Crash immediately fills Detection.
- Requirement: Cyber Operations R3; R4 for Tier 4
- Cost: 3 successful Main Actions; sustain with Maneuver after initiation
- Target: One named subsystem
- Success: Mark one progress box per success; at 3, gain administrative control. Failures do not remove progress.
- Duration: Sustained
- Failure: Failure delays completion and grants one defensive response.
- Detection: Completing Seize immediately fills Detection.
Ghosts may contribute to Crash or Seize only when they share the same location and access, and each meets the Rank requirement.
STEELJACKING
THE TWO JACK INSTALLS
Jacking a machine requires a neural install. There are two, and every Steeljack begins play with the first.
| Install | Available | Grants |
|---|---|---|
| Khepri SERIES I — Noise Link Interface | Level 1 Cyberware Kit | Remote Jack: command one machine or Machine Group through a link or Steeljack Deck. All Steeljack Talents function. |
| Khepri SERIES III — Noise Neural Integration | Advancement or acquisition | Full Jack: Machine Embodiment. Experience a machine or Machine Group as an extension of the nervous system. |
SERIES I — REMOTE JACK
- Included in the Steeljack's starting Cyberware Kit at Level 1.
- Command one machine or Machine Group at a time through an authorized link, Remote Link, Hard Link, or a forced Ghosting breach.
- All Steeljack Talents operate normally. Vehicles and mechs the operator is riding or driving are controlled directly, with no jack required.
- The operator remains in their own body. Sensory input is read from instruments, not felt.
- Cannot enter Machine Embodiment.
SERIES III — FULL JACK
A Full Jack requires Khepri SERIES III — Noise Neural Integration. The Neural Interface Lattice, HIN Synchronization Node, and Cortical Signal Processor allow the Steeljack to experience a compatible machine or Machine Group as an embodied extension of the nervous system.
- Sense the machine's environment directly rather than through instruments.
- Act with the machine's full movement and weapon systems as though they were your own.
- Damage to the machine is felt. Catastrophic loss risks feedback injury.
SERIES III does not bypass Firewalls, ownership, Detection, or opposing Ghosts. The machine's access Tier and authorization still determine whether the operator can enter its Combat HIN Domain.
Ghosting the HINs of drones, vehicles, mechs, turrets, and machine networks.
WHAT STEELJACKING IS
Steeljacking is Ghosting directed at machines. A Ghost enters a HIN to change information, identity, or authority. A Steeljack enters the same HIN structure to make machinery sense, move, coordinate, or fight. The digital procedure is the same; the result occurs in physical space.
SERIES III REQUIREMENT
- A Full Jack requires Khepri SERIES III - NOISE NEURAL INTEGRATION. The Neural Interface Lattice, HIN Synchronization Node, and Cortical Signal Processor allow the Steeljack to experience a compatible machine or machine group as an embodied extension of the nervous system.
- Without Series III, an operator may use ordinary controls, legal remote commands, or a Steeljack Deck, but cannot enter Machine Embodiment.
- The machine's access Tier and authorization still determine whether the operator can enter its Combat HIN Domain.
- Series III does not bypass Firewalls, ownership, Detection, or opposing Ghosts.
CONNECTION MODES
MACHINE GROUPS
A Machine Group is the unit a Steeljack commands as one objective.
- One vehicle, mech, or major turret system is one Machine Group.
- A Drone Swarm of 2-6 compatible drones is one Machine Group.
- A Convoy of 2-4 compatible vehicles following one route and order is one Machine Group.
- Machines with different objectives, routes, or combat roles are separate groups.
HOW TO STEELJACK
1. State the physical objective: scout, escort, intercept, transport, suppress, breach, seize, or extract.
2. Identify the machine's environment: Operational Node for ordinary machinery or Combat HIN Domain for advanced vehicles, drones, and mechs.
3. Connect by authorized link, Remote Link, Hard Link, or forced Ghosting breach.
4. Remove remaining Firewall Layers using Ghosting Breach Checks.
5. Enter Sense, Act, Command, or Government and identify the Anchor controlling the objective.
6. Observe to learn sensors, movement systems, weapons, autonomy, orders, and fallback behavior.
7. Manipulate with Override, Redirect, Loop, Inject, or Hijack for temporary machine control.
8. Dominate with Seize for administrative control or Crash to disable a named subsystem.
9. Choose Routine Command, Guided Control, or Full Jack.
10. Maintain the link, watch Detection and EW, then release, hand off, or exit.
CONTROL STATES
Action Type: Physical - Digital - Machine Movement: change physical position, move to Node Location, reposition machine Maneuver: Aim, interact, hide, scan, maintain, tag target, hold, monitor Action: attack, breach, negotiate, override, loop, seize, drive, fire, deploy
SKILL DIVISION
- Cyber Operations: breach, Observe, Hijack, Seize, protect authority, and contest control.
- Piloting: dangerous movement, chases, evasive maneuvers, ramming, precision positioning, and unstable terrain.
- Electronic Surveillance: detect, intercept, Jam, Spoof, or protect the signal environment.
- Machine attacks use the machine's mounted weapon or Talent rules; a Skill Check does not replace a combat Power Roll.
LOST LINK AND FALLBACK
When a link ends, the machine follows its written fallback: hold position, return home, continue route, protect designated target, emergency stop, or independent AKS behavior. The GM must declare fallback behavior before it becomes relevant.
| Mode | Requirement | Effect |
|---|---|---|
| Remote Link | Noise access or Steeljack Deck | Flexible; vulnerable to range, latency, jamming, trace, and disconnection. |
| Hard Link | Physical cable or dock | Bypasses one Firewall Layer when the port is legitimate; stable and difficult to jam. |
| Full Jack | Series III Neural Integration | Enter the machine's HIN in AR or VR and experience it as a body. |
| State | What It Does | Cost |
|---|---|---|
| Routine Command | Machine follows one clear standing order using its autonomy. | No ongoing action after order is issued. |
| Guided Control | Steeljack updates route, target, formation, or timing. | Maneuver to issue or change the shared order. |
| Full Jack | Direct embodied control of one Machine Group. | Uses the Steeljack's Movement, Maneuver, and Main Action. |
| Action | Requirement | Effect |
|---|---|---|
| Remote Link | Noise access or Steeljack Deck | Flexible; vulnerable to range, latency, jamming, trace, and disconnection. |
| Hard Link | Physical cable or dock | Bypasses one Firewall Layer when the port is legitimate; stable and difficult to jam. |
| Full Jack | Series III Neural Integration | Enter the machine's HIN in AR or VR and experience it as a body. |
RUNNING MACHINE HINS
Rules for drones, swarms, convoys, mechs, multiple vehicles, and contested control.
DRONES AND DRONE SWARMS
- A single specialist, heavy, or unique drone is one Machine Group.
- Two to six compatible small drones may form one Drone Swarm and act from one shared order.
- A swarm uses one movement plan and one objective. Individual drones may spread within the area needed to perform that order.
- Recon swarms Observe; security swarms patrol and intercept; combat swarms attack or suppress; utility swarms repair, carry, relay, or breach.
- Damage or disruption may remove individual drones without ending the swarm.
- The swarm ends when too few drones remain to perform its declared function.
VEHICLES AND CONVOYS
- One actively maneuvering vehicle is one Machine Group.
- Two to four compatible vehicles may form a Convoy when they share one route, spacing plan, and objective.
- A Convoy uses Routine or Guided Control for navigation, access timing, and formation. Full Jack applies to one lead vehicle; the others follow the shared command plan.
- Breaking formation, assigning separate targets, or splitting routes turns each vehicle into a separate Machine Group.
- Human drivers may resist unsafe commands, take manual control, or become physical complications unless the Steeljack controls Government or Act.
MECHS AND HEAVY PLATFORMS
- A mech is always its own Machine Group.
- Full Jack is required for precise combat embodiment unless the platform has and
- authorized manual cockpit.
- Sense controls sensors and targeting; Act controls locomotion and weapons;
- command controls priorities and autonomous routines; Government controls pilot identity and ownership.
- Seizing one subsystem does not seize the whole mech. Name the target: locomotion, turret group, sensor array, flight system, or command authority.
- A destroyed or violently disconnected Full Jack may cause HIN Feedback according to the platform or Series III system.
MULTIPLE MACHINES IN PLAY
GM: BUILD A MACHINE HIN
1. Name the machine, owner, Tier, purpose, and legal controller.
2. Choose Operational Node or Combat HIN Domain.
3. Build Sense, Act, Command, and Government; add Store only when records or mission data matter.
4. Place readable Anchors: sensor mast, drive core, weapon router, autopilot, formation controller, identity seal, or emergency governor.
5. Choose Firewall Tier and authorized access methods.
6. Write the machine's autonomy and fallback behavior.
7. Define what Routine Command, Guided Control, and Full Jack look like for this machine.
8. Choose defenders: onboard AKS, SENTINEL, corporate Ghost Team, remote pilot, or opposing Steeljack.
9. Set Detection responses and what the Data Tether reveals.
10. Describe every result twice: change inside the HIN, then physical machine behavior.
PORTRAYING MACHINE EMBODIMENT
- Drone Swarm: a flock, chorus, constellation, or many-eyed hunting organism.
- Vehicle: a body of speed, traction, engine heat, blind angles, and route pressure.
- Convoy: a procession linked by timing, distance, and shared authority.
- Mech: a giant body whose limbs, armor, weapons, and sensors occupy separate functional locations.
- Industrial system: a foundry, port, crane forest, assembly organism, or mechanical city.
CONTESTED CONTROL
- When two operators issue incompatible commands, identify the Anchor being contested and make one opposed Cyber Operations check. The winner controls that Anchor until the end of the round or until the fiction changes. The loser retains any unrelated control.
- Government contest: who is recognized as controller.
- Command contest: route, formation, priority, or target assignment.
- Act contest: movement, doors, weapons, or machinery.
- Sense contest: sensors, tracking, visibility, or targeting information.
DETECTION AND PHYSICAL OUTCOMES
PLAYER DECISION
The Steeljack should always know what is at risk: control, secrecy, position, the machine itself, the physical crew, or the Data Tether. Completed movement and machine effects remain true even when Detection reaches Lockdown.
Command the swarm, not every drone. One Redirect changes formation or route. One Loop repeats its patrol. One Hijack grants temporary control. One Seize grants administrative control of the swarm network.
Resolution Same order and route Combine compatible machines into one Swarm or Convoy group.
Different objectives Each objective requires a separate Machine Group.
Routine groups Continue without actions until conditions invalidate the order.
Guided or Full Jack Only one group at a time without a Talent.
Switch active group Use a Maneuver; previous group returns to Routine Command.
Electronic Warfare attacks the signal carrying Steeljacking commands. Resolve the established ECM versus ECCM check once per round. The winner applies Edge or Bane as defined by the EW rules; it does not automatically seize the machine.
Machine Response 0 Guidance Normal operation; legal commands accepted.
1 Warning Authentication challenge, latency, or command confirmation.
2 Investigation Route restrictions, sensor comparison, or remote pilot review.
3 Intervention Opposing Ghost or Steeljack contests control; physical security responds.
4 Lockdown Emergency governor, safe mode, remote shutdown, or violent control contest.
WHEN TO USE THE SOCIAL TRACK
Use the Social Track when an NPC or faction has meaningful power, something important at stake, and a reason to resist. Routine requests, friendly exchanges, and obvious agreements should be resolved through roleplay without a roll.
THE THREE-STEP TRACK
STEP 0A - STATE THE PETITION
The player states: "I want ___ from ___ because ___."
- Name the exact person or faction.
- State the concrete concession, access, information, protection, or action desired.
- State why the NPC should agree now.
STEP 0B - GM STATES THE STAKES
Before any roll, the GM states what the NPC wants, fears, protects, or refuses to risk. The GM also identifies whether the request is possible through conversation alone.
DO NOT ROLL YET WHEN
- The player has not made a clear request.
- The NPC has no authority to provide it.
- The request is impossible under current circumstances.
- The NPC would agree automatically.
- The conversation has not introduced meaningful uncertainty.
STEP 1 - CHOOSE THE APPROACH
Sell, Spin, and Leverage can advance the Social Track. Status opens doors and establishes access but does not force agreement by itself.
ROLEPLAY BEFORE THE ROLL
1. The player states the Petition.
2. The player explains the chosen approach in character.
3. The GM identifies what part of the NPC's motive is being tested.
4. Roll only if the NPC has a real reason to resist.
ONE ROLL, ONE MEANINGFUL EXCHANGE
Each roll represents one complete social exchange: argument, counterargument, evidence, concession, threat, or demonstration. Do not roll repeatedly without changing the situation.
CHANGING APPROACHES
A player may change Skills between exchanges when the fiction changes. Repeating the same argument without new proof, leverage, concession, or insight does not create another roll.
STATUS ACCESS
- Success grants entry, recognition, a meeting, or permission to speak.
- Failure may create delay, scrutiny, a lesser audience, or a required sponsor.
- Status never advances Listening to Considering unless a Talent explicitly says so.
MAKING THE SOCIAL CHECK
Roll percentile dice using one die as tens and one as ones. Read the result from 00 to 99. A result equal to or under the final Skill percentage succeeds.
1. Start with the selected Social Skill percentage.
2. Apply no more than two relevant modifiers.
3. The total adjustment cannot exceed +10% or -10%.
4. Roll once for the complete exchange.
5. On success, advance the track one step unless that step is Job-Locked.
COMMON MODIFIERS
SUCCESS
- Listening to Considering: the NPC takes the request seriously and names what would secure agreement.
- Considering to Committed: the NPC agrees and states exactly what they will do.
- A successful exchange should change the NPC's words, demands, access, or behavior immediately.
FAILURE
Failure does not erase prior progress unless a rule says so. A repeated failed approach closes that approach for the scene. The GM chooses one consequence:
- The track does not advance.
- The NPC asks for proof, payment, leverage, or a concession.
- The NPC narrows the offer or introduces a deadline.
- The NPC exposes the crew to scrutiny, rivals, or political cost.
NPC MARK RATING
CONVERSATION VS JOB LOCK
| Step | State | Meaning |
|---|---|---|
| 1 | Listening | The NPC hears the case but offers no commitment. |
| 2 | Considering | The NPC is divided, pressured, tempted, or waiting for proof. |
| 3 | Committed | The NPC takes the agreed action or grants the agreed support. |
| Skill | Method | Why the NPC Complies |
|---|---|---|
| Sell | Persuasion and alignment | They believe the argument or see mutual benefit. |
| Spin | Deception and narrative control | They believe the story or accept the framing. |
| Leverage | Threats, exposure, or consequences | Refusal becomes more dangerous than agreement. |
| Status | Reputation, rank, or recognition | They grant access, audience, or legitimacy. |
Circumstance +5% Clear personal leverage valuable to the NPC now.
+5% The argument directly hits fear, faith, greed, loyalty, pride, or survival.
+5% Proven prior relationship or fulfilled obligation.
-5% The request directly harms the NPC's agenda, safety, or profit.
-5% The NPC's institutional power greatly exceeds the crew's current influence.
-5% Hostile timing, public pressure, surveillance, unrest, or enemy territory.
| Mark | Power | Typical Reach |
|---|---|---|
| 1 | Low | One person, crew, block, rumor network, or local route. |
| 2 | Mid | District, gang, supply chain, security unit, shrine, or small fleet. |
| 3 | High | City, regional corporate, major criminal network, ministry, or faith movement. |
| 4 | Apex | Nation, ruling House, Nexus Being, Mythic power, or global corporate. |
Maximum Through Conversation 1-2 May reach Committed through social exchanges.
3-4 May reach Considering; the final step is Job-Locked.
SOCIAL STEP — COMMITMENT
A Job-Locked NPC can be persuaded that the crew is worth considering, but commitment requires proof through action.
JOBS THAT UNLOCK COMMITMENT
- data theft or exposure;
- sabotage or economic disruption;
- asset recovery or extraction;
- protection, rescue, or escort;
- public proof, political pressure, or fulfilled obligation;
- elimination of a named threat.
COMMITMENT TERMS
When the NPC becomes Committed, record the agreement in one sentence:
AGREEMENT STRENGTH
The GM may adjust strength based on leverage, cost, fulfilled promises, and the NPC's interests. Commitment is not mind control; the NPC acts within the recorded terms.
GM SOCIAL SCENE CHECKLIST
1. Confirm Petition and authority.
2. State NPC motive and resistance.
3. Set Mark and starting track position.
4. Hear the approach before calling for a roll.
5. Optional: Apply at most two modifiers.
6. Change the fiction after every roll.
7. Use a Job Lock for Mark 3-4 commitment.
8. Record the final agreement and its limits.
Who will do what, by when, under what conditions, and what ends the agreement.
Default Strength 1 Narrow, cautious, short-term, or heavily conditional.
2 Reliable for the agreed scene or immediate Job.
3 Reliable through the current operation.
4 Durable relationship or repeated institutional support.
5 Major long-term alliance unless betrayed or circumstances radically change.
STEP 0 — START THE COMBAT
DURABILITY REFERENCE
Combat resolves against Rūḥ. These values are set at character creation and repeated here so the combat chapter stands on its own.
| Archetype | Level 1 Rūḥ | Per Level | Recoveries |
|---|---|---|---|
| Brawler | 17 | +7 | 4 + Power |
| Gunslinger | 17 | +7 | 3 + Power |
| Assassin | 16 | +6 | 3 + Power |
| Veinrunner | 16 | +6 | 4 + Power |
| Steeljack | 16 | +6 | 3 + Power |
| Shepard | 15 | +6 | 3 + Power |
| Ghost | 15 | +5 | 3 + Power |
| Shaper | 14 | +5 | 2 + Power |
| Oracle | 14 | +5 | 2 + Power |
Set the scene, establish objectives, and prepare the shared physical/AR/VR battlefield.
ENCOUNTER SETUP CHECKLIST
1. State each side's objective: seize, defend, escort, escape, delay, extract, destroy, or survive.
2. Place combatants, Controlled Machines, Cover, hazards, terminals, HIN access points, and objective markers.
3. Establish awareness. A side that is unready is Surprised until the end of Round 1.
4. Each side rolls one d10. The higher side chooses which combatant acts first.
5. Sides alternate choosing one combatant who has not acted. Do not reroll each round unless a rule changes initiative.
MAP SCALE AND OCCUPIED SPACE
Play on a hex grid, on a table map or in a virtual tabletop. One hex is 5 feet, roughly 1.5 metres. Diagonal movement costs the same as orthogonal unless the table chooses measured distance.
| Scale | Value |
|---|---|
| Grid | Hex |
| Building, street, environment | 1 hex = 5 feet (about 1.5 m) |
| A person | 1 hex |
| Larger bodies and machines | As printed in the stat block |
Size decides how many hexes a combatant occupies.
| Size | Occupies |
|---|---|
| Tiny (T) | 1 hex |
| Small (S) | 1 hex |
| Medium (M) | 1 hex |
| Large (L) | 2 × 2 hexes |
| Huge (H) | 2 × 2 hexes |
| Gargantuan (G) | 3 × 3 hexes |
| Massive (V) | 4 × 4 hexes |
COMBAT ROLES IN ONE TIMELINE
Physical combat, AR actions, VR Ghosting, Steeljacking, Electronic Warfare, drones, vehicles, and mechs all use the same round and alternating activation order.
CORE TURN ECONOMY
- No-Action: short speech, release an object, drop an item, or perform another trivial interaction.
- Simple interaction: draw a weapon, open an unlocked door, touch a terminal, or enter a vehicle as part of Movement or a Maneuver when reasonable.
- Triggered defenses and free strikes occur only when a rule or Talent explicitly grants them.
Turn Tempo:
1. A Player declares and executes the Move + Main Action together (shifting token + dice roll). Keep table pacing brisk, but real-world decision speed never grants a mechanical bonus or penalty (see Tempo Guidance).
2. A character must declare and execute their actions first before other characters can declare a Defensive Maneuver to affect the result. Defensive Maneuvers affect final outcomes. This is to not void out rolls.
SHARED MIXED-REALITY ACTION POOL
The operator may assign each turn component separately to their body, an AR/VR action, or any linked Controlled Machine Group within their attention limit. Each component is spent only once.
Example: the operator moves into Cover, a drone uses a Maneuver Talent to mark a target, and a mech spends the Main Action to fire. None receives another turn.
CONTROLLED VS AUTONOMOUS MACHINES
- Controlled Machines use the operator's shared action pool and never gain free attacks.
- A group without an assigned component follows its Routine Command or fallback only.
- Autonomous enemies and GM-controlled machines have their own turns.
A Ghost or Steeljack does not leave the combat timeline. Their body remains present and vulnerable unless a Talent, protected interface, or ally says otherwise.
1 Movement + 1 Maneuver + 1 Main Action.
Use them in any order. Split Movement before and after actions. Convert the Main Action into one additional Movement or Maneuver.
Possible User Movement Operator body or one linked machine Maneuver Operator, Ghosting/AR action, or machine Maneuver Talent Main Action Operator Talent, Ghosting action, or machine Main Action Talent
STEP 1 — REVIEW AND ASSIGN
Check conditions, links, and legal action users before spending the turn.
OPERATOR REVIEW CHECKLIST
1. Check Rūḥ, Recoveries, ongoing conditions, and whether the operator is Vulnerable, Dying, or Incapacitated.
2. Check linked Machine Groups, signal state, HIN access, Detection, and fallback orders.
3. Confirm which body or machine is Engaged, Prone, Grabbed, Hidden, or otherwise restricted.
4. State the turn's objective in plain language.
5. Assign Movement, Maneuver, and Main Action as each component is used.
MACHINE CONTROL STATES
Only one group can be Full Jacked at a time unless a Talent says otherwise. Other linked groups may still receive assigned components through Guided Control.
ATTENTION LIMIT
A Steeljack can maintain linked Machine Groups equal to at least 1 or Cyber Operations Rank, whichever is higher. Losing the limit forces excess groups into fallback.
AR AND VR MOVEMENT
- AR normally overlays the physical space and uses the operator's physical position.
- VR Movement is used only when virtual distance, hostile topology, or isolated routes matter.
- Moving between ordinary HIN locations normally requires no roll; crossing a hostile route, broken connection, or sealed Domain may require Movement or another listed action.
MACHINE STAT BLOCK LABELS
Every combat drone, vehicle, mech, or Machine Group must print:
- Occupied Size and Movement.
- Armor Tier, Énergeia, Stability, sensors, and traits.
- Basic Melee and Basic Ranged Attacks, or 'Unavailable.'
- Each Talent's action type: Movement, Maneuver, or Main Action.
- Required control: Routine, Guided, or Full Jack.
- Fallback order and whether the machine acts independently when uncontrolled.
TRIGGERED TIMING
POWER ROLLS
Roll 2d10 + the relevant Attribute. Resolve the printed Tier.
A natural 20 is always Tier 3 regardless of modifiers. After resolving an action that produced the Critical, immediately take one additional Main Action.
Edges and Banes cancel one-for-one and never exceed Double Edge or Double Bane.
What It Can Do Routine Follow one objective plus one simple condition; no free attack Talent.
Guided Use an assigned Movement, Maneuver, or Main Action through the operator's shared pool.
Full Jack One Machine Group becomes an embodied extension of the Steeljack; still uses the same shared pool.
A triggered defense, Interrupt, or free strike must be declared when its trigger occurs and before the triggering action is fully resolved, unless the Talent says otherwise.
Result 10 or lower Tier 1 11-15 Tier 2 16+ Tier 3
Effect Edge +2 Power Roll Double Edge Improve result one Tier Bane -2 Power Roll Double Bane Reduce result one Tier
STEP 2 — MOVE AND POSITION
Resolve movement, engagement, terrain, universal positioning actions, and collisions.
MOVEMENT COSTS
Cost is hexes spent per hex moved. Where a Reflex reduction is listed, subtract half your Reflex rating from the cost, to a minimum of 1.
| Movement | Condition | Cost |
|---|---|---|
| Walk | Normal | 1 |
| Walk | Rough surface | 2 |
| Climb | With gear | 3 − ½ Reflex |
| Climb | Rough surface | 10 − ½ Reflex |
| Climb | Smooth surface | Cannot be climbed |
| Swim | Lake or calm water | 3 − ½ Reflex |
| Swim | Ocean with waves | 5 − ½ Reflex |
| Fly | Clear weather | 1 |
| Fly | Stormy weather | 2 |
| Jump | Standing | 5 − ½ Reflex |
| Jump | Running start | 3 − ½ Reflex |
| Jump | Vertical | 15 − ½ Reflex |
| Crawl | — | 5 |
| Teleport | — | 1 |
| Disengage | — | 1 — shift 2 hexes as safe movement |
| Fall | — | 2 damage per hex fallen, maximum 50, reduced by Reflex |
Vehicles. Use vehicle movement or combatant movement, never a mix of the two. A machine assigned Movement uses its own Movement value, and the operator’s body does not also move.
ENGAGEMENT AND FREE STRIKES
You are Engaged while adjacent to an enemy capable of threatening you.
Voluntarily leaving adjacency without Disengaging allows one threatening enemy to make one Basic Melee free strike.
Each creature can make one such free strike per round unless a rule says otherwise.
Forced movement and teleportation never trigger this free strike.
DISENGAGE - MANEUVER
The acting body or machine moves up to 2 meters without triggering a free strike.
PRONE AND STAND UP
Prone: Bane on melee attacks; adjacent attacks against you gain Edge; ranged attacks beyond adjacency take Bane.
Stand Up - Maneuver: end Prone.
UNIVERSAL POSITIONING ACTIONS
SHOVE - MANEUVER
Choose an adjacent target no more than one size larger. Make a Power Roll against Stability: Tier 1 pushes 1 meter if Stability 0; Tier 2 pushes 2 meters minus Stability; Tier 3 pushes 4 meters minus Stability or knocks Prone.
GRAB - MAIN ACTION
Choose an adjacent target no more than one size larger. Tier 1 grabs Stability 0; Tier 2 grabs Stability 1 or less; Tier 3 grabs unless immune.
- Grabbed: Movement 0 and cannot move away from the grabber.
- The grabber drags the target at half Movement.
- Escape - Maneuver: make a Save; Edge if larger than the grabber, Bane if smaller.
- Personnel cannot Grab vehicles or structures unless a Talent allows it.
STABILITY
Stability reduces forced movement by its value. If reduced to 0, the target does not move. It also sets resistance for Shove, Grab, and footing effects.
COLLISION
- When forced movement ends against a solid obstacle or creature, deal 1 damage per 2 meters of unused movement.
- Universal collision damage is capped at 5; a Talent may set a higher cap.
- In a creature collision, both take the damage unless stated otherwise.
AID ATTACK - MANEUVER
Choose one ally and one enemy you can perceive. Describe how you create an opening. The ally gains Edge on their next attack against that enemy before the start of your next turn.
DEFEND - MAIN ACTION
Until the start of your next turn, attacks against you take Bane. You also gain Edge on saves against forced movement and physical conditions.
STEP 3 — CHOOSE A LEGAL TARGET
Check perception, Hidden, range, Cover, Concealment, line of sight, and line of effect.
LINE OF SIGHT AND LINE OF EFFECT
- Line of Sight: perceive the target well enough to choose it.
- Line of Effect: an unobstructed path exists for the attack or effect.
- Cover can allow sight while imposing Bane.
- A sealed barrier blocks Line of Effect unless a Talent says otherwise.
COVER AND CONCEALMENT
Cover does not stack with itself. An unobstructed firing angle that bypasses Cover removes it. High ground grants only the benefits it physically creates.
HIDE - MANEUVER
You must be fully blocked from hostile observation by Cover, Concealment, darkness, or a Talent. If an observer could still track you through sound, sensors, or prior knowledge, make the listed d100 stealth-related Skill Check. On success, become Hidden. If no observer can perceive or track you, the GM may allow automatic success.
HIDDEN
- Hidden targets cannot be directly chosen, but area effects may include them.
- Attacking, entering open view, or creating obvious noise normally ends Hidden.
- Detect Hidden - Maneuver: make a d100 Awareness-related Skill Check against the hiding effect's difficulty. Success reveals the target to you until it hides again.
SEARCH - MANEUVER
Examine a nearby area, object, control, trap, route, or clue. Use the relevant d100 Skill Check only when uncertainty and consequence exist.
RANGE BANDS
- Ideal: no modifier.
- Close: no modifier for pistols, SMGs, and shotguns.
- Adjacent with a rifle, marksman rifle, or heavy weapon: Bane unless Compact.
- Beyond Ideal through Maximum: Bane.
- Beyond Maximum: no attack without a special Talent, scope, or emplacement.
FIRING WHILE ENGAGED
- Ranged attacks against nonadjacent targets take Bane.
- Pistols, SMGs, and Compact weapons attack the adjacent enemy normally.
- Long weapons take Bane against adjacent enemies unless Compact.
Choose one visible target. Your next ranged Power Roll against that target before the end of your turn gains Edge. Aim ends if the target leaves sight, you move more than 2 meters, or you change targets.
AREA ATTACKS
- The Talent states dimensions in meters and whether the origin is included.
- Make one Power Roll and apply the same Tier to every legal target.
- Check Line of Effect from the origin to each target space.
| State | Requirement | Effect |
|---|---|---|
| No Cover | Target exposed | No modifier |
| Cover | At least half protected | Bane |
| Fortified | Almost entirely protected | Double Bane |
| Concealed | Visual/sensor interference | Bane |
| Cover + Concealed | Both apply | Double Bane |
| Weapon | Close | Ideal | Maximum |
|---|---|---|---|
| Pistol | 0–5 m (0–3 hexes) | 6–15 m (4–10 hexes) | 30 m (20 hexes) |
| SMG | 0–10 m (0–7 hexes) | 11–25 m (8–16 hexes) | 50 m (33 hexes) |
| Shotgun | 0–10 m (0–7 hexes) | 11–20 m (8–13 hexes) | 30 m (20 hexes) |
| Rifle | 0–15 m (0–10 hexes) | 16–60 m (11–39 hexes) | 120 m (79 hexes) |
| Marksman | 0–20 m (0–13 hexes) | 21–100 m (14–66 hexes) | 200 m (131 hexes) |
| Heavy | 0–20 m (0–13 hexes) | 21–80 m (14–52 hexes) | 160 m (105 hexes) |
Measurement Burst Radius from one origin point Line Straight path with listed width Cone Widens from the origin Wall Continuous listed length Zone Fixed area that remains Aura Moves with its source
STEP 4 — RESOLVE THE ACTION
Apply Armor, ammunition, Edge/Bane, make one Power Roll, and resolve the printed Tier.
ATTACK CHECKLIST
1. Choose the acting body or machine, Talent, weapon, and target.
2. Confirm line of sight, line of effect, Range, Cover, Concealment, and engagement.
3. Apply Aim, ammunition, weapon traits, and situational Edge/Bane.
4. Compare Weapon Tier to Armor Tier.
5. Apply Resistance, Immunity, and Weakness.
6. Make one Power Roll.
7. Resolve the printed Tier: damage, forced movement, components, and conditions.
ARMOR
Armor Tier always equals Weapon Tier, and both equal the echelon. Levels 1–3 are Tier 1, 4–6 Tier 2, 7–9 Tier 3, Level 10 Tier 4. This is true of operators and Competitors alike \u2014 nobody wears armour out of step with what they carry.
Because both sides of the cross-reference rise together, the table below is really a Level gap. Fighting at your own Level is Normal. One echelon above is Bane. Two above and your weapons do not reach that armour at all. One below gives Edge, which is what makes Chaff feel like Chaff.
Weapon Tier does not set damage. It sets what a weapon can hurt. Cross-reference the attacker’s Weapon Tier against the target’s Armor Tier. No Effect means no Rūḥ or Énergeia is lost — movement, Suppression, control and component effects still resolve.
Armor Tier is the same scale used on every item in Zine 1. 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.
| Weapon Tier | Tier 1 Armor | Tier 2 Armor | Tier 3 Armor | Tier 4 Armor |
|---|---|---|---|---|
| WT 1 — Street / Civilian | Normal | Bane | No Effect | No Effect |
| WT 2 — Tactical / Paramilitary | Normal | Normal | Bane | Double Bane |
| WT 3 — Heavy / Corporate | Edge | Normal | Normal | Bane |
| WT 4 — Mythic / Military | Double Edge | Edge | Edge | Normal |
| Armor Tier | Worn or carried by |
|---|---|
| Tier 1 Armor | Sable civilian and corporate wear; ordinary clothing. |
| Tier 2 Armor | Security vests, tactical apparel, corporate security uniforms. |
| Tier 3 Armor | Armored vehicles, trucks, boats, aircraft, light mechs. |
| Tier 4 Armor | Heavy mechs, fighter aircraft, strategic platforms. |
ADVERSARY WEAPON TIER
A Director-controlled combatant’s Weapon Tier equals their echelon: WT 1 at Levels 1–3, WT 2 at 4–6, WT 3 at 7–9, WT 4 at Level 10. The same rule the operators use.
This is why a crew inside an armored SUV is untouchable to Street opposition, and why the Government bringing out heavier weapons is a real escalation rather than a bigger number.
RESISTANCE, IMMUNITY, WEAKNESS
- Resistance X reduces matching damage by X after Armor.
- Immunity prevents the listed damage or condition entirely.
- Weakness X increases matching damage by X.
- These do not alter the Power Roll unless explicitly stated.
ADDING YOUR LEVEL TO DAMAGE
Add your Level to any damage a Talent or attack deals, on top of the printed number and your Attribute. A Level 5 operator whose Talent reads 9 + Reflex deals 9 + Reflex + 5. Director-controlled combatants add their Level the same way.
Gear arrives in jumps and Levels arrive one at a time. The Level bonus is what fills the gap between them, and it is the reason a fight at Level 9 takes about as long as a fight at Level 2 rather than half again as long.
BASIC ATTACKS
- Basic Melee - Main Action: choose an adjacent target and use the printed melee or unarmed Power Roll.
- Basic Ranged - Main Action: use the printed weapon Power Roll and Range Bands.
- Every operator and combat machine must print both basic attacks or state Unavailable.
SAVING THROWS
- Roll 1d10 at the end of the affected Turn. 6 or higher ends the effect; 5 or lower and it continues to the end of the next Turn. Edge/Bane never modifies a Save unless a rule says so, and where one does it is +2 or −2 on the d10.
- Save Ends means save at the end of each affected turn.
CONDITION DURATION
- Start of Turn: ends immediately before acting.
- End of Turn: ends after finishing the turn.
- Save Ends: save at the end of each affected turn.
- Until Repaired/Treated: remains until completed.
- Sustained: ends when upkeep stops or access is lost.
TRIGGERED DEFENSE TIMING
Declare a triggered defense after its trigger occurs but before the triggering action is fully resolved. A Talent can override this timing.
DAMAGE SEQUENCE
1. Apply Armor and damage-type interaction.
2. Apply Resistance or Weakness.
3. Reduce temporary Rūḥ/Énergeia, then normal durability.
4. Apply forced movement and collision.
5. Apply conditions and component effects.
6. Check the Vulnerable and Critical Zones, 0, the consequence roll, Dying, Disabled, or destroyed.
No Dmg prevents Rūḥ or Énergeia loss. Legal movement, Suppression, Exposed, control, and component effects still resolve unless the target is immune.
Success Normal 10+
STEP 5 — RESOLVE SPECIAL COMBAT SYSTEMS
Use firearms, Suppression, Called Shots, occupants, drones, vehicles, mechs, Ghosting, and Steeljacking.
AMMUNITION
FIRE MODES AND RELOADING
Burst: within Ideal Range, gain Edge against one target; then gain Heat 1 or spend one Ammo use.
Automatic Fire is always a Talent defining targets, damage, Ammo, and Suppression.
Standard Ammo: no reload tracking in a normal encounter.
Limited Ammo: spend uses on listed high-output actions; reload at 0 as a Maneuver.
Single-Shot: reload as a Maneuver after each attack.
SUPPRESS - MAIN ACTION
- Choose a visible lane or zone within Ideal Range.
- Until your next turn, the first enemy crossing it must stop, become Exposed, or take one Basic Ranged free strike.
- This explicit trigger can occur once.
CALLED SHOT - MANEUVER + MAIN ACTION
- Choose a visible or revealed component. The attack takes Bane; Exposed cancels it.
- Tier 2 impairs.
- Tier 3 disables until repaired.
VEHICLE OCCUPANTS
Enclosed occupants cannot be targeted while the hull blocks Line of Effect.
Exposed occupants use their own Armor and any Cover from the vehicle.
Vehicle damage does not automatically damage occupants.
A violent crash or disablement forces the listed occupant save.
MIXED-REALITY MACHINE USE
A machine Talent spends the operator's matching turn component.
Different linked groups can use different components through Guided Control.
Only one group can be Full Jacked at a time.
A group without an assigned component cannot attack for free.
The acting machine uses its own Movement, attacks, defenses, sensors, Énergeia, and traits.
GHOSTING IN COMBAT
Ghosting actions use the operator's Maneuver or Main Action as printed.
Moving between ordinary HIN locations normally costs no action; hostile or isolated routes may require Movement.
Apply virtual and physical results immediately in the same initiative sequence.
At turn end resolve Detection, HIN defenders, ECM/ECCM, sustained effects, and Data Tethers.
REPAIR DEFAULTS
Field Repair - Main Action: adjacent operator with correct kit makes a d100 Technical Skill Check.
Tier 2 impairment: Normal difficulty; success ends it.
Tier 3 disablement: Hard difficulty and one Repair use; success restores it after the action.
Destroyed components require a shop, facility, or replacement part.
MIXED-REALITY EXAMPLE
Mara moves her body into Cover. Her drone spends the Maneuver on Mark Target. Her mech spends the Main Action on Rail Cannon. All three actions occur on Mara's turn; neither machine receives another action.
AMMUNITION
| Type | Effect |
|---|---|
| Standard | Normal kinetic effect. |
| AP | +1 effective Weapon Tier against Armor. |
| EMP | Shocked 2; +1 Weapon Tier against machines and cyberware. |
| Spiritbreaker | Psychic 2; +1 Weapon Tier against Mythos. |
| Smart | +2 Power Roll; ignores Cover, not Concealment. |
| Incendiary | Burning 2 on damage. |
| Dragon’s Breath | Shotgun only; ignores Tier 1 Armor; Burning 2. |
| Subsonic | +3% to Silent Skill Checks. |
| Nanite | Can carry a listed digital payload into a connected or exposed machine or HIN target. |
| Component | Tier 2 | Tier 3 |
|---|---|---|
| Sensor | Bane targeting/navigation | Disabled |
| Weapon | Bane attacks | Named mount disabled |
| Tire/Track | Movement -1/3 | Immobilized |
| Limb/Actuator | Bane related actions | Action unavailable |
| Power/Control | Dazed | Subsystem shut down |
| Exposed Operator | Resolve vs operator AC | Operator also Exposed |
STEP 6 — END THE TURN
Resolve ongoing effects, recovery, Detection, machine fallback, death, disablement, and conditions.
END-OF-TURN CHECKLIST
1. Apply Bleeding, Burning, Shocked, environmental damage, and other end-of-turn effects.
2. Make Save Ends rolls.
3. End or maintain Sustained effects.
4. Resolve Detection, HIN defenders, ECM/ECCM, signal changes, and Data Tether consequences.
5. Confirm Routine Commands and fallback for linked machines.
6. Check Vulnerable, Dying, Stabilized, Disabled, destroyed, and encounter objectives.
RECOVERIES
- Each operator has the number of Recoveries printed for their Archetype in Zine 1 — 2 + Power for a Brawler or Veinrunner, 1 + Power for everyone else.
- Recovery Value is one third of maximum Rūḥ.
- Recoveries are the resource that decides how many fights a crew can afford in an operation. A standard encounter costs most of them. Plan to fight once.
- Catch a Breath — Maneuver: spend one Recovery and regain Rūḥ equal to your Recovery Value. Requires a Medical Kit.
- A Medical Kit may improve Catch Breath or enable additional effects as printed.
- Recoveries refresh only at the campaign's defined full-rest or operation-reset point.
FIRST AID AND HEALING
- First Aid - Main Action: adjacent ally with a Medical Kit treats Bleeding, stabilizes an injury, or grants a Dying target one immediate save with Edge.
- Heal Talents restore Rūḥ or conditions exactly as printed and do not automatically spend a Recovery.
- Field treatment stabilizes; surgery or facility care removes entries that require it.
DEATH AND STABILIZATION
- At 0 Rūḥ, become Incapacitated and Dying.
- A Dying character remains in initiative, takes no actions, and makes a Save at the end of their turn.
- Success marks one Stability; failure marks one Death.
- Three Stability marks stabilize at 0 Rūḥ. Three Death marks mean death.
- Damage while Dying marks one Death; a Critical marks two.
MACHINE DISABLEMENT
- At 0 Énergeia, a machine is Disabled unless its stat block says Destroyed.
- Disabled machines cannot act and may be repaired or salvaged.
- Further major damage, catastrophic failure, or a Tier 3 destructive effect may destroy them.
CRITICAL INJURY AND FAILURE
- A target in the Vulnerable Zone (half or less) rolls 1d10 on the appropriate chart whenever it takes further damage. Cap the result at 6.
- A target in the Critical Zone (a quarter or less) rolls the same 1d10 with no cap.
- Roll no more than once per target per round, however many times it is hit.
- Use the living chart for people, the mech / synth chart for mechs, synths, drones and androids, and the vehicle chart for anything that drives, flies or floats.
- A Tier 3 Called Shot that explicitly causes one, or reaching 0, rolls uncapped regardless of zone.
- Duplicate results worsen one step down this order: Kit or First Aid, then Shop or Surgery, then Facility, then permanent.
DAMAGE TYPES
Most damage has a type. It changes nothing on its own — damage is damage — but Immunity, Weakness, ammunition and armor all key off it, and a Competitor’s Weakness is often the fastest way to end a fight.
| Type | What it is | Where it comes from |
|---|---|---|
| Kinetic | Bullets, blades, blunt force, impact. | The default. Most weapons and most falls. |
| Incendiary | Fire and heat. | Incendiary ammunition, Dragon’s Breath, fuel fires. Usually applies Burning. |
| Shock | Electrical discharge. | Tasers, live rails, storm effects. Usually applies Shocked. |
| EMP | Directed electromagnetic pulse. | EMP ammunition and grenades. +1 effective Weapon Tier against machines and cyberware. |
| Sonic | Pressure and sound. | Sonic weapons, flashbangs, structural collapse. |
| Cold | Cryogenic and deep chill. | Coolant rupture, cryo systems, the deep water off the coast. |
| Poison | Toxins and contaminants. | Chemical rounds, Khepri compounds, things that bite. |
| Psychic | Direct pressure on the mind. | Spiritbreaker ammunition, Oracle and Shaper Talents, most of the Nexus. |
| Mythos | Damage that is none of the above and should not work. | Nexus entities and Relic-grade equipment. Nothing is Immune to it by default. |
Immunity means that type deals no damage at all. Weakness means it deals double. A Competitor prints both on its Trait line; finding the Weakness is usually the encounter.
FORCED MOVEMENT
Four words, and they are not interchangeable. None of them provoke, none of them cost the target anything, and none of them are the target’s Movement.
| Word | Means | Notes |
|---|---|---|
| Push | Directly away from the source. | Straight line. Stops at the first obstruction. |
| Pull | Directly toward the source. | Straight line. Stops adjacent to the source. |
| Slide | Any direction the mover chooses. | The Competitor using the ability picks the path, not the target. |
| Shift | The Competitor moves itself, without provoking. | Not forced movement at all. It is the Competitor’s own move, free of opportunity strikes. |
- Forced movement is measured in hexes and ignores the target’s Speed entirely.
- It cannot move a target into a wall, a solid object or another combatant. It stops one hex short.
- Forced movement into a hazard or off a height applies whatever that hazard does.
- A target that is Immobilized, Grabbed or Restrained cannot be moved by it.
- A Competitor two Sizes larger than the source ignores forced movement completely.
- Where a Save is offered, physical force uses Power or Reflex; Mythos and neural effects use Logic, Awareness or Presence.
CORE COMBAT CONDITIONS
| Condition | Effect |
|---|---|
| Bleeding X | Lose X Rūḥ at end of turn; First Aid or save ends. |
| Blinded | Cannot see; attacks take Bane; attacks against gain Edge. |
| Burning X | Lose X Rūḥ or Énergeia at end of turn; Maneuver or save ends. |
| Concealed | Attacks against take Bane. |
| Critical | At a quarter or less of maximum; further damage rolls the full consequence chart. |
| Dazed | Choose Maneuver or Main Action, not both. |
| Disabled | Machine cannot act. |
| Dying | At 0 Rūḥ; use death saves. |
| Exposed | Next attack gains Edge, then ends. |
| Frightened | Cannot move closer to the source, and takes a Bane on attacks against it; save ends. |
| Grabbed | Movement 0; cannot leave the grabber. |
| Hidden | Cannot be directly targeted until detected. |
| Immobilized | Movement 0; forced movement still applies. |
| Jammed | Listed wireless or HIN actions take Bane, or fail if signal is lost. |
| Marked | Source gains the listed benefit against the target. |
| Overheated | Cannot use the listed high-output system until cooled. |
| Prone | Use Prone rules; stand with a Maneuver. |
| Restrained | Movement 0; attacks Bane; attacks against gain Edge. |
| Shocked X | Start of turn: X Shock damage; machine and cyber actions take Bane. |
| Slowed | Movement halved. |
| Stunned | Cannot use Main Action or Maneuver. |
| Vulnerable | At half or less of maximum; attacks against gain Edge, and further damage rolls a consequence capped at 6. |
| Weakened | All damage it deals is halved; save ends unless the effect says otherwise. |
A Sentinel security drone has Énergeia 15. The crew’s Steeljack hits it for 9, leaving 6.
Six is at or below half of fifteen, so the drone is Vulnerable. Attacks against it gain Edge, and any further damage rolls on the mech / synth chart, capped at 6.
The next hit takes it to 0. Its stat block does not say Destroyed, so the drone is Disabled — it cannot act, and it can be repaired or salvaged.
The crew’s Street Doc cannot help it. Effects that restore Rūḥ never repair Énergeia; an effect repairs a machine only if it says so.
GM CHECKLIST — RUN THE ROUND
BEFORE COMBAT
1. State objectives and failure consequences.
2. Place combatants, Cover, hazards, HIN access, vehicles, and objective markers.
3. Record hidden units, machine autonomy, fallback, Detection, and signal states.
4. Determine Surprise and roll side initiative.
DURING EACH TURN
1. Confirm acting operator and available Movement, Maneuver, and Main Action.
2. Confirm which body, AR/VR action, or machine uses each component.
3. Check legal target, line of sight/effect, Range, Cover, Concealment, and engagement.
4. Apply Edge/Bane, WT vs AC, ammunition, Resistance, Immunity, and Weakness.
5. Resolve one Power Roll and all printed Tier effects.
6. Update position, durability, conditions, components, Detection, and objectives.
END OF EACH TURN
1. Resolve ongoing damage and saves.
2. Resolve HIN defenders, ECM/ECCM, and sustained effects.
3. Confirm machine fallback and Routine Commands.
4. Check Dying, Stabilized, Disabled, destroyed, or completed objectives.
END OF EACH ROUND
1. Confirm every combatant acted.
2. Refresh once-per-round free strikes and triggers.
3. Advance hazards, countdowns, and reinforcements.
4. Reassess enemy morale and objective.
5. Begin the next round without rerolling initiative.
PLAYER QUICK CHECKLIST
TEMPO GUIDANCE
Players should prepare actions during other turns, but real-world decision speed never grants a mechanical bonus or penalty.
DEFINITION PRIORITY
- A specific Talent overrides a universal rule.
- A stat block overrides a general scale or repair default.
- A condition applies only for its listed duration.
- When two effects conflict, the more specific effect wins; if equally specific, the newer effect applies.
RULES PRIORITY
Question 1 Review What conditions, links, and objectives matter?
2 Assign Who uses Movement, Maneuver, and Main Action?
3 Move What position, engagement, and Cover change?
4 Target Is the target visible, in range, and reachable?
5 Modify What Edge/Bane, WT/AC, ammo, or defenses apply?
6 Roll Make one 2d10 Power Roll.
7 Resolve Apply Tier damage, movement, components, conditions.
8 End Ongoing effects, saves, Detection, EW, fallback.
COMPLETE ENCOUNTER LOOP
Use the numbered Operator Steps in order. Specific Talents and stat blocks override universal rules. When equally specific effects conflict, the newer effect applies.
KEEPING EVERY OPERATOR IN PLAY
Cybersteel runs four specialist procedures — Ghosting, Steeljacking, Mythos Operations, and the Social Track. Each belongs to one operator. Run any of them as an uninterrupted solo scene and the other players stop playing.
These four rules keep the whole crew in the operation. They use machinery already in this book; none of them adds a roll.
3. INTERLOCKS
Each specialist procedure hands the table something. Print these where the procedure runs and use them:
| When this happens | Another operator immediately gets |
|---|---|
| A Ghost Loops a sensor or camera | The physical team moves through that coverage without adding a Mark. |
| A Ghost Injects a support routine | The named ally gains the printed benefit on their own Turn. |
| A Steeljack commands a Machine Group | One other operator may direct a single drone in that Group this Turn. |
| A Steeljack Shoves or Rams a target | The nearest operator may take a free reposition. |
| An Oracle grants a Blessing | The named ally acts immediately after the Oracle. |
| A Social Track reaches Commitment | Every player states what their operator spends, risks, or refuses. |
INJURIES, FAILURES, AND HIN CONDITIONS
WHEN TO ROLL A CONSEQUENCE
- A target in the Vulnerable Zone — half or less of maximum Rūḥ or Énergeia — rolls 1d10 whenever it takes further damage. Cap the result at 6.
- A target in the Critical Zone — a quarter or less — rolls the same 1d10 with no cap.
- Roll no more than once per target per round, however many times it is hit.
- A Tier 3 Called Shot that explicitly causes one, or reaching 0, rolls uncapped regardless of zone.
- On a duplicate result, worsen one step along this order: Kit or First Aid, then Shop or Surgery, then Facility, then permanent.
LIVING CRITICAL INJURIES
For any living target, operator or adversary.
| d10 | Trauma | Effect | Recovery |
|---|---|---|---|
| 1 | Hand trauma | Fine work and one-handed weapons take a Bane. | First Aid |
| 2 | Shoulder dislocation | Two-handed weapons cannot be used at all. | First Aid |
| 3 | Muscle rupture | Slowed while the injury lasts. | Surgery |
| 4 | Arm fracture | One arm is useless. No two-handed weapons, no Grab, no climbing. | First Aid |
| 5 | Rib fracture | Its Main Action takes a Bane in any round it also moved. | First Aid |
| 6 | Leg fracture | Slowed, and Speed drops by 2. | First Aid |
| 7 | Lung trauma | Slowed, and it cannot take the same Main Action two rounds running. | Surgery |
| 8 | Neural shock | Stunned until the end of its next turn, then its next Power Roll takes Double Bane. | First Aid |
| 9 | Organ trauma | Bleeding 2, and every physical action takes a Bane. | Surgery |
| 10 | Limb severance | An arm or a leg is gone. Bleeding 5. If a leg, Speed is halved permanently. | Cybernetic replacement |
MECH / SYNTH FAILURES
For mechs, synths, exoframes, androids, droids and drones — anything that walks or flies on its own frame.
| d10 | System | Effect | Repair |
|---|---|---|---|
| 1 | Hand | Manipulator damage. Fine work takes a Bane; it cannot interact with objects. | Kit |
| 2 | Shoulder | Joint strain. Two-handed weapons cannot be used; no sustained fire. | Kit |
| 3 | Arm | Servo tear. Its strikes take a Bane. | Kit |
| 4 | Arm | Actuator break. One arm is useless until repaired. | Shop |
| 5 | Torso | Frame stress. It takes a Bane in any round it moved. | Kit |
| 6 | Leg | Actuator fracture. Slowed, and Speed drops by 2. | Shop |
| 7 | Torso | Cooling rupture. Overheated at the end of any round it attacked. | Shop |
| 8 | Spine | Gyro failure. Stability 0, and Prone on any forced movement. | Facility |
| 9 | Core | Reactor instability. Its Heat ability and any Option system are unavailable. | Facility |
| 10 | Limb | Limb severed. The limb and anything mounted on it are gone. | Facility, or none |
VEHICLE FAILURES
For anything driven, floated or flown as a platform rather than worn as a frame.
| d10 | System | Effect | Repair |
|---|---|---|---|
| 1 | Wheel or track | Traction loss. Piloting takes a Bane. | Kit |
| 2 | Steering | Linkage damage. It may turn only once per move. | Kit |
| 3 | Suspension | Fracture. Slowed, and rough ground costs double. | Kit |
| 4 | Engine | Stall. Speed is halved. | Shop |
| 5 | Fuel system | Rupture. Burning 2, and it loses one Tier of stored energy. | Kit |
| 6 | Sensors | Targeting and navigation take a Bane; it cannot find Hidden targets. | Shop |
| 7 | Chassis | Structural crack. Attacks against it gain Edge. | Shop |
| 8 | Weapon mount | Its weapon is destroyed. | Shop |
| 9 | Power system | Electrical surge. Shocked 3, and its next action takes Double Bane. | Facility |
| 10 | Engine core | Engine failure. Disabled where it stands. | Facility, or none |
HIN AND CONTROL CONDITIONS
These are applied by Ghosting, Steeljacking and machine effects rather than rolled. They end as the effect that caused them says.
| Condition | Effect |
|---|---|
| Compelled | Must follow the listed command while the condition lasts. |
| Controlled | The controller chooses the listed machine, avatar, or subsystem actions. |
| Corrupted | The listed file, command, or effect cannot be trusted until repaired or verified. |
| Silenced | Cannot transmit through the listed channel or use voice-linked effects. |
| Untracked | Cannot be located through ordinary HIN tracking until the state ends. |
| Isolated | Cannot leave the listed HIN location or communicate outside it. |
BUILDING AN ENCOUNTER
ENCOUNTER STRENGTH
Each operator contributes 4 + (2 × Level) Encounter Strength. Add them together for the crew’s ES. For every 2 Victories the crew has earned on average, add one more operator’s worth.
Machines the crew brings add ES too. They add no actions — a drone, vehicle or mech spends its operator’s own Movement, Maneuver or Main Action — but they add a pool of Énergeia the crew hides behind, and that has to be paid for.
| Platform | Adds |
|---|---|
| Any drone | nothing |
| Light or civilian vehicle | +1 operator |
| Armored vehicle, heavy truck, aircraft | +2 operators |
| Light mech | +2 operators |
| Heavy mech | +3 operators |
ENCOUNTER VALUE AND BUDGET
Every Director-controlled combatant has an Encounter Value. Spend EV against the crew’s ES:
- Trivial — below ES minus one operator.
- Easy — below ES, above trivial.
- Standard — between ES and ES plus one operator.
- Hard — above standard, up to ES plus three operators.
- Extreme — anything beyond that.
Keep adversaries within 2 Levels of the crew, 3 if they have six or more Victories. Never put an Apex more than one Level above them.
Do not field more than eight adversaries per operator. Past three per operator, at least half should be Chaff. Six different stat blocks in one fight is already a lot to run.
THE ATTRITION BUDGET
Encounter Value tells you whether a fight is winnable. It does not tell you whether the crew can afford it. That is what Recoveries are for, and they do not come back until the operation ends.
| Difficulty | Costs roughly |
|---|---|
| Trivial | a third of the crew’s reserve |
| Easy | half |
| Standard | two thirds |
| Hard | nearly all of it |
| Extreme | more than they have |
An operation holds one standard fight and something small afterwards, or two easy ones. Not three standard fights. If a heist has four checkpoints, three of them have to be solved some way other than shooting — and that is the point. Violence in Cybersteel is a route the crew takes once, on the obstacle that has no other answer.
ADVERSARY STAT BLOCKS
Every Director-controlled combatant prints:
- Level, Tier and Role — Tier is Chaff, Crew, Operator, Specialist, Handler or Apex. Role is what it does in the fight.
- Faction — Street, Underworld, Corporation, Grey Fixer or Government.
- EV — what it costs from the encounter budget. Chaff are bought four at a time.
- Rūḥ or Énergeia, with the Vulnerable and Critical marks already worked out.
- Armor — Personnel or Vehicle, Light, Medium or Heavy.
- Free Strike, characteristics, Speed and Stability.
- Signature ability, and villain actions for Handlers and Apex.
Full construction tables are in Zine 4.
VILLAIN ACTIONS
Handler and Apex Competitors get villain actions: extra turns the Director takes outside the normal initiative order, once per round, escalating as the fight goes on. They are what let a single Competitor stand against a whole crew without simply having more durability.
A villain action is declared after any operator finishes a turn. Each one can be used once per encounter, and they are meant to be taken in order, so the fight gets worse rather than merely longer. The individual actions are printed with each Competitor in Zine 4.
MYTHOS STEP 0 — RECOGNIZE, MEASURE, AND PREPARE
Player-facing procedures for Nexus zones, exposure, protection, and containment.
PLAYER KNOWLEDGE BOUNDARY
THREE SEPARATE MEASURES
Intensity creates risk. Exposure marks accumulate during an operation. Exposure Tier changes only through explicit advancement, campaign events, or a rule that says so.
EXPOSURE TIER
Character creation or the Archetype records starting Exposure Tier. Advancement options state when it increases. Anything beyond Tier 3 is an emergency classification; reliable public guidance ends there.
WHO TRACKS EXPOSURE
Each living operator and each significant Mythos-reactive machine, artifact, or object has its own three-box Exposure Track. Ordinary gear is tracked only when a rule specifically targets it.
EXPOSURE TRIGGERS
- First unprotected entry into an Intensity 3 zone.
- A Nexus surge, failed containment action, or direct contact with an uncontained object.
- Remaining beyond the zone's stated safe interval.
- A Talent or hazard that explicitly adds Exposure.
Do not mark Exposure every turn merely for remaining in the same zone. Additional marks require a new trigger.
EXPOSURE EVENT
At 3 marks, clear the track and resolve one Event. An Exposure Event does not cause permanent Divergence unless a specific rule says so.
NEXUS ZONE PROCEDURE
1. Identify visible signs, the source area, and the safest withdrawal route.
2. The GM announces Intensity, safe interval, surge timing, and known hazards.
3. Check protective gear, Mythos method, medical support, and containment tools.
4. Enter only long enough to complete the objective.
5. Track Exposure, Overload, containment progress, and escalation.
6. Withdraw when the objective is complete or the zone exceeds the crew's protection.
NEXUS INTENSITY
Talents use printed Nexus benefits only when they list them. If a Talent has no Nexus entry, Intensity does not increase its effect.
PROTECTIVE GEAR TAGS
When Intensity exceeds an item's Intensity Limit, its Exposure Shield and Channeling Edge cease until the user leaves the zone. A surge can also damage it when stated.
OPERATION
An operation begins when the crew leaves secure preparation and ends after returning to a secure location and completing full recovery. Scene changes, short rests, and vehicle travel do not reset Exposure Shield, Overload Used, or Mythos Tolerance.
STABILIZE NEXUS - MAIN ACTION
Use an appropriate technical, environmental, or Mythos Skill against the zone's listed d100 difficulty, or use a printed 2d10 Talent.
Success removes one escalation mark, prevents the next scheduled surge, or completes one containment segment.
Failure triggers the zone's listed consequence and may add Exposure.
A zone states how many segments are required and what increases Intensity.
GM NEXUS ZONE TEMPLATE
| Measure | Tracks | Question |
|---|---|---|
| Intensity 0-3 | Current environment | How dangerous is this location now? |
| Exposure □□□ | Short-term accumulated contact | How close is this subject to an Exposure Event? |
| Exposure Tier 1-3 | Lasting alteration | How much has this subject or material already changed? |
| Tier | Public Name | Observable State |
|---|---|---|
| 1 | Contact | Sensitivity, faint charge, altered flora, minor sensory or material effects. |
| 2 | Manifestation | Visible channeling, Cybersteel emergence, stronger biological or machine change. |
| 3 | Divergence | Unique adaptation, unstable mutation, relic-grade material, or severe distortion. |
Observable Event 1 Sensory distortion: Bane on Awareness-related checks until full recovery.
2 Neural resonance: Dazed until end of next turn; vivid echoes persist through the scene.
3 Biological stress: lose one Recovery until full recovery.
4 Material instability: one significant Mythos-reactive item becomes Jammed or Overheated.
5 Signal echo: Hidden and Ghosting actions take Bane until end of scene.
6 Visible manifestation: gain an obvious sign and faction Attention.
| I | Environment | Universal Effect |
|---|---|---|
| 0 | Outside active influence | No environmental modifier. |
| 1 | Weak zone / ley line | Mythos sensing gains Edge; Overload counts normally. |
| 2 | Active Nexus | Mythos sensing gains Edge; one scheduled hazard or surge affects the scene. |
| 3 | Unstable chamber / surge | Every Overload counts twice; first unprotected entry adds Exposure. |
UNIVERSAL CHANNELING TAGS
Rule Exposure Shield X Ignore the first X Exposure marks per operation.
Intensity Limit X Benefits function only while local Intensity is X or lower.
Channeling Edge Gain Edge on the listed Mythos Talent Power Roll.
Containment Uses X Spend one use to prevent a listed surge consequence.
Define Intensity 0-3 and what changes it Safe interval How long before another Exposure trigger Surge Timing and effect Containment Skill/Talent and segments Escalation What raises Intensity Objective / Exit What ends the scene and how to withdraw
MYTHOS STEP 1 — CHANNEL, OVERLOAD, AND RECOVER
Use Mythos Talents through the normal Operator Steps, then resolve Overload, Burn, and treatment.
USE THE NORMAL TURN
Mythos Talents are used through the ordinary turn: one Movement, one Maneuver, one Main Action. There is no separate Mythos minigame and no extra action for channeling. What changes is what happens after the Talent resolves — Overload, Burn, and treatment.
CHANNELING PROCEDURE
1. Choose the Mythos Talent and legal targets.
2. Confirm method, tags, Focus, and current conditions.
3. Check Intensity, Exposure, Mythos Tolerance, and Overload Used.
4. Declare normal use or Overload before rolling.
5. Resolve the Talent with the normal Power Roll.
6. After resolution, add Overload Used, then apply Burn or any explicit Exposure effect.
MYTHOS TOLERANCE
Every Mythos-capable Archetype prints a fixed Mythos Tolerance, normally 1-4. Safe Overloads per operation equal that value. Only advancement, Cybersteel stabilization, or a specific rule increases it.
OVERLOAD
- Only a Talent with a printed Overload entry can be Overloaded.
- Apply the printed effect; never use a universal damage multiplier.
- After resolution, add 1 Overload Used, or 2 at Intensity 3.
- If Overload Used exceeds Tolerance, suffer one Burn from that Talent, maximum one unless the Talent says otherwise.
- Excess Overload causes Burn, not Exposure, unless the Talent explicitly causes both.
OVERLOAD EXAMPLE
Nara has Tolerance 2 and two Overloads Used. She Overloads at Intensity 3. The Talent resolves, then she adds two uses. She is above Tolerance and suffers one Burn; the single Talent cannot cause a second Burn unless stated.
TALENT AND SCHOOL FORMAT
Only exceptional Talents need individual Nexus overrides. This prevents repeated text across every Talent.
FOCUSES AND LEARNING
- A Focus is a printed relic, regulator, charm, bracelet, geometric tool, or anchor required by a Talent or School.
- A Focus grants only the benefit written on it: Channeling Edge, disruption protection, stored effect, or Overload access.
- New methods, Schools, Focuses, and Overloads are learned through advancement, instructors, ruins, temples, recovered records, relics, or campaign discoveries.
MYTHOS BURN
Burn is neurological injury caused by unsafe channeling, failed containment, or a specific effect. Resolve Burn after the Talent.
TREATMENT STATES
- First Aid can Stabilize Burn.
- A successful appropriate medical treatment can Field Treat it.
- Surgery, therapy, repair, replacement, or advanced care Removes it.
PLAYABLE DIVERGENCE
Divergence is a chosen or campaign-earned development. Its visible form and rules come from advancement options. One Exposure Event never forces permanent Divergence unless a specific campaign rule says so.
PUBLIC CONSEQUENCES AND EW BOUNDARY
- Visible Manifestation or Divergence can attract medical monitoring, corporate recruitment, state interest, religious interpretation, criminal exploitation, or fear.
- Electronic Warfare affects Mythos only when Cybersteel, HIN, AR/VR, cyberware, or a machine interface is involved. Pure biological channeling is not automatically electronic.
| Method | Principle | Common Tags |
|---|---|---|
| Mantike | Resonance through belief, voice, emotion, or symbolic anchor | Vocal, Focus, Sustained |
| Logos | Structure through geometry, command, posture, or measured movement | Gesture, Posture, Focus |
Rule Vocal Cannot use while Silenced.
Gesture Bane while Restrained; impossible if required limbs are unavailable.
Focus Requires the listed held or worn focus.
Posture Cannot use when the listed stance is impossible.
Sustained Ends when Incapacitated, disrupted, or upkeep stops.
Mythos Tolerance: ___ Overload Used: □ □ □ □ □
Required Content Talent Overload Exact enhanced effect and cost.
School Nexus 1 Shared weak-zone benefit, if any.
School Nexus 2 Shared active-zone benefit, if any.
School Nexus 3 Shared surge benefit, if any.
| d10 | Neural Injury | Effect Until Treated |
|---|---|---|
| 1 | Hand tremor | Bane using that hand. |
| 2 | Back spasm | Bane on strenuous movement; no second Movement. |
| 3 | Auditory loss | Bane on hearing-based actions, detection, and Vocal communication. |
| 4 | Memory disruption | Bane on Logic and memory-based Skill Checks. |
| 5 | Neural fatigue | Maximum Rūḥ reduced by 5. |
| 6 | Reflex delay | Bane on next Reflex roll, save, or movement trigger. |
| 7 | Leg nerve damage | Movement halved. |
| 8 | Arm nerve failure | One arm unusable. |
| 9 | Vision degradation | Bane on sight-based actions beyond Close range. |
| 10 | Resonance escape | Dazed until end of next turn; visible symptoms until end of scene. |
Effect Stabilized Burn cannot worsen and ongoing damage stops; listed penalty remains.
Field Treated Suppress the listed penalty until the operation ends.
Removed Full medical or technical care eliminates the Burn.
RUN THE NEXUS
Table-ready player and GM checklists for exposure, containment, channeling, and recovery.
PLAYER NEXUS CHECKLIST
1. Read the announced Intensity, safe interval, and visible hazards.
2. Check Exposure Shield, Intensity Limit, Mythos Tolerance, and Overload Used.
3. Identify the objective, containment method, and withdrawal route.
4. Assign the normal Movement, Maneuver, and Main Action.
5. For a Mythos Talent, confirm method tags and declare Overload before rolling.
6. After resolution, add Overload Used and resolve Burn or explicit Exposure.
7. At 3 Exposure marks, clear the track and resolve one Exposure Event.
EXPOSURE QUICK REFERENCE
PROTECTIVE GEAR QUICK REFERENCE
TREATMENT QUICK REFERENCE
GM NEXUS ROUND CHECKLIST
1. State current Intensity and any change from the previous round.
2. Advance the zone's surge timer or hazard trigger.
3. Resolve operator movement, Mythos Talents, machines, and containment in normal initiative.
4. Apply Exposure only when a listed trigger occurs.
5. Track containment segments and escalation marks.
6. Describe biological, material, sensory, and HIN consequences without explaining their secret cause.
7. At scene end, record Burn, Exposure Events, altered equipment, and faction Attention.
NEXUS ZONE RECORD
CONTAINMENT RESOLUTION
Main Action: use the listed d100 Skill or printed 2d10 Talent.
Success: complete one segment, remove one escalation mark, or prevent the next surge.
Failure: trigger the listed consequence; mark Exposure only if the zone says so.
Completing all segments stabilizes, seals, redirects, or suppresses the zone as defined.
DISCLOSURE STANDARD
RULES PRIORITY
A specific Talent overrides this reference.
A School's shared Nexus rule applies before an individual Talent override.
A zone record overrides universal default timing.
Exposure and Burn are separate unless a rule explicitly causes both.
Result First unprotected Intensity 3 entry Mark 1 Exposure Remain past safe interval Mark 1 Exposure Surge / failed containment Use listed result; may mark Exposure Direct uncontained contact Mark as stated 3 Exposure marks Clear track; resolve Exposure Event
Exposure Events create observable symptoms and temporary consequences. Permanent Divergence requires advancement, a campaign event, or an explicit rule.
Remember Exposure Shield X Ignores the first X marks per operation.
Intensity Limit X Benefits stop above X.
Channeling Edge Applies to the listed Mythos Power Roll.
Containment Uses X Spend to prevent the listed surge result.
Meaning Stabilized Cannot worsen; penalty remains.
Field Treated Penalty suppressed until operation ends.
Removed Advanced care eliminates the Burn.
Record Intensity 0 / 1 / 2 / 3 Safe interval Rounds, minutes, or scene condition Surge timing When the zone acts Hazard Exact physical or HIN effect Exposure trigger Exact event that marks Exposure Containment Skill/Talent, difficulty, segments Escalation What raises Intensity Objective / Exit Success and withdrawal conditions
SHOW EVIDENCE, PRESERVE MYSTERY
Tell players what operators can see, measure, remember, and reasonably infer. Present conflicting scientific, religious, and cultural explanations. Do not reveal classified Rift evidence, hidden DND conclusions, or the ultimate endpoint of transformation unless discovered in play.