CTP Required 1 — Street 0 (starting) 2 — Underworld 10 3 — Corporate 25 4 — National 50
CORE RESOLUTION
Every rule in this book resolves through one of two rolls. Learn these first; everything after this chapter assumes them.
THE POWER ROLL
Roll 2d10 and add the relevant Attribute. Compare the total to the Result Tier table, then apply the Tier printed on the Talent, action, or effect you are using.
The five Attributes are Power, Reflex, Logic, Awareness, and Presence. The action being taken names which one applies.
| Total | Result |
|---|---|
| 10 or lower | Tier 1 |
| 11-15 | Tier 2 |
| 16+ | Tier 3 |
EDGE AND BANE
| State | Effect |
|---|---|
| Edge | +2 Power Roll |
| Double Edge | Improve result one Tier |
| Bane | -2 Power Roll |
| Double Bane | Reduce result one Tier |
Edges and Banes cancel one-for-one and never exceed Double Edge or Double Bane.
THE SKILL CHECK
Skills use a d100 roll-under check against the Skill's Rank threshold. Skill Checks resolve capability outside combat resolution; Power Rolls resolve Talents, attacks, and contested effects.
MODIFYING A SAVE
Edge and Bane apply to a Save only when they come from a piece of equipment or a Maneuver. Circumstance alone never grants Edge or Bane on a Save.
When a rule changes a Save for situational reasons — size, footing, leverage — it adjusts the roll by a stated number instead.
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.
BLOOD — VIOLENCE AND VISIBLE FORCE
SCENE TRACKER SIZES
- 4 Boxes - short, exposed, or unstable operation.
- 6 Boxes - standard professional operation.
- 8 Boxes - layered, hardened, or strategically important operation.
WHAT A MARK MEANS
- Time: the response arrives sooner or an opportunity closes.
- Evidence: the target gains footage, identity fragments, signatures, or witnesses.
- Access: a route, credential, node, service, or ally becomes unavailable.
- Position: opposition gains a better location, initiative, or control point.
- Resource: gear, ammunition, money, transport, or a Contact is strained.
- Exposure: the crew, objective, or method becomes more legible.
MARKING PROCEDURE
1. A failed roll does not automatically mark the tracker.
2. Mark only when the target gains useful certainty, evidence, position, access, or response capacity.
3. Choose one concrete Mark Outcome and describe it immediately.
4. At half full, activate a meaningful countermeasure.
5. At one Box remaining, show the crew what full escalation will look like.
6. When full, trigger the declared response; do not erase prior success.
ESCALATION BY TRACKER
- 4-Box: Mark 1 warning; Mark 2 active countermeasure; Mark 3 imminent containment; Mark 4 full response.
- 6-Box: Marks 1-2 suspicion; Mark 3 countermeasure; Marks 4-5 containment; Mark 6 full response.
- 8-Box: Marks 1-2 anomaly; Marks 3-4 investigation; Marks 5-6 active response; Mark 7 imminent containment; Mark 8 full response.
OUTCOME RULE
A Scene Tracker measures the target's response, not the crew's progress. The crew succeeds by completing the operation's objective. A full tracker changes the conditions, escalates the opposition, or forces a new scene.
INFLUENCE
FRAMING THE CHANGE (optional). The Influence Test above is the only test. These five questions are a way to narrate its result, not a second procedure. After an operation, you may answer:
- What did the faction control before the operation?
- What did the crew attack?
- What changed permanently or until repaired?
- Can the faction still enforce, conceal, supply, command, or legitimize?
- Did another group gain practical freedom because of the operation?
If at least three answers demonstrate real loss, reduce Influence by 1. At the end of every operation, the GM writes one sentence: Because the crew did X, faction Y can no longer reliably do Z in territory A.
Example: Because the crew exposed Khepri’s illegal patient trials, Khepri can no longer quietly recruit test subjects in the western medical district.
Influence recovery procedures A faction should only recover Influence through play by:
- restoring the damaged system;
- defeating the group benefiting from the loss;
- regaining legitimacy;
- replacing leadership;
- retaking territory;
- exposing the crew;
- or completing a retaliation objective.
Prepare Your First Session
What you need on the table
- One district. Pick a single district and use only that. Al-Gomrok in Alexandria works well: dense, old, and full of people who already dislike each other.
- One target faction. Choose a Street gang. They are the layer a new crew can actually hurt, and their retaliation is immediate and personal rather than institutional.
- One thing the crew wants. Money is fine. A favour is better. A name is best.
- Two named people. One who helps and one who gets in the way. Both from the district.
- The Retaliation chart for your target's Power Layer, printed or open.
The twenty-minute preparation
- Name the faction and what it runs. Dust Devils, a chop shop in the Brucheion, moving stripped Aerodyne vehicle parts.
- Decide what the crew is attacking. Not the faction — one ability of it. Their supply, their protection, their people, or their claim to the ground.
- Pick the operation type from Methods of Pressure and read its six Player Steps once.
- Set the Scene Tracker size. Four for a short first outing, six for a full evening.
- Write the closing sentence in advance, as the outcome you expect: “Because the crew did X, Dust Devils can no longer reliably do Y in the Brucheion.” If you cannot finish that sentence, the operation has no target. Fix that before play.
- Stop preparing. Do not plan the crew's route. They will not use it.
Types of Pressure Missions
Every operation a crew runs is one of these. They are not genres, they are procedures: each one names what the crew is trying to take, the order they should go about it, and what the target does when it notices. Pick the one that matches what the players actually want, and run its steps.
Each mission lists its Pressure type — Blood, Data or Profit — the Skills that resolve each step, and a worked example from Alexandria, Tripoli or the Agora. A mission may belong to more than one Pressure type; run the one the crew is actually applying.
The physical world. Take something so the people who own it cannot use it any more.
A Profit heist is about 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 is gone. Everything the crew does is aimed at that last person.
Player Steps
- 1. Pick what you are stealing, and why losing it hurts themInvestigation R1-4; domain SkillExample. Blackforge Ironworks in Tajura ships weapon mounts every Thursday. Take the shipment and their buyers go a month without.
- 2. Find out who owns it, when it moves, and who guards itInvestigation, Shadowing, Electronic Surveillance, Cyber Operations at target RankExample. 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.
- 3. Go look at the place, and at the people who move through itShadowing or Electronic Surveillance at target RankExample. 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 before you startSpin, Fabrication, Cyber Operations, Piloting, ContactsExample. A Grey Fixer like Yara “Bolt” Khalil can supply the bonded paperwork that gets a truck through the gate. She will want something later.
- 5. Get past what protects it, then take, copy, swap or break itSkill matching each defense at target RankExample. You do not have to carry the mounts out. Swapping the serial plates means the shipment arrives and is still useless.
- 6. Leave, and make the loss hard to trace back to youPiloting, Shadowing, Spin, LeverageExample. If Blackforge thinks a rival gang took it, their Retaliation lands on Tajura Rivers instead of on you.
Let the crew win the theft and lose the quiet. A heist that succeeds cleanly is a payday. A heist that succeeds while leaving one face on a camera is a campaign.
The Agora. Take a thing that only exists as information, in a place that only exists as light.
| Access | A character with the required Cyberware enters the Agora normally. |
| Access without Cyberware | A character may still enter. They take a Bane on every roll they make inside the Agora. |
| Damage | All damage dealt inside the Agora is halved. |
| Ghosts | The Ghost Archetype operates in the Agora without penalty and may use its Ghost Talents there as written. |
Halved damage is not the same as 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 are describing code until the moment it matters — and then it should matter a great deal.
Player Steps
- 1. Pick the data you are taking, and why losing it hurts themInvestigation R1-4; Cyber OperationsExample. 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 noticeInvestigation, Electronic Surveillance, Cyber Operations at target RankExample. A Handle Market crew in Kerameikos rents identities with standing. One of theirs has visited the archive eleven times this month.
- 3. Walk the quarter and watch how it actually behavesShadowing or Electronic Surveillance at target RankExample. 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 before you startSpin, Cyber Operations, Contacts, FabricationExample. Buy an aged handle rather than forge a new one. New handles are the first thing a gate looks at.
- 5. Get past what protects it, then take, copy, alter or corrupt itCyber Operations matching each defense at target RankExample. Copying the records leaves them intact and leaves Khepri confident. Altering three figures leaves them confident and wrong.
- 6. Log out clean, and leave the record looking ordinaryCyber Operations, Spin, ShadowingExample. In the physical world you run. Here you walk out through the gate you came in by, at the hour you would normally leave.
The Agora rewards patience in a way a street job does not. 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.
GM prepares. Prepare the quarter, its gates and what each one checks; the standing required at each layer; the visitor record and who reads it; the crews already working the quarter; and what the owner does in the hour after they notice.
If a Mark lands. Time: the reading floor closes. Evidence: a handle is logged where it should not have been. Access: standing is revoked mid-operation.
Success. The crew takes the data and the owner still believes their records are intact.
Partial Success. The crew takes the data, but a handle, a route or a method is burned and can be traced.
Full Tracker. The quarter locks: gates close, standing is stripped, and the crew is put out of the Agora with whatever they were holding.
Retaliation. Handle burning, standing review, coordinated presence flooding, and a bounty carried into the physical world.
Walk in as someone who belongs, do the job, and walk out before anyone is sure.
Infiltration is a Heist where the thing you take is access. The crew is not breaking in; they are being let in, and the whole job is spent making that welcome hold.
Player Steps
- 1. Decide who you are pretending to beSpin, Status, Sell, LeverageExample. A Khepri clinic in Wassat sees dozens of contractors a week. A maintenance crew gets further than a visitor ever will.
- 2. Build the proof that backs up the storySpin for story; Fabrication for physical credentials; Cyber Operations for records; Status or Contacts for a vouchExample. A Papermaker inside 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, and act like you have a reason to be thereSpin or Sell at target RankExample. Arrive when the shift changes. Carry something. People challenge idle strangers, not busy ones.
- 4. Watch how the place actually runsShadowing, Investigation, Electronic Surveillance, StatusExample. Who signs for deliveries. Which doors need a second badge. Which nurse has stopped caring.
- 5. When someone starts to doubt you, give them an easier answerSpin, Sell, Leverage, StatusExample. “I was told to report to the third floor.” Most people would rather send you upstairs than start an incident.
- 6. Do what you came for and leave before anyone is certainShadowing plus objective SkillExample. Suspicion is survivable. Proof is not. Go while the clinic still only has a feeling.
Let suspicion build before proof does. A crew that is questioned twice and talks its way through both is having a better night than one nobody notices at all.
Player Steps
Take something so the people who own it cannot use it any more.
- 1. Pick what you are stealing, and why losing it hurts themInvestigation R1-4; domain SkillExample. Blackforge Ironworks in Tajura ships weapon mounts every Thursday. Take the shipment and their buyers go a month without.
- 2. Find out who owns it, when it moves, and who guards itInvestigation, Shadowing, Electronic Surveillance, Cyber Operations at target RankExample. 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.
- 3. Go look at the place, and at the people who move through itShadowing or Electronic Surveillance at target RankExample. Sit on the yard for two nights. Count the guards. Notice that the night shift is thinner because The Arsenal pays them to be.
- 4. Get your cover, tools, transport and way out ready before you startSpin, Fabrication, Cyber Operations, Piloting, ContactsExample. A Grey Fixer like Yara “Bolt” Khalil can supply the bonded paperwork that gets a truck through the gate. She will want something later.
- 5. Get past what protects it, then take, copy, swap or break itSkill matching each defense at target RankExample. You do not have to carry the mounts out. Swapping the serial plates means the shipment arrives and is still useless.
- 6. Leave, and make the loss hard to trace back to youPiloting, Shadowing, Spin, LeverageExample. If Blackforge thinks a rival gang took it, their Retaliation lands on Tajura Rivers instead of on you.
DATA — EXPOSURE AND SECRECY
Player Steps
Make something public that someone needs kept quiet.
- 1. Decide what the truth is and who has to believe itInvestigation, SpinExample. That Sentinel drones in Alexandria are logging faces for a client that does not exist. The public will shrug. A regulator will not.
- 2. Get proof that survives being deniedInvestigation, Cyber Operations, Electronic SurveillanceExample. One document is a rumour. A document plus a name plus a date is a problem.
- 3. Find someone who can carry it and be believedContacts, Status, SellExample. A Public Narrative Officer will bury it. An investigative reporter will not, but they will want protection you may not be able to give.
- 4. Protect whoever hands it overShadowing, Leverage, ProtectExample. If your source is identified in a week, nobody sources you again.
- 5. Release it where it cannot be quietly pulledSpin, Cyber Operations, ContactsExample. Put it in three places at once. One takedown should not end it.
- 6. Hold the story while they try to kill itSpin, Leverage, StatusExample. Expect the counter-story within a day: your source is a liar, a criminal, or does not exist.
Player Steps
Hit a place hard and fast, take or break what matters, and be gone before the response arrives.
- 1. Pick the target and what leaving looks likeInvestigation, domain SkillExample. A Red Lantern tank farm in Markaz. You are not holding it. You are there for four minutes.
- 2. Learn what defends it and how fast help comesInvestigation, Shadowing, Electronic SurveillanceExample. Corporate security is contracted. Contracted security waits for instructions. That is your four minutes.
- 3. Choose your way in and your way out, and have a second onePiloting, Shadowing, FabricationExample. The Tunnel Rats know a service way under the tank farm. They will sell it once, and to whoever asks next as well.
- 4. Get in and take control of the spaceCombat Skills at target RankExample. Speed is the whole plan. A raid that turns into a fight has already gone wrong.
- 5. Take, break or burn what you came forDemolitions, Fabrication, domain SkillExample. You do not need the whole farm. One pumping station stops the site for a week.
- 6. Get out before the response landsPiloting, ShadowingExample. Leave on your own clock, not theirs.
Player Steps
Get into a system, take or change what is inside, and leave the log looking ordinary.
- 1. Decide what you need out of the systemInvestigation, Cyber OperationsExample. A Blue Harp relay in the Agora carries corporate session traffic. You want one client's records, not the whole stream.
- 2. Find the way in that is actually openCyber Operations, Electronic Surveillance, InvestigationExample. Most systems are not broken into. They are walked into on someone else's credentials.
- 3. Get credentials or an unwatched routeCyber Operations, Spin, ContactsExample. A Handle Market crew rents identities that already have standing. Cheaper than cracking the front door and far quieter.
- 4. Go in and stay inside your coverCyber Operations at target RankExample. Behave like the account you are wearing. Accounts that act out of character get reviewed.
- 5. Take, copy, alter or plant what you came forCyber Operations plus domain SkillExample. Changing one record is often worth more than copying a thousand.
- 6. Leave the log looking like nothing happenedCyber Operations, SpinExample. A clean exit is worth more than the take. They cannot chase what they have not noticed.
Player Steps
Get two other powers fighting so the thing you want stops being guarded.
- 1. Pick the two who already dislike each otherInvestigation, StatusExample. Dahra Cobras and Vipers share a border and a grudge. You do not need to invent the tension, only aim it.
- 2. Work out what would actually set them offInvestigation, LeverageExample. Cobras will not move over insults. They will move over a stolen consignment.
- 3. Make it look like the other side started itSpin, Fabrication, ShadowingExample. Leave the right mark. Every gang has one, and everybody in the district can read it.
- 4. Feed the fight without being seen toSpin, Sell, ContactsExample. Sell to both. A Fence Yard that supplies both sides is doing the same thing for money.
- 5. Use the gap while they are busydomain Skill at target RankExample. While The Hand is settling its own crews, nobody is watching the warehouse it protects.
- 6. Get clear before either works out who aimed themShadowing, Spin, LeverageExample. Both of them will eventually compare notes. Be a rumour by then.
PROFIT — REVENUE AND LEVERAGE
Player Steps
Change what people will do for someone, without ever touching them.
- 1. Decide whose decision you need changedInvestigation, StatusExample. A Registry Office clerk in Sharq decides which properties get inspected. That is the decision you want.
- 2. Find out what they actually care aboutInvestigation, Shadowing, ContactsExample. Not what they say. Their sister's clinic access, their standing at work, a debt nobody knows about.
- 3. Find who they listen toContacts, StatusExample. People rarely change their minds because a stranger asked. They change because someone they respect asked.
- 4. Give them a reason that lets them save faceSell, Spin, LeverageExample. Nobody agrees to look corrupt. Everybody agrees to be reasonable.
- 5. Make the new position the easy oneSell, Status, LeverageExample. If refusing costs them more than agreeing, you have already won.
- 6. Leave them a way to keep doing itSpin, ContactsExample. Pressure that ends with a ruined person ends. Pressure that ends with a useful person continues.
Player Steps
Keep a person, place or shipment intact while somebody works to take it.
- 1. Be clear about what you are protecting and what counts as losing itInvestigation, StatusExample. A HelioSeal water convoy out of Abu Salim. Intact means the tankers arrive, not that everyone gets home.
- 2. Work out who wants it and how they would take itInvestigation, Shadowing, Electronic SurveillanceExample. A Corridor Syndicate does not ambush. It impounds. Your threat is paperwork, not gunfire.
- 3. Close the easy ways inFabrication, Cyber Operations, PilotingExample. Change the route. Change the schedule. Most attempts fail because the plan was for last week.
- 4. Put your people where the attempt will happenCombat Skills, ShadowingExample. You cannot cover everything. Cover the place they have to come through.
- 5. Handle the attempt when it comesCombat or domain Skill at target RankExample. Winning is the convoy arriving. It is not the same as winning a fight.
- 6. Work out who sent them, and make that public or make it costlyInvestigation, Leverage, Spin
- Confirm the faction lost Influence. No loss, no Retaliation.
- Take the chart for its Power Layer and roll d10.
- Read the Pressure type first. That is what the faction is doing to the crew.
- Read the faction’s own printed Typical Retaliation and combine the two.
- Aim it at something the crew chose — a Contact, a route, an asset, a Beat, or ground.
- Apply any Scene Tracker marks the result calls for.
- Scale it from what the faction has left, not from what it lost.
- Roll on charts associated with the factions that are effected by the Pressure.
Retaliation Charts
Retaliation is Pressure aimed back at the crew. A faction that loses Influence applies Blood, Data, or Profit against them — the same three pressures the crew uses, pointed the other way.
Universal Retaliation Procedure
Profit first, then Blood. The street does not do Data well and does not pretend to.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Marked Stock | No loss. Word goes out that the crew's goods are hot. The next time they fence anything in this territory, the buyer pays half. |
| 2 | Profit | Corner Tax | No loss. Every purchase, bribe or favour bought in this territory this arc costs one additional Stress or one additional resource. |
| 3 | Profit | Stash Burned | Threaten −1 Influence and one cache of crew gear. Prevent only one. |
| 4 | Profit | Fence Refuses | Threaten −1 Influence. Until resolved, the crew cannot sell stolen gear anywhere in this district. |
| 5 | Blood | Beating in Daylight | Threaten −1 Influence through a public assault on a crew member, Contact, or worker. The neighbourhood is meant to watch. |
| 6 | Blood | Retaliatory Raid | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence and a Safehouse or Contact. |
| 7 | Blood | Marked Vehicle | Threaten −1 Influence and the crew's transport. A torched vehicle in the street tells the district who lost. |
| 8 | Blood | Leadership Strike | Threaten −1 Influence aimed at whoever the crew relies on here. If the crew contains it cleanly, the faction loses standing instead. |
| 9 | Blood | Open Turf War | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Rivals move in regardless of who wins. |
| 10 | Blood | Violent Displacement | Influence becomes 0 through open conflict. Control of the neighbourhood flips immediately. |
Profit, then Data, then Blood. A syndicate would rather own you than fight you.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Profit | Uneasy Calm | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 2 | Profit | Supply Held Back | No loss. The crew cannot restock Tier 2+ gear in this district until they settle. |
| 3 | Profit | Economic Squeeze | Threaten a crew income source, asset, or supply line. Influence holds — for now. |
| 4 | Profit | Debt Called | Threaten −1 Influence as every favour the crew has taken here is demanded back at once. |
| 5 | Data | Rumours and Friction | Threaten −1 Influence as cooperation becomes unreliable. Contacts hedge, allies stall. |
| 6 | Data | Sold to a Rival | Threaten −1 Influence as the crew's routine, route, or next job is sold on. |
| 7 | Blood | Skirmishes in the Margins | Frame a retaliation Pressure scene, 4-box Tracker. If it fills → −1 Influence. |
| 8 | Blood | Coordinated Encroachment | Threaten −1 Influence and a crew asset. Prevent only one. |
| 9 | Blood | Structural Breakdown | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes with a 6-box scene. |
| 10 | Profit | Hostile Takeover | Influence becomes 0. A rival absorbs the operation without open war. Nobody dies; everything changes hands. |
Data and Profit only. A broker who resorts to Blood has already lost the argument.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Quiet Note | No loss. The crew's name is attached to the loss in someone's ledger. It will be cited later. |
| 2 | Profit | Price Correction | No loss. Every Contact in this territory costs one additional Stress to use this arc. |
| 3 | Data | Withheld Introduction | Threaten −1 Influence as a broker declines to vouch for the crew. Prevent it by offering something the broker wants more. |
| 4 | Profit | Route Closure | Threaten a crew supply line, safehouse access, or movement corridor. Influence holds. |
| 5 | Data | Information Leak | Frame a retaliation Pressure scene, 4-box Tracker, as the crew's method or objective reaches the wrong desk. |
| 6 | Profit | Contract Reassignment | Threaten −1 Influence as work, protection, or supply is redirected to a rival crew. |
| 7 | Data | Contact Turned | Threaten −1 Influence and one crew Contact. Prevent only one. A turned Contact does not become an enemy — they become unavailable. |
| 8 | Profit | Market Freeze | Threaten −1 Influence. Until resolved, the crew cannot acquire Tier 3+ gear or new Contacts in this district. |
| 9 | Data | Blacklisting | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The territory stops taking their calls. |
| 10 | Profit | Replaced Broker | Influence becomes 0. Another network absorbs the routes and the clients, and the crew was not consulted. |
Data, then Profit, then Blood by proxy. A corporation escalates to violence only when it can be billed to someone else.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Unnoticed Disruption | No loss. The incident is absorbed. The crew is logged as a future concern. |
| 2 | Data | Internal Review | No loss. The next retaliation roll against this territory is made with +1. |
| 3 | Data | Serials Flagged | Threaten −1 Influence. Any gear the crew carries from this corporation reads as stolen on inspection until they clear it. |
| 4 | Profit | Service Withdrawal | Threaten −1 Influence as utilities, contracts, jobs, or infrastructure are quietly pulled from the crew's ground. |
| 5 | Profit | Line Cut | Threaten −1 Influence. The crew loses access to this corporation's product line — no purchase, no parts, no repair. |
| 6 | Data | Narrative Containment | Threaten −1 Influence unless the crew intervenes publicly or releases counter-data. The official version is being written now. |
| 7 | Data | Regulatory Strike | Threaten −1 Influence unless the crew dismantles the mechanism — audit, seizure, licence review. |
| 8 | Blood | Proxy Enforcement | Contractors test control. Frame a retaliation Pressure scene, 6-box Tracker. If it fills → −1 Influence. Nobody's badge says the corporation's name. |
| 9 | Profit | Strategic Abandonment | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The corporation writes the territory off and takes its assets with it. |
| 10 | Profit | Power Vacuum Manoeuvre | Influence becomes 0. Control passes to the best-positioned rival, which the corporation has already selected. |
Data, then Profit, then Blood. District police, customs and garrison commands run on records, seizure and the door.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Filed and Noted | No loss. The incident enters a record that will be cited the next time the crew is stopped. |
| 2 | Data | Increased Patrols | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Plates on a List | Threaten −1 Influence. The crew's vehicles, faces, or credentials are flagged at every checkpoint in the district. |
| 4 | Profit | Permit Review | Threaten −1 Influence as licences, clearances, or transit rights are suspended pending review. |
| 5 | Profit | Impound and Seizure | Threaten −1 Influence and one crew asset held in this district. Recoverable, slowly, through channels. |
| 6 | Data | Selective Framing | Threaten −1 Influence as the official account turns against the crew, unless they can produce a better one. |
| 7 | Profit | Checkpoint Squeeze | Threaten −1 Influence. Movement in and out of the district costs a bribe, a delay, or a favour every time. |
| 8 | Blood | Dawn Raid | Frame a retaliation Pressure scene, 6-box Tracker, as a warranted entry hits a crew location. If it fills → −1 Influence. |
| 9 | Blood | Emergency Measures | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Curfew, cordon, and a standing order. |
| 10 | Data | Territory Reassigned | Influence becomes 0. Enforcement of this ground is handed to another command, and the crew's arrangements do not transfer. |
Data at scale, then Profit, then force. Ministries and the DND do not raid — they redefine.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Recorded and Referred | No loss. The matter is passed upward. Nothing happens now, which is the point. |
| 2 | Data | Formal Scrutiny | No loss. Future Scene Trackers in this territory open with 1 box already marked. |
| 3 | Data | Public Condemnation | Threaten −1 Influence. Until the crew breaks the narrative, every Scene Tracker in this district opens with 1 box marked. |
| 4 | Profit | Assets Frozen | Threaten −1 Influence as accounts, holdings, or registered property in this region are suspended. |
| 5 | Data | Public Inquiry | Frame a retaliation Pressure scene, 6-box Tracker, driven by scrutiny and unrest. If it fills → −1 Influence. |
| 6 | Profit | Warrant or Bounty | Threaten −1 Influence as hunters, proxies, and rivals converge on crew-linked assets. The state does not have to send anyone. |
| 7 | Data | DND Involvement | Threaten −1 Influence. If a Nexus site, Mythos activity, or restricted technology was touched, the DND assumes jurisdiction and the crew loses access to the site entirely. Otherwise it is a certification review, and their paperwork stops clearing. |
| 8 | Blood | Military Response | Frame a retaliation Pressure scene, 6-box Tracker, as a formation moves into the district. If it fills → −1 Influence. |
| 9 | Data | Emergency Powers | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Control passes to whoever the state finds convenient. |
| 10 | Data | Territory Reassigned | Influence becomes 0. A successor is installed under public approval and the record shows it was always the plan. |
Data almost entirely, then Profit. Blood only as a bounty carried out into the physical world.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Logged | No loss. The crew's handles appear in a visitor record they cannot reach. Someone will read it. |
| 2 | Data | Standing Query | No loss. Future Scene Trackers in the Agora open with 1 box already marked. |
| 3 | Data | Handle Burned | Threaten −1 Influence as one of the crew's identities is published as false. It cannot be used again. |
| 4 | Profit | Access Revoked | Threaten −1 Influence as the crew's standing is stripped in one quarter. Gates that opened now do not. |
| 5 | Data | Presence Flooding | Frame a retaliation Pressure scene, 6-box Tracker, as a rented crowd turns on the crew in every forum at once. |
| 6 | Profit | Credentials Void | Threaten −1 Influence. Every forged or purchased credential the crew holds in the Agora fails its next check. |
| 7 | Data | Session Traced | Threaten −1 Influence and one crew Contact as the intrusion is walked backwards to a real person. |
| 8 | Profit | Market Locked | Threaten −1 Influence. The crew cannot buy handles, relays, or data in the Agora until they settle. |
| 9 | Data | Cast Out | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. The quarter closes its gates to them. |
| 10 | Blood | Bounty Carried Out | Influence becomes 0. The Agora hands the crew's real names to someone in the physical world who wants them. |
Data as perception, then Blood as anomaly. Profit means little to something that does not trade.
| d10 | Pressure | Result | Effect |
|---|---|---|---|
| 1 | Data | Omen | No loss. Signs, symbols, and coincidences accumulate. The crew is being warned by something without a mouth. |
| 2 | Data | Ritual Adjustment | Threaten −1 Influence as reality grows unreliable here — drifting instruments, repeated hours, doors that were not there. |
| 3 | Data | Symbolic Retaliation | Threaten −1 Influence through fear, belief, or mythic pressure rather than force. |
| 4 | Data | Targeted Conversion | Threaten −1 Influence by turning locals, workers, or allies. They are not coerced. They are convinced. |
| 5 | Blood | Noise Surge | Frame a retaliation Pressure scene, 6-box Tracker, driven by anomaly. If it fills → −1 Influence. |
| 6 | Data | Public Revelation | Threaten −1 Influence and draw Government attention. The DND logs the site, and the crew is in the log. |
| 7 | Blood | Mythic Strike | Threaten −1 Influence unless countered by extreme measures — ritual disruption, severe exposure, or a price the crew will feel. |
| 8 | Blood | Reality Breach | Threaten −1 Influence. Until stabilised, every Scene Tracker here opens with 1 box marked. |
| 9 | Data | Schism or Ascension | If Influence is 2 or lower, threaten Influence to 0 unless the crew intervenes. Belief reorganises around a new centre. |
| 10 | Blood | Transcendent Collapse | Influence becomes 0. The territory changes hands in ways that do not resolve cleanly, and the map is wrong afterwards. |
RETALIATION SCALE
The Dust Devils lost Influence, so Retaliation follows. They are a Street faction, so the GM uses the Street chart and rolls d10.
Result 6 — Contact Turned. The GM does not apply it blindly. He checks the faction's own printed response first: the Dust Devils “torch the buyer's vehicle in the street so the neighbourhood sees the reason.”
He combines them. Rami, the crew's Street Doc in the Brucheion, is told his clinic burns next unless he stops treating them. Rami is not an enemy; he is frightened, and he tells the crew so.
The Scene Tracker for the next operation starts with one Mark already filled.
The crew lost nothing they owned. They lost a door that used to be open. That is what Retaliation is for.
Player Steps
Make something stop working, without anyone being sure it was done on purpose.
- 1. Follow the chain and find what everything else depends onInvestigation, domain SkillExample. A Sentinel robotics line in Al-Amriyah has one calibration rig. Everything downstream waits on it.
- 2. Decide whether you want it slow, wrong, stopped or unpredictableInvestigation, FabricationExample. Stopping a line gets investigated. Making it produce faulty units gets blamed on the staff.
- 3. Get access, by hand, by person or by systemShadowing, Spin, Cyber OperationsExample. A Floor Boss on the line is cheaper than a break-in and far harder to trace.
- 4. Do the damage in a way that looks like something elseFabrication, Demolitions, Cyber OperationsExample. Wear, a bad batch, a power spike. Anything that has happened before will be believed again.
- 5. Make sure it is found the way you want it foundSpin, LeverageExample. If the fault is found by an auditor, it is a scandal. If found by a supervisor, it is a Tuesday.
- 6. Be somewhere else, provablySpin, Shadowing, ContactsExample. The best sabotage never becomes an investigation at all.
Player Steps
Take ground: make it so a faction cannot operate where it used to.
- 1. Pick the ground and name who holds it nowInvestigation, StatusExample. The Brucheion in Al-Gomrok. Dust Devils run it as a Chop Shop under The Reliquary's protection.
- 2. Find out what their hold actually rests onInvestigation, Shadowing, ContactsExample. Corners, a fence yard, and one Grey Fixer moving their stock. Take the fixer and the rest stalls.
- 3. Take one thing they cannot do withoutdomain Skill at target RankExample. Their supply, their protection, or the people who work for them. Rarely all three at once.
- 4. Show the neighbourhood that you took itSpin, Status, LeverageExample. Ground changes hands when the people living on it start behaving as though it already has.
- 5. Hold it when they come backCombat Skills, Leverage, ContactsExample. They will come back. The Underworld above them cannot allow the loss to look free.
- 6. Say plainly what they can no longer do hereSpin, InvestigationExample. Because the crew did this, that faction can no longer reliably do that, in this district. If you cannot finish that sentence, Influence did not change.
2. Disrupt patrols, routes, collection, communications, or revenue [Cyber Operations, Piloting, Leverage, Shadowing, Blood methods 3. Establish visible presence and reliable service [Status, Sell, Fabrication, Contacts 4. Gain local cooperation without destroying legitimacy [Sell, Status, Contacts; Spin or Leverage carry consequences 5. Defeat counter-moves and protect supporters [Talents, Leverage, Investigation, Protection methods 6. Hold the new routine through at least one response [Status, Investigation, Contacts, operational Skills
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 National. Crew Tier is not spent — it only rises. It changes what the world assumes about the crew before a single word is spoken.
CREW TIER STAGES
EARNING CREW TIER POINTS (CTP)
Award CTP during the Operation Consequence Procedure. Every source already exists on a faction, Claim, or Contact in front of you — do not create a separate tracker.
CTP Awarded A faction's Influence changes because of crew action = that faction's Tier The crew gains a new Crew Claim = the Claim's Tier The crew gains a Contact at Tier 3 or 4 = the Contact's Tier
Tier 1-2 Contacts award no CTP. They are baseline access, not escalation.
WHAT CHANGES AT EACH TIER
Tier 1 — Street. The crew is known to one neighborhood, one Grey Fixer, one Street-tier faction. No corporation or authority has taken note. Missions are offered, not requested.
Tier 2 — Underworld. At least one faction has resolved a Retaliation against the crew — they are a known quantity, not a rumor. Underworld and Grey Fixer Contacts above Tier 2 become available for the first time. Factions begin opening with an offer instead of a demand.
Tier 3 — Corporate. A Corporate-tier faction's Influence has been altered by the crew at least once. Tier 4 Contacts become available. Corporations begin initiating contact — hiring, monitoring, or retaliating — without being approached first. Crew Claims can now be held across more than one district.
Tier 4 — National. A DND-tagged or Local/National 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 National-scale problem — Crew Tier governs how the world treats them going in, not what dangers exist.
CYBERSTEEL OPERATION CONSEQUENCE PROCEDURE
Run this after every significant operation. An operation that ends without this procedure has not finished.
Action 1. Retaliate Resolve the harmed faction's Retaliation, using its printed Typical Method.
2. Advance Advance one project belonging to the faction that benefited most, using its printed Current Goal.
3. Exploit Allow one uninvolved faction to opportunistically exploit the change.
4. Score
Award CTP for every Influence change, Crew Claim, and qualifying Contact gained this operation. Check the Crew Tier table — if the threshold is crossed, the crew's Tier rises immediately.
5. Record Add any new Crew Claim, Contact, or Asset to the crew's visible ledger.
GM Note: Step 4 is the step every location book skipped before this procedure existed. Do not skip it. A crew that has just crossed a threshold should know it before the next session begins — announce the new Tier at the table, in the fiction, the same session it happens.
LIVING INSIDE THE NOISE
How physical reality, operational AR, and the VR Agora shape ordinary life.
THE THREE LAYERS
Physical World: Bodies, buildings, terrain, machines, distance, injury, material access, and irreversible consequences. The Physical World is where people move, fight, build, break, survive, and suffer the lasting results of every operation.
The Noise Overlay: The augmented-reality layer projected through the DND Harmonia Integration Network (HIN). The Noise Overlay identifies connected objects, displays live information, manages local civic infrastructure, and links people to nearby businesses and services. The Noise Overlay is immediate and local. It places digital information and controls directly over the Physical World. Through the Noise Overlay, operators may interact with:
- doors, cameras, vehicles, drones, and machinery;
- transit, utilities, traffic, emergency systems, and public services;
- shops, clinics, offices, entertainment venues, and local commercial networks;
- Access IDs, directions, warnings, advertisements, permissions, and live environmental data.
The Agora: The immersive virtual-reality form of the Noise Overlay. The Agora connects regional institutions, corporations, governments, markets, schools, research networks, and social spaces inside a persistent shared VR environment. Within the Agora, people store, verify, and negotiate:
- identity and Access;
- finance and ownership;
- contracts and employment;
- licensing and professional authority;
- education and certification;
- research and protected data;
- institutional decisions;
- corporate and government services.
WHEN THE NOISE SLIPS
- Doors validate late or refuse authorized people.
- Permits, payments, and Access IDs return incompatible results.
- Transit, medical, and emergency systems lose synchronization.
- Weapons, drones, or machinery hesitate because permissions disagree.
- Surveillance systems produce incompatible versions of the same event.
- Ghosting can create Pressure by making a system disagree with itself rather than simply destroying it.
LOCAL CONTROL
- Municipal HINs operate utilities, transit, emergency services, and public infrastructure.
- Corporate HINs operate factories, laboratories, warehouses, fleets, and proprietary systems.
- Failures remain localized. A traffic breach does not reveal regional banking; an Agora theft does not automatically control a power grid.
ILLEGAL ACCESS ECONOMY
- Forged Access IDs, illegal neural hardware, stolen subscriptions, rented credentials, and tolerated backdoors keep excluded districts connected.
- Grey Fixers, identity forgers, corporate insiders, and information brokers turn access into currency.
- In some neighborhoods, corruption is not a defect in infrastructure. It is the infrastructure.
AR AS LIVED REALITY
- Menus, prices, reservations, rent, jobs, queues, transit delays, and hazard warnings.
- Directions, public permits, service eligibility, credentials, and emergency
instructions.
- Machine status, maintenance procedures, cargo manifests, diagnostics, and work
orders.
ACCESS IS SOCIAL CLASS
| Access | Permits | Limit |
|---|---|---|
| Public | Information and licensed civic services | Mostly read-only |
| Professional | Protected workplaces and regulated services | Role-dependent |
| Secure | Corporate, military, and institutional operations | Monitored and revocable |
| Ghost | Unauthorized perception and intrusion | Creates Detection |
HOW TO GHOST
A complete player procedure for Ghosting in Operational AR and the Agora.
WHO CAN GHOST
- Any character with the required Cyber Operations Rank and Neural Link can perform basic Ghosting.
- The Ghost archetype is built to remain fully effective in VR, sustain multiple objectives, and act under escalating Detection.
CHOOSE THE ENVIRONMENT
NEURAL LINK REQUIREMENTS
Without the required Neural Link, the operator cannot enter that embodied Domain. They may still use approved AR controls, external terminals, or indirect access if the system permits it.
PLAYER PROCEDURE
1. State the Ghosting objective in physical or institutional terms.
2. Choose the environment and entry location.
3. Choose credentials, sponsorship, stolen access, backdoor, physical terminal, or forced breach.
4. Remove remaining Firewall Layers with Ghosting Breach Checks.
5. Enter the functional location that controls the objective.
6. Identify the relevant Anchor.
7. Choose Observe, Manipulate, or Dominate. Confirm the required Cyber Operations Rank. Spend the listed Main Action or Maneuver.
8. Resolve the action, apply the result, and mark Detection when required. Roll d100 under final Cyber Operations only when uncertainty and consequence exist. Apply the effect, duration, failure, and Detection result.
9. Maintain sustained effects and decide whether to push deeper or exit.
10. Choose a clean exit, false route, transferred tether, or emergency disconnect.
FIREWALLS
Firewall Tier measures security layers and time. Cyber Operations Rank determines which Ghosting actions the operator can perform. Each successful Ghosting Breach Check removes one remaining Firewall Layer. Failure marks Detection; prior successes remain.
WHO PROTECTS WHAT
- Local governments protect municipal AR, utilities, transit, emergency services, and public infrastructure.
- Corporations protect facilities, fleets, laboratories, and proprietary Operational Nodes.
- DND maintains Agora standards, identity validation, regional continuity, and cross-jurisdiction response.
DEFENDERS
DEFENDER ACTIONS
- Challenge: demand authentication or revoke one credential.
- Trace: strengthen the Data Tether or identify the physical access point.
- Isolate: close one route, location, or Anchor.
- Counter-Ghost: attack a Ghost, ongoing objective, or implanted payload.
- Restore: rebuild one Firewall Layer at Detection 3 or higher.
- Escalate: call a stronger defender or physical response.
PRIVACY
UNIFIED DETECTION 0-4
WHEN DETECTION MARKS
- A failed Ghosting Breach Check always marks one Box.
- Other failures mark only when defenders gain usable evidence, stronger trace, closed access, confirmed intrusion, or response capacity.
- Crash and Seize create Detection exactly as listed in their actions.
- Detection is shared across one coordinated Ghosting environment.
WHAT A DETECTION MARK LOOKS LIKE
- Identity challenge or verification delay.
- Closed route, revoked credential, or sealed Anchor.
- False data, altered topology, or redirected traffic.
- SENTINEL or Corporate Ghost Team enters the environment.
- Data Tether becomes clearer.
- Physical security approaches the Ghost's access point.
DISCONNECTING
0-1: clean exit is normally possible.
2: exit requires breaking trace or accepting persistent evidence.
3: exit is contested by a defender, locked route, or physical response.
4: disconnection ends virtual exposure but leaves the access point, Access ID, or Data Tether actively targeted.
| Environment | Represents | Typical Goal |
|---|---|---|
| Operational Node | Local machinery or infrastructure | Immediate physical control |
| Combat HIN Domain | Vehicle, mech, drone net, or military platform | Tactical subsystem control |
| Agora Compound | Bank, archive, academy, headquarters, identity or research institution | Knowledge, finance, identity, authority |
Access Headband Civilian Agora and public spaces Tier 1-II Cyberware Tier 1-II Nodes and Domains Tier 3 Cyberware Tier 3 secure assets Tier 4 Cyberware Tier 4 strategic systems
Credentials, preparation, a Contact, a Talent, or an already-established route may resolve a step without a check. Roll only when the result is uncertain and failure changes the situation.
Successful Breach Checks I 1 II 2 III 3 IV 4
Defender Role Hoplites Public AKS peacekeepers that warn, verify, investigate, and contain.
Sacred Guard Elite defenders protecting restricted archives, DND facilities, banking, identity, diplomacy, and strategic research.
Corporate Ghost Teams Human or AKS specialists defending proprietary environments.
Investigative security logic that compares contradictions, traces routes, and closes access.
| Question | Citizen | Authorized Security |
|---|---|---|
| See identity? | Role or public alias | Verified Access ID |
| Scan cyberware? | No, without consent | Only with authority or emergency cause |
| Read telemetry? | No | Limited by policy, warrant, or ownership |
| Inspect permissions? | Public status only | Relevant authorization state |
| Detection | State | Immediate Effect |
|---|---|---|
| 0 | Guidance | Routine monitoring; no confirmed threat |
| 1 | Warning | Authentication challenge; logged misconduct |
| 2 | Investigation | Active trace; routes and permissions narrow |
| 3 | Intervention | Defenders deploy; physical containment begins |
| 4 | Lockdown | Exit contested; compound or district isolates |
HOW TO BUILD AND PORTRAY A HIN
A complete GM procedure for preparing, running, and roleplaying Ghosting environments.
GM BUILD PROCEDURE
1. Choose environment type: Operational Node, Combat HIN Domain, or Agora Compound.
2. Choose Tier and physical or institutional scope.
3. Name the owner and real-world purpose.
4. Choose 3-5 functional locations: Sense, Act, Store, Command, Government.
5. Place four readable Anchors in each location.
6. Place the objective and at least three clues or routes to it.
7. Choose Firewall Tier and legitimate bypass methods.
8. Set Warning, Investigation, Intervention, and Lockdown responses.
9. Choose active defenders and their duties.
10. Define the entry point, exit routes, and what the Data Tether reveals.
11. Connect every Ghosting effect to a physical, financial, identity, informational, or authority consequence.
FUNCTIONAL LOCATIONS
THREE-CLUE RULE
Give at least three clues, routes, or opportunities to every conclusion required for success. No single failed check should make the objective impossible.
GM PREPARATION RECORD
- Owner, type, Tier, real-world function, and visual metaphor.
- Objective, entry point, Firewall, bypasses, and exit routes.
- Locations, Anchors, clues, defenders, and Detection responses.
- Data Tether consequence and physical or institutional outcomes.
HOW TO PORTRAY THE HIN
1. Describe what the Ghost sees.
2. State what real system that image represents.
3. Show what each Anchor controls.
4. Describe ordinary activity before the Ghost interferes.
5. Change the environment visibly as Detection rises.
6. Move defenders according to their duties and information.
7. Describe every Ghosting result twice: virtual effect, then real-world effect.
GIVE THE HIN AN IDENTITY
- Owner: corporation, government, district, institution, or individual.
- Purpose: what must this environment accomplish every day?
- Metaphor: foundry, citadel, market, hospital, archive, harbor, tribunal, or another functional place.
- Behavior: welcoming, clinical, bureaucratic, military, commercial, suspicious, or alien.
- Priority: what does it protect first - people, continuity, secrecy, ownership, authority, or evidence?
DETECTION CHANGES THE PLACE
0 Guidance: ordinary routines continue; the HIN barely acknowledges the Ghost.
1 Warning: glances, verification prompts, small delays, and subtle route changes.
2 Investigation: architecture narrows, permissions harden, and defenders compare contradictions.
3 Intervention: barriers activate, defenders pursue, and physical response begins.
4 Lockdown: the entire environment isolates the objective and turns against the Ghost.
Controls Sense Sensors, surveillance, targeting, visibility Act Doors, machinery, weapons, drones, movement Store Records, secrets, memory, evidence, archives Command Orders, routing, patrols, priorities Government Identity, permissions, ownership, validation
Virtual: bronze signal spears pivot away from the loading hall. Real: three security drones abandon the crew's route and answer a false alarm in the eastern wing.
GHOSTING ACTIONS
| Ghost Talent | Ghosting Action it performs |
|---|---|
| Redirect | Redirect |
| Seize | Seize |
| Lock | Loop — held open to deny the Main Action |
| Output | Inject |
| Disruption | Crash (single target) |
| Collapse | Crash (multiple targets on one node or local network) |
| Drain | Loop |
| Walk | Ghost-Follow along a signal path |
| Throw | Override — commandeering actuators to force movement |
| Phase Strike | Crash resolved along a Ghost-Follow path |
| Dead Field / Field | ECM zone |
| Sensor Blind | ECM contest |
| Signal Restore | ECCM contest |
| Rewrite | Inject, targeting an allied system |
| Surge | Inject, targeting an allied system |
Observe, Manipulate, Dominate, and exit under pressure.
OBSERVE
MANIPULATE
DOMINATE
EXIT CHOICES
Clean Exit: release objectives and leave through the original route.
False Route: redirect trace toward another system or Access ID.
Transferred Tether: hand the route to a prepared relay, Contact, or device.
Emergency Disconnect: end virtual exposure immediately but accept the current Data Tether and physical consequences.
- Requirement: Cyber Operations R1
- Cost: Main Action
- Target: Current location
- Success: Reveal Anchors, defenders, sensors, security layers, and one blind zone.
- Duration: Immediate
- Failure: False topology or one concealed Anchor.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R1
- Cost: Main Action; sustain with Maneuver
- Target: One command channel
- Success: Hear patrols, machine orders, and incoming response.
- Duration: Sustained
- Failure: Misleading traffic or an echo reveals the Ghost.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; extended
- Target: Ghost, command signal, SENTINEL, or Data Tether
- Success: Identify origin at local, city, or regional scope.
- Duration: Until route changes
- Failure: Your own route becomes partially triangulated.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R1
- Cost: Main Action
- Target: One user or identity construct
- Success: Learn role, authority, permissions, and one exploitable limitation; gain Edge on the next related action.
- Duration: Until used
- Failure: Target receives an authentication warning.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; sustain with Maneuver
- Target: One authorized user
- Success: Follow between locations and cross the next barrier they legitimately open.
- Duration: Sustained
- Failure: Target senses an attached presence and changes route.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action per layer
- Target: Protected file, archive, or credential
- Success: Remove one encryption layer.
- Duration: Persistent
- Failure: First failure makes data Corrupted; second failure relocks it.
- Detection: Mark on second failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One lock, permission wall, safety limit, or access state
- Success: Bypass it for one use or the current scene.
- Duration: Scene or one use
- Failure: Credential is challenged or route closes.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One system accepting data or commands
- Success: Plant a backdoor, false credential, delayed order, or logic payload.
- Duration: Until triggered or countered
- Failure: Payload is quarantined, changed, or traced.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action; sustain with Maneuver
- Target: One sensor or record stream
- Success: Repeat an earlier state and report no new events.
- Duration: Sustained
- Failure: Defenders compare another feed and identify repetition.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R2
- Cost: Main Action
- Target: One power, patrol, route, communication, or security allocation
- Success: Move attention or resources; GM changes the threat layout.
- Duration: Immediate
- Failure: Opposition is redirected toward the crew or another route closes.
- Detection: Mark 1 on failure.
- Requirement: Cyber Operations R3; R4 for Tier 4
- Cost: 3 successful Main Actions; sustain with Maneuver after initiation
- Target: One named subsystem
- Success: Mark one progress box per success; at 3, shut it down. Failures do not remove progress.
- Duration: Until reboot or release
- Failure: Failure delays completion and grants one defensive response.
- Detection: Initiating Crash immediately fills Detection.
- Requirement: Cyber Operations R3; R4 for Tier 4
- Cost: 3 successful Main Actions; sustain with Maneuver after initiation
- Target: One named subsystem
- Success: Mark one progress box per success; at 3, gain administrative control. Failures do not remove progress.
- Duration: Sustained
- Failure: Failure delays completion and grants one defensive response.
- Detection: Completing Seize immediately fills Detection.
Ghosts may contribute to Crash or Seize only when they share the same location and access, and each meets the Rank requirement.
STEELJACKING
THE TWO JACK INSTALLS
Jacking a machine requires a neural install. There are two, and every Steeljack begins play with the first.
| Install | Available | Grants |
|---|---|---|
| Khepri SERIES I — Noise Link Interface | Level 1 Cyberware Kit | Remote Jack: command one machine or Machine Group through a link or Steeljack Deck. All Steeljack Talents function. |
| Khepri SERIES III — Noise Neural Integration | Advancement or acquisition | Full Jack: Machine Embodiment. Experience a machine or Machine Group as an extension of the nervous system. |
SERIES I — REMOTE JACK
- Included in the Steeljack's starting Cyberware Kit at Level 1.
- Command one machine or Machine Group at a time through an authorized link, Remote Link, Hard Link, or a forced Ghosting breach.
- All Steeljack Talents operate normally. Vehicles and mechs the operator is riding or driving are controlled directly, with no jack required.
- The operator remains in their own body. Sensory input is read from instruments, not felt.
- Cannot enter Machine Embodiment.
SERIES III — FULL JACK
A Full Jack requires Khepri SERIES III — Noise Neural Integration. The Neural Interface Lattice, HIN Synchronization Node, and Cortical Signal Processor allow the Steeljack to experience a compatible machine or Machine Group as an embodied extension of the nervous system.
- Sense the machine's environment directly rather than through instruments.
- Act with the machine's full movement and weapon systems as though they were your own.
- Damage to the machine is felt. Catastrophic loss risks feedback injury.
SERIES III does not bypass Firewalls, ownership, Detection, or opposing Ghosts. The machine's access Tier and authorization still determine whether the operator can enter its Combat HIN Domain.
Ghosting the HINs of drones, vehicles, mechs, turrets, and machine networks.
WHAT STEELJACKING IS
Steeljacking is Ghosting directed at machines. A Ghost enters a HIN to change information, identity, or authority. A Steeljack enters the same HIN structure to make machinery sense, move, coordinate, or fight. The digital procedure is the same; the result occurs in physical space.
SERIES III REQUIREMENT
- A Full Jack requires Khepri SERIES III - NOISE NEURAL INTEGRATION. The Neural Interface Lattice, HIN Synchronization Node, and Cortical Signal Processor allow the Steeljack to experience a compatible machine or machine group as an embodied extension of the nervous system.
- Without Series III, an operator may use ordinary controls, legal remote commands, or a Steeljack Deck, but cannot enter Machine Embodiment.
- The machine's access Tier and authorization still determine whether the operator can enter its Combat HIN Domain.
- Series III does not bypass Firewalls, ownership, Detection, or opposing Ghosts.
CONNECTION MODES
MACHINE GROUPS
A Machine Group is the unit a Steeljack commands as one objective.
- One vehicle, mech, or major turret system is one Machine Group.
- A Drone Swarm of 2-6 compatible drones is one Machine Group.
- A Convoy of 2-4 compatible vehicles following one route and order is one Machine Group.
- Machines with different objectives, routes, or combat roles are separate groups.
HOW TO STEELJACK
1. State the physical objective: scout, escort, intercept, transport, suppress, breach, seize, or extract.
2. Identify the machine's environment: Operational Node for ordinary machinery or Combat HIN Domain for advanced vehicles, drones, and mechs.
3. Connect by authorized link, Remote Link, Hard Link, or forced Ghosting breach.
4. Remove remaining Firewall Layers using Ghosting Breach Checks.
5. Enter Sense, Act, Command, or Government and identify the Anchor controlling the objective.
6. Observe to learn sensors, movement systems, weapons, autonomy, orders, and fallback behavior.
7. Manipulate with Override, Redirect, Loop, Inject, or Hijack for temporary machine control.
8. Dominate with Seize for administrative control or Crash to disable a named subsystem.
9. Choose Routine Command, Guided Control, or Full Jack.
10. Maintain the link, watch Detection and EW, then release, hand off, or exit.
CONTROL STATES
Action Type: Physical - Digital - Machine Movement: change physical position, move to Node Location, reposition machine Maneuver: Aim, interact, hide, scan, maintain, tag target, hold, monitor Action: attack, breach, negotiate, override, loop, seize, drive, fire, deploy
SKILL DIVISION
- Cyber Operations: breach, Observe, Hijack, Seize, protect authority, and contest control.
- Piloting: dangerous movement, chases, evasive maneuvers, ramming, precision positioning, and unstable terrain.
- Electronic Surveillance: detect, intercept, Jam, Spoof, or protect the signal environment.
- Machine attacks use the machine's mounted weapon or Talent rules; a Skill Check does not replace a combat Power Roll.
LOST LINK AND FALLBACK
When a link ends, the machine follows its written fallback: hold position, return home, continue route, protect designated target, emergency stop, or independent AKS behavior. The GM must declare fallback behavior before it becomes relevant.
| Mode | Requirement | Effect |
|---|---|---|
| Remote Link | Noise access or Steeljack Deck | Flexible; vulnerable to range, latency, jamming, trace, and disconnection. |
| Hard Link | Physical cable or dock | Bypasses one Firewall Layer when the port is legitimate; stable and difficult to jam. |
| Full Jack | Series III Neural Integration | Enter the machine's HIN in AR or VR and experience it as a body. |
| State | What It Does | Cost |
|---|---|---|
| Routine Command | Machine follows one clear standing order using its autonomy. | No ongoing action after order is issued. |
| Guided Control | Steeljack updates route, target, formation, or timing. | Maneuver to issue or change the shared order. |
| Full Jack | Direct embodied control of one Machine Group. | Uses the Steeljack's Movement, Maneuver, and Main Action. |
| Action | Requirement | Effect |
|---|---|---|
| Remote Link | Noise access or Steeljack Deck | Flexible; vulnerable to range, latency, jamming, trace, and disconnection. |
| Hard Link | Physical cable or dock | Bypasses one Firewall Layer when the port is legitimate; stable and difficult to jam. |
| Full Jack | Series III Neural Integration | Enter the machine's HIN in AR or VR and experience it as a body. |
RUNNING MACHINE HINS
Rules for drones, swarms, convoys, mechs, multiple vehicles, and contested control.
DRONES AND DRONE SWARMS
- A single specialist, heavy, or unique drone is one Machine Group.
- Two to six compatible small drones may form one Drone Swarm and act from one shared order.
- A swarm uses one movement plan and one objective. Individual drones may spread within the area needed to perform that order.
- Recon swarms Observe; security swarms patrol and intercept; combat swarms attack or suppress; utility swarms repair, carry, relay, or breach.
- Damage or disruption may remove individual drones without ending the swarm.
- The swarm ends when too few drones remain to perform its declared function.
VEHICLES AND CONVOYS
- One actively maneuvering vehicle is one Machine Group.
- Two to four compatible vehicles may form a Convoy when they share one route, spacing plan, and objective.
- A Convoy uses Routine or Guided Control for navigation, access timing, and formation. Full Jack applies to one lead vehicle; the others follow the shared command plan.
- Breaking formation, assigning separate targets, or splitting routes turns each vehicle into a separate Machine Group.
- Human drivers may resist unsafe commands, take manual control, or become physical complications unless the Steeljack controls Government or Act.
MECHS AND HEAVY PLATFORMS
- A mech is always its own Machine Group.
- Full Jack is required for precise combat embodiment unless the platform has and
- authorized manual cockpit.
- Sense controls sensors and targeting; Act controls locomotion and weapons;
- command controls priorities and autonomous routines; Government controls pilot identity and ownership.
- Seizing one subsystem does not seize the whole mech. Name the target: locomotion, turret group, sensor array, flight system, or command authority.
- A destroyed or violently disconnected Full Jack may cause HIN Feedback according to the platform or Series III system.
MULTIPLE MACHINES IN PLAY
GM: BUILD A MACHINE HIN
1. Name the machine, owner, Tier, purpose, and legal controller.
2. Choose Operational Node or Combat HIN Domain.
3. Build Sense, Act, Command, and Government; add Store only when records or mission data matter.
4. Place readable Anchors: sensor mast, drive core, weapon router, autopilot, formation controller, identity seal, or emergency governor.
5. Choose Firewall Tier and authorized access methods.
6. Write the machine's autonomy and fallback behavior.
7. Define what Routine Command, Guided Control, and Full Jack look like for this machine.
8. Choose defenders: onboard AKS, SENTINEL, corporate Ghost Team, remote pilot, or opposing Steeljack.
9. Set Detection responses and what the Data Tether reveals.
10. Describe every result twice: change inside the HIN, then physical machine behavior.
PORTRAYING MACHINE EMBODIMENT
- Drone Swarm: a flock, chorus, constellation, or many-eyed hunting organism.
- Vehicle: a body of speed, traction, engine heat, blind angles, and route pressure.
- Convoy: a procession linked by timing, distance, and shared authority.
- Mech: a giant body whose limbs, armor, weapons, and sensors occupy separate functional locations.
- Industrial system: a foundry, port, crane forest, assembly organism, or mechanical city.
CONTESTED CONTROL
- When two operators issue incompatible commands, identify the Anchor being contested and make one opposed Cyber Operations check. The winner controls that Anchor until the end of the round or until the fiction changes. The loser retains any unrelated control.
- Government contest: who is recognized as controller.
- Command contest: route, formation, priority, or target assignment.
- Act contest: movement, doors, weapons, or machinery.
- Sense contest: sensors, tracking, visibility, or targeting information.
DETECTION AND PHYSICAL OUTCOMES
PLAYER DECISION
The Steeljack should always know what is at risk: control, secrecy, position, the machine itself, the physical crew, or the Data Tether. Completed movement and machine effects remain true even when Detection reaches Lockdown.
Command the swarm, not every drone. One Redirect changes formation or route. One Loop repeats its patrol. One Hijack grants temporary control. One Seize grants administrative control of the swarm network.
Resolution Same order and route Combine compatible machines into one Swarm or Convoy group.
Different objectives Each objective requires a separate Machine Group.
Routine groups Continue without actions until conditions invalidate the order.
Guided or Full Jack Only one group at a time without a Talent.
Switch active group Use a Maneuver; previous group returns to Routine Command.
Electronic Warfare attacks the signal carrying Steeljacking commands. Resolve the established ECM versus ECCM check once per round. The winner applies Edge or Bane as defined by the EW rules; it does not automatically seize the machine.
Machine Response 0 Guidance Normal operation; legal commands accepted.
1 Warning Authentication challenge, latency, or command confirmation.
2 Investigation Route restrictions, sensor comparison, or remote pilot review.
3 Intervention Opposing Ghost or Steeljack contests control; physical security responds.
4 Lockdown Emergency governor, safe mode, remote shutdown, or violent control contest.
WHEN TO USE THE SOCIAL TRACK
Use the Social Track when an NPC or faction has meaningful power, something important at stake, and a reason to resist. Routine requests, friendly exchanges, and obvious agreements should be resolved through roleplay without a roll.
THE THREE-STEP TRACK
STEP 0A - STATE THE PETITION
The player states: "I want ___ from ___ because ___."
- Name the exact person or faction.
- State the concrete concession, access, information, protection, or action desired.
- State why the NPC should agree now.
STEP 0B - GM STATES THE STAKES
Before any roll, the GM states what the NPC wants, fears, protects, or refuses to risk. The GM also identifies whether the request is possible through conversation alone.
DO NOT ROLL YET WHEN
- The player has not made a clear request.
- The NPC has no authority to provide it.
- The request is impossible under current circumstances.
- The NPC would agree automatically.
- The conversation has not introduced meaningful uncertainty.
STEP 1 - CHOOSE THE APPROACH
Sell, Spin, and Leverage can advance the Social Track. Status opens doors and establishes access but does not force agreement by itself.
ROLEPLAY BEFORE THE ROLL
1. The player states the Petition.
2. The player explains the chosen approach in character.
3. The GM identifies what part of the NPC's motive is being tested.
4. Roll only if the NPC has a real reason to resist.
ONE ROLL, ONE MEANINGFUL EXCHANGE
Each roll represents one complete social exchange: argument, counterargument, evidence, concession, threat, or demonstration. Do not roll repeatedly without changing the situation.
CHANGING APPROACHES
A player may change Skills between exchanges when the fiction changes. Repeating the same argument without new proof, leverage, concession, or insight does not create another roll.
STATUS ACCESS
- Success grants entry, recognition, a meeting, or permission to speak.
- Failure may create delay, scrutiny, a lesser audience, or a required sponsor.
- Status never advances Listening to Considering unless a Talent explicitly says so.
MAKING THE SOCIAL CHECK
Roll percentile dice using one die as tens and one as ones. Read the result from 00 to 99. A result equal to or under the final Skill percentage succeeds.
1. Start with the selected Social Skill percentage.
2. Apply no more than two relevant modifiers.
3. The total adjustment cannot exceed +10% or -10%.
4. Roll once for the complete exchange.
5. On success, advance the track one step unless that step is Job-Locked.
COMMON MODIFIERS
SUCCESS
- Listening to Considering: the NPC takes the request seriously and names what would secure agreement.
- Considering to Committed: the NPC agrees and states exactly what they will do.
- A successful exchange should change the NPC's words, demands, access, or behavior immediately.
FAILURE
Failure does not erase prior progress unless a rule says so. A repeated failed approach closes that approach for the scene. The GM chooses one consequence:
- The track does not advance.
- The NPC asks for proof, payment, leverage, or a concession.
- The NPC narrows the offer or introduces a deadline.
- The NPC exposes the crew to scrutiny, rivals, or political cost.
NPC MARK RATING
CONVERSATION VS JOB LOCK
| Step | State | Meaning |
|---|---|---|
| 1 | Listening | The NPC hears the case but offers no commitment. |
| 2 | Considering | The NPC is divided, pressured, tempted, or waiting for proof. |
| 3 | Committed | The NPC takes the agreed action or grants the agreed support. |
| Skill | Method | Why the NPC Complies |
|---|---|---|
| Sell | Persuasion and alignment | They believe the argument or see mutual benefit. |
| Spin | Deception and narrative control | They believe the story or accept the framing. |
| Leverage | Threats, exposure, or consequences | Refusal becomes more dangerous than agreement. |
| Status | Reputation, rank, or recognition | They grant access, audience, or legitimacy. |
Circumstance +5% Clear personal leverage valuable to the NPC now.
+5% The argument directly hits fear, faith, greed, loyalty, pride, or survival.
+5% Proven prior relationship or fulfilled obligation.
-5% The request directly harms the NPC's agenda, safety, or profit.
-5% The NPC's institutional power greatly exceeds the crew's current influence.
-5% Hostile timing, public pressure, surveillance, unrest, or enemy territory.
| Mark | Power | Typical Reach |
|---|---|---|
| 1 | Low | One person, crew, block, rumor network, or local route. |
| 2 | Mid | District, gang, supply chain, security unit, shrine, or small fleet. |
| 3 | High | City, regional corporate, major criminal network, ministry, or faith movement. |
| 4 | Apex | Nation, ruling House, Nexus Being, Mythic power, or global corporate. |
Maximum Through Conversation 1-2 May reach Committed through social exchanges.
3-4 May reach Considering; the final step is Job-Locked.
SOCIAL STEP — COMMITMENT
A Job-Locked NPC can be persuaded that the crew is worth considering, but commitment requires proof through action.
JOBS THAT UNLOCK COMMITMENT
- data theft or exposure;
- sabotage or economic disruption;
- asset recovery or extraction;
- protection, rescue, or escort;
- public proof, political pressure, or fulfilled obligation;
- elimination of a named threat.
COMMITMENT TERMS
When the NPC becomes Committed, record the agreement in one sentence:
AGREEMENT STRENGTH
The GM may adjust strength based on leverage, cost, fulfilled promises, and the NPC's interests. Commitment is not mind control; the NPC acts within the recorded terms.
GM SOCIAL SCENE CHECKLIST
1. Confirm Petition and authority.
2. State NPC motive and resistance.
3. Set Mark and starting track position.
4. Hear the approach before calling for a roll.
5. Optional: Apply at most two modifiers.
6. Change the fiction after every roll.
7. Use a Job Lock for Mark 3-4 commitment.
8. Record the final agreement and its limits.
Who will do what, by when, under what conditions, and what ends the agreement.
Default Strength 1 Narrow, cautious, short-term, or heavily conditional.
2 Reliable for the agreed scene or immediate Job.
3 Reliable through the current operation.
4 Durable relationship or repeated institutional support.
5 Major long-term alliance unless betrayed or circumstances radically change.
STEP 0 — START THE COMBAT
DURABILITY REFERENCE
Combat resolves against Rūḥ. These values are set at character creation and repeated here so the combat chapter stands on its own.
| Archetype | Level 1 Rūḥ | Per Level | Recoveries |
|---|---|---|---|
| Brawler | 17 | +7 | 4 + Power |
| Gunslinger | 17 | +7 | 3 + Power |
| Assassin | 16 | +6 | 3 + Power |
| Veinrunner | 16 | +6 | 4 + Power |
| Steeljack | 16 | +6 | 3 + Power |
| Shepard | 15 | +6 | 3 + Power |
| Ghost | 15 | +5 | 3 + Power |
| Shaper | 14 | +5 | 2 + Power |
| Oracle | 14 | +5 | 2 + Power |
Set the scene, establish objectives, and prepare the shared physical/AR/VR battlefield.
ENCOUNTER SETUP CHECKLIST
1. State each side's objective: seize, defend, escort, escape, delay, extract, destroy, or survive.
2. Place combatants, Controlled Machines, Cover, hazards, terminals, HIN access points, and objective markers.
3. Establish awareness. A side that is unready is Surprised until the end of Round 1.
4. Each side rolls one d10. The higher side chooses which combatant acts first.
5. Sides alternate choosing one combatant who has not acted. Do not reroll each round unless a rule changes initiative.
MAP SCALE AND OCCUPIED SPACE
Play on a hex grid, on a table map or in a virtual tabletop. One hex is 5 feet, roughly 1.5 metres. Diagonal movement costs the same as orthogonal unless the table chooses measured distance.
| Scale | Value |
|---|---|
| Grid | Hex |
| Building, street, environment | 1 hex = 5 feet (about 1.5 m) |
| A person | 1 hex |
| Larger bodies and machines | As printed in the stat block |
Size decides how many hexes a combatant occupies.
| Size | Occupies |
|---|---|
| Tiny (T) | 1 hex |
| Small (S) | 1 hex |
| Medium (M) | 1 hex |
| Large (L) | 2 × 2 hexes |
| Huge (H) | 2 × 2 hexes |
| Gargantuan (G) | 3 × 3 hexes |
| Massive (V) | 4 × 4 hexes |
COMBAT ROLES IN ONE TIMELINE
Physical combat, AR actions, VR Ghosting, Steeljacking, Electronic Warfare, drones, vehicles, and mechs all use the same round and alternating activation order.
CORE TURN ECONOMY
- No-Action: short speech, release an object, drop an item, or perform another trivial interaction.
- Simple interaction: draw a weapon, open an unlocked door, touch a terminal, or enter a vehicle as part of Movement or a Maneuver when reasonable.
- Triggered defenses and free strikes occur only when a rule or Talent explicitly grants them.
Turn Tempo:
1. A Player declares and executes the Move + Main Action together (shifting token + dice roll). Keep table pacing brisk, but real-world decision speed never grants a mechanical bonus or penalty (see Tempo Guidance).
2. A character must declare and execute their actions first before other characters can declare a Defensive Maneuver to affect the result. Defensive Maneuvers affect final outcomes. This is to not void out rolls.
SHARED MIXED-REALITY ACTION POOL
The operator may assign each turn component separately to their body, an AR/VR action, or any linked Controlled Machine Group within their attention limit. Each component is spent only once.
Example: the operator moves into Cover, a drone uses a Maneuver Talent to mark a target, and a mech spends the Main Action to fire. None receives another turn.
CONTROLLED VS AUTONOMOUS MACHINES
- Controlled Machines use the operator's shared action pool and never gain free attacks.
- A group without an assigned component follows its Routine Command or fallback only.
- Autonomous enemies and GM-controlled machines have their own turns.
A Ghost or Steeljack does not leave the combat timeline. Their body remains present and vulnerable unless a Talent, protected interface, or ally says otherwise.
1 Movement + 1 Maneuver + 1 Main Action.
Use them in any order. Split Movement before and after actions. Convert the Main Action into one additional Movement or Maneuver.
Possible User Movement Operator body or one linked machine Maneuver Operator, Ghosting/AR action, or machine Maneuver Talent Main Action Operator Talent, Ghosting action, or machine Main Action Talent
STEP 1 — REVIEW AND ASSIGN
Check conditions, links, and legal action users before spending the turn.
OPERATOR REVIEW CHECKLIST
1. Check Rūḥ, Recoveries, ongoing conditions, and whether the operator is Vulnerable, Dying, or Incapacitated.
2. Check linked Machine Groups, signal state, HIN access, Detection, and fallback orders.
3. Confirm which body or machine is Engaged, Prone, Grabbed, Hidden, or otherwise restricted.
4. State the turn's objective in plain language.
5. Assign Movement, Maneuver, and Main Action as each component is used.
MACHINE CONTROL STATES
Only one group can be Full Jacked at a time unless a Talent says otherwise. Other linked groups may still receive assigned components through Guided Control.
ATTENTION LIMIT
A Steeljack can maintain linked Machine Groups equal to at least 1 or Cyber Operations Rank, whichever is higher. Losing the limit forces excess groups into fallback.
AR AND VR MOVEMENT
- AR normally overlays the physical space and uses the operator's physical position.
- VR Movement is used only when virtual distance, hostile topology, or isolated routes matter.
- Moving between ordinary HIN locations normally requires no roll; crossing a hostile route, broken connection, or sealed Domain may require Movement or another listed action.
MACHINE STAT BLOCK LABELS
Every combat drone, vehicle, mech, or Machine Group must print:
- Occupied Size and Movement.
- Armor Tier, Énergeia, Stability, sensors, and traits.
- Basic Melee and Basic Ranged Attacks, or 'Unavailable.'
- Each Talent's action type: Movement, Maneuver, or Main Action.
- Required control: Routine, Guided, or Full Jack.
- Fallback order and whether the machine acts independently when uncontrolled.
TRIGGERED TIMING
POWER ROLLS
Roll 2d10 + the relevant Attribute. Resolve the printed Tier.
A natural 20 is always Tier 3 regardless of modifiers. After resolving an action that produced the Critical, immediately take one additional Main Action.
Edges and Banes cancel one-for-one and never exceed Double Edge or Double Bane.
What It Can Do Routine Follow one objective plus one simple condition; no free attack Talent.
Guided Use an assigned Movement, Maneuver, or Main Action through the operator's shared pool.
Full Jack One Machine Group becomes an embodied extension of the Steeljack; still uses the same shared pool.
A triggered defense, Interrupt, or free strike must be declared when its trigger occurs and before the triggering action is fully resolved, unless the Talent says otherwise.
Result 10 or lower Tier 1 11-15 Tier 2 16+ Tier 3
Effect Edge +2 Power Roll Double Edge Improve result one Tier Bane -2 Power Roll Double Bane Reduce result one Tier
STEP 2 — MOVE AND POSITION
Resolve movement, engagement, terrain, universal positioning actions, and collisions.
MOVEMENT COSTS
Cost is hexes spent per hex moved. Where a Reflex reduction is listed, subtract half your Reflex rating from the cost, to a minimum of 1.
| Movement | Condition | Cost |
|---|---|---|
| Walk | Normal | 1 |
| Walk | Rough surface | 2 |
| Climb | With gear | 3 − ½ Reflex |
| Climb | Rough surface | 10 − ½ Reflex |
| Climb | Smooth surface | Cannot be climbed |
| Swim | Lake or calm water | 3 − ½ Reflex |
| Swim | Ocean with waves | 5 − ½ Reflex |
| Fly | Clear weather | 1 |
| Fly | Stormy weather | 2 |
| Jump | Standing | 5 − ½ Reflex |
| Jump | Running start | 3 − ½ Reflex |
| Jump | Vertical | 15 − ½ Reflex |
| Crawl | — | 5 |
| Teleport | — | 1 |
| Disengage | — | 1 — shift 2 hexes as safe movement |
| Fall | — | 2 damage per hex fallen, maximum 50, reduced by Reflex |
Vehicles. Use vehicle movement or combatant movement, never a mix of the two. A machine assigned Movement uses its own Movement value, and the operator’s body does not also move.
ENGAGEMENT AND FREE STRIKES
You are Engaged while adjacent to an enemy capable of threatening you.
Voluntarily leaving adjacency without Disengaging allows one threatening enemy to make one Basic Melee free strike.
Each creature can make one such free strike per round unless a rule says otherwise.
Forced movement and teleportation never trigger this free strike.
DISENGAGE - MANEUVER
The acting body or machine moves up to 2 meters without triggering a free strike.
PRONE AND STAND UP
Prone: Bane on melee attacks; adjacent attacks against you gain Edge; ranged attacks beyond adjacency take Bane.
Stand Up - Maneuver: end Prone.
UNIVERSAL POSITIONING ACTIONS
SHOVE - MANEUVER
Choose an adjacent target no more than one size larger. Make a Power Roll against Stability: Tier 1 pushes 1 meter if Stability 0; Tier 2 pushes 2 meters minus Stability; Tier 3 pushes 4 meters minus Stability or knocks Prone.
GRAB - MAIN ACTION
Choose an adjacent target no more than one size larger. Tier 1 grabs Stability 0; Tier 2 grabs Stability 1 or less; Tier 3 grabs unless immune.
- Grabbed: Movement 0 and cannot move away from the grabber.
- The grabber drags the target at half Movement.
- Escape - Maneuver: Normal save; Easy if larger than the grabber, Hard if smaller.
- Personnel cannot Grab vehicles or structures unless a Talent allows it.
STABILITY
Stability reduces forced movement by its value. If reduced to 0, the target does not move. It also sets resistance for Shove, Grab, and footing effects.
COLLISION
- When forced movement ends against a solid obstacle or creature, deal 1 damage per 2 meters of unused movement.
- Universal collision damage is capped at 5; a Talent may set a higher cap.
- In a creature collision, both take the damage unless stated otherwise.
AID ATTACK - MANEUVER
Choose one ally and one enemy you can perceive. Describe how you create an opening. The ally gains Edge on their next attack against that enemy before the start of your next turn.
DEFEND - MAIN ACTION
Until the start of your next turn, attacks against you take Bane. You also gain Edge on saves against forced movement and physical conditions.