This is an old revision of the document!


Quick Reference Guide

Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.


Contents:

Skill Test Reference

Combat Rules

Trait Map

Corruption

Character Points



Skill Test Reference

Back to Top

When making a Skill test:

  • First, roll a number of D6 (six-sided dice) equal to your rank in the Skill.
  • Each D6 result of 4 or 5 grants +1AP, while a 6 grants +2AP instead. Add up the results for your roll. (“AP” stands for “Action Points” - the more you get, the better you do)
  • Next, find the matching Traits for the Skill you are using In the list below.
  • Check your rank in those Traits and find the highest rank between them. Gain AP equal to the higher rank.
  • Combine the AP from your dice results with the AP from your Trait bonus.
  • This total is your score for the test.


Example:

Steve is making a Mech Lore test to repair his truck. Don't ask.

  • His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
  • The results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of +4AP.
  • Steve now checks what Traits can be used for Mech Lore and finds these are Acuity or Resolve (whichever is higher).
  • His Acuity Trait is higher at rank 5, so he adds +5AP to the test.
  • Lastly, Steve combines his dice results (4AP) and his Trait bonus (5AP) to get a final total of 9AP
  • 9AP is Steve's score for the Mech Lore test.


Skills List

Skills List

Academic Skills
Skills Traits Used
Bio Lore Acuity or Resolve
Chem Lore Acuity or Resolve
Tech Lore Acuity or Resolve


Weapon Skills
Skills Traits Used
Assault Rifle Mastery Strength or Agility
LMG Mastery Strength or Agility
Melee Mastery Strength or Agility
Minigun Mastery Strength or Agility
Pistol Mastery Strength or Agility
Railgun Mastery Strength or Agility
Shotgun Mastery Strength or Agility
SMG Mastery Strength or Agility
Sniper Rifle Mastery Strength or Agility
Unarmed Mastery Strength or Agility


Specialist Skills
Skills Traits Used
Expertise Acuity or Resolve
Social Acuity or Resolve
Stealth Agility or Acuity
Endurance Vigor or Resolve


Talent Skills
Skills Traits used
Actor Acuity or Resolve
Artist Acuity or Resolve
Chef Acuity or Resolve
Dancer Acuity or Resolve
Magician Acuity or Resolve
Musician Acuity or Resolve
Vocalist Acuity or Resolve




Combat Rules

While in combat, most actions that a Character can perform will be found on the Weapon Profile for the weapon they are using. These can be found in the list below. Most Skills are generally not very useful during combat, but some commonly used ones are:

  • Stealth
    • This Skill can be used to flank enemies or escape combat, but the Character must remain out of sight of the enemy for one full round before Stealth is possible.
  • Endurance
    • This Skill boosts movement characteristics for better mobility. It can also be used to resist Physical or Mental Conditions, including Disarm, Knockdown, Panic, Stun, Black Out, Death Coma and Corruption attacks.
  • Expertise
    • This Skill is used at the beginning of every combat to determine acting order and the Initiative AP bonus. Can be used to detect enemies, particularly those attempting Stealth, in addition to forming strategy before combat begins. Anyone adhering to the plan gains bonues to their actions, but this cannot be performed during combat.




Assault Rifles


Weapon Profile - Semi-Auto Combat Rifle (Tier 1)

Weapon Profile - Semi-Auto Combat Rifle (Tier 1)

Semi-Auto Combat Rifle
Attacks: 8 Reload: 4 Weight: 8 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Speed Range
1 1 1 -10 30
2 1 1 -10 30
3 2 2 -10 30
4 3 3 -10 30
5 3 3 -10 30
6 4 4 -5 40
7 5 5 -5 40
8 5 5 -5 40
9 6 6 -5 40
10 7 7 -5 40
11 7 7 -5 40
12 8 8 -5 40
13 9 9 -5 40
14 9 9 -5 40
15 10 10 -5 40
16 11 11 Base 50
17 11 11 Base 50
18 12 12 Base 50
19 13 13 Base 50
20 13 13 Base 50
21 14 14 Base 50
22 15 15 Base 50
23 15 15 Base 50
24 16 16 Base 50
25 17 17 Base 50
26 17 17 Base 50
27 18 18 Base 50
28 19 19 Base 50
29 19 19 Base 50
30 20 20 Base 50


Weapon Profile - Light Assault Rifle (Tier 2)

Weapon Profile - Light Assault Rifle (Tier 2)

Light Assault Rifle
Attacks: 10 Reload: 5 Weight: 10 Cost: 12Bar Rarity: Common
AP Damage Defense Speed Range
1 4 4 -10 30
2 5 5 -10 30
3 5 5 -10 30
4 6 6 -10 30
5 7 7 -10 30
6 7 7 -10 40
7 8 8 -10 40
8 9 9 -10 40
9 9 9 -10 40
10 10 10 -10 40
11 11 11 -5 50
12 11 11 -5 50
13 12 12 -5 50
14 13 13 -5 50
15 13 13 -5 50
16 14 14 -5 50
17 15 15 -5 50
18 15 15 -5 50
19 16 16 -5 50
20 17 17 -5 50
21 17 17 Base 60
22 18 18 Base 60
23 19 19 Base 60
24 19 19 Base 60
25 20 20 Base 60
26 21 21 Base 60
27 21 21 Base 60
28 22 22 Base 60
29 23 23 Base 60
30 23 23 Base 60


Weapon Profile - Heavy Assault Rifle (Tier 3)

Weapon Profile - Heavy Assault Rifle (Tier 3)

Heavy Assault Rifle
Attacks: 10 Reload: 5 Weight: 12 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 7 7 -15 30
2 8 8 -15 30
3 9 9 -15 30
4 9 9 -15 30
5 10 10 -15 30
6 11 11 -10 40
7 11 11 -10 40
8 12 12 -10 40
9 13 13 -10 40
10 13 13 -10 40
11 14 14 -10 50
12 15 15 -10 50
13 15 15 -10 50
14 16 16 -10 50
15 17 17 -10 50
16 17 17 -5 60
17 18 18 -5 60
18 19 19 -5 60
19 19 19 -5 60
20 20 20 -5 60
21 21 21 -5 60
22 21 21 -5 60
23 22 22 -5 60
24 23 23 -5 60
25 23 23 -5 60
26 24 24 Base 70
27 25 25 Base 70
28 25 25 Base 70
29 26 26 Base 70
30 27 27 Base 70


Weapon Profile - Advanced Assault Rifle (Tier 4)

Weapon Profile - Advanced Assault Rifle (Tier 4)

Advanced Assault Rifle
Attacks: 8 Reload: 4 Weight: 12 Cost: 40Bar Rarity: Rare
AP Damage Defense Speed Range
1 13 13 -15 30
2 14 14 -15 30
3 15 15 -15 30
4 15 15 -15 30
5 16 16 -15 30
6 17 17 -15 40
7 17 17 -15 40
8 18 18 -15 40
9 19 19 -15 40
10 19 19 -15 40
11 20 20 -10 50
12 21 21 -10 50
13 21 21 -10 50
14 22 22 -10 50
15 23 23 -10 50
16 23 23 -10 60
17 24 24 -10 60
18 25 25 -10 60
19 25 25 -10 60
20 26 26 -5 60
21 27 27 -5 70
22 27 27 -5 70
23 28 28 -5 70
24 29 29 -5 70
25 29 29 -5 70
26 30 30 -5 80
27 31 31 -5 80
28 31 31 -5 80
29 32 32 -5 80
30 33 33 -5 80




Shotguns


Weapon Profile - Pump Action Shotgun (Tier 1)

Weapon Profile - Pump Action Shotgun (Tier 1)

Pump Action Shotgun
Attacks: 4 Reload: 2 Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -10 15
2 2 1 -10 15
3 3 2 -10 15
4 4 2 -10 15
5 5 3 -10 15
6 6 3 -5 15
7 7 4 -5 15
8 8 4 -5 15
9 9 5 -5 15
10 10 5 -5 15
11 11 6 -5 15
12 12 6 -5 15
13 13 7 -5 15
14 14 7 -5 15
15 15 8 -5 15
16 16 8 Base 20
17 17 9 Base 20
18 18 9 Base 20
19 19 10 Base 20
20 20 10 Base 20
21 21 11 Base 20
22 22 11 Base 20
23 23 12 Base 20
24 24 12 Base 20
25 25 13 Base 20
26 26 13 Base 20
27 27 14 Base 20
28 28 14 Base 20
29 29 15 Base 20
30 30 15 Base 20


Weapon Profile - Semi-Auto Shotgun (Tier 2)

Weapon Profile - Semi-Auto Shotgun (Tier 2)

Semi-Auto Shotgun
Attacks: 6 Reload: 2 Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 6 3 -10 15
2 7 3 -10 15
3 8 3 -10 15
4 9 4 -10 15
5 10 4 -10 15
6 11 4 -10 20
7 12 5 -10 20
8 13 5 -10 20
9 14 5 -10 20
10 15 6 -10 20
11 16 6 -5 25
12 17 6 -5 25
13 18 7 -5 25
14 19 7 -5 25
15 20 7 -5 25
16 21 8 -5 25
17 22 8 -5 25
18 23 8 -5 25
19 24 9 -5 25
20 25 9 -5 25
21 26 9 Base 25
22 27 10 Base 25
23 28 10 Base 25
24 29 10 Base 25
25 30 11 Base 25
26 31 11 Base 25
27 32 11 Base 25
28 33 12 Base 25
29 34 12 Base 25
30 35 12 Base 25


Weapon Profile - Full-Auto Shotgun (Tier 3)

Weapon Profile - Full-Auto Shotgun (Tier 3)

Full Auto Shotgun
Magazine: 9 Reload: 3 Weight: 12 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 11 4 -15 15
2 12 4 -15 15
3 13 4 -15 15
4 14 5 -15 15
5 15 5 -15 15
6 16 5 -10 20
7 17 6 -10 20
8 18 6 -10 20
9 19 6 -10 20
10 20 7 -10 20
11 21 7 -10 25
12 22 7 -10 25
13 23 8 -10 25
14 24 8 -10 25
15 25 8 -10 25
16 26 9 -5 30
17 27 9 -5 30
18 28 9 -5 30
19 29 10 -5 30
20 30 10 -5 30
21 31 10 -5 30
22 32 11 -5 30
23 33 11 -5 30
24 34 11 -5 30
25 35 12 -5 30
26 36 12 -5 30
27 37 12 -5 30
28 38 13 -5 30
29 39 13 -5 30
30 40 13 -5 30


Weapon Profile - Flak Cannon (Tier 4)

Weapon Profile - Flak Cannon (Tier 4)

Flak Cannon
Attacks: 4 Reload: 2 Weight: 16 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 2 5 -20 15
2 4 5 -20 15
3 6 5 -20 15
4 8 6 -20 15
5 10 6 -20 15
6 12 6 -20 15
7 14 7 -20 15
8 16 7 -20 15
9 18 7 -20 15
10 20 8 -20 15
11 22 8 -15 20
12 24 8 -15 20
13 26 9 -15 20
14 28 9 -15 20
15 30 9 -15 20
16 32 10 -15 25
17 34 10 -15 25
18 36 10 -15 25
19 38 11 -15 25
20 40 11 -15 25
21 42 11 -10 30
22 44 12 -10 30
23 46 12 -10 30
24 48 12 -10 30
25 50 13 -10 30
26 52 13 -10 35
27 54 13 -10 35
28 56 14 -10 35
29 58 14 -10 35
30 60 14 -10 35







Corruption

Back to Top

Characters with higher concentrations of IRIS become more susceptible to its “Presence”, which influences Characters when they are desperate, or through their natural virtues and vices. If the Character fails to resist these urges, their sanity gradually deteriorates until the IRIS eventually takes full control. Representing this, Characters gain “Corruption” as they integrate more IRIS or as they fail to resist its Presence. For each Trait rank a Character gains above their natural number (the number granted by the Director at Character creation) and for every Aug they install, their Corruption level increases, which has several effects. Various temptations may be visited on the Character when they witness events that anger or excite them. These become more frequent and severe as the Character's Corruption increases. The Presence may also offer aid in times of weakness; when the Character is tired, exhausted, or mortally wounded.

In these cases a Character must make a Willpower test to resist the Presence driving them to obey. Success indicates that the Character steels themselves and carries on, while failure proves that the urge was too strong or, weakened and desperate, the Character lacks the strength to refuse.


Corruption Rules

Corruption Rules

  • Each Aug increases Corruption by +2
  • Each Trait rank increases Corruption by +1
    • Trait ranks given by the Director for a new Character don't count.
  • The Presence can be triggered by:
    • Experiencing events equal-to or less-than the Character's Corruption level (see the Corruption events table below)
    • Stamina dropping below Corruption level
    • Stamina dropping below 0
    • Death Coma (Health dropping below 0)
    • Blacking Out (for any reason)
    • Attempting to extract IRIS or have it extracted by someone else (removing Traits and Augs) for any reason.
  • When making the Willpower test to resist, the target AP is equal to total Corruption (or “Corruption level”).
    • If making the test while Exhausted (0 or less Stamina), increase the target number to (Corruption)+5.
    • If making the test when entering Death Coma (0 or less HP), increase the target number to (Corruption)+5.
    • If making the test to have IRIS extracted for any reason, increase the target number to (Corruption)+5.
  • Characters must test immediately when out of combat. During combat the test should be delayed until the end of the current turn.
  • When the Presence manifests, Characters have a choice: they can resist or obey.
    • If resisting, the Character makes a Willpower test.
      • Passing the test drains 2 Stamina, but successfully resists the Presence and dispells it for the rest of the game session.
      • Failing the test increases Corruption by +1 and the Character must obey the urge.
    • If obeying, the Character immediately gains 5 Stamina, but Corruption increases by +1.


Corruption Tables

Corruption Tables

Corruption Triggers
Corruption level Trigger
(Character's total Corruption) (Triggered by witnessing, inflicting or experiencing the following)
10 torture, mass murder, cannibalism, multiple rapes (or equivalent events)
12 severe abuse, multiple murder, violent / gang rape (or equivalent events)
14 light physical or severe emotional abuse, murder, rape (or equivalent events)
16 Severe bullying or humiliation, non-lethal violence (or equivalent events)
18 Bullying, Threats of violence, Blackmail (or equivalent events)
20 Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Rudeness, Bright lights, Loud noises (or equivalent events)


Obedience Consequences
Corruption level Consequence
(Character's total Corruption) (Choice should suit the Character and situation)
10 Taking direct action to resolve the situation requires a 5AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 5AP Willpower test -or- Resisting the urge to join in requires a 5AP Willpower test
12 Taking direct action to resolve the situation requires a 10AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 10AP Willpower test -or- Resisting the urge to join in requires a 10AP Willpower test
14 Find help, but fear prevents taking direct action -or- Stop the perpetrators by force. Increase force as “necessary” -or- Have a little “fun” without getting too rough
16 Flee the scene, putting escape before seeking help -or- Slaughter the perpetrators using the most effective means -or- Take part or assist the perpetrators
18 Run and hide, speaking to nobody for several hours -or- Recklessly open fire on the perpetrators -or- Enthusiastically join in the carnage
20 Collapse in terror -or- madly brutalize the perpetrators in melee -or- lose yourself and commit the most terrible atrocities you can




Character Points

Back to Top

Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a a full list of spending options, along with general guidelines for awarding CP.

Spending CP
Benefit CP cost Additional Costs
+1 Skill rank 1 CP -
+1 Trait rank 2 CP +1 Corruption
Unlock new Skill 3 CP -
Unlock new Aug 4 CP +2 Corruption


Earning CP
CP Reward Source
1CP Participation
1CP Side Objective
2CP Main Objective
1-2CP Storyteller's Blessing