CYBERSTEELZine 2
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CYBERSTEELZine 2Rules
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HOW CYBERSTEEL RESOLVES

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.

TotalResult
10 or lowerTier 1
11-15Tier 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:

  1. Count every Edge and every Bane on the roll.
  2. Cancel them one for one.
  3. Cap whatever is left at Double Edge or Double Bane.
  4. Apply the result from the chart.

Example: you have two Edges and one Bane. One Edge cancels the Bane, leaving one Edge.

StateEffect
Edge+2 Power Roll
Double EdgeImprove result one Tier
Bane-2 Power Roll
Double BaneReduce 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

BoxesUse it for
4Short, exposed or unstable operations. Little room to recover.
6Standard professional operations. The default.
8Layered, 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-Box6-Box8-Box
Something’s offMark 1Marks 1–2Marks 1–2
They start looking——Marks 3–4
CountermeasureMark 2Mark 3Marks 5–6
Closing inMark 3Marks 4–5Mark 7
Full responseMark 4Mark 6Mark 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
BEFORE YOUR FIRST GAME

Prepare Your First Session

Before you start. You do not need to have read this book to run its first session. You need one district, one faction, one thing the crew wants, and the willingness to say yes to a plan you did not expect. Everything below takes about twenty minutes.

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

  1. Name the faction and what it runs. Dust Devils, a chop shop in the Brucheion, moving stripped Aerodyne vehicle parts.
  2. 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.
  3. Pick the operation type from Methods of Pressure and read its six Player Steps once.
  4. Set the Scene Tracker size. Four for a short first outing, six for a full evening.
  5. 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.
  6. Stop preparing. Do not plan the crew's route. They will not use it.
One piece of advice. Your first session will run long on the approach and short on the exit. That is normal. When the table starts repeating itself, add a Mark and let the pressure move things along.
METHODS OF PRESSURE

THE GAME LOOP

Cybersteel runs on one loop. Everything in this book is a part of it.

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

StepWho decidesWhere it’s covered
1Pick the faction and the ability. Which faction, which territory, and which one of its five abilities you’re attacking.The crewThe atlases
2Choose the pressure. Data, Profit or Blood. Most operations use two.The crewThis chapter
3Pick the mission and run its steps.The crewThis chapter
4Set the Scene Tracker. Four, six or eight boxes, by how hard the target is.GMThe Scene Tracker
5Play it out, failing forward. A failed roll costs time, evidence, access, position, resources or exposure. Never “nothing happens.”BothCore Resolution
6Run the Influence Test. Four questions about the ability attacked. Two or more NO answers and the faction loses 1 Influence.GMThe Influence Test
7Close the operation. Write the sentence, roll retaliation, pay out Crew Tier Points.GMClosing 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.

ChapterWhat it holds
Core ResolutionThe four rolls everything is built from
Methods of PressureSteps 2 and 3 — the chapter you open at the table
The Scene TrackerStep 4 — how the opposition notices
BloodThe combat chapters (Zine 4: the people on the other side)
DataGhosting, the Agora and the Noise
ProfitLeverage and revenue (Zine 3: resources, fabrication, assets)
The Influence TestStep 6 — the only test that moves Influence
Closing Every OperationStep 7
Retaliation ChartsWhat each faction does when it loses ground
Mythos and the NexusWhat’s out there that follows none of this
METHODS OF PRESSURE

THE THREE PRESSURES

There are only three ways to take a faction’s grip away. The crew picks which one.
⬥ DATA
EXPOSURE AND SECRECY
You attack what they know, what they hide, and who believes them.

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
REVENUE AND LEVERAGE
You attack what they own, what they move, and who owes them.

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
VIOLENCE AND VISIBLE FORCE
You attack what they hold, who enforces it, and whether anyone still fears them.

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.

METHODS OF PRESSURE

THE AGORA

Every corporation’s mainframe terminates in the Agora. To attack one virtually, you start here.

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.

Operating in the Agora
AccessA character with the required Cyberware enters normally.
Without CyberwareThey may still enter, but take a Bane on every roll made inside.
Skills and TalentsFunction as written, exactly as in the physical world.
DamageAll damage dealt inside the Agora is halved.
GhostsOperate 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.

METHODS OF PRESSURE

⬥ DATA MISSIONS

DATA
AGORA HEIST
Take a thing that only exists as information, from a place that only exists as light.

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 them
    Investigation, Cyber Operations — or any Skill that gets you the answer
    Example. 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 gone
    Investigation, Electronic Surveillance, Cyber Operations, Contacts
    Example. 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 behaves
    Shadowing, Electronic Surveillance, Status
    Example. 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 first
    Spin, Cyber Operations, Contacts, Fabrication
    Example. 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 it
    Cyber Operations — or Ghost Talents where the architecture has to give
    Example. 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 ordinary
    Cyber Operations, Spin, Shadowing
    Example. 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.

DATA
INFILTRATION
Walk in as someone who belongs, do the job, and walk out before anyone is sure.

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 be
    Spin, Status, Sell, Leverage
    Example. 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 story
    Spin for the story · Fabrication for credentials · Cyber Operations for records · Status or Contacts for a vouch
    Example. 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 expect
    Spin, Sell, Status
    Example. Arrive at a shift change. Carry something. People challenge idle strangers, not busy ones.
  • 4. Watch how the place actually runs
    Shadowing, Investigation, Electronic Surveillance, Status
    Example. Who signs for deliveries. Which doors need a second badge. Which nurse has stopped caring.
  • 5. When someone doubts you, give them an easier answer
    Spin, Sell, Leverage, Status
    Example. “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 certain
    Shadowing, plus whatever the objective needs
    Example. 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.

DATA
EXPOSURE
Make something public that someone needs kept quiet.

Recommended steps

  • 1. Decide what the truth is and who has to believe it
    Investigation, Spin, Status
    Example. 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 denied
    Investigation, Cyber Operations, Electronic Surveillance
    Example. 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 believed
    Contacts, Status, Sell
    Example. 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 over
    Shadowing, Leverage, Protect
    Example. If your source is identified in a week, nobody sources you again.
  • 5. Release it where it can’t be quietly pulled
    Spin, Cyber Operations, Contacts
    Example. Put it in three places at once. One takedown shouldn’t end it.
  • 6. Hold the story while they try to kill it
    Spin, Leverage, Status
    Example. Expect the counter-story within a day: your source is a liar, a criminal, or doesn’t exist.
DATA
DATA OPERATION
Get into a system, take or change what’s inside, and leave the log ordinary.

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 system
    Investigation, Cyber Operations
    Example. 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 open
    Cyber Operations, Electronic Surveillance, Investigation
    Example. Most systems aren’t broken into. They’re walked into on someone else’s credentials.
  • 3. Get credentials, or an unwatched route
    Cyber Operations, Spin, Contacts, Status
    Example. 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 cover
    Cyber Operations, Spin
    Example. Behave like the account you’re wearing. Accounts that act out of character get reviewed.
  • 5. Take, copy, alter or plant what you came for
    Cyber Operations plus the domain Skill — or Ghost Talents where the system has to behave impossibly
    Example. Changing one record is often worth more than copying a thousand.
  • 6. Leave the log looking like nothing happened
    Cyber Operations, Spin
    Example. A clean exit is worth more than the take. They can’t chase what they haven’t noticed.
METHODS OF PRESSURE

⬥ PROFIT MISSIONS

PROFIT
PHYSICAL HEIST
Take something so the people who own it can’t use it any more.

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 them
    Investigation, plus the domain Skill
    Example. 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 it
    Investigation, Shadowing, Electronic Surveillance, Cyber Operations, Contacts
    Example. 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 it
    Shadowing, Electronic Surveillance
    Example. 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 first
    Spin, Fabrication, Cyber Operations, Piloting, Contacts
    Example. 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 it
    Whatever Skill matches the defence in front of you
    Example. 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 you
    Piloting, Shadowing, Spin, Leverage
    Example. 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.

PROFIT
SOCIAL PRESSURE
Change what people will do for someone, without ever touching them.

Recommended steps

  • 1. Decide whose decision you need changed
    Investigation, Status
    Example. A Registry Office clerk in Sharq decides which properties get inspected. That’s the decision you want.
  • 2. Find out what they actually care about
    Investigation, Shadowing, Contacts
    Example. Not what they say. Their sister’s clinic access, their standing at work, a debt nobody knows about.
  • 3. Find who they listen to
    Contacts, Status
    Example. 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 face
    Sell, Spin, Leverage
    Example. Nobody agrees to look corrupt. Everybody agrees to be reasonable.
  • 5. Make the new position the easy one
    Sell, Status, Leverage
    Example. If refusing costs more than agreeing, you’ve already won.
  • 6. Leave them a way to keep doing it
    Spin, Contacts
    Example. Pressure that ends with a ruined person ends. Pressure that ends with a useful person continues.
PROFIT
SABOTAGE
Make something stop working, without anyone being sure it was done on purpose.

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 most
    Investigation, Fabrication, Cyber Operations
    Example. 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 own
    Investigation, Fabrication, Contacts
    Example. Ask a maintenance hand what breaks. Then break it that way.
  • 3. Find your way to it — and your reason for being near it
    Spin, Shadowing, Status, Cyber Operations
    Example. Contractors touch that machine every week. One more is nobody.
  • 4. Make the failure, and make it ordinary
    Fabrication, Demolitions, Cyber Operations
    Example. Contamination beats a charge. Fire draws investigators; a bad batch draws an argument with the supplier.
  • 5. Leave nothing behind that was obviously yours
    Fabrication, Cyber Operations, Shadowing
    Example. 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 planted
    Spin, Contacts, Leverage
    Example. 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.

METHODS OF PRESSURE

⬥ BLOOD MISSIONS

BLOOD
RAID
Hit a place hard and fast, take or break what matters, and be gone before the response arrives.

Recommended steps

  • 1. Pick the target, and know what leaving looks like
    Investigation, plus the domain Skill
    Example. 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 comes
    Investigation, Shadowing, Electronic Surveillance
    Example. 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 one
    Piloting, Shadowing, Fabrication, Contacts
    Example. 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 space
    Combat Skills at target Rank
    Example. Speed is the whole plan. A raid that turns into a fight has already gone wrong.
  • 5. Take, break or burn what you came for
    Demolitions, Fabrication, the domain Skill
    Example. You don’t need the whole farm. One pumping station stops the site for a week.
  • 6. Get out before the response lands
    Piloting, Shadowing
    Example. Leave on your own clock, not theirs.
BLOOD
PROXY CONFLICT
Get two other powers fighting so the thing you want stops being guarded.

Recommended steps

  • 1. Pick two who already dislike each other
    Investigation, Status, Contacts
    Example. 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 off
    Investigation, Leverage
    Example. Cobras won’t move over insults. They’ll move over a stolen consignment.
  • 3. Make it look like the other side started it
    Spin, Fabrication, Shadowing
    Example. Leave the right mark. Every gang has one, and everybody in the district can read it.
  • 4. Feed the fight without being seen to
    Spin, Sell, Contacts
    Example. Sell to both. A Fence Yard that supplies both sides is doing the same thing for money.
  • 5. Use the gap while they’re busy
    Whatever the objective needs, at target Rank
    Example. While The Hand settles its own crews, nobody is watching the warehouse it protects.
  • 6. Get clear before either works out who aimed them
    Shadowing, Spin, Leverage
    Example. They’ll compare notes eventually. Be a rumour by then.
BLOOD
TERRITORIAL PRESSURE
Take ground: make it so a faction cannot operate where it used to.

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 them
    Investigation, Status, Contacts
    Example. 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 on
    Investigation, Shadowing, Contacts
    Example. Three enforcers, a cousin in the licensing office, and the fact that nobody has ever tried.
  • 3. Give the locals a reason to prefer you
    Sell, Status, Leverage, Contacts
    Example. Whatever the old crew was selling — protection, water, work — somebody still needs it tomorrow.
  • 4. Break the hold where it’s thinnest
    Combat Skills, Leverage, or the domain Skill at target Rank
    Example. 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 back
    Combat Skills, Shadowing, Protect
    Example. Taking ground takes a night. Holding it is the operation.
  • 6. Make the change look permanent to everyone watching
    Status, Spin, Leverage
    Example. 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.

BLOOD
PROTECTION
Keep a person, place or shipment intact while somebody works to take it.

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 it
    Investigation, Status
    Example. 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 it
    Investigation, Shadowing, Electronic Surveillance
    Example. A Corridor Syndicate doesn’t ambush. It impounds. Your threat is paperwork, not gunfire.
  • 3. Close the easy ways in
    Fabrication, Cyber Operations, Piloting
    Example. Change the route. Change the schedule. Most attempts fail because the plan was for last week.
  • 4. Put your people where the attempt will happen
    Combat Skills, Shadowing
    Example. You can’t cover everything. Cover the place they have to come through.
  • 5. Handle the attempt when it comes
    Combat or the domain Skill, at target Rank
    Example. 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 costly
    Investigation, Leverage, Spin
    Example. A defence that ends when the attempt ends invites a second attempt.
WHEN A FACTION LOSES GROUND

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.

Before you start. Every faction has an order it reaches for. A street gang takes your money before it takes your teeth. A broker never throws a punch. A corporation escalates to violence only when somebody else can be billed for it. Low rolls are a faction acting in character. High rolls have pushed it into pressure it would normally avoid, and that is when factions become unpredictable.

Universal Retaliation Procedure

  1. Confirm the faction lost Influence. No loss, no Retaliation.
  2. Take the chart for its Power Layer and roll d10.
  3. Read the Pressure type first. That is what the faction is doing to the crew.
  4. Read the faction’s own printed Typical Retaliation and combine the two.
  5. Aim it at something the crew chose — a Contact, a route, an asset, a Beat, or ground.
  6. Apply any Scene Tracker marks the result calls for.
  7. Scale it from what the faction has left, not from what it lost.
One piece of advice. If the roll gives a Pressure the faction would not normally use, say why out loud at the table. A syndicate resorting to Blood means it has run out of quieter options, and the crew should be able to hear that.
Street
Control Through Presence

Profit first, then Blood. The street does not do Data well and does not pretend to.

d10PressureResultEffect
1ProfitMarked StockNo loss. Word goes out that the crew's goods are hot. The next time they fence anything in this territory, the buyer pays half.
2ProfitCorner TaxNo loss. Every purchase, bribe or favour bought in this territory this arc costs one additional Stress or one additional resource.
3ProfitStash BurnedThreaten −1 Influence and one cache of crew gear. Prevent only one.
4ProfitFence RefusesThreaten −1 Influence. Until resolved, the crew cannot sell stolen gear anywhere in this district.
5BloodBeating in DaylightThreaten −1 Influence through a public assault on a crew member, Contact, or worker. The neighbourhood is meant to watch.
6BloodRetaliatory RaidFrame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence and a Safehouse or Contact.
7BloodMarked VehicleThreaten −1 Influence and the crew's transport. A torched vehicle in the street tells the district who lost.
8BloodLeadership StrikeThreaten −1 Influence aimed at whoever the crew relies on here. If the crew contains it cleanly, the faction loses standing instead.
9BloodOpen Turf WarIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Rivals move in regardless of who wins.
10BloodViolent DisplacementInfluence becomes 0 through open conflict. Control of the neighbourhood flips immediately.
Underworld
Control Through Attrition

Profit, then Data, then Blood. A syndicate would rather own you than fight you.

d10PressureResultEffect
1ProfitUneasy CalmNo loss. Future Scene Trackers in this territory open with 1 box already marked.
2ProfitSupply Held BackNo loss. The crew cannot restock Tier 2+ gear in this district until they settle.
3ProfitEconomic SqueezeThreaten a crew income source, asset, or supply line. Influence holds — for now.
4ProfitDebt CalledThreaten −1 Influence as every favour the crew has taken here is demanded back at once.
5DataRumours and FrictionThreaten −1 Influence as cooperation becomes unreliable. Contacts hedge, allies stall.
6DataSold to a RivalThreaten −1 Influence as the crew's routine, route, or next job is sold on.
7BloodSkirmishes in the MarginsFrame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence.
8BloodCoordinated EncroachmentThreaten −1 Influence and a crew asset. Prevent only one.
9BloodStructural BreakdownIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes with a 6-box scene.
10ProfitHostile TakeoverInfluence becomes 0. A rival absorbs the operation without open war. Nobody dies; everything changes hands.
Grey Fixer
Control Through Access

Data and Profit only. A broker who resorts to Blood has already lost the argument.

d10PressureResultEffect
1DataQuiet NoteNo loss. The crew's name is attached to the loss in someone's ledger. It will be cited later.
2ProfitPrice CorrectionNo loss. Every Contact in this territory costs one additional Stress to use this arc.
3DataWithheld IntroductionThreaten −1 Influence as a broker declines to vouch for the crew. Prevent it by offering something the broker wants more.
4ProfitRoute ClosureThreaten a crew supply line, safehouse access, or movement corridor. Influence holds.
5DataInformation LeakFrame a retaliation Pressure scene, 4-box Tracker, as the crew's method or objective reaches the wrong desk.
6ProfitContract ReassignmentThreaten −1 Influence as work, protection, or supply is redirected to a rival crew.
7DataContact TurnedThreaten −1 Influence and one crew Contact. Prevent only one. A turned Contact does not become an enemy — they become unavailable.
8ProfitMarket FreezeThreaten −1 Influence. Until resolved, the crew cannot acquire Tier 3+ gear or new Contacts in this district.
9DataBlacklistingIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The territory stops taking their calls.
10ProfitReplaced BrokerInfluence becomes 0. Another network absorbs the routes and the clients, and the crew was not consulted.
Corporate
Control Through Deniability

Data, then Profit, then Blood by proxy. A corporation escalates to violence only when it can be billed to someone else.

d10PressureResultEffect
1DataUnnoticed DisruptionNo loss. The incident is absorbed. The crew is logged as a future concern.
2DataInternal ReviewNo loss. The next retaliation roll against this territory is made with +1.
3DataSerials FlaggedThreaten −1 Influence. Any gear the crew carries from this corporation reads as stolen on inspection until they clear it.
4ProfitService WithdrawalThreaten −1 Influence as utilities, contracts, jobs, or infrastructure are quietly pulled from the crew's ground.
5ProfitLine CutThreaten −1 Influence. The crew loses access to this corporation's product line — no purchase, no parts, no repair.
6DataNarrative ContainmentThreaten −1 Influence unless the crew intervenes publicly or releases counter-data. The official version is being written now.
7DataRegulatory StrikeThreaten −1 Influence unless the crew dismantles the mechanism — audit, seizure, licence review.
8BloodProxy EnforcementContractors test control. Frame a retaliation Pressure scene, 6-box Tracker. If it fills → −1 Influence. Nobody's badge says the corporation's name.
9ProfitStrategic AbandonmentIf 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.
10ProfitPower Vacuum ManoeuvreInfluence becomes 0. Control passes to the best-positioned rival, which the corporation has already selected.
Civil Authority
Control Through Procedure

Data, then Profit, then Blood. District police, customs and garrison commands run on records, seizure and the door.

d10PressureResultEffect
1DataFiled and NotedNo loss. The incident enters a record that will be cited the next time the crew is stopped.
2DataIncreased PatrolsNo loss. Future Scene Trackers in this territory open with 1 box already marked.
3DataPlates on a ListThreaten −1 Influence. The crew's vehicles, faces, or credentials are flagged at every checkpoint in the district.
4ProfitPermit ReviewThreaten −1 Influence as licences, clearances, or transit rights are suspended pending review.
5ProfitImpound and SeizureThreaten −1 Influence and one crew asset held in this district. Recoverable, slowly, through channels.
6DataSelective FramingThreaten −1 Influence as the official account turns against the crew, unless they can produce a better one.
7ProfitCheckpoint SqueezeThreaten −1 Influence. Movement in and out of the district costs a bribe, a delay, or a favour every time.
8BloodDawn RaidFrame a retaliation Pressure scene, 6-box Tracker, as a warranted entry hits a crew location. If it fills → −1 Influence.
9BloodEmergency MeasuresIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Curfew, cordon, and a standing order.
10DataTerritory ReassignedInfluence becomes 0. Enforcement of this ground is handed to another command, and the crew's arrangements do not transfer.
National Government
Control Through Legitimacy

Data at scale, then Profit, then force. Ministries and the DND do not raid — they redefine.

d10PressureResultEffect
1DataRecorded and ReferredNo loss. The matter is passed upward. Nothing happens now, which is the point.
2DataFormal ScrutinyNo loss. Future Scene Trackers in this territory open with 1 box already marked.
3DataPublic CondemnationThreaten −1 Influence. Until the crew breaks the narrative, every Scene Tracker in this district opens with 1 box marked.
4ProfitAssets FrozenThreaten −1 Influence as accounts, holdings, or registered property in this region are suspended.
5DataPublic InquiryFrame a retaliation Pressure scene, 6-box Tracker, driven by scrutiny and unrest. If it fills → −1 Influence.
6ProfitWarrant or BountyThreaten −1 Influence as hunters, proxies, and rivals converge on crew-linked assets. The state does not have to send anyone.
7DataDND InvolvementThreaten −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.
8BloodMilitary ResponseFrame a retaliation Pressure scene, 6-box Tracker, as a formation moves into the district. If it fills → −1 Influence.
9DataEmergency PowersIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Control passes to whoever the state finds convenient.
10DataTerritory ReassignedInfluence becomes 0. A successor is installed under public approval and the record shows it was always the plan.
Agora
Control Through Standing

Data almost entirely, then Profit. Blood only as a bounty carried out into the physical world.

d10PressureResultEffect
1DataLoggedNo loss. The crew's handles appear in a visitor record they cannot reach. Someone will read it.
2DataStanding QueryNo loss. Future Scene Trackers in the Agora open with 1 box already marked.
3DataHandle BurnedThreaten −1 Influence as one of the crew's identities is published as false. It cannot be used again.
4ProfitAccess RevokedThreaten −1 Influence as the crew's standing is stripped in one quarter. Gates that opened now do not.
5DataPresence FloodingFrame a retaliation Pressure scene, 6-box Tracker, as a rented crowd turns on the crew in every forum at once.
6ProfitCredentials VoidThreaten −1 Influence. Every forged or purchased credential the crew holds in the Agora fails its next check.
7DataSession TracedThreaten −1 Influence and one crew Contact as the intrusion is walked backwards to a real person.
8ProfitMarket LockedThreaten −1 Influence. The crew cannot buy handles, relays, or data in the Agora until they settle.
9DataCast OutIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The quarter closes its gates to them.
10BloodBounty Carried OutInfluence becomes 0. The Agora hands the crew's real names to someone in the physical world who wants them.
Nexus / Mythos
Control Through Belief

Data as perception, then Blood as anomaly. Profit means little to something that does not trade.

d10PressureResultEffect
1DataOmenNo loss. Signs, symbols, and coincidences accumulate. The crew is being warned by something without a mouth.
2DataRitual AdjustmentThreaten −1 Influence as reality grows unreliable here — drifting instruments, repeated hours, doors that were not there.
3DataSymbolic RetaliationThreaten −1 Influence through fear, belief, or mythic pressure rather than force.
4DataTargeted ConversionThreaten −1 Influence by turning locals, workers, or allies. They are not coerced. They are convinced.
5BloodNoise SurgeFrame a retaliation Pressure scene, 6-box Tracker, driven by anomaly. If it fills → −1 Influence.
6DataPublic RevelationThreaten −1 Influence and draw Government attention. The DND logs the site, and the crew is in the log.
7BloodMythic StrikeThreaten −1 Influence unless countered by extreme measures — ritual disruption, severe exposure, or a price the crew will feel.
8BloodReality BreachThreaten −1 Influence. Until stabilised, every Scene Tracker here opens with 1 box marked.
9DataSchism or AscensionIf Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Belief reorganises around a new centre.
10BloodTranscendent CollapseInfluence becomes 0. The territory changes hands in ways that do not resolve cleanly, and the map is wrong afterwards.

RETALIATION SCALE

Worked example — Retaliation

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.

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

Tier

CTP Required 1 — Street 0 (starting) 2 — Underworld 10 3 — Corporate 25 4 — Government 50

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.

Source

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.

Step

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.

GHOSTING

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

AccessPermitsLimit
PublicInformation and licensed civic servicesMostly read-only
ProfessionalProtected workplaces and regulated servicesRole-dependent
SecureCorporate, military, and institutional operationsMonitored and revocable
GhostUnauthorized perception and intrusionCreates Detection
GHOSTING

HOW TO GHOST

Running this. Ghosting is the one procedure that can quietly become a solo scene. Keep it in Turns, and cut back to the rest of the crew after every one.

A complete player procedure for Ghosting in Operational AR and the Agora.

At the table. When your Ghost asks for something the rules do not cover, say yes and set a Detection cost. You will be right more often than you are wrong, and the table will keep moving.

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.

EnvironmentRepresentsTypical Goal
Operational NodeLocal machinery or infrastructureImmediate physical control
Combat HIN DomainVehicle, mech, drone net, or military platformTactical subsystem control
Agora CompoundBank, archive, academy, headquarters, identity or research institutionKnowledge, finance, identity, authority
Interface

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

DO NOT ROLL EVERY STEP

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.

Tier

Successful Breach Checks I 1 II 2 III 3 IV 4

SENTINEL

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.

QuestionCitizenAuthorized Security
See identity?Role or public aliasVerified Access ID
Scan cyberware?No, without consentOnly with authority or emergency cause
Read telemetry?NoLimited by policy, warrant, or ownership
Inspect permissions?Public status onlyRelevant authorization state
DetectionStateImmediate Effect
0GuidanceRoutine monitoring; no confirmed threat
1WarningAuthentication challenge; logged misconduct
2InvestigationActive trace; routes and permissions narrow
3InterventionDefenders deploy; physical containment begins
4LockdownExit contested; compound or district isolates
GHOSTING

HOW TO BUILD AND PORTRAY A HIN

Running this. A HIN is a character, not a stat block with a personality bolted on. Decide what it wants before you decide what it can do.

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.

Location

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

DUAL DESCRIPTION EXAMPLE

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
At the table. Give it one habit the players will recognise on sight. That single detail will carry more weight at the table than a page of specification.

GHOSTING ACTIONS

Running this. These are the verbs your Ghost has. Read them once before play so you can name the right one quickly instead of stopping to look it up.
Ghost TalentGhosting Action it performs
RedirectRedirect
SeizeSeize
LockLoop — held open to deny the Main Action
OutputInject
DisruptionCrash (single target)
CollapseCrash (multiple targets on one node or local network)
DrainLoop
WalkGhost-Follow along a signal path
ThrowOverride — commandeering actuators to force movement
Phase StrikeCrash resolved along a Ghost-Follow path
Dead Field / FieldECM zone
Sensor BlindECM contest
Signal RestoreECCM contest
RewriteInject, targeting an allied system
SurgeInject, 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.

SCAN
  • 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.
LISTEN
  • 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.
TRACE
  • 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.
PROFILE
  • 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.
GHOST-FOLLOW
  • 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.
DECRYPT
  • 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.
OVERRIDE
  • 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.
INJECT
  • 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.
LOOP
  • 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.
REDIRECT
  • 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.
CRASH
  • 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.
SEIZE
  • 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.
MULTIPLE GHOSTS

Ghosts may contribute to Crash or Seize only when they share the same location and access, and each meets the Rank requirement.

STEELJACKING

STEELJACKING

Running this. A Steeljack player is asking to be somewhere they physically are not. Describe both places every Turn — the body in the chair and the machine on the ground — and the tension does the work for you.
At the table. Remember the crew can lose the operator without losing the machine, and lose the machine without losing the operator. Those are two different disasters. Use both.

THE TWO JACK INSTALLS

Jacking a machine requires a neural install. There are two, and every Steeljack begins play with the first.

InstallAvailableGrants
Khepri SERIES I — Noise Link InterfaceLevel 1 Cyberware KitRemote Jack: command one machine or Machine Group through a link or Steeljack Deck. All Steeljack Talents function.
Khepri SERIES III — Noise Neural IntegrationAdvancement or acquisitionFull 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.

ModeRequirementEffect
Remote LinkNoise access or Steeljack DeckFlexible; vulnerable to range, latency, jamming, trace, and disconnection.
Hard LinkPhysical cable or dockBypasses one Firewall Layer when the port is legitimate; stable and difficult to jam.
Full JackSeries III Neural IntegrationEnter the machine's HIN in AR or VR and experience it as a body.
StateWhat It DoesCost
Routine CommandMachine follows one clear standing order using its autonomy.No ongoing action after order is issued.
Guided ControlSteeljack updates route, target, formation, or timing.Maneuver to issue or change the shared order.
Full JackDirect embodied control of one Machine Group.Uses the Steeljack's Movement, Maneuver, and Main Action.
ActionRequirementEffect
Remote LinkNoise access or Steeljack DeckFlexible; vulnerable to range, latency, jamming, trace, and disconnection.
Hard LinkPhysical cable or dockBypasses one Firewall Layer when the port is legitimate; stable and difficult to jam.
Full JackSeries III Neural IntegrationEnter the machine's HIN in AR or VR and experience it as a body.
STEELJACKING

RUNNING MACHINE HINS

Running this. Machine HINs are the crew's tools right up until the moment they are not. Play them consistently, and the betrayal lands without you having to announce it.

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.

SWARM CONTROL

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.

Situation

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.

ECM AND ECCM

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.

Detection

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.

THE SOCIAL TRACK SOCIAL STEPS — LISTENING AND CONSIDERING
At the table. Let a machine be reliable for three sessions. The fourth is worth more because of the first three.

WHEN TO USE THE SOCIAL TRACK

Running this. Use the Social Track when refusing has a cost, not when the crew simply wants information. A conversation with nothing at stake is just a conversation.

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

StepStateMeaning
1ListeningThe NPC hears the case but offers no commitment.
2ConsideringThe NPC is divided, pressured, tempted, or waiting for proof.
3CommittedThe NPC takes the agreed action or grants the agreed support.
SkillMethodWhy the NPC Complies
SellPersuasion and alignmentThey believe the argument or see mutual benefit.
SpinDeception and narrative controlThey believe the story or accept the framing.
LeverageThreats, exposure, or consequencesRefusal becomes more dangerous than agreement.
StatusReputation, rank, or recognitionThey grant access, audience, or legitimacy.
Modifier

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.

MarkPowerTypical Reach
1LowOne person, crew, block, rumor network, or local route.
2MidDistrict, gang, supply chain, security unit, shrine, or small fleet.
3HighCity, regional corporate, major criminal network, ministry, or faith movement.
4ApexNation, ruling House, Nexus Being, Mythic power, or global corporate.
Mark

Maximum Through Conversation 1-2 May reach Committed through social exchanges.

3-4 May reach Considering; the final step is Job-Locked.

THE SOCIAL TRACK
At the table. If you cannot say what the other side loses by agreeing, do not open the Track. Ask them what they want and move on.

SOCIAL STEP — COMMITMENT

Running this. Commitment is where a social operation stops being conversation and becomes a decision somebody has to live with. Slow down here.

A Job-Locked NPC can be persuaded that the crew is worth considering, but commitment requires proof through action.

At the table. Ask each player what their operator is prepared to spend, risk or refuse. What they say out loud at this moment is worth more than any roll that follows.

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.

AGREEMENT RECORD

Who will do what, by when, under what conditions, and what ends the agreement.

Skill Rank

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.

COMBAT

STEP 0 — START THE COMBAT

Running this. Before anyone rolls, say out loud what winning looks like and what the room does if it goes badly. Combat without a stated goal drifts into a slugging match.
At the table. Set the Scene Tracker where you think it belongs and then leave it alone. The players should feel it filling, not watch you adjust it.

DURABILITY REFERENCE

Combat resolves against Rūḥ. These values are set at character creation and repeated here so the combat chapter stands on its own.

ArchetypeLevel 1 RūḥPer LevelRecoveries
Brawler17+74 + Power
Gunslinger17+73 + Power
Assassin16+63 + Power
Veinrunner16+64 + Power
Steeljack16+63 + Power
Shepard15+63 + Power
Ghost15+53 + Power
Shaper14+52 + Power
Oracle14+52 + 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.

ScaleValue
GridHex
Building, street, environment1 hex = 5 feet (about 1.5 m)
A person1 hex
Larger bodies and machinesAs printed in the stat block

Size decides how many hexes a combatant occupies.

SizeOccupies
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
Note. Massive is abbreviated V, not M — M is already Medium.

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.
NO SEPARATE MINIGAMES

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.

EVERY OPERATOR TURN

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.

Component

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

COMBAT

STEP 1 — REVIEW AND ASSIGN

Running this. This step exists so nobody is surprised by their own character sheet. Take the extra minute.

Check conditions, links, and legal action users before spending the turn.

At the table. If a player hesitates, name two things their operator is obviously good at here. That is usually all the prompt they needed.

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.

State

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.

DECLARE BEFORE RESOLUTION

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.

Total

Result 10 or lower Tier 1 11-15 Tier 2 16+ Tier 3

State

Effect Edge +2 Power Roll Double Edge Improve result one Tier Bane -2 Power Roll Double Bane Reduce result one Tier

COMBAT

STEP 2 — MOVE AND POSITION

Running this. Position is the cheapest tension you will ever get. Describe cover, height, light and exits before anyone commits.

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.

MovementConditionCost
WalkNormal1
WalkRough surface2
ClimbWith gear3 − ½ Reflex
ClimbRough surface10 − ½ Reflex
ClimbSmooth surfaceCannot be climbed
SwimLake or calm water3 − ½ Reflex
SwimOcean with waves5 − ½ Reflex
FlyClear weather1
FlyStormy weather2
JumpStanding5 − ½ Reflex
JumpRunning start3 − ½ Reflex
JumpVertical15 − 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.

At the table. Let a good position matter mechanically at least once per fight. Players stop moving thoughtfully the moment they learn it never helps.

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.

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

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.

MOVEMENT MODES (Movement Cost per Hex)
COMBAT

STEP 3 — CHOOSE A LEGAL TARGET

Running this. Targeting rules exist to stop arguments, not to catch players out. State the restriction plainly and move on.

Check perception, Hidden, range, Cover, Concealment, line of sight, and line of effect.

At the table. If a player picks an illegal target, tell them before they roll. Nobody enjoys a turn that is taken back.

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.
\1

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.
StateRequirementEffect
No CoverTarget exposedNo modifier
CoverAt least half protectedBane
FortifiedAlmost entirely protectedDouble Bane
ConcealedVisual/sensor interferenceBane
Cover + ConcealedBoth applyDouble Bane
WeaponCloseIdealMaximum
Pistol0–5 m (0–3 hexes)6–15 m (4–10 hexes)30 m (20 hexes)
SMG0–10 m (0–7 hexes)11–25 m (8–16 hexes)50 m (33 hexes)
Shotgun0–10 m (0–7 hexes)11–20 m (8–13 hexes)30 m (20 hexes)
Rifle0–15 m (0–10 hexes)16–60 m (11–39 hexes)120 m (79 hexes)
Marksman0–20 m (0–13 hexes)21–100 m (14–66 hexes)200 m (131 hexes)
Heavy0–20 m (0–13 hexes)21–80 m (14–52 hexes)160 m (105 hexes)
Shape

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

COMBAT

STEP 4 — RESOLVE THE ACTION

Running this. This is where the round actually happens. Say what the roll means before the dice land, so the result lands with it.

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 TierTier 1 ArmorTier 2 ArmorTier 3 ArmorTier 4 Armor
WT 1 — Street / CivilianNormalBaneNo EffectNo Effect
WT 2 — Tactical / ParamilitaryNormalNormalBaneDouble Bane
WT 3 — Heavy / CorporateEdgeNormalNormalBane
WT 4 — Mythic / MilitaryDouble EdgeEdgeEdgeNormal
Armor TierWorn or carried by
Tier 1 ArmorSable civilian and corporate wear; ordinary clothing.
Tier 2 ArmorSecurity vests, tactical apparel, corporate security uniforms.
Tier 3 ArmorArmored vehicles, trucks, boats, aircraft, light mechs.
Tier 4 ArmorHeavy 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-DAMAGE PRINCIPLE

No Dmg prevents Rūḥ or Énergeia loss. Legal movement, Suppression, Exposed, control, and component effects still resolve unless the target is immune.

Save

Success Normal 10+

COMBAT
At the table. Describe the outcome before you announce the number. The table remembers what happened, not what was rolled.

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

TypeEffect
StandardNormal kinetic effect.
AP+1 effective Weapon Tier against Armor.
EMPShocked 2; +1 Weapon Tier against machines and cyberware.
SpiritbreakerPsychic 2; +1 Weapon Tier against Mythos.
Smart+2 Power Roll; ignores Cover, not Concealment.
IncendiaryBurning 2 on damage.
Dragon’s BreathShotgun only; ignores Tier 1 Armor; Burning 2.
Subsonic+3% to Silent Skill Checks.
NaniteCan carry a listed digital payload into a connected or exposed machine or HIN target.
ComponentTier 2Tier 3
SensorBane targeting/navigationDisabled
WeaponBane attacksNamed mount disabled
Tire/TrackMovement -1/3Immobilized
Limb/ActuatorBane related actionsAction unavailable
Power/ControlDazedSubsystem shut down
Exposed OperatorResolve vs operator ACOperator also Exposed
COMBAT

STEP 6 — END THE TURN

Running this. The end of a Turn is when the world answers. Take the Saves, tick the conditions, and say what changed while the crew was busy.

Resolve ongoing effects, recovery, Detection, machine fallback, death, disablement, and conditions.

At the table. One sentence of consequence per Turn keeps a fight moving forward. Silence here is what makes combat feel long.

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.
Why the cap. Without it, roughly two in five fights end with somebody losing a limb, at every level. The cap keeps the top of the chart for the last quarter of the track, where it lands as a consequence of a decision rather than a dice shrug.

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.

TypeWhat it isWhere it comes from
KineticBullets, blades, blunt force, impact.The default. Most weapons and most falls.
IncendiaryFire and heat.Incendiary ammunition, Dragon’s Breath, fuel fires. Usually applies Burning.
ShockElectrical discharge.Tasers, live rails, storm effects. Usually applies Shocked.
EMPDirected electromagnetic pulse.EMP ammunition and grenades. +1 effective Weapon Tier against machines and cyberware.
SonicPressure and sound.Sonic weapons, flashbangs, structural collapse.
ColdCryogenic and deep chill.Coolant rupture, cryo systems, the deep water off the coast.
PoisonToxins and contaminants.Chemical rounds, Khepri compounds, things that bite.
PsychicDirect pressure on the mind.Spiritbreaker ammunition, Oracle and Shaper Talents, most of the Nexus.
MythosDamage 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.

WordMeansNotes
PushDirectly away from the source.Straight line. Stops at the first obstruction.
PullDirectly toward the source.Straight line. Stops adjacent to the source.
SlideAny direction the mover chooses.The Competitor using the ability picks the path, not the target.
ShiftThe 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

ConditionEffect
Bleeding XLose X Rūḥ at end of turn; First Aid or save ends.
BlindedCannot see; attacks take Bane; attacks against gain Edge.
Burning XLose X Rūḥ or Énergeia at end of turn; Maneuver or save ends.
ConcealedAttacks against take Bane.
CriticalAt a quarter or less of maximum; further damage rolls the full consequence chart.
DazedChoose Maneuver or Main Action, not both.
DisabledMachine cannot act.
DyingAt 0 Rūḥ; use death saves.
ExposedNext attack gains Edge, then ends.
FrightenedCannot move closer to the source, and takes a Bane on attacks against it; save ends.
GrabbedMovement 0; cannot leave the grabber.
HiddenCannot be directly targeted until detected.
ImmobilizedMovement 0; forced movement still applies.
JammedListed wireless or HIN actions take Bane, or fail if signal is lost.
MarkedSource gains the listed benefit against the target.
OverheatedCannot use the listed high-output system until cooled.
ProneUse Prone rules; stand with a Maneuver.
RestrainedMovement 0; attacks Bane; attacks against gain Edge.
Shocked XStart of turn: X Shock damage; machine and cyber actions take Bane.
SlowedMovement halved.
StunnedCannot use Main Action or Maneuver.
VulnerableAt half or less of maximum; attacks against gain Edge, and further damage rolls a consequence capped at 6.
WeakenedAll damage it deals is halved; save ends unless the effect says otherwise.
Worked example — a machine going down

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.

COMBAT

GM CHECKLIST — RUN THE ROUND

Running this. Keep this page open for your first few fights. It is a sequence, and sequences are easy to lose when four people are talking.

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

Order

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.

RUNNING THE TABLE
At the table. If you forget a step, carry on. A round that flows with one thing missed beats a round that stops while you check.

KEEPING EVERY OPERATOR IN PLAY

Running this. This is the most useful page in the book if your table has one specialist and three people waiting. Read it before your first session, not after.

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 happensAnother operator immediately gets
A Ghost Loops a sensor or cameraThe physical team moves through that coverage without adding a Mark.
A Ghost Injects a support routineThe named ally gains the printed benefit on their own Turn.
A Steeljack commands a Machine GroupOne other operator may direct a single drone in that Group this Turn.
A Steeljack Shoves or Rams a targetThe nearest operator may take a free reposition.
An Oracle grants a BlessingThe named ally acts immediately after the Oracle.
A Social Track reaches CommitmentEvery player states what their operator spends, risks, or refuses.
COMBAT

INJURIES, FAILURES, AND HIN CONDITIONS

Running this. Injury is information. When an operator takes a real hit, say what it costs them going forward, not just what it costs them now.
At the table. Let a wound change one thing about how a scene runs — a route they can no longer take, a door they can no longer force. That is more memorable than a number going down.

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.
Why the cap. Without it, roughly two fights in five end with somebody losing a limb, at every Level. The cap keeps the bottom of each chart for the last quarter of the track, where it reads as the consequence of a decision rather than a dice shrug.

LIVING CRITICAL INJURIES

For any living target, operator or adversary.

d10TraumaEffectRecovery
1Hand traumaFine work and one-handed weapons take a Bane.First Aid
2Shoulder dislocationTwo-handed weapons cannot be used at all.First Aid
3Muscle ruptureSlowed while the injury lasts.Surgery
4Arm fractureOne arm is useless. No two-handed weapons, no Grab, no climbing.First Aid
5Rib fractureIts Main Action takes a Bane in any round it also moved.First Aid
6Leg fractureSlowed, and Speed drops by 2.First Aid
7Lung traumaSlowed, and it cannot take the same Main Action two rounds running.Surgery
8Neural shockStunned until the end of its next turn, then its next Power Roll takes Double Bane.First Aid
9Organ traumaBleeding 2, and every physical action takes a Bane.Surgery
10Limb severanceAn 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.

d10SystemEffectRepair
1HandManipulator damage. Fine work takes a Bane; it cannot interact with objects.Kit
2ShoulderJoint strain. Two-handed weapons cannot be used; no sustained fire.Kit
3ArmServo tear. Its strikes take a Bane.Kit
4ArmActuator break. One arm is useless until repaired.Shop
5TorsoFrame stress. It takes a Bane in any round it moved.Kit
6LegActuator fracture. Slowed, and Speed drops by 2.Shop
7TorsoCooling rupture. Overheated at the end of any round it attacked.Shop
8SpineGyro failure. Stability 0, and Prone on any forced movement.Facility
9CoreReactor instability. Its Heat ability and any Option system are unavailable.Facility
10LimbLimb 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.

d10SystemEffectRepair
1Wheel or trackTraction loss. Piloting takes a Bane.Kit
2SteeringLinkage damage. It may turn only once per move.Kit
3SuspensionFracture. Slowed, and rough ground costs double.Kit
4EngineStall. Speed is halved.Shop
5Fuel systemRupture. Burning 2, and it loses one Tier of stored energy.Kit
6SensorsTargeting and navigation take a Bane; it cannot find Hidden targets.Shop
7ChassisStructural crack. Attacks against it gain Edge.Shop
8Weapon mountIts weapon is destroyed.Shop
9Power systemElectrical surge. Shocked 3, and its next action takes Double Bane.Facility
10Engine coreEngine 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.

ConditionEffect
CompelledMust follow the listed command while the condition lasts.
ControlledThe controller chooses the listed machine, avatar, or subsystem actions.
CorruptedThe listed file, command, or effect cannot be trusted until repaired or verified.
SilencedCannot transmit through the listed channel or use voice-linked effects.
UntrackedCannot be located through ordinary HIN tracking until the state ends.
IsolatedCannot leave the listed HIN location or communicate outside it.

BUILDING AN ENCOUNTER

Before you start. Two budgets, not one. The encounter budget decides whether a fight is fair. The attrition budget decides how many fights an operation can hold.

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.

PlatformAdds
Any dronenothing
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.

DifficultyCosts roughly
Triviala third of the crew’s reserve
Easyhalf
Standardtwo thirds
Hardnearly all of it
Extrememore 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 OPERATIONS

MYTHOS STEP 0 — RECOGNIZE, MEASURE, AND PREPARE

Running this. Mythos work begins before anyone channels anything. This step is where the crew finds out what they are standing next to.

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

MeasureTracksQuestion
Intensity 0-3Current environmentHow dangerous is this location now?
Exposure □□□Short-term accumulated contactHow close is this subject to an Exposure Event?
Exposure Tier 1-3Lasting alterationHow much has this subject or material already changed?
TierPublic NameObservable State
1ContactSensitivity, faint charge, altered flora, minor sensory or material effects.
2ManifestationVisible channeling, Cybersteel emergence, stronger biological or machine change.
3DivergenceUnique adaptation, unstable mutation, relic-grade material, or severe distortion.
d6

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.

IEnvironmentUniversal Effect
0Outside active influenceNo environmental modifier.
1Weak zone / ley lineMythos sensing gains Edge; Overload counts normally.
2Active NexusMythos sensing gains Edge; one scheduled hazard or surge affects the scene.
3Unstable chamber / surgeEvery Overload counts twice; first unprotected entry adds Exposure.

UNIVERSAL CHANNELING TAGS

Tag

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.

Field

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 OPERATIONS
At the table. Let them measure carefully and still be wrong. Preparation should reduce the danger, never remove it.

MYTHOS STEP 1 — CHANNEL, OVERLOAD, AND RECOVER

Running this. Mythos should feel like using something that does not care whether you survive it. Keep your descriptions physical and specific.

Use Mythos Talents through the normal Operator Steps, then resolve Overload, Burn, and treatment.

At the table. When a player overloads, do not just apply the effect. Describe what the room notices about them afterwards. That is what makes the next player careful.

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.
MethodPrincipleCommon Tags
MantikeResonance through belief, voice, emotion, or symbolic anchorVocal, Focus, Sustained
LogosStructure through geometry, command, posture, or measured movementGesture, Posture, Focus
Tag

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.

TRACK IT

Mythos Tolerance: ___ Overload Used: □ □ □ □ □

Entry

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.

d10Neural InjuryEffect Until Treated
1Hand tremorBane using that hand.
2Back spasmBane on strenuous movement; no second Movement.
3Auditory lossBane on hearing-based actions, detection, and Vocal communication.
4Memory disruptionBane on Logic and memory-based Skill Checks.
5Neural fatigueMaximum Rūḥ reduced by 5.
6Reflex delayBane on next Reflex roll, save, or movement trigger.
7Leg nerve damageMovement halved.
8Arm nerve failureOne arm unusable.
9Vision degradationBane on sight-based actions beyond Close range.
10Resonance escapeDazed until end of next turn; visible symptoms until end of scene.
State

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.

MYTHOS OPERATIONS

RUN THE NEXUS

Running this. A Nexus is a place where the rules of the setting bend, and the players will test that immediately. Decide in advance what it will and will not do.

Table-ready player and GM checklists for exposure, containment, channeling, and recovery.

At the table. Be willing to say “you do not know” and mean it. The Nexus is one of the few places in Cybersteel where uncertainty is the point rather than a gap in your prep.

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.

Trigger

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

NO AUTOMATIC DIVERGENCE

Exposure Events create observable symptoms and temporary consequences. Permanent Divergence requires advancement, a campaign event, or an explicit rule.

Tag

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.

State

Meaning Stabilized Cannot worsen; penalty remains.

Field Treated Penalty suppressed until operation ends.

Removed Advanced care eliminates the Burn.

Field

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.

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