Untitled
Untitled
and
Cigarettes
1
Introduction
The Cyborgs & Cigarettes core rulebook is split into two parts;
the first half of the book is for players (“Torpedoes”) and includes
general rules for the game as well as rules for creating and outfitting
characters. The second half of the book is for those who wish to actually
run the game (“the Narrator”), and has more detailed information about
the game world that is intended for the Narrator's eyes only. This also
serves as a handbook for the United States of America in 1921. This
book is written assuming that both Torpedoes and the Narrator have
had some experience with tabletop role-playing in the past, though it
will make note of terms that are unique to C&C.
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Part 1: Torpedoes
2
Chapter 1: The Rules
Glossary
* Action: Characters have two actions available to them each turn: A Thematic
Action and a Mechanical action.
* Attack: Declaring a target within range of your equipped weapon with intent to
harm that target, assembling an Attack Pool, and rolling against their Defensive
Value.
* Blocking Terrain: Any wall taller than ten feet, or gap wider than five feet, is
considered Blocking Terrain. A character must make a Skill Check to move from
one side of the Blocking Terrain to the other, if the Narrator allows this movement
at all.
* Daze: Dazed characters lose their Mechanical Action on their next Turn.
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* Defense Value: The Difficulty Threshold of a character’s defense, representing
how difficult it is to hit them in combat.
* Die Cap: When a die is “capped”, it cannot be raised in size above the cap. If the
die is already larger than the cap, it is reduced in size to meet the cap.
* Die Onward: Based on player character actions, they can gain Die Onward. This
is a die of any size granted to the player character with a thematic restriction,
such as “when researching a company” or “when interacting with a specific
character”. The player can use the Die Onward when making checks in the
context of that restriction before the end of the Scene. Once the Die Onward
has been used or the scene ends, the benefit expires. This is read as “d8
Onward” or “d10 Onward”.
* Die Pool: A dice pool is made up of at least one dice. The size and number of
these die will be determined by the character’s Attribute, Skills, equipment, and
Talents.
* Downtime: Actions taken between Jobs. These are free roleplay opportunities
and are not represented by any mechanical oversight.
* Hanging Your Action: Spend your Mechanical action to use your Reaction to
do something.
* Hindering Terrain: Every five feet of Hindering Terrain takes ten feet of
movement to cross. A character must be able to pay the full movement cost to
enter or move through Hindering Terrain.
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* Prone: A creature is prone when it is flat on the ground. Melee attacks against
them gain d8. The prone creature adds an additional d8 to defense pools against
ranged attacks. It takes 10 feet of movement to stand up from prone.
* Rally: Target an ally within 30 feet. That ally gains a bonus d8 on a single pool of
their choice made before the end of their next turn.
* Reaction: Characters have one Reaction a round. This allows them to perform
actions outside of their turn.
* Resources: Cash on hand, liquid assets, and favors all count as Resources.
A character’s Resources is represented by their Resources die, set by their
Profession.
* Skills: The abilities a character has been trained to do, either by their Background
or their Profession. These are measured from 0 (untrained) to 4 (professionally
trained).
* Sneak: When attacking a target that is unaware of you, the target reduces their
Defensive Value by 1. Generally, this will only affect the first Attack made during
an Attack Action.
* Stagger: Staggered characters lose their Reaction and have their Speed
reduced to 10 feet until the end of their next Turn.
* Talent: A special ability granted to player characters and Bad Guys that allows
them to manipulate, break, or ignore standard gameplay rules.
* Thematic Action: Any Action that does not require a die roll, such as movement,
drawing or sheathing items, or talking.
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Playing the Game
Cyborgs & Cigarettes uses the Assembly System, which allows players to
build die pools to respond to the challenges they will have to overcome during the
course of their careers. All characters have access to the same five Attributes and
twenty Skills. When a character is challenged to perform an action that they cannot
automatically succeed at, the Narrator and the Player will decide together on a
combination of Attribute and Skill that the character will use to take on the challenge.
For example, they may use Might and Athletics to lift something heavy, or Moxie and
Diplomacy to fast-talk someone.
When an Attribute and Skill have been agreed upon, the player assembles
the pool. Attributes determine die size, and Skills determine dice number. So
a character with d8 Brains and 4 Technology would roll a pool of four eight-sided
dice. Certain special features available to characters can add or modify dice pools in
specific situations, but without any modifiers the minimum dice pool will always be
(Skill)x(Attribute).
After the pool has been assembled, the Narrator declares the Difficulty
Threshold for the challenge. Difficulty Thresholds (DTs) represent how challenging an
action is to perform. Simpler actions have lower DTs, and more difficult actions have
higher DTs. DT 1 is effectively a “phantom” DT, because it’s an automatic success. DT
2-4 are the most common DTs, since they represent actions reasonably executed by
people without specific training or overwhelming Attributes. Anything DT 5 or higher
is going to require stronger Attributes, training as represented by Skills, or special
abilities to succeed . DTs can be raised or lowered based on character actions,
1
Once a pool has been assembled and a DT has been declared, the pool
is rolled. If at least one die shows the value of the DT or higher, the character
succeeds. Otherwise, the character fails. It doesn’t usually matter how many dice
meet or beat the DT. In the case of combat, extended checks, and some extremely
difficult checks, these “degrees of success” will become important, but otherwise
the core of the difficulty comes from how high or low the DT is.
There are going to be situations where two characters are in conflict. Save
for combat, which is described later, these are resolved using Contested Rolls. In
these scenarios, the aggressor and the defender both roll their own dice pools.
These can be the same (Technology with Savvy for dueling hackers) or different (Bluff
with Moxie versus Street Smarts with Savvy to fast-talk someone). Regardless, both
characters roll at once. Whoever has the highest showing result wins the challenge.
In the case of a tie, the party with the higher degree of success succeeds. If both
the showing die value and degree of success are the same, both parties partially
succeed.
1— Having 0 in a Skill doesn’t mean that a character cannot attempt an action. In the case of
attempting an action with 0 points in the relevant Skill, the player can attempt the roll with a
single die of the relevant Attribute at a DT of +1.
6
The five Attributes describe what a character is. Might is a character’s
physical prowess, such as how much they can lift and how hard they can push.
Finesse is a character’s physical acumen, such as their flexibility and speed. Brain
is a character’s width and breadth of knowledge, including both book learning
and hard-learned life lessons. Savvy is a character’s mental flexibility, representing
how well they think on their feet. Finally, Moxie is a character’s force of personality
and confidence. These Attributes are rated by die size, from d4 to d12. Non-player
characters that are not Exemplars or Divinity have their Attributes capped at d10.
Player characters, Exemplar and Divinity NPCs have their Attributes capped at d12.
A character’s Skills describe what they do. These have numerical ratings,
from 0-3 for NPCs that are not Aces, Exemplars, or Divinity. For player characters,
these are rated 0-4. 0 represents a lack of exposure or training. While a character
can attempt to muscle through with just an Attribute, the DT is increased. The twenty
Skills are:
Skills and Attributes are combined to form dice pools. The number of the
Skill determines how many dice are used, and the Attributes determines the size of
the dice used. A player character can only have a maximum of 5 dice in their pool. If
a pool can be assembled from more than 5 die, the larger dice take priority.
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Dice pools can be modified in several ways, though every modifier is always
applied after the dice are rolled but before any outcome is determined. In the case of
multiple parties having the ability to affect the same pool, effects are activated and
resolved one at a time in a back-and-forth exchange. For instance, if the instigator
has two effects that can modify the reactor’s pool, and the reactor has one, then
the instigator chooses one of their available effects, allows the reactor to activate
their effect if they choose, then activates the second effect. The instigator always
enters this pattern of declare-resolve-invitation to react, even if the reactor cannot
do anything in response. The modifiers that can be used are the following:
* Reroll x - Choose x number of dice in the pool and roll them again. The description
of the modifier will determine which result is kept. If x is greater than the number
of dice in the pool, then all of the dice are rerolled and the effect ends.
* When a character rerolls their own pool or an ally’s pool, the better result is
kept. When a character forces an enemy to reroll, the worse result is kept.
* Rerolls happen one at a time. This means if a pool has Reroll 2 or more, the
player rerolls one dice and then has the option to reroll any dice in the pool,
even the dice that they just modified.
* Maximize - Pick a die in the pool and set it to its maximum value.
The rules for combat expand on the order of operations rules above. To
determine action order, roll Initiative. Roll Finesse & Savvy plus any die bonuses. The
highest showing number is the character’s initiative value. Characters with the same
initiative value act at the same time. Players act first on initiative clash, and players
must choose among themselves who declares first. Once initiative order has been
established, the order of operations for a combat round is:
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As with other Difficulty Thresholds, a Defensive Value can be raised or
lowered based on character actions. The three most common actions that will
modify a character’s Defensive Value are:
* A character can use their Mechanical Action to Guard. This raises their DV by 1.
* If two characters are on opposite sides of a target that they are both within 5
feet of, they reduce that target’s DV by 1.
At any point during combat actions, if a character has a valid Reaction, they
can declare that they are activating their Reaction and immediately insert the effect
of the Reaction in the order of operations.
Action Types
There are four types of Action that a character has access to. Unless
otherwise modified by a Talent, each Action can only be used once per Turn. At the
start of the character’s next Turn, these Actions all become available again.
* Aim - Denote a target within range of the character’s equipped weapon. The
next Attack made against the target gains Static Add 5. This effect ends if
the attacker or the target moves respective to each other before the attack
is made.
* Assisting Allies - One character can assist another in a check. The two
players compare the Skill between the two. If the assisting character has
a higher Skill, the assisted character uses that Skill value. If the assisting
character has a Skill value equal to or lower than the assisted character,
the assisted character gains Static Add x on the check, where x equals the
assisting character’s Skill value. This assistance bonus is removed at the
end of the assisted character’s Turn.
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* Full Cover, or one-half Cover with Defense - Increase DV by 3.
* Full Cover with Defense - Increase DV by 3 and Minimize one die in all
Accuracy pools.
* Riposte - Declare an Action and Trigger, then end your Mechanical Action.
If the Trigger happens before the start of your next Turn, the Action you
declared executes.
* Making a Check - This is left to the Narrator’s discretion, but a Check takes
up the whole of a Mechanical Action.
* Rally - Target an ally within 30 feet and Rally them. They may add d8 to a
pool of their choice before the end of their next Turn.
* Movement - This is a special type of Action in that it does not have its own start
and end point. The character is allowed to use their allotment of movement over
the course of their turn, in any combination and any amount they like.
* Reaction - This Action type can be used at any time, even outside of the
character’s Turn. However, the Reaction always has an activating event attached
to it.
* Thematic - These Actions are anything that doesn’t require the roll of the die to
activate. Save for talking, each of these Actions can only be executed once.
* Talking
* Drawing/Stowing an Item
* Activating an Enhancement
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* Bonus - These Actions are granted by Talents. Their particular benefits and
methods of execution are detailed in the Talents that grant these Actions.
Otherwise, they activate separately from Mechanical and Thematic Actions.
* Hold Action - The opposite of Hanging Action, Holding an Action does not
require a Mechanical Action and confers no defensive benefit. It allows
the player to declare an Initiative value to act on that is HIGHER than their
current Initiative. Holding an action can only be done at the start of the
character’s Turn.
Extended Actions are unique from the action types listed above. These
Actions are something that requires concentration over the course of a period of
time longer than “functionally instant”. An Extended Action is made of the following:
* Threshold - The Difficulty Threshold for the challenge. There can be different DTs
per Skill used due to how orthogonal the skill’s applicability to the challenge is.
* Iteration - The amount of time each check takes. This can range from a minute
to about 12 hours. Any less than that can be handled with a regular check, and
any longer should really be compartmentalized into more granular challenges.
* Failure - Extended Actions can fail in two ways, though one or the other failure
conditions may not be applicable. First a character can run out of time (too many
iterations). Second, a player can accumulate too many failure rolls (rolls where
no die in the pool garner a success).
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Character Creation
A character is assembled from a series of different options that determines
their skill set, informed by their history. This starts by choosing a Background.
Each Background has five Background Skills (note these with a - on the character
sheet), at least one of which is chosen by the player. Note the two Attributes the
Background modifies; the Background Attribute is used if the character’s Profession
has a different Profession Attribute. If the character’s Background Attribute and
Profession Attribute are the same, then the character uses the Alternate Attribute
instead. Finally, each Background grants a Background Talent.
Laborer Miscreant
* Athletics
* Acrobatics
* Endurance
* Athletics
* Mechanics
* Sneaking
* Medicine
* Street Smarts
* 1 Personal Skill
* 1 Personal Skill
* Conditioning:
Health
Add +1 to
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Educated Rascal
* Academics
* Athletics
* Technology
* Bluff
* 3 Personal Skills
* Perception
*
information. Alternate Attribute: Brains
* Savage: Add
Initiative.
Ferocity to
Hard Boiled
* Endurance
* Interrogation
* Perception
* 2 Personal Skills
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character’s actual job is in specificity can be merely related to their Profession.
This quality just informs the set of experiences and abilities that the character has
garnered in their working life. Professions are listed later in the book and grant the
2
* Note the Specialty Dice. On the character sheet, note that there are blank spots
next to Cunning, Ferocity, and Presence. Note “P”, “S”, and “T” in these blank
spots for the Profession’s Primary, Secondary, and Tertiary Specialty Dice. For
Level 1 characters, the Primary die is a d4 and the others are blank.
* Note the Defensive Scaling for the Profession. Fill in the Defensive Value of the
character with the appropriate DV. For Level 1 characters Excellent Defensive
Scaling is a 4, Average is 3, and Poor is 2.
* Roll the character’s Starting Resource and note it on the character sheet.
* Each Profession has two Mandatory Skills and a suite of five Skills that the player
is allowed to select three of. Mark these five Profession Skills with a |. If a Skill
has a - in it already, this becomes a +.
* Skills with a + are rated as 2. Skills with a - or a | are rated as 1. Every other Skill is
rated as 0. These marked skills are the character’s Favorite Skills.
* Buy stuff using your character’s Resources. It’s recommended to buy housing
and a vehicle at the very least.
* Calculate the character’s Speed based on the chart on the next page.
2— This game assumes that all player characters will be between the ages of 16-50. If a
player wishes to portray a character younger or older than these ages, they will need to
discuss the mechanical implications (if any) with their Narrator.
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To create characters of higher Level, start by generating the 1st Level
character. Then bring them up to the desired Level as though they had levelled up
normally. Finally, give the character Resources based on the High Level Starting
Character Resource Table in Appendix A.
Specialty Dice
Cunning, Ferocity, and Presence are the three Specialty Dice assigned
to each player character. These dice serve as a way for players to add a little
“oomph” to specific die pools, playing up the strengths of a character even in
potentially unexpected ways. At the Narrator’s discretion, a player character can add
a SpecialtyDie to a pool with appropriate roleplay. This is meant to reward players
getting into character, playing to their strengths or shoring up their weaknesses.
Talents and Improvements allow the character to add in Specialty Dice to certain dice
pools without requiring intense roleplay; this is meant to symbolize the character
being so skilled at certain tasks that they can add their Specialty naturally.
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Brute
• Athletics
• Interrogation
• Intimidation
• Ranged Weapons
• Street Smarts
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Brute Talents
* Tough Skin: Gain passive Armor 1. This does not stack with worn or implanted
armor.
* Duck and Weave: You may move through spaces occupied by enemies, but you
may not end your movement in an occupied space.
* Diehard: When you would be reduced to or below 0 hit points, stay alive a
number of turns equal to your Level. Every round, you are Dazed. This only
activates once per day.
* Improvement: You are not Dazed. On your turn, you may roll Might +
Athletics/Discipline at difficulty 3. On a success, heal to 1 hit point.
* Looming Presence: When rolling a social check, you may roll with Might instead
of another Attribute. When you do, also add d8 to the pool.
* Stalwart: Once per combat, when defending, force your attacker to re-roll their
attack pool and keep the lower result.
* Improvement: The attacker loses the highest showing die in both pools.
Brute Keystones
* Cleaving Strike: When attacking with Close Combat, instead of targeting one
enemy in range, instead roll one attack pool against every target in range.
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Soldier
18
Gain an additional three Profession Skills
based on your Expertise. Gain your first
Profession talent from your Expertise.
Soldier Talents
* Endurance Training: Gain 1 Health every even Level. This Talent is retroactive.
* Two Rounds Rapid: You gain an additional Attack Action each Turn.
* Improvement: Once per Turn, you may Reroll 1 in your attack pool.
* Zero In: On your Turn, mark a target within sight. Attacks against that target add
your Ferocity. You may choose to mark a different target within sight on your
Turn, or immediately if your marked target dies.
* Tough Skin: Gain passive Armor 1. This does stack with worn or implanted armor.
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Soldier Keystones
* One Man Army: When attacking a target without an ally adjacent to you, lower
the target’s Defensive Value by 1 and add your Ferocity to the Attack Pool.
* Metal Soldier: When wearing Armor, increase your Defensive Value by 1 and
increase the Armor’s Damage Reduction by 1.
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Professional
• Academics
• Bluff
• Close Combat
• Diplomacy
• Street Smarts
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Professional Talents
* Holdout: You are considered to always be armed with a Silenced Pistol and
Lockpicks (d8 Skill Item). Once per day when you are intentionally disarmed, you
may produce a Silenced Pistol and Lockpicks from a previously unmentioned
dead drop nearby.
* Arterial Strike: When attacking from Stealth, add +1 to damage. At level 5, this
becomes +2 damage.
* Cunning Reaction: Once per Turn, if you attack from Stealth with a weapon that
would break Stealth and miss, you do not break Stealth.
* Improvement: You do not break Stealth until the end of your Attack Action.
If all of your attacks miss, you do not break Stealth.
* Fast Talk: When in disguise and/or infiltrating an area you are not supposed to
be, you gain Cunning when making rolls to break in, navigate, or falsify your
credentials.
* Improvement: Instead, Static Add 7. Also Minimize one die on all checks
made to locate the object or pierce your disguise.
Professional Keystones
* Mozambique Drill: Once per Turn, you may target one enemy and make three
Firearms Attacks against them. This is a Free Action.
* Blade Master: When attacking with edged weaponry, decrease your target’s
Defensive Value by 2. If attacking from Stealth, reduce their DV by 4 instead and
attack twice instead of once (both gaining the benefit of Stealth).
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Courier
• Close Combat
• Perception
• Sneaking
• Street Smarts
• Vehicles
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Courier Talents
* Free Movement: Ignore an amount of Hindering Terrain equal to your Level times
5 feet.
* Move-and-Stick: If you move at least 10 feet during your Movement Action, you
may add your Cunning to the next attack you make before the end of your Turn.
* Improvement: You may re-roll one die in the pool modified by this check.
* Physical Adept: When rolling Athletics or Endurance, Static Add 3. At Level 7, this
becomes Static Add 5.
* Improvement: Increase the Static Add values from this Talent by 2 (Static
Add 5 until Level 7, then Static Add 7).
* Stab-and-Shoot: This Talent operates when using a melee weapon in one hand
and a firearm in the other. Once per Turn, after making an attack with your melee
weapon, attack either the same target or a new target with your firearm and add
Cunning, OR after making an attack with your firearm, attack either the same
target or a new target with your melee weapon and add Cunning.
Courier Keystones
* Reflexes: You maintain your full Defensive Value, even if you are Ambushed or
flanked. Additionally, increase your Defensive Value by 2.
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Fixer
• Bluff
• Diplomacy
• Interrogation
• Investigation
• Technology
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Fixer Talents
* Put the Screws To ‘em: When making social checks, add your Presence.
* Sly Negotiator: When dealing with shopkeepers, fences, and other salespeople,
you are always able to barter or sell items.
* Slick Confidant: Once per scene, target one NPC. Put the moves on them over
the course of 10 minutes. After this time is up, the NPC treats you as a friend
for the rest of the scene. They will divulge information, perform favors, and
otherwise act as though you two had been through thick and thin already. This
Talent expires at the end of the scene.
* Cool Under Pressure: Add Cunning to Initiative. Increase your Defensive Value
by 1.
* Known Around Town: People in the underworld always know of you, even if only
in passing. Reroll 1 on Social Checks with members of the criminal underworld.
Fixer Keystones
* Not the Face!: Once per Scene, use your Reaction to interrupt an attack that has
you as its target. Negate the effects the attack would have on you, and move up
to your full Speed away from the source of the attack.
* Expendables: Once per Chapter, generate up to five NPC allies. You have five
levels to allocate to these allies; you may have five Level 1 allies, one Level 5 ally,
or any distribution in-between. All of these allies are Ace type NPCs. You have
control of these allies and can use them for aid and espionage, but they cannot
be used in combat. If they die, you cannot replace them until the start of the
next Chapter, when you use this Keystone again.
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Operator
• Academics
• Bluff
• Craft
• Perception
• Street Smarts
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Operator Talents
* Nicate Wipe: If an unauthorized user attempts to utilize your Deck, they must roll
Technology & Cunning with Brains vs. your Level. If they fail, the Deck melts into
useless slag and all of the data on it is destroyed. This roll is made before any
Technology roll to get past installed security software.
* Miniaturization: Your Deck is cutting edge, the size of a large hardcover book
instead of a briefcase. You may conceal the Deck on your person with a Bluff &
Cunning with Brains roll.
* Recursive Intrusion: Once per scene, when making a Technology check, Reroll
1.
* Very Useful Toolkit: You have a pocket-sized case with tools needed to repair
and maintain your Deck and other devices. You can use the tools from this kit
on any Investigation, Technology, or Craft check made to repair, upgrade, or
destroy computer devices, adding a d8. If you lose this kit, you may replace
it without a Resource Cost, though you still must use a Preparation Action or
Downtime.
Operator Keystones
* Zero Count Infraction: Your Deck has a special EMP emitter integrated into it.
Once per week, you may activate the emitter to affect all Implants, electronics,
and computers within 30 feet. Implants stop functioning: cyber-eyes go blind,
cyber-limbs become lame, etc. This can be repaired with an extended Medicine
& Technology with Brains roll against 10. Electronics stop functioning entirely,
and must be replaced, as wires short and burn out. Computers (save for your
Deck, and anything inside a Faraday Cage) are wiped of data.
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Investigator
• Academics
• Interrogation
• Ranged Weapons
• Perception
• Sneaking
29
Investigator Talents
* Take ‘em In Alive: Activate this Talent when making an attack dealing subdual
damage. Add Cunning to the attack pool.
* Lurking: When staking out an area as a Prep action, increase pools to observe
the area you’re staking out by a number of die equal to your Investigation.
* Improvement: You may roll these checks twice and keep the better result.
* Honed Skills: When searching for clues in a Scene, Reroll 1 in your Investigation
or Street Smarts check.
* Improvement: When entering a Scene, the Narrator must tell you how many
clues are in the Scene if any. They must also give you a “flash of insight”, a
hint towards the most important clue or clues in the Scene.
Investigator Keystones
* Flash of Insight: Once per day, you may ask the Narrator up to five questions
about a Scene. These questions cover facts about the area, such as “Who was
here last?” or “Is there anything hidden in this area?”. The Narrator answers
these questions with a yes or no.
* No Time To Bleed: When you would be reduced to 0 hit points or lower, you
may activate this Talent. Restore yourself to 1 hit points, and gain Armor 3 for
the rest of the Scene. This stacks with worn or implanted Armor. Additionally,
you become covered in blood. This Talent resets at the beginning of each day.
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Socialite
• Academics
• Bluff
• Intimidation
• Perception
• Vehicles
31
Socialite Talents
* Money Talks: You have enough liquid assets to bribe your way out of any problem.
Once per day, when you would fail a Social challenge or check, activate this
Talent. You succeed the check instead.
* Rousing Shout: This Talent modifies your Rally action. When you Rally an ally,
they also add your Cunning to a roll of their choice that they make on their next
Turn.
* Social Chameleon: Add your Cunning to all Social Checks, not just ones made
in high society.
* Cunning Liar: When making a contested Social check to lie (Savvy + Performance),
minimize one dice in your opponent’s pool. Against static checks, reduce the
Difficulty Threshold by 1.
* Improvement: Minimize two die instead, and reduce the affected DV’s by 3.
Socialite Keystones
* Verbal Elegance: You are always able to know the state of anyone you speak
to, either in person or remotely (as long as you can hear their voice or see their
body). At any time, you may either ask the Narrator or the player of the character
what their current disposition is, both in general and towards you. Additionally,
whenever you would say or do something that would antagonize the character
you’re interacting with, the Narrator or the player of the character must confirm
that you would like to commit to your statement or action. If you choose not to,
the statement or action is not committed.
* Priority Delivery: Declare an object worth no more than Resource 3 and activate
this Talent. Your personal courier will deliver the object to you within 10 minutes
discreetly. Your courier must be able to physically reach you for this Talent to
work; delivering a file to you in prison is valid, but delivering you a terminal on the
moon is not. You may use this Talent once per Job.
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Gear Head
• Academics
• Athletics
• Craft
• Perception
• Technology
33
Gear Head Talents
* Redline: When driving a vehicle, add another Speed Gradient above Full Speed,
‘Redline’. Redline increases the top speed of the vehicle to 125%.
* Daredevil: When driving, you may use Moxie instead of Finesse for vehicle
handling pools. Additionally, add your Cunning to all vehicle handling pools.
* Hot Lead Discipline: When driving, checks made to maintain control over the
vehicle become Bonus Actions.
* Rev Overlord: Allies attacking from a vehicle you are driving add your Cunning to
their attack pools.
* Demon on Wheels: Whenever you make a Vehicles check, you may roll twice
and keep the better result.
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Con Artist
A winning smile and a good hustle can take you miles. The
Con Artist looks out for number one, using dirty tricks and
underhanded tactics to grab everything they can and run.
• Academics
• Interrogation
• Intimidation
• Ranged Weapons
• Street Smarts
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Con Artist Talents
* Spirited Debater: When rolling a social check, you may roll with Moxie instead of
another Attribute. When you do, also add d8 to the pool.
* Dirty Strike: Once per Attack Action, increase the attack pool by a number of die
equal to your Bluff.
* Cunning Maneuver: Once per Scene, when you are targeted by an attack, you
may redirect the attack to another person within 10 feet of you who is not the
original attacker. This Talent activates as a Reaction. Other than the modified
target, the attack plays out as normal.
* Sly Viper: When making a contested Bluff check, minimize one die in your
opponent’s pool.
* Immaculate Liar: When making Bluff or Performance checks, roll twice and keep
the better result.
* Subtle Blade: When making an Attack Action, target an ally with 30 feet. They
may spend their Reaction to make an Attack against the same enemy you are
attacking. Their attack pool adds your Presence.
36
General Talents
* Acrobat: It costs no movement to stand from prone. You may move 10 ft. up
vertical blocking terrain without needing a check.
* Improvement: You may move 20 ft. up vertical blocking terrain instead. You
may also move through enemy spaces.
* Balanced: Ignore up to one-half your level, rounded up, times five feet of
Hindering Terrain.
* Balanced Strike: When using a Balanced weapon the Accuracy Bonus becomes
d8+d6 instead of 2d6. Additionally, increase damage by 1.
* Improvement: The Accuracy Bonus becomes 2d8, and the damage bonus
becomes +3.
* Devastation Strike: When using a Savage weapon, the Accuracy Bonus becomes
d10 instead of d8. Additionally increase damage with Savage Weapons by 2.
* Improvement: Increase the Accuracy Bonus to d12 and the damage bonus
to +4.
* Enhanced Battery: Your Cyberpower gain per Level becomes 0.75 instead of
0.5. This is retroactive.
* Grappler: Maximize one die to Accuracy when initiating a Grapple. Crush gains
Static Add 5. Throw gains knockdown. Drag’s base distance becomes 10 feet
instead of 0 feet.
* Improvement: Crush, Throw, and Drag become Bonus Actions and do not
cost the attacker’s entire turn.
* Healthy: Add one additional hit point every level. You still gain one additional hit
point at every odd level. This is retroactive.
* Improvement: Every even Level, gain two additional hit points instead. This
is retroactive.
* Martial Artist: When using Unarmed attacks, you may decide when declaring
your target if your Unarmed Attack is a Precise, Balanced, or Savage weapon.
* Needling Strike: When using a Precise Weapon, the Accuracy Bonus gains Static
Add 3. Increase the damage bonus of Precise Weapons by 1.
37
* Improvement: The Accuracy Bonus becomes Static Add 6. Increase the
damage bonus of Precise Weapons by another 1.
* Overwhelming Attack: If you make an Attack against a target and deal 0 damage,
you instead deal 1 damage that ignores Armor.
* Skilled: Take another Favored Skill. You may only take this Talent at Character
generation. You may not Double Favor a Skill with this Talent.
* Silver Tongue: When making a contested Social challenge, add d8 to your pool.
Once per scene, force your opponent to reroll their highest-showing die.
* Improvement: This becomes d12 instead, and once per scene, you may
force your opponent to reroll their entire dice pool.
* Slippery: Increase your Backpedal by five feet. At level five, this becomes a ten
foot increase.
* Sniper’s Eye: You may continue to keep your Aim bonus even if you or your
target move, as long as the target is in your line of sight at the beginning of your
next Turn.
* Stirring Rally: When Rallying an ally, grant them d12 instead of d8.
* Improvement: The Rallied ally may also move a number of feet equal to half
your level, rounded up, times five feet.
* Swift Response: Add one-half your level, rounded up, to the highest result in all
your Initiative rolls as a static bonus.
* Improvement: You may act during an Ambush if you are part of the ambushed
party. Additionally, add your level to Initiative instead of one-half your level.
* Thoughtful Argument: When rolling a social check, you may roll with Brains
instead of another Attribute. When you do, Static Add 3 to the pool.
* Trained: Choose two Skills from the list below. Add your primary Specialty Die
when making checks with that Skill.
* Academics
* Mechanics
* Bluff
* Medicine
* Craft
* Perception
* Diplomacy
* Street Smarts
* Interrogation
* Technology
* Investigation
* Vehicles
38
* Two-Weapon Fighter: When attacking, make one additional Attack with your off-
hand weapon. The dice in this pool are capped at d8.
* Improvement: Increase the cap to d10 and gain +1 to your Defensive Value.
39
Using Resources
Resource is a generic term to describe favors, connections, cash, and
other assets available to your character at any time.
Items with an Upkeep Value must have their Resource value paid every
interval (listed inthe item’s description) or the character loses that item.
Buying an item “at-cost” for its full retail value means you own it, unless it
has an upkeep value assigned to it. During the Preparation phase for a Job, you can
get items on loan for one Resource less, but you have to give it back at the end of
the Job (and if it’s lost or broken, you’ll have to pay from your cut to have it replaced
or repaired lest you risk the wrath of the lender).
* Area Denial x (Manifold) - Attach to any ranged weapon. This weapon leaves
some hazardous material at the spot of its impact. The space the target of
the attack occupies becomes dangerous, dealing x amount of damage to any
character that starts their turn or moves into the dangerous area. The area
remains dangerous until the start of the attacker’s next Turn. Since a character
may want to lock down an area without a target currently in it, weapons with this
adjective can be used to target empty space. This requires an attack but does
not need a roll. X is capped at 3.
* Armor Piercing x (Manifold) - Attach to any weapon. The damage from the
weapon ignores x amount of Armor. X is capped at 3.
* Collapsible - Attach to any carried or worn item. The item breaks down into
a series of smaller components that can be assembled or taken apart with a
Thematic Action.
* Concealed - Attach to any carried or worn item. Attempts to locate the item on a
person have their largest die minimized.
* Dazing x (Manifold) - Attach to a weapon. Inflicts the Dazed effect on the target
on hits with x or more successes (not damage). X starts at 4. A second purchase
of the Dazing effect on the same weapon makes X 2 instead.
40
* Demolish - Attach to a weapon. Any unattended item that is targeted by the
weapon is destroyed without a roll. When used to destroy an object that requires
a roll, Reroll 2 on the pool.
* Extended (Manifold) - Attach to any melee weapon. Increase the range of the
weapon by 5 feet.
* Range Increase x (Manifold)- Attached to any firearm. The effective range of the
firearm is doubled a number of times equal to x. X is capped at 3. For example, a
Savage Firearm with Range 20 would have its Range increased to 40, then 80,
then 160.
* Suppressor - Attach to a pistol or rifle. Characters further than 20 feet away from
the weapon firing Minimize their two highest dice to locate the shooter.
* Sneak - Attach to any Precise weapon. Reroll 1 when attacking from stealth.
* Versatile - Attach to any melee weapon. Static Add 3 when using the weapon
with both hands.
Weapons Types
41
Armor Quality
Equipment
Resource 1
42
Resource 2
Resource 3
• Fancy Car
• Branded Deck
• Low-End House (Repeating, monthly)
• Modified Voice Box
• Anyface
• Night Vision
• Targeting Assistance
• Combat Dress (Armor 2)
• Hidden Firearm
• Chest Storage
• Zoom Legs
• Meniscus Pistons
• d8 Skill Item
• Grenade
• Codebreaker
43
Resource 4
Resource 5
Skill Item - A Skill Item is any piece of Equipment that enhances a specific
Skill. The Skill is chosen when the item is purchased, as is the dice size benefit. When
the Skill is used, the user also adds the Equipment’s bonus. If the Equipment can be
used for a different Skill that it wasn’t designed for, the bonus from the Equipment is
reduced by one die step. In the case of d4 Skill items, this becomes 0.
44
eyes and facial structure. Major cosmetic Enhancements affects bones and muscle
structures, allowing a character to alter their height and width.
Combat Dress - This body armor is made by layering padding and Nicate
mesh. It is a flexible protective garment that covers the torso, arms, and upper
legs. Popular among more combat-focused Torpedoes, these Combat Dresses are
generally a sign that the wearer is spoiling for a fight that they expect to at least
survive, and offer Armor 2.
Military-Grade Armor - Surplus body armor from the military, this full-body
protection uses ablative fabric and ceramic Nicate inserts to keep the wearer safe.
While the military armor is heavier than its counterparts, Torpedoes that use this
armor swear by it. Military-Grade Armor provides Armor 3.
45
Enhancements
* NNI Slot
* Head
* Modified Voice Box (Power 1) - A small series of servos and speakers are
placed around the larynx and trachea, expanding the vocal range of the user.
Gain a bonus d10 to all vocal performances. You can additionally mimic a
voice after hearing it for a minute, gaining the bonus from this Enhancement
to impersonate the voice.
* AnyFace (Power 1) - Tiny servos and plates under the skin alter the physical
structure of the face. Reroll 1 on all checks to create or maintain a visual
impersonation another person, or disguise your face.
* Eyes
* Night Vision (Power 1) - See in the dark out to 60 feet. Sudden bright lights
will overload this Enhancement, leaving the character blind until the end of
their next turn.
46
* Torso
* Arms (x2)
* Healing Hand (Power 1) - Reroll 1 in any Medicine pool once per turn. Gain 2
auto-successes on each Iteration of any Extended Medicine check.
47
* Tainted Love (Power 1) - Small poison vials are inserted in your forearm,
with piping leading down to your fingertips. Tainted Love can inject poison
in two ways. If affecting food or drink, you only need to touch the item to
contaminate it. If affecting a person directly, they may choose to have you
roll Bluff, Close Combat, or Sneaking with Might or Finesse as an attack to
let you get close enough for contact. The Enhancement can be loaded with
Debilitating or Deadly poison, and requires an hour to fully prepare and load
one dose.
* Legs
* Meniscus Pistons (Power 1) - After rolling a jump check, double the height
of the jump or triple the length of the jump.
* Angels’ Fall (Power 2) - Collapsing pistons in the knees and hips allow you to
fall safely. Reduce the fall distance by 40 feet when calculating Controlled
Fall DT and damage.
48
Automobiles
O'Nell & Smith Engine Group – O&S originated in Germany in 1917, and is a
relative newcomer in the industry. While other European companies such as Mason
Motors or Taan Engineering provided civilian cars, O&S cobbled together an amalgam
of the best qualities of their opponent's machines, and then improved them. Starting
with 1917's A-Series of cars and motorcycles, O&S swept across the countryside and,
in less than four years, have firmly seated themselves as the dominating power in
European motors. O&S cars are well-crafted but not outstanding in any single aspect.
Speed: The top speed of the vehicle in miles per hour. These are abstracted
into several speed gradients. Vehicles go from one gradient of speed as part of the
driver’s Thematic Action. Every increment of 40 MPH the car is travelling (40 MPH,
80 MPH, 120 MPH, etc.) grants a free forward movement of 10 feet as per the vehicle
movement rules.
Stopped
¼ Speed
½ Speed
¾ Speed
Full Speed
Weight: The heavier the vehicle, the less maneuverable it is and the longer
49
it takes to come to a complete stop. However, a heavier car or bike is not necessarily
a bad thing; heavier automobiles are harder to destroy and have an easier time
knocking obstacles, and pushing other vehicles out of the way. Use Weight as the
Equipment die when using your vehicle for brute force. This includes attacks. All
vehicles are considered Savage Weapons with a damage bonus increase equal to
half their Weight die size.
Maneuverability: How well the automobile navigates tight corners and fast
stops. The more agile the car or bike, the easier ducking and weaving through narrow
streets and tighter alleys will be. Use Maneuverability as your Equipment die when
forcing your ride into complex acrobatics. Half of the Maneuverability is the vehicle’s
DV while in motion, otherwise the DV is 0.
Durability: The amount of damage your vehicle can take before breaking
down.
A character can move their car forward, backward, left, and right relative to
its starting position as a Mechanical Action on their turn. Roll Vehicles with Finesse
and Maneuverability against DT 3. Each success allows the driver to move the car
ten feet in a cardinal direction. Diagonal movement is invalid for vehicles. The car
maintains its forward momentum over the course of the Round. Cars count as one
50
layer of cover for driver and passengers. Vehicular movement is always calculated
relative to itself. Thus if a sedan is moving at 40 MPH, over the course of 10 seconds
(about one Round) it would travel 58 feet forward. This is not calculated for the
purpose of any forward motion made during a vehicular movement action, so while
it might move 78 feet from its starting position (58 feet plus 20 feet as an example
vehicular movement value), only the 20 feet from the roll would be counted.
Watercraft have a one-to-one analog to all of the land vehicles on the table.
An Unreliable Motorboat moves as fast as and uses the same die and numerical
values as the Unreliable Sedan, for instance.
Enhancing a Vehicle
Armor Plating (Forward, Rear, Flanks; Power 1) - The vehicle gains Armor 1
for each iteration of this Enhancement installed.
Front Catch (Forward; Power 1) - A heavy steel plate layered across the
grille of the car, with reinforcement to the frame. Increase Weight by one die step (up
to d12) and durability by 1.
51
Metallic Flake Coating (Forward, Rear, Flanks; Power 1) - A low-voltage
electric current runs through the Nicate flakes embedded in the paint, confusing
the outline of the vehicle. The vehicle increases its DV by 1 for each iteration of this
Enhancement installed.
Mounted Gun (Front, Rear; Power 1) - Install a Balanced firearm (this firearm
can be upgraded) in the hardpoints at the front and back of the car. Attacks are only
valid against targets within a rectangle of effect with a width of the car’s front or rear
and a length equal to the range of the firearm. Attacks made with this weapon use
either the driver’s Firearms or Vehicles.
Decks are briefcase-sized portable nodes. Able to store data and Programs
on their internal Nicaloid reels, Decks are common enough to be built in any well-
stocked basement. Decks can be connected to nodes, mainframes, or into Deck
connection points. If the network has access to the Mesh, the Deck is able to get
online.
52
The Mesh is a series of wired mainframes across the world, connected by
telecommunication lines. The interconnectivity links major cities, corporate entities,
and educational institutes. However large bodies of water, mountains, deserts, and
other land features block the laying of telecommunication infrastructure. While work
is being done to fully connect the world, it will still be years before the work will be
complete.
At the tapered ends of the major communication spines across the world
are data dumps, facilities with high bandwidth and storage that serve as a way to
connect across inhospitable terrain. These dumps take in information, transcribe it to
AMBER units or other physical media, then load it onto boats, trains, or automobiles
4
Decks have an internal storage medium. The quality of the Deck determines
its efficiency, as well as how much storage it can hold, segmented into partitions.
The Equipment bonus and partition number per Deck are listed below. Decks are
about the size and weight of the average typewriter, and have a built-in GUI and user
input hardware.
All Programs cost 1 Resource each to buy and require an Extended Check to
install or swap out. This check uses Technology with Brains at DT 4 of 3 Successes
(interval one hour).
* 4 The most common static storage medium in use. A Nicaloid reel set in a
shockproof steel suitcase with a tamper-proof lock. The data is encrypted on the
reel, and a Nicate charge is set in the case to slag the data if any unauthorized user
attempts to access it.
53
* Eavesdropper (1 Partition) - This program sits on the targeted node. As long
as the program is running and connected to the Mesh, it reports the usage
on the node to the Deck.
* Lockout (1 Partition) - Locks out a node from a network, stopping all network
traffic in and out.
* Parasite (1 Partition) - Select another program on the Deck and select its
parameters. The next time the node or mainframe is started up, the selected
program launches with the specified parameters.
54
Part 2: The Narrator
55
Spot Rules
Jumping
Grappling
* Target an enemy within five feet using Close Combat with Might or Finesse. On a
hit, the attacker deals no damage to the target. Instead, the target is Held. This
is considered an unarmed attack, making it a Balanced weapon that is modified
by the Martial Artist Talent.
* On the target’s Turn, if they are still Held, they may use their Mechanical Action
to contest Acrobatics or Athletics with Might or Finesse against the Attacker’s
Close Combat with Might or Finesse. If the target succeeds, they lose the Held
status. Alternatively, the target can initiate a Grapple of their own.
* Starting on the Attacker’s next turn, if they still have a Held target, they may
Crush, Drag, Throw, or Release. Using any of these save for Release costs
everything save for the Attacker’s Thematic Action, even if the Attacker has
Talents or other options that grants additional or bonus Actions.
* Crush: Roll Close Combat with Might or Finesse as an attack with a Balanced
Weapon.
* Drag: Roll Close Combat or Athletics with Might. The number of successes
is multiplied by five, and the Attacker can drag the target up to that number
of feet.
* Throw: Roll Close Combat or Acrobatics with Might or Finesse. The number
of successes is multiplied by five, and the target is knocked back up to that
many feet. Finally, the target is no longer Held.
* Release: The attacker uses their Thematic action to end the Held condition.
56
Death and Dying
* If the roll succeeds, the DT of the subsequent death rolls are decreased by 1.
* If the roll fails, the DT of the subsequent death rolls are increased by 1.
Once the DT for the death rolls exceed the dice size of the Attribute used
for the save, the character dies.
death DT. Each success made during this aiding action reduces the death DT by 1.
Should a character have their last hit point removed due to subdual damage,
they fall into unconsciousness without rolling for death.
Healing
* Resting in a comfortable, safe place with at least two square meals adds an
additional one Health per day.
* Every day, an ally can make a Medicine with Might or Brains check at difficulty
4. Each success made during this check adds an additional Health to the day’s
recovery, up to the value of the healer’s Medicine value. This is considered an
Extended Check.
57
Throwing
A character using a weapon with the Thrown adjective can choose to hurl
the weapon at their target using the following rules:
* The attacker is immediately disarmed of their weapons, but they can use a
Thematic Action to draw a new one. Since the general rule for consumable items
6
is “having as many as you need”, the character has a functionally infinite number
of weapons to throw, but they do not have an infinite number of weapons in their
hand at any time, hence the need to draw.
* The weapon retains its Accuracy Bonus and Damage Bonus from its Type. The
attack pool is made with Athletics or Ranged Weapons with Might or Finesse.
Huckin’ Bombs
Since explosives are their own category (they lack the Thrown adjective),
hand-held explosives use modified rules. A character declares a direction they want
to throw the explosive and rolls Ranged Weapons with Athletics with Might at DT 3.
The number of successes on this roll is multiplied by five; this value is the maximum
distance the character can throw the explosive. The character can choose to land
the explosive anywhere between their position up to this maximum distance.
The character may modify the throwing die pool because they have control
over the die pool. The character may not modify the explosive’s accuracy pool
because the explosive is the one making the attack.
Improvised Weapons
Picking up any random object and bashing someone over the head with it
is a valid Attack. The Narrator describes the improvised weapon with a Type, and the
attacker rerolls the highest die result, keeping the worse result.
6 Given that Thematic Actions are instant and unlimited, a character can
throw as many weapons as they have Attacks.
58
Weapons Akimbo
When attacking within a ranged weapon’s range, the die pool is unmodified.
Every interation of the weapon’s range (two times, three times, etc), the largest
showing dice are Minimized in sequence (highest, second highest, etc).
59
Falling and Crashing
When a character enters a fall, they risk taking damage. This potential
damage increases as the character falls for longer, however the falling character has
the potential to control their fall. This is achieved with an Athletics or Acrobatics with
Might or Finesse check made on landing, modified by the distance the character
fell. The number of successes the character gets on the check is the amount of
damage reduced from the fall, down to 0. Use the chart below to determine the DT
for controlling the fall and the potential damage.
Combat is designed to be quick and brutal. Usually the people who shoot
first are going to be the ones to win the fight. To that end, characters can and will set
up “Ambushes”. An Ambush is when one party attacks the second party without the
second party being ready for the attack. This can mean that an ambush involves a
sniper and a concealed nest, or kicking open a door and shooting into a card game.
As long as the other party doesn’t have their guns out or their dukes up, the attacking
party gains Ambush.
When the attackers start an Ambush round, the attackers all take a full
Turn’s worth of Actions in any character order they choose. When the Ambush round
finishes, Initiative is rolled as normal.
60
Sneak attacks and Ambushing often overlap, but not always. A character
has the Sneak adjective attached to their attack if and only if the target is not aware
of the attacker at the time of the attack. Once the attack is concluded, the attacker
loses this obfuscation. An attack with the Sneak adjective reduces the target’s DV
by 1 for that attack.
Dynamic Initiative
Generally when Initiative is called for, the order of characters on the list
doesn’t change. Characters can hang actions and react, but otherwise these
values remain static. However, there are situations wherein events will happen that
only execute once. These use dynamic initiative, which indicates when something
circumvents the normal initiative. Some examples of dynamic initiative are:
* Grenades go off two Initiative Rounds after they are thrown (Minimum 0).
* All environmental effects that are outside of the character’s direct control (gas
tank explosions, car crashes, building collapses, etc.) execute on Initiative 0.
61
* Increases one Attribute by one step.
* 7 Skill points
* Unused Skill points are lost. See Appendix A for Skill caps per level.
* 0.5 Cyberpower.
62
The Anatomy of a Job
Jobs exist as a means of the elite to use disposable and deniable resources
to execute their will. The companies or people assembling a Job will use layers of
obfuscation to keep themselves isolated from their catspaws.
A Fat Cat is the one who actually puts together the outline of the Job. A Fat
Cat doesn’t need to be an individual, just an entity in power that needs work done
without liability. The Fat Cat will delineate overseeing the work to a subordinate called
a Big Shot.
The Big Shot will scout out the talent in the area of the Job, seeking out
Torpedos with abilities to best complete the Job. They will also acquire equipment
either on-site or delivered from the Fat Cat. Once the Big Shot has confirmed the
team, they will send out summons to the group (this will usually be the PCs and
maybe some ally NPCs).
The Big Shot is the one who interprets the overall goals of the Job, and
determines the primary and optional objectives for the Job. They also lay out the
mandatory items and item catalog for the Torpedoes to use at the first meeting prior
to any Preparation Actions.
When the crew has completed all of their Prep Actions, the team reconvenes
and begins the Job. The Torpedoes attempt to complete their Objectives over the
course of the Job. Once all of the main Objectives (and any number of the optional
Objectives) are completed, the crew extricates themselves from the Job site.
On the way back to meeting the Big Shot, the crew completes any
needed drop-offs or cleanups after the Job. The crew meets with the Big Shot and
are presented with their rewards. A rule of thumb for most Torpedoes is that the
payout for any Job is the number of Mandatory Objectives plus the Level of the Job.
Additional Resources or bonuses should be generated based on player characters’
actions and how many Optional Objectives they complete.
63
Preparation Actions
* Collecting Equipment from Big Shot (1 Hour) - The Big Shot will have a limited
catalog of equipment at a discount of -1 Resource cost (minimum cost 1). A well-
prepared Big Shot will have equipment related to completing the Job. All of the
equipment purchased in this way is collected at once.
* Collecting Equipment from the Streets (1 Hour) - If an item is not on the Big
Shot’s catalog, the Torpedo can go to the streets to collect the equipment they
need. Roll Street Smarts with Brains or Savvy, difficulty equal to the Resource
value of the item desired. This roll takes the hour, and if the roll succeeds the
Torpedo can purchase the item requested.
* Interviews (1 Hour) - Communicating with people in and around the area can offer
insight or opportunities for the upcoming mission. Roll Diplomacy, Interrogation,
or Street Smarts with Moxie or Savvy. The Difficulty Threshold of the check
is determined by the Narrator, and there may be multiple opportunities with
different Difficulty Thresholds.
* Install Programs in Deck (1 Hour) - Slot a new Program into a Deck. Multiple
Programs can be slotted into or removed from a Deck in the same hour, but it
still takes an hour to complete regardless.
* Research (1 Hour) - Gain insight on the Job in the same manner as Interviews,
above. Instead of a social check, roll Academics, Investigation, or Technology
with Brains.
* Hire an NPC (1 Hour) - Go out in the streets and collect an NPC ally. Pay up to five
Resources and have the Narrator designate an ally NPC. The ally has a number
of Favorite Skills equal to the number of Resources spent plus one, chosen by
the player. Roll Diplomacy, Intimidation, or Street Smarts with Brains, Savvy, or
Moxie. The number of successes is the NPC level of the ally (see the Quick-
Make NPC Table in Appendix A). This ally’s Level cannot exceed the Level of the
character making this check. The NPC has their Level’s Excellent dice assigned
to the chosen Skills. This ally can be hired multiple times but they won’t stick
around after the Job finishes.
64
Bad Guy Templates
Bad Guys are built with a Level and a Type, modified by tags. The Level of
a Bad Guy determines approximately the Level of Player Character they would serve
to challenge, and their Type determines how severe a challenge they will be. Use
the “Bad Guy Type” table to generate Bad Guys. The Tags available to Bad Guys are
below.
“Divinities” can gain the Villain tag. Villains have certain benefits, making
them designed to be a repeating foes over the course of several Jobs. Consider
Villains to be a tier above standard Divinity enemies; they are designed to be “bosses”
for the players to slowly whittle down. Villains gain the following:
* Name: A Villain must have a name, they cannot be part of the anonymous gang
of enemies the players would otherwise simply breeze past.
* Motivation: A Villain must have some objective at odds with the players. This
motivation doesn’t have to be directly evil or immoral, just antagonistic to the
desires of the player characters.
* Resources: Bad Guys lack a Resource stat because it is assumed that they
are being outfitted by their employer. Villains are those employers, and are
considered to have unlimited Resources as thematically appropriate.
* Durability: Villains are intrinsically tough to kill, and increase their Armor by 1 and
Health by their Level.
* Expertise: Villains are the top dogs, and their best-of-the-best abilities are
reflected mechanically. Once per Turn, a Villain can Maximize one dice in any
pool.
* Villain Talent: Villains gain an additional custom Talent in addition to the custom
Talent they get from being a Divinity.
* Resilience: It’s not easy to put a Villain down. Every Villain gains the Resilience
x stat. When reduced to 0 hit points, a Villain does not die. They are removed
from the Scene, and cannot be targeted or otherwise interacted with from that
point forward. Their Resilience is reduced by 1, and they are allowed to return in
a future scene or combat. Once their Resilience is reduced to 0, they have their
final climactic death scene. It is up to the Narrator to determine how the Villain
got away, through means like secret passages, body doubles, digital illusions, or
any other narrative contrivance.
All Bad Guys can gain the “Loyalty x” tag. Loyalty determines how willing the
character is to their boss. This is measured on a scale, below:
* Loyalty 0 - Not having a Loyalty tag. Every man for himself, and if it looks like the
fight is going to go the wrong way this character will flee. They can be turned
against or become apathetic to the needs of their boss if the players sweet talk
them.
65
* Loyalty 1 - Some amount of devotion to their boss. If the boss is killed or disabled,
this character will bolt. Social checks made to undermine these characters are
Average level appropriate challenges.
* Loyalty 3 - This character will die for their boss. If they are adjacent to their
boss, they may use their Reaction to force any attack targeting their boss to
target them instead. All social checks made to undermine these characters fail
automatically.
Ruffians and Bases can have the “Fodder” tag. These characters are
otherwise unchanged save that their Health is 1.
All Bad Guys can have the “Squaddie” tag. The Squaddie tag grants the
following benefits:
* When a Squaddie attacks a target that an allied Squaddie has already attacked
this Turn, the attacker gains Static Add 3 to accuracy.
66
Bad Guy Type
Ruffian Base
* Pool cap of 3.
* Average Defensive Scaling
Ace
* Pool cap of 4.
Exemplar
* Health: Level+2
* Health: Level+3
* Pool cap of 4.
* Pool cap of 5.
* Skill cap of 4.
*
Divinity
Skill cap of 4.
* Health: Level+4
* Pool cap of 6.
* Skill cap of 5.
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Downtime
* Free Role-play: A Torpedo can use this time to explore the city, catch up with old
friends, perform minor tasks, and otherwise use the time as they see fit.
* Labor: A Torpedo can pick up odd jobs to keep the lights on between paydays,
or they may have a full-time job of their own. Labor can be either Skilled or
Unskilled; Skilled Labor pays out 2 Resources for a week’s work, and Unskilled
pays out 1 Resource. The Narrator determines the Skills and Attributes used for
the check. The DTs for successfully completing a Week’s worth of work are 5 for
Skilled, and 3 for Unskilled.
* Social Connections: A Torpedo has the option to go out and meet new people.
If they wish to simply reach out to the NPCs that inhabit the city around them,
that falls under Free Role-play. If they’re looking for a certain person or type
of person, for instance someone with a specific skill set like a mechanic or
doctor, that falls under a Social Connection. The Player describes the kind of
NPC they’re looking for, and the Narrator determines who that NPC is, and where
they might be found. Once the Narrator has decided this, they assign a DT
appropriate for the Level of the character doing the looking. An Easy challenge
covers non-specific people, such as a person who lives in a certain part of town
or someone who served in the Great War. An Average challenge involves finding
an unskilled but specific person (“Marty Muscles down at the construction
site”) or a skilled nonspecific person (“any mechanic”, “any software engineer”,
etc.). A Difficult challenge is a skilled, specific person. On a success, the player
character is given the opportunity to interact with the target NPC in a manner
of their choosing. This interaction is also considered part of the one Downtime
Activity.
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The Story So Far
It is 1921, and the world has changed. These are the days of gun-runners
and crime families, of lanky vixens and oppressive governments, of future tech
and contemporary crime. This is a world built very much like our own, but very
different at the same time. Life is split into the haves and the have-nots. At the
bottom, scurrying through the rainy streets in cities like Chicago and Miami, are
the bootleggers and the deckers, trying to scrape enough together to live another
day. At the top are the hyper wealthy, using their financial standing to stripmine the
world for their own benefit. The Great Depression is years away, and the Great War
is behind us. Even for the most despondent citizens, life is better now than it was a
decade ago. All thanks to the technology that powers this brave new world.
Three decades ago, when W.H. Perkin was working on the aniline dye
mauveine, the industrial chemical that coined the phrase “Mauve Decade”, he
stumbled inadvertently on a mildly radioactive nitro-silicate compound he dubbed
“NS-21-36”, though it came to be known as “Nicate” by the press. A miracle
substance, it seemed there was nothing Nicate could not do: Lighter and more
efficient machinery, more advanced medical tools, the invention of transistors and
accompanying electronics years before it happened in our own time. The English
Crown attempted to snatch up the production of Nicate, but they were not fast
enough. Nippon, America, and the Ottoman Empire, through the use of subterfuge,
politics, or money, each got their hands on Nicate.
Finally, in 1914, tensions boiled over. An agent of the Russian PPB, a young
Serb named Gavrilo Princip, assassinated the archduke of Austria, Franz Ferdinand.
Sparking one of the bloodiest conflicts in human history, the Great War changed
how mankind understood itself and shook the human population to its core.
As the war ground on, each of the governmental powers spent more
and more on military research and output, eventually having to borrow from the
monopolies they had sanctioned only a decade before. In 1919, with the Treaty of
Versailles, the Great War ended, but the world was forever changed into a different
place. Superpower governments such as America and Nippon were still suspicious
of each other, even though their power base had been weakened by the buyouts
from intranational megacorporations.
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Under the shadow of the Great War organized crime families had slithered
like vipers into the great cities of the world. It was a foothold nearly impossible
to destroy. From the Yakuza in Nippon to the Mafia in America, crime offered a
scintillating invitation to those seeking to make a quick buck. Over the course of
the War and the few years after it, criminal families wove themselves into the fabric
of world culture, with human trafficking, rum-running, and even Nicate smuggling.
As such, it became that at the dawn of the Roaring '20's, there were three major
groups in power: The Governments, the Companies, and the Criminal Empires.
During the Great War, the majority of produced Nicate went into military
and paramilitary hardware. Vehicles, firearms, armor, anything to make killing
the enemy more efficient. One of the most useful wartime discoveries in Nicate
manipulation was its ability to store and transmit information. Three companies
developed rapid information transit infrastructures for military use across most of
the major cities in the world: The American Analytical Engine Group, the Nipponese
Nishimura Company, and the German BRU. Part of the Treaty of Versailles was a
mutual agreement to declassify at least 50% of these networks for corporate and
public use. Merged into one, with hubs being set up in more cities each year, the
Mesh unified the world under the banner of communication.
Body modification was born on the battlefield. Nicate was used to enhance
the bodies of soldiers in the field with things like subdermal armor, hidden firearms,
blades, and enhanced senses. When the War ended, these medical procedures
were kept secret by the governments that had developed them. But confidentiality
can only go so far, and with the returning soldiers, as well as information leaks due
to corporate espionage, body-modding surgery was on the streets around a year
before the War ended. An expensive procedure, people do not often get aesthetic
body-mods except as a means of displaying personal wealth. But for a few dollars
less, one can find a back alley surgeon to implant any means of secondhand or
'discarded' tech. One of the most advanced Enhancements is the Neural-Net
interface, of NNI. An NNI is a plug at the back of the neck that allows a user to jack
directly into the Mesh. Operators, a subculture of hackers and crackers that use
this as a more direct means of doing their work, are defined by the quality of their
NNIs.
There were serpents in the garden that was the Mesh, however, and on July
2nd, 1920, the world's first computer virus was unleashed. No one was ever able
to discern who or from where the Sandstorm Virus originated from. With computing
technology still being relatively uncommon, months of work were required to halt
the Virus’s spread, work done primarily by an underground community of hackers,
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with some small help (they claim) from the powers that be. Sandstorm still dealt
a massive blow to the world economy, interrupting transmission of data between
various banking institutions. The Crisis of 1920 is still fresh in the memory of the First
World, leaving many people suspicious of the Mesh and its power. This paranoia
only allowed the world governments and corporate monopolies to heighten the
monitoring they were already doing, turning the majority of the public sectors of
the Mesh into a police state. Sandstorm had another effect not as publicly known
as the financial crisis; While the Sandstorm Virus was halted, the damage it caused
altered programming in heretofore unknown and unanticipated ways, which
released a series of memetic diseases into the Mesh such as Monsters’ Ball and
Salvation Works.
Many of the most powerful nations have used the paranoia born from the
misuse of the Mesh, coupled with the exhaustion from the end of the Great War, to
attempt to retake some of the control that they had lost to the monopolies at the
turn of the century. Unfortunately, due to the lack of funding, the governments had
to turn to the very monopolies they were trying to retrieve power from for personnel,
money, and supplies. Late in the year 1920, national security in several American
megacities became privatized. Abusing the power of both national defense and
local police forces, the corporations put the protection of their own interests first
before the public trust. Exacerbating the problem is the issue of organized crime
in many major cities. Several places have essentially degraded into war zones
between cops and robbers.
This is the world as it is now, as the players find it. The characters you will
play are extraordinary compared to their fellows: Paragons, criminals, renegades,
or heroes of the people, anyone and anything you wish to portray is available to
you. It is 1921, and the world has changed.
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What Might Happen
The Nicate Age is an exciting time. Below is a list of events that can
potentially happen in and around the United States that shaped its political, social,
economic, and technological aspects. While some of these events either did occur
or are based on actual history, the Narrator is free to modify these events to fit the
needs of their narrative.
* January 1, 1920
* March 1, 1920
Ninos Nejem arrives in New York, fleeing the riots in Palestine. In five years,
Nejem will form the Palestinian Service Corps in Chicago.
The U.S. Bureau of Reclamation began construction on the Link River Dam,
but it is hampered by attacks by masked, heavily-armed individuals. Though no group
takes responsibility for the attacks, the completion of the dam is pushed back so far
that the contract is turned over to Western National Power Conglomerate, which
completes the project in early 1922.
Seven men and three women, wearing silver masks and black suits, walk
into the financial headquarters of the T.M.F. Bank in Miami. They proceed to open fire
with submachine guns and shotguns, killing over 45 people. Before the NYPD could
apprehend the suspects, suicide bombs in their torsos were remotely detonated,
killing an additional eleven T.M.F. employees.
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* October 12, 1920
The Brooklyn Dodgers beat the Cleveland Indians in the World Series. A
federal investigation focuses on several of the Dodgers attempting to indict them
of using Enhancements to cheat. Though the case is settled out of court with no
convictions, Enhanced players are declared illegal in the American Baseball League.
The cruise ship Three Kings sinks in the San Francisco Bay. 119 people die,
leading to an outrage across L.A. The U.S. Senate passes the Christmas Day Act,
which allows the Coast Guard to monitor all traffic entering the United States from the
west coast. However, in six years the Act is modified to transfer monitoring duties to
Cage International Shipping.
* January 2, 1921
* February 1, 1921
* March 4, 1921
Several major cities, including Chicago, New York, and L.A., experience
major blackouts. Communications and power are lost for almost a week. Millions of
dollars and hundreds of lives are lost over the course of the blackout. Enhancement
companies begin to offer EMP shielding options for implants. The rebuilding period
is dubbed by the press as the 'Black Summer'.
W.G. Harding deploys the National Guard to New York and L.A.
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* August 1, 1921
* September 7, 1921
The first Miss America Pageant is held in Atlantic City. Margaret Gorman
wins the Pageant's Golden Mermaid trophy and is later dubbed Miss America.
* October 5, 1921
The first radio broadcast of a baseball game comes out of New Jersey.
Four months later, Iban Pharmaceuticals releases the first insulin treatments
for diabetes in Chicago.
* February 1, 1922
Irish-American film director W.D. Taylor is found murdered in his home in LA.
The case is never solved.
* May 5, 1922
Construction begins on Yankee Stadium.
W.G. Harding is discharged from the St. Mary's Hospital. He gives his first
speech broadcast by radio on the steps of the building.
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* July 4, 1922
Singer and guitarist with the handle “7-2/Jamestown” releases 'These Days',
the first song to ever be exclusively housed on the Mesh.
* October 3, 1922
Canadian author and playwright Alonso Lavoie emigrates to the U.S., settling
in Miami. He becomes famous for his farcical and satirical comedy series “The Seven
Sons”, detailing the history of the fictitious nation of Salmon.
* December 1, 1922
A meeting of the Molly Pitcher Club sets history by being the first ever to
meet simultaneously in real life and on the Mesh.
* January 1,1923
The Rosewood Massacre begins. Lasting for seven days and nights, this
racially-motivated conflict ends with eight dead and the town of Rosewood, Florida
razed to the ground.
While passing through the Rocky Mountains, the private train TitanStar
disappears without a trace off the tracks at precisely 1:08 AM. The train, its passengers,
and its cargo are never recovered, and investigators can find no accident that could
have claimed the seven-car locomotive.
* March 2, 1923
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* April 4, 1923
* May 9, 1923
Michigan receives a record 10 inches of snow, locking down the state for
five days.
* August 2, 1923
* September 4, 1923
The USS Shenandoah, the United States' first airship, lifts off from Lakehurst,
New Jersey.
Sigma Alpha Kappa (the first social fraternity at a Jesuit college in the United
States) was founded as a fraternal organization.
* December 4, 1923
The Moderation League of New York becomes part of the movement for
the repeal of Prohibition in the United States.
* January 7, 1924
Neural Waveform Collapse (NWC) is used for the first time as a means of
state execution in Nevada.
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* February 16, 1924
* March 8, 1924
The Castle Gate mine disaster kills 172 coal miners in Utah.
* June 2, 1924
C. Coolidge signs the Indian Citizenship Act into law, granting citizenship to
all Native Americans born within the territorial limits of the United States.
Airman R. Maughan flies from New York to San Francisco in 21 hours and 48
minutes on a dawn-to-dusk flight.
U.S. Army pilots J. Harding and E. Nelson complete the first round-the-world
flight. It takes them 108 days and 62 stops before they finally return to Seattle.
* September 9, 1924
* November 4, 1924
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* January 27, 1925
A huge tornado kills over 700 across Missouri, Illinois, and Indiana.
* May 8, 1925
Tom Lee rescues 32 people from the sinking steamboat, the M.E. Norman.
* June 2, 1925
A man calling himself Jersey City Colossus forms the Army of Ludd, a
collection of technophiles that had previously scattered across the United States.
Claiming a few hundred acres in Wyoming with a population of about 4,000, Colossus
declares his group to be a sovereign nation, named New Nottinghamshire.
* July 7, 1925
Jim Fredrick Stanford gives his first speech to a small group of disciples in
a small church in Miami.
* August 8, 1925
* September 3, 1925
* October 1, 1925
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* December 15, 1925
The United States Army, along with members of the Bureau of Investigation,
lay siege at the borders of New Nottinghamshire. Hundreds are lost on both sides,
as the Army of Ludd has the terrain and a well-trained militia on their side. The nation
is shattered, and Jersey City Colossus disappears. Colossus and his followers would
become a major problem for the Bureau as luddite terrorists begin to launch sporadic
attacks. A nationwide manhunt for Colossus is instated.
* January 1, 1926
A woman calling herself Tepia releases a wide swatch of cyber real estate
onto the virtual market, causing an uproar as businesses and citizens scramble to
snatch it up.
A serial killer dubbed The Chessmaster claims their first victim, Delson
Cadro. The Chessmaster targets decked-in individuals, and leaves behind a white
chess piece in the chest cavity of each victim.
A massive hurricane rocks Miami, Florida, killing over 100 and causing
several million dollars in damage.
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* December 1, 1926
* January 5, 1927
The silent comedy film It premieres, popularizing the concept of the “It
Girl”.
* April 1, 1927
* June 4, 1927
C. Chamberlain and C.A. Levine take off from Roosevelt Field, New York,
and fly to Eisleben, Germany, in the Miss Columbia.
79 are killed and more than 500 are injured in the East St. Louis tornado.
The first flight of Patriot Intercontinental flies from Key West to land in
Havana.
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* November 14, 1927
Three Stateline Gas storage tanks detonate, killing 30 and causing more
than $4 million in damage. Police suspect terrorism but are not able to locate the
perpetrators.
The U.S. Coast Guard Cutter J. Paulding collides with a classified American
submarine off of the west coast. The crew of the submarine all drown and all
information regarding the collision is quietly suppressed.
The United States is represented at the 1928 Winter Olympics, taking home
two gold medals.
* May 4, 1928
A caravan of big rig trucks, lacking call signs and refusing to respond to
hails, migrates from Atlanta, Georgia to Groom Lake in Nevada over the course of
four days.
* June 1, 1928
Ezekiel-0 submits a press release detailing his wish for a free Mesh before
exiling himself. He vanishes and is never heard from again.
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* September 15, 1928
* November 6, 1928
Five gangsters, plus two civilians, are shot dead in a cafe in Chicago.
The San Francisco Bay bridge opens for a second time, after its first opening
was stopped by a car bombing.
* May 6, 1929
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* September 14, 1929
An unnamed informant (or perhaps an enemy spy) releases the past ten
years of BoI payroll records onto the Mesh.
The New York stock exchange collapses, beginning the Great Depression.
* November 7, 1929
In New York City, the Museum of Modern Art opens to the public
In an explosion of violence, a riot breaks out with the NYPD and the National
Guard protecting stock brokers from a 400 strong mob of angry, newly-impoverished
citizens. The three-day brawl leaves more than 200 dead.
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Nicate - The Miracle Alloy
In the 1890’s William Henry Perkin was working to create what would be
known as mauveine, a dye that would revolutionize textiles in the years to come. As
an accidental byproduct of this experimentation he also synthesized a miraculous
nitro-silicate compound. Dubbed by Perkin as “NS-21-36”, this lightweight and
conductive metal would eventually be called Nicate.
One of the largest impacts Nicate has had was in the field of medical
prosthetics. During the course and in the aftermath of the Great War, military scientists
across the globe researched the interaction of Nicate with the human body. For
reasons that are currently unclear, Nicate plays extremely well with the body’s natural
bioelectric current. With comparatively little engineering oversight, a Nicate circuit
can be integrated with the human nervous system. Being relatively lightweight, a
Nicate prosthetic can be integrated into existing musculoskeletal anchor points.
The problems began to arise a few months after the GOLEMS were put
into the field. While the automata were designed to be learning, self-organizing
intelligences, they were not designed to be sapient or introspective. It quickly
became apparent that this imposed limitation had failed when more and more
GOLEMS began to demonstrate traits of sapience. Within time, the GOLEMS had
collectivised and demanded to be treated as humans under the law. Marr Technical
Solutions issued a recall, intending to destroy what they saw as a faulty product.
The GOLEMS clashed with the union-breakers and Marr agents, waging a bloody
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three-day battle. While most of the GOLEMS were destroyed, and new federal law
mandates that the creation or use of GOLEMS is illegal, some of these automata still
roam the United States.
The creation and study of artificial human-like robotic simulacra proved the
morphogenic properties of Nicate, showing that the metal conforms most readily to
an anthropomorphic shape. This coupled with the hesitance and difficulty of making
fuzzy AI pivoted the research focus towards expanding what could be considered
“human”. Artist-engineers designed new implants, making the knowledge as free
as possible before it was copyrighted by Enhancement companies. They push
the boundaries, expanding themselves into new shapes. The most extreme of this
burgeoning movement are the Diamond Dogs, who have removed their brains to be
slotted into various new bodies.
This malignant growth of Nicate wiring winds along the bones and into the
muscles along the tendons, stiffening and hardening the tissue with a flexible Nicate
weave. Secondary to the growth of this forgein material is the immunosuppressive
properties of the Nicate particulate. This prevents the body from recognizing and
resisting further CM infection. In the vast majority of these cases, the person
dies after the infection progresses to their lungs, choking off their alveoli with
microfilament cabling.
Outside of the human body, Nicate is also used in the design and construction
of digital technology. Terminals and mainframes were originally used in academia,
with various large colleges using the new technology as difference engines and
storage mediums. More powerful than the traditional mechanical adding machines,
Nicate mainframes allowed for giant leaps forward in science and technology.
During the course of the Great War, Mainframes became more common
among both sides of the conflict. Originally data was stored on Nicaloid reels and
transported using everything from infantry vehicles to pigeons. It was determined
that data transfer was safer and faster using extruded Nicate cabling, sending
information with a compression algorithm designed around classic semaphore.
Once the concept of transferring data over wire in much the same way as
telegrams and phones were already being used made its way back to the civilian
sphere, it became vogue for large companies and academic establishments to
finance their own cabling infrastructure. Within the year, several countries including
the United States and Canada began tying Nicate data cabling to existing phone and
telegraph wiring as public works. This web of connectivity had many names, but the
most popular among the culture of its users was The Mesh.
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The Mesh spans both the East and the West, but doesn’t currently have
transpacific or transatlantic connectivity. The largest network hubs center around
major urban populations, which meant that these cities experienced massive
population booms, which increased the concentration of connectivity, in a recursive
swell of people and connectivity. Large cities in the United States swelled outwards
and upwards, with powers being conceded to singular corporate or criminal entities.
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America - Five Scattered
Stars
Because of the influence of the Nicate Age, American cities rapidly grew
both upwards and outwards in the years following the Great War. This caused a
massive population contraction to five of the largest cities in the country. New jobs in
construction, infrastructure, technology, and other emerging industries meant skilled
labor moved into and close to these cities, creating a feedback loop of growth that
ballooned each of them outward. In descending order of population, the major cities
of the United States are New York, Los Angeles, Chicago, Miami, and Dallas.
New York City is likely what most would consider “essential” America.
People from all over the world have settled in the City, with the number of immigrants
passing through Ellis Island increasing each year. Communities based on national
identity like Little Italy and Little Tokyo have become part of the fabric of the city.
People of all social strata live in New York, from all walks of life, and they have shaped
the city in their image. Central Park, the Met, and Broadway serve as the arteries of
societal intermingling. It’s a city where anything can happen, and generally does.
The Los Angeles Aqueduct was completed in 1913, increasing the livability
of the city significantly. Annual population growth increased in accordance with
the availability of clean water. With a thriving film and arts community serving as the
cornerstone of the city’s personality, L.A. draws the artist and the capitalist alike.
The Grand Central Market, Santa Monica Beach, and UCLA act as focal points of
academia and social interaction. This is the city of a million stories, standing at the
bleeding edge of technological and cultural advancement.
During the lead-up to and during the Great War, Chicago saw a massive
influx of population and economic boom. Weapons of war and tools of heavy industry
became the major exports from the city, and as the United States entered a post-
war infrastructure and civil engineering expansion Chicago pivoted its factory output
to fabricate building material. Mass Nicate refineries have cropped up across the
city, employing many to synthesize the compound. The city has become severely
impacted by Prohibition, becoming a hotbed of gang activity. Even though the
shadow of capitalism and criminality loom over Chicago, the beating heart of the
city’s society continues undaunted.
The Magic City, Miami underwent a massive population growth, needing for
the Everglades to be partially drained in the 1900’s. The building boom exploded after
the war continued until the early 1920’s, when a series of disastrous events including
the grounding of the Prinz Valdemar caused the real estate bubble to burst, crippling
the city’s economy. Unable to leave and without opportunities, many people who
were financially undercut by local recession turned to unconventional new means
of making money. For some this means joining up with the new wave of organized
crime. For others this is an opportunity to expand new horizons both physically and
in the Mesh. An explosion of anti-capitalist sentiment across the cultural strata of the
city, giving rise to the “Miami Wave”, a surreal proto-dadaist artistic movement using
digital media.
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Hot, glittering, and bustling with life, Dallas is the most massive population
center in the American southwest. The city serves as the transportation and
information infrastructure nexus connecting the east and west coasts in the south.
The groundwork laid out for the trains and telegraphs served as the fertile soil to
grow the seeds of the future. While many people use the city as a stopover to go
towards L.A. or New York, a significant part of the population were travellers that
stayed permanently. With its proximity to the southern border, Dallas’ Little Mexico is
a cornerstone of the community. Data dumps exist across the city, employing white
and black hat Couriers to distribute AMBER units to clients with a need for privacy.
It’s recommended that the Director choose a city and do some research
on the actual history of the area. Use the events that occured in real life in addition
to anything pertinent from the proposed timeline earlier in this book to craft an
appropriate city of adventure for the players. Maps of American cities can be found
online and these can be modified to facilitate the needs of the game. Having about
two dozen or so ready-made non-player characters to populate the game area is also
suggested.
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Appendix A: Tables
Diff Table
Chance of meeting or beating difficulty by rating per die size.
9 20% 33.3%
10 10% 25%
Challenge Level
The left hand column is the proscribed Character Level for these challenges.
1 2 3 5
2 3 4 5
3 3 4 6
4 3 4 6
5 4 5 7
6 4 6 8
7 4 6 9
8 5 7 10
9 5 7 10
10 5 8 11
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Dice Caps
Use the middle column to determine the highest value an Attribute can be
per Level.
1 d4
d6
2
3 d6
d8 4
6 d8
d10 7
9 d10
d12
10
Specialty Die
Level 1 2 3 4 5 6 7 8 9 10
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Random NPC Die Pools
Defense Scaling
Cross reference the character’s Level to their Profession’s Defensive scaling
to determine their Defensive Value.
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High Level Starting Character Resource
If starting a character after Level 1, roll their Starting Resource value then
add the value assigned to their Level from this Table.
Level 2 3 4 5 6 7 8 9 10
Resource Bonus 3 5 7 9 11 13 15 17 19
Skill Caps
Level 2 3 4 5 6 7 8 9 10
Favorite Skills 3 3 4 4 4 5 5 5 6
Other Skills 2 2 3 3 3 4 4 4 5
Health Scaling
1 0 1 2
2 1 2 3
3 1 2 3
4 2 3 3
5 2 3 4
6 3 4 4
7 3 4 5
8 4 5 5
9 4 5 6
10 5 6 6
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Cyborgs
and
Cigarettes
Credits
Writing and game design: Andrew Grondin
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