Beruflich Dokumente
Kultur Dokumente
corporia
Mark Plemmons
INTRODUCTION
The world is slipping into chaos – and it’s all your fault.
As a new Knight of the Round Table in a regimented corporate metropolis, your
mission should be clear-cut: fight for justice, bring freedom to wage-enslaved citizens
and restore the ideals of chivalry and honor. Unfortunately, the rebirth of the knights
also restored the old magics – the primeval forces that once ruled the ancient times
but dwindled and vanished with the rise of science. Now you struggle to hold the line
between the forces of Order and Chaos, each striving to control the other. Your bene-
factor, corporate CEO and reborn knight Sir Lancelot du Lac, provides the means to
combat the obvious threats, but there are other challenging dilemmas to resolve.
Will you ally with rival corporate security forces to face off against magical threats
– or is getting in bed with the enemy too far down the path of corruption? Can you
risk allowing a monster to live – even if an innocent human may lie beneath its horrific
shape? Can you trust that your allies are not fallen knights, corrupted to throw in
with the corporations or forces of chaos? Can you fully support Lancelot in his role of
a corporate CEO and assist him in taking morally ambiguous actions to maintain his
power base – or will you take a stand and weaken him in the eyes of the other ruling
corporations? The choices are yours.
You can also decide how you want to have adventures in Corporia. Do you want
your Knightwatch team to focus on reconaissance and gunplay alone? Or would you
prefer your characters to be department heads, balancing their time between battling
the extremes of Order and Chaos, and handling the all-too-real threats of corporate
espionage, lawsuits from injured mutates, and other red tape entanglements? What-
ever you decide works for you and your friends is just what you should do.
And speaking of how things work, I’ve placed each chapter into an order that I
think flows well for both experienced role-players and new readers. You’ll start with
the basic rules, move on to character creation, then specialize your character further
with assets and equipment. Next, you’ll get the history of the setting and a guide to
The City, ending with the game mastery chapter. In addition, I’ve added section guides
at the start of each chapter, a comprehensive index, and incorporated color into the
design so you can read more effectively. For example, chapter tables and sections often
appear in certain color schemes that should help you get where you’re going a little
more easily. After all, this book was made to be used.
Now let’s get to it – the future awaits!
MARK PLEMMONS
CHICAGO, IL
CREDITS
WRITING, DEVELOPMENT, AND GRAPHIC DESIGN: Mark Plemmons
CONTRIBUTING EDITORS: Rob Burke, Stephanie Ewing, Mark Gallichio, Bret Hammitt,
Andy Miller, Elizabeth Plemmons, RPGPundit, Christopher Stogdill, Ross Watson,
Kira Williams
COVER: Flat-it (Bebas font), Andrejs Pidjass (Nejron) (knight), Yongnian Gui (city)
For Zoë
SPONSORS
20
CONTENTS Combat
Introductory Pages
8 | The Story So Far
Chapter 3: Assets
XX | General Assets
XX | Supernatural Assets
XX | Globex Report
XX | Sample Spells
80
Chapter 4: Expenses
Equipment
XX | Equipping Your Character
XX | The Cover-Up
XX | Quest Magazine
XX | Weapons
XX | Armor
XX | Miscellaneous Items
XX | Augments
XX | Wands
202 | Index
207 | Inspirations
208 | Character Record Sheet
ISBN 0-9000000-0-0
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1THE
BASICS
WHAT IS CORPORIA?
Corporia is a tabletop role-playing game set in ‘The City’, a future metropolis ruled
by an alliance of powerful mega-corporations. Players take on the roles of members
of the Knightwatch, a small team of individuals with supernatural abilities who make
up the elite special operations unit of the Watchman private security company, under
the auspices of its mega-corporate entity Valyant and Chief Executive Officer Lance
Martin – the reincarnated Sir Lancelot du Lac. The Knightwatch resolve extreme in-
cidents involving manifestations of Chaos magic (aka the Flux) that regular officers
are unable to handle, including mutated humans, monsters from other dimensions,
and corporate Flux experiments gone wrong.
All members of the Knightwatch have been hand-picked from individuals touched
by the Flux, ironically gaining their supernatural abilities from the very force that
also transforms innocent citizens into dangerous mutants and provides fascinating
new resources for the mega-corps to exploit. Exactly how a knight’s powers manifest
depends on the individual’s personality, social caste, and profession. For instance, sol-
diers often become stronger and faster, executives gain influence and mettle, hackers
discover they can transfer their minds into computers to battle Flux-infused virtual
life, creative thinkers find themselves able to cast magical spells, and so on. An indi-
vidual might even awake with memories and skills (and obligations!) from a former
life as a knight in King Arthur’s court. You’ll define your character’s background, per-
sonality, and abilites in the character creation process beginning in Chapter 2: Human
Resources.
Because public knowledge of your character’s abilities could lead to him or her
being hunted down by cryptids, criminals, and rival mega-corporate research teams,
the Knightwatch is usually a character’s only family. Thus, how your characters in-
teract with each other is as much a part of the Corporia experience as combat, if not
moreso. For example, not every character may agree on the correct action to take
when a child insists on protecting her ‘imaginary friend’ or when a doctor starts steal-
ing from the blood bank to support his wife’s newly-acquired vampirism. Your char-
acters’ decisions are as equally valid a way to provide conflict as are the threats of
monsters, rogue Virtual Intelligences, and greedy corporate overlords. It’s all about
role-playing.
WHAT IS ROLE-PLAYING?
A role-playing game is one where you and your friends take on the roles of fictional
characters in a make-believe setting – in this game, members of the Knightwatch in
‘The City’. It’s a lot like the ‘army men’ or ‘cops and robbers’ games you may have
played as a child, only now you sit at a table and don’t need to use your sofa as a fort!
THE DIRECTOR
One of your friends takes on the responsibility of being the Director. It’s his or her job
to set up the adventure and play the parts of all the non-player characters (and mon-
sters!) that your player characters will meet. When there’s a question about a rule,
the Director is the final arbiter. Naturally, this means that the Director needs to be
very familiar with the rulebook.
Of course, no book can contain rules for everything, especially when the setting
includes such diverse elements as monsters, future tech, and more. If there’s a ques-
tion that the rulebook doesn’t specifically answer, the Director should just make a
common sense ruling and move on without delaying the game. (Consulting the players
is also an option, but the Director’s ruling should be final.)
Being the Director is a big responsibility, since he or she must not only play many
parts but also spend time away from the gaming table designing adventures, creating
intriguing objectives, and providing challenges that are difficult but not impossible.
13
However, it’s also very rewarding. If you’re the kind of person who likes writing sto-
ries, having the rulebook within arm’s reach during gameplay, and providing fun for
your friends, then you’re probably a good candidate for the Director.
GAMEPLAY
Your first gameplay session may involve new characters who don’t know each other
at first, but are thrown together as larger events take shape. How well they work to-
gether (and even whether they like each other) depends on how you and your friends
role-play your characters and how their actions shape the world.
Your Director will probably begin the first game by telling you what your charac-
ters know about the overall setting, their current location, recent events, any shared
background they may have, and so forth. He may introduce a non-player character
(NPC) ally who provides the impetus for the PCs’ mission, in return for the completion
of which they may receive money, goods, services, or other benefits.
If you want your PC to complete a task, you should describe his or her actions,
perhaps even speaking ‘in character’ like an actor reading a script. The Director then
describes the outcome of those actions, perhaps also speaking ‘in character’ for his
NPCs.
For instance, if your character enters a room, the Director may briefly describe
what your character can see from his current position (such as a desk in front of a
plate glass window opposite you, a sofa in the corner to your left, a bookshelf on the
right wall, and framed pictures hanging here and there). If you want more detail, you
should tell the Director what you want to investigate within that room, and he’ll give
you more details as your character explores further.
Some situations require your character to battle foes and meet challenges that
test his or her abilities. Meeting this challenge usually involves rolling dice and com-
paring the result to a Target Number (TN) or an opponent’s statistics to determine
success or failure.
Most adventures contain multiple challenges, concluding with the most difficult.
The best adventures have challenges that can be approached in a non-linear fashion
and completed in multiple ways (e.g., brains or brawn). Once the characters accom-
plish the last required challenge, that adventure ends. Completing an adventure can
fill hours, days, weeks, or longer, with game sessions occuring as often as you want to
play. Depending on what the Director has planned, your next adventure may feature
the same characters or different ones.
T YPES OF ADVENTURES
Before you create your PC, you might want to sit down with your Director and fellow
players to discuss what type of adventures you’re interested in. (If you’re experienced
role-players, this may be easy.) Some examples are listed below.
The action/adventure scenario is perhaps the most common. A ‘cry for help’ often
sends your team into various perils where they must work together, using their dis-
parate personalities and abilities to survive while accomplishing one or more tasks.
Missions usually start with the characters receiving their assignment, followed by
14
some research and exploration with a series of minor battles against henchmen, and
then culminating in a difficult battle against a powerful villain.
Other adventure types include: diplomatic (keeping two mundane/magical groups
from fights that destroy property and innocent lives), disaster (magic doesn’t leak into
the world; it explodes, and your lives are contant fights for survival), escape (breaking
free from a mega-corporate prison or laboratory), espionage/heists (spying and sneak-
ing past guards and electronic systems), horror (blood-drenched crime scenes and el-
dritch terrors), questing (seeking magical items), and so on.
These examples are neither exclusive nor exhaustive. Your Director can mix and
match them, or create something new. There are no limits.
15
BATTLEMATS AND MINIATURES. Although these aren’t required, feel free to use them
to better visualize combatants in relation to each other. Any token, coin, or miniature
figure can represent your character, as long as it’s not significantly bigger or smaller
than everyone else’s, and you can remember which one is yours. A variety of bat-
tlemats, tokens, and miniatures are available in most stores where RPGs are sold.
CHARACTER SHEETS. You can keep your character information on whatever sheet of
paper or digital device is most convenient for you. However, Corporia includes a spe-
cific form that you can use for this purpose (see the last page of this book). If you’re
uncertain where to find the information that should go on your sheet, just go to the
page numbers listed on the preview image below.
26
56 58
96 64 71
88 72
18 19 21 19 20 21
22
75
63
84
20
16
CHARACTER ATTRIBUTES
After you have a idea of who your character will be, you’ll use numerical values to de-
fine his abilities and what he can do in relation to other PCs, NPCs, and cryptids.
These abilities are primarily composed of Core Values and Skill Sets.
A character's CORE COMPETENCY sets the number of Character Points (CP) you can
spend on your PC’s Core Values, Skill Set, and Assets. Core Competencies are listed
as Touched, Gifted, and Fluxed. For instance, a character who is 'Touched' by the Flux
is unnaturally strong and fast, but has no supernatural assets, while a Fluxed char-
acter has the greatest supernatural abilities but is weaker in other matters. A Gifted
character falls somewhere in between.
CORE VALUES include Strength (STR), Deftness (DFT), Mettle (MTL), Knowledge
(KNO), Wits (WIT), and Magick (MGK). These are expressed as a number, typically
from 1 to 6. A ‘normal’ person has only 1 or 2 in each of the first five core values and
none in MGK, while particularly strong, intelligent, or otherwise talented individuals
(such as members of the Knightwatch) might have 3 or better in one or more values.
A character’s SKILL SET lists abilities learned from life experience, such as Crime,
Firearms, Instinct, Science, and Sorcery. These are expressed as a number, usually
ranging from 0 (since a character need not have points in every skill) to 6. For in-
stance, a character with a military background or personal interest in firearms might
start with 3 points in Firearms but 0 points in Science: Biology. Each skill is associated
with a specific core value, such as Fisticuffs (STR) and Sorcery (MGK).
Whenever the rules refer to FLUX DICE, it means a roll of 2d6 where you keep the
highest result and drop the lowest. This so-called ‘Flux’ is the effect of the magical
chaos now pervading the world. Fortunately, your character is more in tune with the
Flux than most, and able to exercise a measure of control over it (i.e., being able to
instinctively choose the most favorable result).
FLUX POINTS are a further measure of your character’s ability to manipulate the
Flux. During games, you can earn and spend Flux Points (FP) to alter events. In be-
tween game sessions, FP can be used to increase core values or improve a skill. The
Flux Point rules are discussed in detail starting on page 70.
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USING ABILITIES
When a situation calls for your character to perform an unopposed task, like hacking
a computer or jumping from one car roof to another, you need to make an ability check.
Choose the most appropriate [Core Value + Skill] combination, then roll the Flux Dice
(2d6) and add the highest die result to that [Core Value + Skill] total. If the grand
total meets or exceeds the Target Number (TN), the character succeeds. The Director
chooses the Target Number based on the circumstances at the time, so a task like
opening a door would not require any ability check at all, but hacking open a locked
door might be Difficult – and doing so in semi-darkness or while being shot at might
be Hard or Incredible. For sample actions, see the Quick Reference: Sample Core
Value and Skill Use Options sidebar on page 67. The Director determines the degree
of success based on the difference between the roll and the TN. Most important TNs
will probably be TN 9 or higher.
For example, let’s say that Gwen Rexxwell, a Headhunter, needs to find a specific
bureaucrat’s unlisted phone number. The Director decides the Target Number should
be 11 (Hard). Gwen’s player considers both her abilities
and possible role-play options. She could use [WIT + In-
fluence] to ply the number from someone, or use [KNO + TARGET NUMBERS
Sciences: Computer] to hack the phone servers. However,
she decides to use [KNO + Business] to make connections DIFFICULTY TN
and cut through the red tape. Gwen’s player adds her SIMPLE .................3
KNO 3 with her Business 4, then rolls her 2d6 Flux Dice EASY ....................5
and gets a 2 and a 4. Since 4 is the highest, her total is [3 AVERAGE .............7
+ 4 + 4 = 11], which is at least as high as the TN 11. Gwen DIFFICULT............9
finds the phone number, but barely. HARD .................11
If her result had been slighly higher, the Director INCREDIBLE ........13
might have said that she also found the bureaucrat’s home
HEROIC ..............15
address. If she’d gotten a raise (16 or better), he might
EPIC ....................17
have given her the EyePhone number, home address, and
the name and location of a private club where the bureau-
crat likes to spend his time.
OPPOSED CHECKS. When two characters oppose each other, either in combat, magic,
or some other test of ability, the TN to beat depends upon the actions of the characters
themselves. In this case, both players or one player and the Director) make ability
checks and compare them. The character with the highest result succeeds. The Di-
rector may also impose situational modifiers based on the circumstances, or decide
that the defending/resisting character is not able to react.
Let’s say that Gwen wants to throw a punch at her boss. Throwing a punch re-
quires a straightforward Fisticuffs roll, so Gwen’s player adds her STR 3 to her
Fisticuffs 3, for a result of 6. She then rolls her 2d6 Flux Dice, getting a 2 and a 5.
She takes the 5 and ignores the 2. The result is a simple formula of [3 + 3 + 5 = 11],
which means that the boss needs to meet or exceed TN 11 to block or avoid Gwen’s
blow. Because the boss is an NPC, the Director makes the ability check. The Director
determines the boss has DFT 3 and Fisticuffs 2. He then rolls the Flux Dice, getting
a 5 and a 4. Taking the 5, since it’s the highest, this results in a formula of [3 + 2 + 5
= 10]. Gwen’s 11 attack is higher than the boss’ 10 defense, so her attack succeeds.
COMBINING CORE VALUES. The [Core Value + Core Value] combinations are possible,
but should be used only when a special resistance check is required – such as when
fighting to resist the effects of poison, disease, a spell, or a cryptid’s magical ability.
See the Sample Defense Actions chart on page 23.
COOPERATIVE ROLLS (QUOTAS). A Quota is a particularly challenging, higher-than-
normal, non-combat TN that few characters could handle on their own. However, mul-
tiple players can combine their skill rolls in order to meet or exceed the Quota.
If the attempt fails, the character with the lowest contribution becomes the scape-
18
goat for why the group failed to make their Quota, and he loses 1 Flux Point. (You’ll
read more about Flux Points on page 70).
UNSKILLED CHECKS. If your character wants to use a skill that he doesn't have, he
adds only the relevant Core Value to his Flux Dice roll, and must use the lowest die
result instead of the highest. A success means the character just got lucky. Note: the
MGK disciplines cannot be used unskilled; these must be purchased to be effective.
SPECIAL RESULTS
TIES. No, not what a busy executive wears around his neck. Ties are what happens
when two opposed rolls have equal results. When that occurs, the character with the
highest [Core Value + Skill] total is the winner. For instance, if Gwen’s attempt to
punch her boss resulted in an attack result of 11, and if her boss’s defense had been
11, they tied. To determine the winner, compare the attack [STR 3 + Fisticuffs 3] and
defense [DFT 3 + Fisticuffs 2] without Flux Dice. The winner is the character with
the highest total. Gwen wins with a 6, versus her boss’ result of 5. If the characters
continue to tie, roll more opposed checks until someone wins. Each roll represents the
continuing struggle between the two combatants.
CRITICALS. If you roll the highest number on a Flux Die (i.e., rolling a 6 on a d6,
you can roll that die again and add the total to the result. If you get a second ‘crit’ on
the same die, add it to the running total and roll it again. (You don’t get criticals on
damage die rolls – unless your character has the Knight’s Prowess asset (page XXX)
– since it’s abilities that are affected by the Flux, not the physical force of the weapon.
DOUBLE CRITICAL. If both Flux Dice come up 6s, treat each one like a critical and
keep re-rolling as needed. However, instead of only keeping the highest, you keep and
add all their results together! You also gain 1 Flux Point.
CRASHES. If both Flux Dice result in 1s, you don’t get to keep and add either die.
If your [Core Value + Skill] (plus any bonus modifiers) gave you a high enough total,
you might still succeed, of course. It’s just not as likely.
RAISES. Whenever an ability check exceeds a Target Number or opposed roll by 5
points or more, you get a ‘raise.’ Raises on Attack actions increase the damage total
by +1d6 per raise.
19
For example, let’s say that Gwen attempted to punch her boss with an attack roll
of [STR 3 + Fisticuffs 3]. She gets a 1 and 6 result on her Flux Dice, and the 6 is a
critical, so she rolls it again for a result of 4. Her final total is thus [3 + 3 + 6 + 4 = 16].
Her boss defended with an 10, and Gwen easily beat that by 6 points, giving her one
raise. She now deals her normal unarmed combat damage of [3] plus an additional
+1d6 roll. If it rolls a 5, that means she deals a total of [3 + 5 = 8] points of damage.
Raises on Quotas (see page 18) give 1 Flux Point to everyone involved.
COMBAT
Despite its beauty and wealth, The City is a dangerous place. The mega-corporations
relish their powers and are not about to relinquish them easily. Anyone foolish enough
to interfere with their plans will quickly find himself the target of security forces.
Worse, the PCs must also deal with the monstrous cryptids manifested by the Flux
or released by corporate researches into the arcane.
Details for combat actions are described below. However, these are intended to
provide a cinematic experience that is not overly complex. If a character wants to take
an action that the rules don’t cover, don’t halt the game to debate on the ideal roll;
just choose what seems most appropriate and keep playing!
20
TURNS. The character with the highest Initiative goes first. A turn is defined as 10
seconds. During each turn, a player character can perform either one Move action and
one Attack action, or two Move actions. If a players wants to perform an action that
doesn’t fit easily into either a Move or Attack action, the Director decides how many
actions, turns, or even rounds it takes.
For example, simple actions like shouting a warning or drawing a weapon are
“free” actions. Running to a parked car, leaping up onto its roof, and leaping off to slice
a sword through a flying creature would be three Move and one Attack actions (in that
order), requiring two turns to complete.
You may find it helpful to play proactively, by declaring your character's actions
and what you're trying to achieve with a roll, even before you pick up the dice. By
telling the Director and the other players what you're trying to do, you can pre-define
your character's basic intent, though these will be modified by a roll's failure, success,
and even raises. Alternatively, you can play reactively and wait for the Director to
provide you with a description or ask you what you want to do. There's no right or
wrong way; choose what your group prefers.
ROUNDS. The amount of time it takes for everyone to have a turn is defined as a
‘round’. Once the first round ends, each player again determines his Initiative to see
who gets the first turn, and combat continues from the previous round.
SURPRISE. When a character is surprised at the start of combat (e.g., an eldritch
tentacle lashes out of the darkness at him), that character must attempt a [WIT + In-
stinct] check. In most cases, the TN should be Easy (5) for characters on alert or Hard
(11) for characters who don’t expect trouble. Characters who fail their check get only
[WIT + Instinct] (no Flux Dice roll) for Initiative on the first round of combat. For the
second and subsequent rounds, determine Initiative normally.
ATTACK ACTIONS
During an Attack action, the character may attempt to strike his opponent hand-to-
hand, with melee weapons, ranged weapons, or magic. To successfully deal damage,
the Attack action total must first beat the opponent’s defense total (so don’t forget
about criticals and raises).
Note that a minimum ‘Getting Medieval’ or ‘Firearms’ skill is required to use a
melee or ranged weapon effectively. Otherwise, suffer the difference between the re-
quirement and your actual skill level as a penalty to the Attack roll.
AIMING. A character can target a body part in order to cause a specific wound. Aim-
ing for the torso imposes a –1 penalty to the attack. Moving down to the groin or over
to either arm increases this penalty to –2, while a leg shot is –3 and a headshot is –4.
If the attack succeeds, the PC strikes the chosen location.
Aiming while moving doubles this penalty. However, when a character foregoes
all movement for his turn so he can take careful aim instead, he reduces the penalty
by –1 (cannot be reduced below 0). If the character already declared he was moving
during his turn or used his Move action, he cannot take careful aim during that turn.
21
MOVE ACTIONS
During a Move action, your
character can traverse a num- SAMPLE MOVE ACTIONS (FEET PER TURN)
ber of feet in any direction,
with the distance depending WALK ..............................UP TO [ATHLETICS] X 5
both on the action and his JOG .................................UP TO [ATHLETICS] X 10
[Athletics] score. No movement
RUN .................................UP TO [ATHLETICS] X 15
checks are needed unless the
SPRINT (AFTER RUN) .......UP TO [ATHLETICS] X 25
character is impeded by large
debris, obstacles, gaps between LONG JUMP .....................UP TO [ATHLETICS] X 4
buildings, and so forth. HIGH JUMP ......................UP TO [ATHLETICS] X 2
A Move action to sprint CLIMB ..............................UP TO [ATHLETICS] X 2
must be preceded by a Move
action to run, though not nec-
essarily in the same turn. COMBINED MOVE AND ATTACK ACTIONS
COMBINING MOVE AND ATTACK
ACTIONS. Actions that combine RUN-AND-GUN ...............DFT + FIREARMS
movement and attacks are pos- SLIDE-AND-SLICE .............STR + GETTING MEDIEVAL
sible. Most characters favor WEAPON DISARM ...........DFT + GETTING MEDIEVAL
‘running and gunning’ (run-
ning while firing a gun) or
‘sliding and slicing’ (sliding under/near an enemy and slicing upwards with a blade),
but any reasonable combination may be allowed. Weapon disarms are included here.
A character can perform two Combined Move/Attack actions per turn, but with
penalites. He must accept the lowest result on the Flux Dice roll, and distance moved
is reduced by half (round down fractions). Aiming penalties are doubled.
22
DEFENSES
To avoid an opponent’s Attack action, your defense total must beat his attack. Defense
checks are reactions, and do not normally count as a character’s Move or Attack ac-
tion. A defense check might be one of several [Core Value + Skill] combinations, to-
gether with any armor, shield, or other modifiers as appropriate.
For example, a [DFT + Athletics] check allows your character to dodge melee at-
tacks, area attacks, and other such deathtraps. To deflect a melee attack with your
own weapon or shield, you'd use [DFT + Getting Medieval]; this attack is deflected,
so no damage applies even against the shield. When two unarmed characters battle,
or when an unarmed character wants to block or deflect an opponent's melee attack,
use [DFT + Fisticuffs] to defend.
A few defense checks use [Core Value + Core Value] results. A [STR + MTL] check
helps resist toxins, diseases, radiation, and other environmental hazards. Resisting
spells or spell-like abilities would use [DFT + MGK] for physical manipulations. To
shrug off a spell that would affect a PC’s mind, use [WIT + MGK].
When confronted with a horror not meant for human eyes, you'll need a successful
[MTL + Valor] check or lose your next Attack action. Hackers attempting to digitally
evade or block a foe's hacking attempts will use [WIT + Sciences: Computer].
FULL DEFENSE. At the beginning of a turn, you can declare that your character is
forgoing both actions during this turn, in exchange for a Full Defense. Double the re-
sult of any defense check you roll against melee attacks.
PARTIAL DEFENSE. At the beginning of a turn, you can declare that your character
is forgoing his Move action during this turn, in exchange for a Partial Defense. To
make a defense check against melee attacks, double your character's Athletics skill.
Thus, your defense check is: [DFT + Athletics + Athletics] plus the Flux Die result.
DAMAGE
To determine how much damage a successful attack deals, the attacking player rolls
the damage dice for the weapon and adds any modifiers. The defending player or Di-
rector then subtracts his character's damage reduction (typically armor and/or shield)
from the attack total. If the remaining damage meets or exceeds the target’s MTL, he
suffers one wound to the appropriate location – along with any appropriate penalties
from hit location. Note that Raises also apply; each 5 points of damage greater than
MTL causes an additional wound. For example, 8 points of damage against MTL 3
would deal two wounds. Damage less than the target’s MTL deals only incidental
damage (nicks, scratches, bruises, etc.) that imposes no penalties.
After a character suffers a number of wounds equal to his [MTL x 2], he may at-
tempt a [STR + MTL] check against TN 11 to remain on his feet – and repeat this
check each turn after taking his actions. This check itself does not count as an action.
23
On a failed check, he slumps to the ground, conscious and able to speak but too
wounded to act. If he’s lucky, his opponent may spare his life.
Whenever the number of wounds becomes greater than [MTL x 2], the character
falls unconscious, dying. Thanks to medical technology, he may be revived if healed
within a number of rounds equal to his [MTL x 2] score. If not, he dies.
HEALING
PCs heal one wound (and its as-
sociated penalties) every 24 CLINICS AND HOSPITALS
hours without need of medical To locate a certified Biocom clinic,
attention, thanks to the Flux en- PCs should look for the white star
ergies within them. on signs or digital maps. Hospitals
For example, a character are marked with a white cross. See
with three wounds heals the page xxx for more information.
first one after 24 hours, the sec-
ond after 48 hours, and the third
after 72 hours. Wounds can be healed faster with certain Spiritism spells (instant;
pXXX), skin guns (12 hours; see page 86), or a trip to a clinic or hospital (usually 6
hours or less; p129).
SOCIAL ‘COMBAT’
In most situations, influencing an NPC is a matter of achieving success on a contested
check, as detailed in the Influence skill description (see page XXX). However, you may
select another [Core Value + Influence] combination if it seems appropriate.
For instance, if your character wants to threaten with words (e.g., "If you don't do
what I want, I'm going to chop off your fingers one by one."), you'll probably want to
use [WIT + Influence]. Alternatively, he might want to threaten by flexing his muscles
[STR + Influence], twirling a dagger in his hand [DFT + Influence], taking a punch to
the gut without flinching [MTL + Influence], or pretending to curse his opponent
[MGK + Influence].
The Director determines the degree of success based on the difference between
the two rolls. For instance, a success with a difference of only 1 or 2 points might
mean that the NPC agrees ‘for the moment’ but still has some reservations. On the
other hand, a raise (a difference of 5 or more points) probably means that the NPC
sincerely believes the character and will need some strong evidence to change his
mind again. Failures work similarly. A check that barely fails still allows the PC to
try again (though the Director may impose an additional penalty – probably the
amount the PC failed by). A check that severely fails means that the NPC steadfastly
refuses to be influenced until circumstances change drastically.
Except when faced with magic, a PC may never have to make a check to resist
being influenced. After all, few players want to admit that their character can be per-
suaded to do something that he normally wouldn't, and using rules to force this doesn't
usually work well. Instead, the Director influences the PCs simply by playing the
NPCs and offering rewards (both tangible and intangible) in order to get a reaction
from the players – and thus from their characters.
MISCELLANEOUS RULES
This section lists a few rules that may be useful on occasion, but that don’t necessarily
occur every time you sit down to play.
BREAKING AND ENTERING. Unless a door is specially reinforced, it can be forced open
with a successful [STR + MTL] check versus the door’s resistance. Most interior doors
can be opened with a successful check versus TN 9, but exterior building doors usually
have at least a TN 15 resistance to being forced open. Every 6 points of damage dealt
24
against a door’s lock reduces the TN by 1 (exterior) or 2 (interior). If you want to open
an electronic lock quickly and quietly, you’ll want the Hack asset (see page XXX).
Glass windows can be shattered without the need for damage rolls, though bul-
let-resistant glass requires additional force. In general, assume that a 1” thick sheet
has an armor value of 13, and that a single attack dealing at least 13 points of damage
against the material breaches it and drops the armor value of the remaining material
by 1 point. It then takes only 12 points of damage to breach the material, again re-
ducing it by 1 point to a value of 11. And so on.
CHASES. If two (or more) characters are involved in a chase through The City, just
determine Move actions as you normally would, with an additional opposed [MTL + Ath-
letics] check at the end of each character’s turn. A failed check means that, on his next
Move action, that character can move only the minimum distance; this means he is
winded, stumbles, or otherwise distracted, and so only moves [feet] instead of [Athletics
x feet]. The Director may also require additional [DFT + Athletics] to avoid obstacles.
For example, let's say that Andrea (Athletics 3) is chasing Vic (also Athletics 3).
Both move at the same run speed (45 feet per Move action), so if they both take two
Move actions per turn, Andrea would not gain any ground on Vic. However, if Vic fails
his opposed check, he only moves 15 feet on his next Move action (instead of 45 feet),
and Andrea starts to gain.
FALLING. For falling onto hard surfaces, apply 1d6 points of damage for the first
10 feet fallen, with an additional +1d6 and automatic wound for each increment be-
yond 10’. Damage reduction from armor and/or shield does not apply. The Director
chooses what hit locations are wounded.
For example, a character falling 20’ suffers one wound, plus however many addi-
tional wounds he would normally receive from 2d6 points of damage. A fall of 30’ would
be two wounds plus any wounds from 3d6, while a fall of 40’ would be three wounds
plus any wounds from 4d6, etc.
A successful [DFT + Athletics] check allows the character to roll with the fall and
reduce the amount of damage by 1 die, plus an additional die for each raise, if any.
FIRE. When a character or similarly sized object is set alight, you can assume that
the fire deals a minimum of 1d6 points of damage immediately, doubling on each of
the character’s turns until it reaches 4d6. Thus, a burning character suffers at least
1d6 damage the first turn, 2d6 the second turn, 4d6 the third turn, 4d6 the fourth
turn, and so on until the fire is extinguished. Armor and shield damage reductions do
not apply, unless the item is specially said to be flame-retardant. The Director may
increase the fire damage as needed, depending on the starting size of the blaze and
whether any accelerants were used.
ILLUMINATION. The rules-as-written assume that all actions occur in areas of ade-
quate lighting. When events occur at night or in areas of dim illumination, however,
the Director may apply modifiers. A good way to represent being in dim light is to
apply a –1 penalty to all relevant checks (e.g., attacking, defending, jumping), while
total darkness might impose a –4 penalty. Flashlights and other such light sources
reduce these penalties by –1, and headlights reduce the penalty by –2 (assuming they
are pointed in the right direction). See page XXX for night goggles.
POISON. Each poison’s effect depends on its nature. After all, it may be giant spider
venom, cleaning fluid, rat poison, arsenic, or one of any number of poisons. In general,
you can assume that the intended effect (death, damage, paralyzation, unconscious-
ness, etc.) of a short-term poison occurs within 2d6 minutes after ingestion, injection,
or other contact as appropriate. The character may attempt a [STR + MTL] check to
resist the poison’s effects, with the Director choosing the TN depending on the poison’s
strength. For example, a powerful, fast-acting poison like cyanide might require a suc-
cess against TN 19, while a knockout drug might be a TN 13.
25
2HUMAN
RESOURCES
26
Before you dive into character creation, find out if the Director is planning on certain
types of adventures where particular Player Character concepts would work best (e.g.,
action, espionage, corporate, etc.). Groups with a good mix of occupations, qualities,
skills, and even personalities, are often better equipped to face the challenges ahead.
To create your PC, follow each of the following steps: Concept, Core Competency,
Core Values, Skill Set, Traits, and Flux. Afterwards, you may purchase assets (Chap-
ter 3: Assets) and buy equipment and augments (Chapter 4: Expenses). Your Director
may have limits on what is available in the campaign, so you might want to discuss
your options before taking those last two steps.
KNIGHTWATCH OPERATIONS
Whether reborn or not, all players are considered ‘knights’ – members of the elite, su-
pernormal team of modern monster-slayers known as the Knightwatch. They are the
central players in the ongoing battle between the forces of order and chaos, as they
strive to keep the balance and prevent a future apocalypse where monsters and spell-
casters rule as the overseers and oppressors of enslaved mankind. Because the
Knightwatch is supported by the mega-corporation Valyant (under cover of its Watch-
man private security force), the Knightwatch is perceived by the public only as a semi-
covert ‘special ops’ team, with its true nature known only by a very few.
Your team is answerable to Valyant’s Chief Executive Officer, Lance Martin, his
personal assistant Vivienne Morrow, and Chief Operations Officer Kenneth Bridge-
man, revealed to your team as the awakened reincarnations of Lancelot, Nimue, and
Perceval, respectively. Another key character (with no ‘official’ standing at Valyant)
is the Master Eye Registrar and Logistical Intelligence Network (aka M.E.R.L.I.N.).
This corporate artificial intelligence appears in three forms: as the seemingly normal
in-company guide and business directory hologram, as a digitized face on monitor
screens, and as a powerful avatar in virtual space.
When Vivienne/Nimue receives a prophetic vision, or M.E.R.L.I.N. detects spikes
of Flux activity, they dispatch the Knightwatch to quietly eliminate the threat. Once
complete, a Watchman team arrives to clean up the scene and acquire any (living or
dead) specimens and magical materials. A Knightwatch team may also be sent on
other types of missions (such as covert or diplomatic) against rival corporations and
private security firms. They may even encounter threats while off-duty.
Knights receive free room and board in Watchman headquarters beneath Watch-
man Keep (see p149), plus initial training and a limited selection of equipment (due
to citywide arms restrictions). They can improve and expand on this as they gain ex-
perience, and can purchase or scavenge additional firearms, relics, and other items.
GROUP DYNAMICS
When you sit down to create your player character, there are at least three ways to
do so; you may discover many more. The first, and most traditional, is to work in soli-
tude, putting building the abilites you want your character to have, but having little
to no coordination with other players. In this case, none of the Knightwatch operatives
know each other before the first time they appear together in a Corporia game.
Another option is to give your character a long-term background that meshes with
one or more other PCs, even if your Corporia game starts with inexperienced charac-
ters. For example, perhaps your Hacker was once hired by a Suit to break into a com-
27
petitor’s server. You might say that the Hacker did a good job and the Suit paid on
time (with a bonus), and that you’ve been acquaintances and occasional co-workers
ever since – even before being recruited by the Knightwatch.
A third option is to build all the PCs around a single theme. This usually involves
all the PCs being of the same or similar type. For instance, you might play a team of
awakened Knights-Errant who want to do the work of vanquishing monsters, seeking
out magical items and hotspots, and aiding persons in need, all while serving the
Knight’s Code. To these Knights-Errant, it is not merely a job, but a holy quest.
Whatever you choose, you’ll need to have a serious discussion with the other play-
ers and the Director to make sure that everyone’s interested and willing to commit to
this theme. If one player decides to go against the group, it can disrupt the theme and
cause problems.
SAMPLE ARCHETYPES
The following pages detail character concepts and archetypes that you can use to build
your own unique individual whose personality will develop further with each passing
game. You can choose any modern archetype,
or even combine a special archetype with a
modern one. (Just note that you can’t combine MODERN ARCHETYPES
two special archetypes with each other!) BADGE ....................................P28
BACKGROUND. This section supplies some HACKER .................................P30
basic ideas, but you should consider other, more HEADHUNTER ........................P32
personal, questions as well. Where is he from? JOURNO .................................P34
How old is he? What was his childhood like? LISTER .....................................P40
And so on. You should also consider the event RADICAL ................................P42
when your character’s supernatural abilities RUNNER .................................P44
awoke; it’s usually quite dramatic. For in- SUIT ........................................P48
stance, Hackers might accidentally disrupt THINKER.................................P50
their company servers, Knights-Errant suffer ZERO ......................................P54
seeming mental breakdowns, and Sorcerers
and Witchers let loose an uncontrolled burst of
SPECIAL ARCHETYPES
arcane energy. Other typical symptoms include
KNIGHT-ERRANT ...................P36
bursts of accelerated strength and speed, and
a reaction similar to an epileptic fit. SORCERER ..............................P46
Naturally, the Knightwatch keeps a close WITCHER ...............................P52
eye on hospitals and news reports in order to
locate potential recruits. Why did your charac-
ter join? Is she afraid of being captured by another corporation and experimented on?
Does she have a family to support? Or does she just ‘get off ’ on the adrenalin rush
and the excitement of the chase? The answer is up to you, but it should be an impor-
tant part of your concept.
Most members of the Knightwatch believe the world should be orderly, but don't
support an oppressive corporate rule that subjugates the people and severely restricts
liberty. On the other hand, they fight the Flux to prevent the world from falling into
a wild, primeval chaos where humanity lives under the rule of magic and those who
wield it. Thus, they stand between the extremes of Order and Chaos.
SIGNS AND PERSONALITY TRAITS. Here are listed some sample personalties, and as-
trological signs common to each concept. Starting characters should have three public
traits and one private trait of your choosing. These traits define much about the char-
acter’s life, such as his goals, motivations, and personality – primarily, how he reacts
when encountering new people and new challenges. See pages XXX for more details.
Keep your private trait a secret between you and the Director. You can tell the
other players what your character’s public traits are, but don’t let this be a substitute
for role-playing – especially if you want to earn Flux Points (see page XXX)!
28
NAMES. A character’s name or alias usually reflects who he is. The name ‘Razor’
sounds like a Radical with violent tendencies and talent with a blade, while Alain
Winterbottom the Fourth sounds like a Suit with high resources. Of course, you can
also twist this around. There are lots of big guys nicknamed ‘Tiny,’ after all.
LOOK. Your character’s ‘look’ is his style and clothing (e.g., formal, casual, punk,
blue-collar, etc.), but you should also consider his physical appearance. How tall is
he? What color are his eyes? What is the style and color of his hair? Is he slim, fat, or
muscular? Is he dark or pale?
Knightwatch teams, who often need to move through the urban environment with-
out drawing attention, aren’t required to wear the standard Watchman security uni-
forms. They are outside the Watchman rank structure, though you can assume that
each PC received basic training in self defense and arrest techniques, firearms train-
ing, high speed pursuit driving, and other security enforcement subjects.
ROLE. A character’s role is his typical position within the group dynamic, and any
particular talent for combat or social combat. Of course, his level of enthusiasm for
the job can vary. Even Knights-Errant may despair of the cruelty of the modern world,
and follow their oaths as little as possible. Other character may be less interested in
the magic and the monsters than in the steady job and the money.
KEY CORE VALUES AND SKILLS. This section lists the most frequently used core values
and skills for a particular character concept. If you decide to combine multiple con-
cepts for your character, like a Knight-Errant and Lister, you’ll need to decide what
abilities your character focuses on mastering. See pages XXX for more details.
ASSETS. A character’s assets include any special abilities – depending on whether
his Core Competency was Touched, Gifted, or Fluxed – as well as his funds, resources,
and network of contacts. All character types have one asset that they can purchase at
a cheaper point cost than normal. See Chapter 3: Assets for more info.
WEAPONS AND EQUIPMENT. Some character concepts are more suited to particular
items. Sneaky characters are more likely to favor light, camouflage equipment and
silent weapons, for instance, while street fighters might prefer heavy armor and loud
but powerful firearms. See pages XXX for more details.
AUGMENTS. The term ‘augments’ is short for ‘augmentations’, which are biological,
mechanical, nanotechnological, and similar improvements or additions to the human
body. This section details some basic augments most common to a particular character
concept. Start reading on page XXX of Chapter 4: Expenses for further specifics.
INSPIRATION. Feel free to imitate characters from comics, novels, movies, or televi-
sion, within reason. This section provides examples you may know.
29
BADGES are employees of private military and security companies (PMSCs). Most serve
as privatized police forces for facilities, residences, and project sites. Others are pri-
vate investigators, mobile escorts, security management consultants, specialist train-
ers, and soldiers. Their employer’s services are often ‘subscription-based,’ meaning
that they provide protection for a regularly scheduled fee. They focus primarily on
preventive methods of security, rather than tracking down and punishing criminals,
though some companies will tackle the latter if paid to do so.
BACKGROUND. Most Badges decided on their profession at an early age, finding an
employer immediately after their secondary education (high school or equivalent),
though some individuals may have gone on to further their education at a university
before seeking employment. Your character’s career may have been a distinguished
one filled with glory, a dull one shuffling back and forth between routine assignments,
or a mix of both.
SIGNS AND PERSONALITY TRAITS. Common signs are: Aries, Taurus, Leo, and Scorpio.
Good Badges are disciplined, courageous, and reliable, but there are always a few who
are cowardly, reckless, corrupt, or lazy.
NAMES. Badges usually introduce themselves by their rank and surname (e.g.,
Lieutenant Miller, Detective Gardner) even when not in service.
LOOK. When not in uniform, badges tend to dress in a utilitarian style, favoring
blue, gray, black, or tan colors. Facial hair is rare except among high-ranking person-
nel, and haircuts are usually ‘high and tight.’ Of course, the longer a Badge is unem-
ployed, the more likely he is to revert to his normal sloppiness.
ROLE. Most PC Badges see themselves as the embodiments of justice – willing to
'bend' the law to achieve desired results. Others believe the law is all, and even the
smallest infraction should be punished; otherwise, it's a slippery slope to chaos and
anarchy! Whether or not the Badge is a team leader, his tactical knowledge demands
respect and attention. Badges are often valued marksmen, and so well-known for
their ability to mete out extreme violence that their mere presence may deter an op-
ponent from taking unwanted action.
KEY CORE VALUES AND SKILLS. Badges, especially those who served in foreign cor-
porate wars, often have high STR, DFT, Firearms, WIT, and Instinct. Individuals not
on the front lines of combat may focus on improving MTL, Crime, WIT, and Influence.
ASSETS. Badges are usually ‘Touched’ by the Flux and so have no supernatural as-
sets. Many badges have at least two ranks each in Lionheart and Network. Bravado
and Prudent are also common, as is Null. Their core (discounted) asset is Detective.
WEAPONS AND EQUIPMENT. Badges prefer to have a large cache of weapons
and armor available to meet any situation. In general, they favor firearms in-
stead of melee weapons, and medium to heavy body armor.
AUGMENTS. Badges often equip themselves with the full body Silkskin up-
grade, and their vision with EyePads and the Spec.Tac.Le eye augment.
INSPIRATION. You can get some ideas about Badge archetypes from many fic-
tional sources that feature cops or soldiers of any background. Some notable in-
dividuals include Harry Callahan (Dirty Harry), General Hank Landry
(Stargate SG-1), Lieutenant Gorman (Aliens), Detective Vic Mackey (The
Shield), Lieutenant Jean Rasczak (Starship Troopers), Officer Tang (Southland),
and Major West (28 Days Later).
30
SAMPLE BADGE
INIT +5; ATK +6 unarmed [3 STR], +6 melee [2d6 + 3 com/bat], +7 ranged, +8 (7 + 1) pistol [2d6];
DEF +2 (5 – 3 armor); DR 2/3/2 (med mod, silkskin); WD 6
Abilities: STR 3, Fisticuffs 3, Getting Medieval 3; DFT 3, Athletics 2, Firearms 4; MTL 3, Valor 0;
KNO 2, Crime 3; WIT 2, Influence 2, Instinct 4 (3 initiative); MGK 1
Assets: Detective, Network 4, Prudent, Weapon Master (+1 Pistol)
Augments: EyePhone, Silkskin
Traits: Courageous, Intolerant, Reliable; Has a death wish
31
HACKER Computer specialist hacking tech and diving into virtual reality
In a world where computers are everywhere, hacking is a respected talent – but also
a feared one. HACKERS in the corporate hierarchy are clever programmers who spend
their work hours attempting to reinforce their employer’s cyber gateways, or trying
to break down the firewalls of competitors. Some secretly believe that all information
should be free, but fear of losing their job usually keeps them (figuratively) chained
to their terminals.
BACKGROUND. Hackers often spent their youth as budding computer nerds, later
entering higher education before taking a corporate job. Other prodigies may catch
the eye of a mega-corp when they unexpectedly break through high-level security, but
are offered a job instead of being arrested or killed.
SIGNS AND PERSONALITY TRAITS. Common astrological signs include Aries, Gemini,
Leo, Virgo, Sagittarius, Capricorn, and Aquarius. Most hackers are also motivated,
hard-working, creative, and easily bored. Hackers that openly support their corporate
overlords are rare. Most have an anti-authoritarian outlook on tech development,
which means that megacorporations often distrust them – and keep close surveillance
on them whenever they are on (and off) company premises.
NAMES. Many Hackers conceal their identity behind obvious ‘handles,’ such as Acid
Burn, Babbage, Cereal Killer, Gibson, Lord Kanti, Neo, Wipeout, or Zero. Older Hack-
ers often disdain these handles, claiming that a true Hacker is proud of his work and
shouldn’t be afraid to give his real name.
LOOK. At a major corporate office, Hackers may dress as conservatively as any jun-
ior executive. Freelancers, or those who work at smaller offices with a looser dress
code, tend to prefer hip clothing in the latest style, or jeans, caps, and t-shirts embla-
zoned with cartoons or logos.
ROLE. Hackers are fascinated by problems and puzzles, and not just digital ones.
They can often be tempted into tackling an incident simply because of its unusual fea-
tures. In a team, they circumvent security systems to access information, spread mis-
information, and break into digitally locked doors, webcams, servers, and so forth.
With the right asset, a Hacker may even dive into the ‘net and enter a virtual world.
KEY CORE VALUES AND SKILLS. A hacker should focus on KNO and the Sciences:
Computer skill. Other abilities depend on what sort of hacker you envision. If the
nerdy type, add in extra Knowledge or Humanities skills. If he took a few karate
classes in his youth, give him a point of Fisticuffs. And so on.
ASSETS. A Hacker without the Hack asset is unheard of. Most Hackers were also
'Gifted' with supernatural abilities, and so have the NT3RF4CE asset, which enables
them to actually dive into the virtual reality of the 'net with their allies linked
in. Network and Funding are also typical assets among Hackers.
WEAPONS AND EQUIPMENT. Hackers tend to favor raypiers, since its glowing
blade reminds them of certain sci-fi movies. X-Calibre brand firearms are also
a popular choice. For protection, energy shields and blur suits are common.
AUGMENTS. Hackers max out their heads with all the latest EyePhone apps.
Those who can afford a Cloak augment usually have one.
INSPIRATION. Some examples of Hackers in fiction include: Henry Case (Neu-
romancer), ‘Ed’ (Cowboy Bebop), Alec Hardison (Leverage), Richard Langly (X-
Files, Lone Gunmen), Hiro Protagonist (Snow Crash), Lisbeth Salander (The
Girl with the Dragon Tattoo), and Randy Waterhouse (Cryptonomicon).
32
“ASCII and ye
shall receive.”
SAMPLE HACKER
INIT +4; ATK +2 unarmed [1 STR], +3 melee [1d8+1 short sword], +4 ranged [2d6 pistol]; DEF
+5; DR 1/1/1 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 3, Firearms 2; MTL 2, Valor 0;
KNO 4, Computers 5; WIT 2, Influence 2, Instinct 3; MGK 1
Assets: Hack, Lady Luck, Network 2, NT3RF4C3
Augments: EyePhone, EyePad
Traits: Easily bored, Humorous, Organized; Obsessed with a celebrity
33
Outwardly, HEADHUNTERS are employment recruiters who earn fees by filling empty
positions within a corporate structure. These recruiters may be outsourced freelancers
or full-time staff within a human resources department. Independent Headhunters
work for multiple clients simultaneously,on a third-party broker basis. Most Head-
hunters are a normal part of the corporate workforce.
Privately, however, some Headhunters can be hired for targeted killings or to dis-
pose of incriminating evidence (e.g., files, bodies). Some may accept protective roles
as bodyguards to ensure the safety of an executive and his family, if the exec believes
that “it takes an assassin to stop an assassin.” Headhunters may even be hired by
Globex Power or Biocom to “repossess” replacement organs and augments – a partic-
ularly bloody way to earn a living.
BACKGROUND. When a headhunter joins the Knightwatch, it may be for one of sev-
eral reasons. Perhaps he believes in the cause, or is just looking for more exotic chal-
lenges. Worse, he might be a double agent for Globex Power or another mega-corp.
SIGNS AND PERSONALITY TRAITS. Many headhunters are Virgos, Scorpios, or Capri-
corns. Few are loyal to anyone other than their employer, provided the credits are
paid on time. They are often amoral, rarely swayed by pleas or threats, and prefer to
simply do their job and move on to the next order of business.
NAMES. A new headhunter character may have identification for d6 aliases sup-
plied by previous employers or leftover from earlier jobs.
LOOK. Headhunters dress as appropriate for blending into the target environment,
be it casual clothes in a crowded street, a suit in a office building, a waiter’s outfit in
a restaurant, high fashion at a gathering of wealthy executives, and so on. Depending
on the extent of their resources, they may own these various outfits, hire them from
costume shops, or be forced to steal them off the bodies of unwitting victims.
ROLE. Headhunters are often skilled in the art of disguise and tend to have a solid
network of contacts among the privileged upper classes of society. In combat, head-
hunters are often at their best when they can shoot from a distance or slip out of the
shadows to deal a killing blow.
KEY CORE VALUES AND SKILLS. Headhunters use DFT and Athletics to sneak, and
prefer blades (STR and Getting Medieval) or silenced Firearms. They also need good
WIT and Instinct. Decent MTL, Business, and Crime statistics are often helpful.
ASSETS. Most headhunters are ‘Touched’ by the Flux and have no particular su-
pernatural abilities, though ‘Fluxed’ Headhunter/Sorcerers and ‘Gifted’
Headhunter/Knight-Errant combinations can be particularly interesting. Generally,
assets include multiple levels of Funding and Network, with various combinations of
Fortitude, Lady Luck, Prudent, and discounted Weapon Master.
WEAPONS AND EQUIPMENT. As noted, headhunters usually prefer to kill quickly
and quietly, which requires knives or silenced firearms such as the X-Calibre.
Blur suits, suit weaves, and energy shields are common armor, since these still
allow complete freedom of movement. Headhunters usually forego heavier ar-
mors unless expecting return fire.
AUGMENTS. Headhunters favor the cloak and silkskin augments, along with
the EyePhone and Spec.Tac.Le app.
INSPIRATION. You can get some ideas for your headhunter concepts from: Syd-
ney Bristow (Alias), Nikita (La Femme Nikita), the Operative (Serenity), Evelyn
Salt (Salt), John and Jane Smith (Mr. & Mrs. Smith), Vincent (Collateral),
Sarah Walker (Chuck), and Michael Weston (Burn Notice).
34
“Shut up
or get back
in the trunk.”
SAMPLE HEADHUNTER
INIT +; ATK +3 unarmed [2 STR], +5 melee [2d4+2 longsword], +10 (9+1) ranged [2d6 pistol];
DEF +10 (7+3 blur suit); DR 0/1/0 (silkskin); WD 6
Abilities: STR 2, Fisticuffs 1, Getting Medieval 3; DFT 4, Athletics 3, Firearms 5; MTL 3, Valor 0;
KNO 2, Business 2; WIT 2, Influence 3, Instinct 3; MGK 1
Assets: Bravado, Funding 4, Network 2, Weapon Master (pistol)
Augments: EyePhone, Silkskin
Traits: Analytical, Perfectionist, Slow to act; No qualms sacrificing allies to complete a mission
35
36
“Zombies in the
streets, strange
lights in the sky,
and a knight with
a sword... Can I
quote you on
this?”
SAMPLE JOURNO
INIT +8; ATK +3 unarmed [2 STR], +4 melee [1d4+2 knife], +6 ranged [2d6 pistol]; DEF +6;
DR 1/1/1 (suit weave); WD 4
Abilities: STR 2, Fisticuffs 1, Getting Medieval 2; DFT 3, Athletics 3, Firearms 3; MTL 2, Valor 0;
KNO 2, Business 2, Crime 2, Sciences: Computer 1; WIT 4, Influence 5 (4+1), Instinct 3; MGK 1
Assets: Bravado, Detective, Funding 2, Influential, Network 4
Augments: EyePhone, EyePad
Traits: Easily bored, Skeptical, Worrier; Emotionally detached
37
While King Arthur was taken to the mystical realm of Avalon, his knights were not
so fortunate. Most died bloody deaths on the field of battle and were not granted pas-
sage to Avalon with their King. A KNIGHT-ERRANT is one of these knights awakened in
the body of a future descendant who bears a trace of the heroic bloodline. Knights-Er-
rant are determined to find their lost King and battle evil in all guises, even while
following the dictates of the Knight’s Code.
BACKGROUND. Before his awakening, the modern PC could have held almost any
type of profession. Feel free to review other concepts and combine them as you build
your Knight-Errant. However, Knights-Errant are never reincarnated into any magic-
wielding concept, perhaps due to their ancient foreswearing of magics.
A Knight-Errant may have served within any of the orders in Arthur’s court.
These included:
• THE KNIGHTS OF THE ROUND TABLE, considered Arthur’s best knights;
• THE TABLE OF THE WANDERING COMPANIONS, who waited to become sworn
Knights of the Round Table;
• THE KNIGHTS OF THE OLD TABLE, who were inducted under the rule of
Arthur’s father King Uther Pendragon;
• THE QUEEN’S KNIGHTS, those young knights eager for honor and charged with
protecting Arthur’s love, Guinevere;
• THE KNIGHTS OF THE WATCH, who were charged with guarding borders and
strongholds, and seeking out threats against the kingdom; and
• the sadly-named TABLE OF LESS-VALUED KNIGHTS, the weak, old, sickly, or
cowardly knights who once were well-regarded but fell from the king’s favor. Whether
this fall from grace was due to an action they took or some event that may have been
beyond their control, they were still personally responsible for it.
SIGNS AND PERSONALITY TRAITS. Common signs for a Knight-Errant are Aries,Tau-
rus, Cancer, Leo, Sagittarius, and Aquarius. Some interesting private traits could in-
clude the knight being reincarnated in a body of the opposite sex, or in a body much
older or younger than before. Such a character might hate his new body and seek out
magical means of transformation, or revel in its newness.
The magical merging of an ancient personality with a modern host results in a
unified, psychologically stable composite being. However, the medieval personality is
dominant. An awakened Knight-Errant knows how to drive a car, operate a computer,
and anything else that the future self knew – he even retains any affection and enmi-
ties for his loved ones and acquaintances – but his loyalties to the Round Table, its
knights, and its King remain as strong as they ever were. He has little doubt
that this is surely the hour of the peoples' greatest need.
Despite what much fiction tells us, Knights-Errant don't have to be dashing,
romantic figures who speak in a Hollywood producer's idea of 'Olde English di-
alect' (especially since many of them were Welsh). The knights of Arthur's court
were warriors, and when the circumstances were appropriate, they swore, spit,
got drunk, and partied as hard any modern day soldier.
NAMES. Most Knights-Errant use their modern names, answering to their
old English, French, Latin, or Welsh names only among close allies. When de-
signing your concept, avoid using the “Big Three” (Arthur, Guinevere, and
Lancelot) and other prominent Knights (Galahad, Kay, Percival, Gawain, etc.)
unless you’re in a special campaign where you’re playing those characters; your
38
“I will show
you mercy if
you ask for it.
Please don’t.”
SAMPLE KNIGHT-ERRANT
INIT +5; ATK +6 unarmed [3 STR], +7 melee, +8 two-handed sword [2d8 + 3], +4 ranged,
+3 pistol [2d6]; DEF +4 (6 – 2 armor); DR 5/2/1 (lt traditional); WD 7
Abilities: STR 3, Fisticuffs 3, Getting Medieval 4; DFT 3, Athletics 3, Firearms 1; MTL 4, Valor 2;
KNO 1, Humanities (Antiques 2, Religion 2); WIT 2, Influence 2, Instinct 3; MGK 1
Assets: Bravado, Knight's Prowess, Lady Luck, Lionheart 2, Weapon Master (longsword)
Augments: EyePhone, Hardened
Traits: Chivalrous, Courageous, Loyal; Thinks all spellcasters are secretly evil
39
Director may be using them as NPCs. Don’t worry, though. King Arthur’s court is said
to have had between 50 and 1,600 knights, so there’s little danger in running out of
them. Talk to your Director and see if he or she has any preferences.
Though rare, women could become knights by being the holder of their knightly
husband’s land (inherited or conceded to by special privilege) or being inducted into
an order of knighthood. Such women were known as ‘chevalieres’. Though there are
no known female Knights of the Round Table, there may have been some in the other
knightly orders at King Arthur’s court.
Sample Male Names. Adam, Alard, Alexander, Andras, Baldric, Bertram, Colin, David, Eustace,
Fabian, Geoffrey, Giles, Heddwyn, Henry, Hugh, James, John, Lawrence, Leofwin, Malcolm, Mark,
Matthew, Nigel, Osbert, Norman, Nicholas, Peter, Ralf, Ranulf, Richard, Robert, Roger, Simon,
Stephan, Thomas, Umfrey, William, Ymbert.
Sample Female Names. Agnes, Alice, Amice/Amicia, Beatrice, Christiana, Cicely/Cicelia,
Cordelia, Dionisia,Denise, Elaine, Eleanor, Fina, Gundred, Hawisa, Isabel, Isolde, Joanna, Julianna,
Leticia, Margery, Mary, Matilda, Millicent, Muriel, Nicolaa, Philippa, Richolda, Sabina, Sybilla, Una,
Winifred, Ygraine
Surnames (Upper-Class). Upper-class family names usually come from the land of a family home,
such as: de Gaulle, de Montfort, or Hugh of Fairfax.
Surnames (Lower-Class). Lower-class surnames often reveal the family profession or include a
topographical feature that was near the family home. Examples include: Ashdown (“on the ash tree
hill”), Athill (“at hill”), Baker, Brickenden, Brooker (“by the brook”), Carpenter, Cheeseman, Clarke,
Cooper, Fletcher, Foreman, Priest, Reeve, Taylor, and Weaver.
LOOK. Wearing metal armor in a modern city is conspicuous, to say the least. Even
modern reproductions are noisy and uncomfortable, so most Knights-Errant don metal
armor for ceremonial uses only. Characters paying tribute to their roots often wear
cloth hoods and tabards, which are not only much quieter than metal armor but also
more easily removed in order to blend into a crowd. Knight-Errants may even wear
suits, preferring to be “knights in shining Armani.”
ROLE. A Knight-Errant often tries to take charge of his group, even if that’s not
what they’d prefer. Following the Knight’s Code may put him at odds with allies not
so quick to leap into danger. Yet, his valor and desire to defend the oppressed may be
exactly what’s needed to inspire the people of The City.
Most Knights-Errant hope to eventually raise an army of followers to force the
corporations to restore rights and free speech to the people – and to inspire them to
fight the magical horrors of the Flux before the entire planet falls under their sway.
KEY CORE VALUES AND SKILLS. Knights-Errant most often use STR, Getting Me-
dieval, DFT, Athletics, WIT, Influence, and Instinct, with any relevant skills from the
character’s modern background.
ASSETS. Knights-Errant receive the Knight’s Prowess asset (see page XXX) for free,
as long as they follow the Knight’s Code. If you want to play a Knight-Errant who re-
jects the old ways and lives in his present, but you still want to have the Knight’s
Prowess asset, you’ll have to select the ‘Gifted’ Core Competency in order to purchase
that supernatural asset. Other common assets among Knights-Errant include Con-
viction, Fortitude, Lady Luck, Null, Street Fighter, and multiple levels of Lionheart.
WEAPONS AND EQUIPMENT. Most Knights-Errant prefer swords and other bladed
weapons hidden beneath a long coat, with light armor such as a bulletproof vest or a
blur suit. They consider firearms to be uncivilized weapons of the weak, making it
too easy to kill indisciminately. Of course, it doesn’t hurt that they have practical ex-
perience with bladed weapons and know that an iron blade is particularly effective in
warding off or dealing extra damage to a magical creature. They may prefer swords
forged in the medieval style to which they were accustomed, or favor katanas and
other such swords from the far East. Knights-Errant also tend to name their weapons;
King Arthur named his dagger Carnwennan and his spear Rhongomyniad.
40
AUGMENTS. The Hardened augment helps alleviate the need for heavy armor,
though some knights-errant prefer to keep their bodies unsullied by technology and
prefer only non-invasive augments like the EyePad or Spec.Tac.Le.
THE KNIGHT’S CODE. Despite their situation, Knight-Errants still remain true to
the code of the Round Table of Camelot. Following the Code overrides any personal
ties from either lifetime, and Knights who refuse to follow the code at all times not
only lose their Knight’s Prowess with a blade, but suffer the taunts and disdain of
their fellows. Of course, each Knight-Errant will have his own level of devotion to the
Knight's Code, and interpret its rules in different ways. Some treat it like 'holy writ'
that must be followed to the extreme. Others may obey it only grudgingly, and others
take a pragmatic middle stance. The Director is the final arbiter on whether a Knight-
Errant’s action violates the rules of the Knight’s Code:
• To never surrender
• To seek after the wonders of this world and the next
• When asked, to defend the rights of the weak with all one's strength
• To never be cruel and to give mercy to all who ask for it
• To never battle with other Knights-Errant in wrongful quarrels
• To fight for the safety of one's land (in this case, The City)
• To always aid children, ladies, gentlewomen, and widows
• To always act with honor
• To never break faith (spurn one’s allies) for any reason
• To shun the magical arts (they will use relics but not cast spells)
• To grant hospitality to anyone, each according to his ability
• To always speak truth to allies, whether in honor or disgrace
INSPIRATION. Aside from the Knights of the Round Table, consider these for poten-
tial role models: Blade (Blade), Caine (Kung Fu), Marcus Cole (Babylon 5), Eli (the
Book of Eli), Jöns (the Seventh Seal), Solomon Kane (Red Shadows, others), Michael
Knight (Knight Rider), Molly Millions (Neuromancer), Travis Morgan (the Warlord),
Paladin (Have Gun Will Travel), Don Quixote (Man of La Mancha), Luke Skywalker
(Star Wars), the Seven Samurai and the Magnificent Seven, any of the four veterans
from The A-Team, and the unnamed protagonist in Ghost Dog.
41
LISTER Rock stars and celebrities living life on the A-, B-, C-, or D-lists
Any person with star power, regardless of popularity, may be known as a LISTER. Su-
perstars on the ‘A-List’ are major movie stars, the beautiful elite, the hottest rockers,
and other persons with great popular appeal. The ‘B-List’ includes teen idols and other
persons with a strong fan base, but who aren’t well-known among the general public.
The ‘C-List’ features the “oh I know that guy” stars who are easy to recognize but hard
to name (or vice versa). Minor celebrities land on the ‘D-List’, which predominantly
includes talk show hosts, DJs, reality television stars, stand-up comedians, and so on.
BACKGROUND. Many Listers actually grew up in poor surroundings and earned
their celebrity status through hard work and talent, while others have already-famous
parents or other relatives and use this connection to more easily open all the right
doors. The Lister’s powers often erupt during a strong surge of emotion, whether it
be yelling at hecklers, fleeing from paparazzi, partying at the club, performing a vul-
nerable scene in front of the cameras, or so on – and with so many witnesses around,
the Knightwatch is able to learn of the event almost immediately.
SIGNS AND PERSONALITY TRAITS. Common signs are Gemini, Cancer, Libra, and
Aquarius. Regardless of how they earned their star power, most Listers eventually
gain feelings of entitlement and expectations of receiving preferential treatment.
NAMES. While some Listers adopt elaborate or unusual stage names in order to be
better noticed, others may opt for a name change to avoid confusion with similarly-
named celebrities, or simply because they favor something more exotic.
LOOK. The A-Lister fashions often comes from whatever trendsetting designer
they’re working with, and might include very unusual fashion creations and combi-
nation. Lesser stars may wear clothing that blends in more with the crowd, only with
touches of embellishment in patterns or colors.
ROLE. Listers in the Knightwatch often take advantage of their fame in order to
draw attention to (or away from) certain actions on the part of their allies, and to
smuggle weapons and magical items around security checkpoints. Their celebrity sta-
tus often allows them easy access to places off-limits to the general public, and usually
gives the impression that they can’t possibly be a threat.
KEY CORE VALUES AND SKILLS. Listers often slightly better than average DFT and
MTL, as well as high WIT and Influence scores. A good KNO and Humanities: Arts
ability is required, through one’s Arts skill rank rarely corresponds to popularity.
ASSETS. Listers tend to be Touched or Gifted characters, with minor supernatural
abilities no greater than the Neurotik asset. Lady Luck, Network and Star Power are
common assets, as is some level of Funding (4 or above).
WEAPONS AND EQUIPMENT. Most Listers favor ranged weapons, if for no other
reason than to avoid a fistfight and earn bruises that would require explana-
tions on stage. Light body armor can easily be explained away as protection
against a stalker or crazed fan.
AUGMENTS. A full range of EyePhone apps and upgrades is typical of Listers.
Action movie stars often have Metamuscle, Jumper, and/or Speedster augments
as well.
INSPIRATION. No doubt you can think of dozens of real celebrities to base a
Lister on, but you might even consider fictional celebrities like: Truman Bur-
bank (The Truman Show), Ed (Ed TV), Richard Castle (Castle), Dr. Frasier
Crane (Frasier), Jem (Jem!), Nick Lang (the Hard Way), Miley Stewart (Hannah
Montana), and even Rainier Wolfcastle (the Simpsons).
42
SAMPLE LISTER
INIT + 5; ATK +5 unarmed [2 STR], +4 melee [2+1d10 com/bat], +4 ranged [2d6 pistol];
DEF +5 (armor); DR 1/1/1 (suit weave); WD 4
Abilities: STR 2, Fisticuffs 3, Getting Medieval 2; DFT 2, Athletics 3, Firearms 2; MTL 2, Valor;
KNO 1; WIT 3, Influence 3, Instinct 2; MGK 2, Holography 2
Assets: Funding 4, Lady Luck, Neurotik (Holography), Star Power 3
Augments: EyePhone, Nanodetoxifiers
Traits: Clever, Loves Attention, Superficial; Insecure about Career
43
44
SAMPLE RADICAL
INIT +5; ATK +8 unarmed [4 STR], +8 melee [4 + 1d10 com/bat], +2 ranged [2d6 pistol];
DEF +4; DR 1/1/1 (suit weave); WD 7
Abilities: STR 4, Fisticuffs 4, Getting Medieval 4; DFT 1, Athletics 3, Firearms 2; MTL 3, Valor 3;
KNO 3, Humanities (Arts 2); WIT 2, Influence 2, Instinct 3; MGK 1
Assets: Bravado, Fortitude, Network 2, Street Fighter
Augments: EyePhone, Nanorebuilders
Traits: Artistic, Optimistic, Reckless; Wanted for murder
45
Professional couriers are common within The City, delivering packages with a rep-
utation for security, tracking, and swift delivery times. While most favor bicycles or
motorcycles, a few courier companies also offer the services of RUNNERS. These highly
trained individuals are traceurs specialized in moving quickly through the urban en-
vironment, vaulting, rolling, running, climbing, and jumping over obstacles that would
block a wheeled vehicle and slow pursuers.
Before joining the Knightwatch, a Runner probably took freelance jobs that in-
volve ferrying banned items and covert messages. If you’d like a play a character that
focuses on wuxia-type martial arts acrobatics and defense instead of heavy damage,
consider playing a Runner.
BACKGROUND. Most Runners come from lower- or middle-class families with one or
more Radicals in their circle. Many youths became Runners because they thrive on
the danger and risks inherent in this sort of existence, even to the extent that they
enjoy being chased. Joining the Knightwatch is a perfect fit for most.
SIGNS AND PERSONALITY TRAITS. Runners are often born under the signs of Aries,
Taurus, Gemini, Scorpio, or Sagittarius. They seem to have an inborn taste for excite-
ment and danger.
NAMES. When on the job, runners use call signs (usually a nickname or first name
only), since it's wise not to give your full name when dealing in illegal transportation.
LOOK. All Runners are slender and athletic. They often wear fingerless parkour
gloves to protect their hands, jika-tabi shoes (the ones with a split rubber sole) to re-
tain tactile contact with the ground, and loose (but not baggy) cotton pants and shirts.
Tattoos and dyed hair are not uncommon.
ROLE. The Runner sees himself as a spirit of freedom and chaos in a dysfunctional
megasprawl where work is revered and happiness is mandatory. In combat, they are
best slipping in from an unexpected direction, dealing damage, and continuing on
their path before the enemy can retaliate.
KEY CORE VALUES AND SKILLS. Runners usually focus on improving their DFT, Ath-
letics, WIT, and Instinct, with a lesser focus on STR, MTL, and Firearms.
ASSETS. Runners are usually ‘Touched’ by the Flux, using the Traceur asset and
discounted Wall Run asset to boost their agility and speed. The Network asset is par-
ticularly common, as Runners have contacts throughout The City. The Null asset is
rare, but Runners with it can even avoid magical detection.
WEAPONS AND EQUIPMENT. Energy shields and suit weaves provide the best defense
for Runners, who need to be unencumbered to use their movement and agility freely.
Thus, most Runners prefer pistols that are relatively light and easily secured
in a holster, but there are always a few Runners who enjoy the flourish of whip-
ping out a sword and slicing through an enemy as they rush by.
AUGMENTS. All Runners should have an EyePhone for easy communication
with their allies, other Runners, and those who hire them. The Jumper and
Speedster augments are also natural choices for a Runner.
INSPIRATION. Perhaps the best examples of this trope are Faith and her com-
patriots from Mirror’s Edge, but other fictional traceurs skilled in traversing
the urban environment include: Altaïr (Assassin’s Creed), Prince Dastan (Prince
of Persia), Vivian Gandillon (Blood and Chocolate), Leïto (District 13), Lola (Run
Lola Run), Matt Murdock (Daredevil), deadly little Miho (Sin City), and Mollaka
(Casino Royale).
46
“When you’re
tracking a
Runner, don’t
forget to
look up.”
SAMPLE RUNNER
INIT +9; ATK +3 unarmed [1 STR], +3 melee [1d8+1 short sword], +7 ranged [2d6 pistol]; DEF
+9; DR 1/1/1 (suit weave); WD 4
Abilities: STR 1, Fisticuffs 2, Getting Medieval 2; DFT 4, Athletics 5, Firearms 3; MTL 3, Valor 0;
KNO 1, Crime 1; WIT 4, Influence 2, Instinct 5; MGK 1
Assets: Funding 1, Network 4, Traceur 4 (move distance Athletics + 2), Wall Run
Augments: EyePhone, Jumper
Traits: Independent, Unorganized, Witty; Superstitious
47
Magicians who embrace the modern world with its technology, fashions, and firearms
are known as SORCERERS. They reject musty old spell books and chalk line pentagrams,
instead using modern items such as augmented reality EyePads and spray-painted
ideograms (e.g., stop sign, no entry) to sense and mold the Flux energies most closely
aligned to the forces of discipline and control. Wands are items of metal, recycled plas-
tic, or other artificial materials.
BACKGROUND. Sorcerers come from a variety of backgrounds, though they are usu-
ally young persons, particularly video gamers and teenagers dabbling with the occult.
They had no idea the ability for casting spells lay within them, but they always sus-
pected they were somehow different from everyone else.
SIGNS AND PERSONALITY TRAITS. Typical astrological signs are: Taurus, Scorpio,
Sagittarius, Capricorn, and Aquarius. Most sorcerers want wealth and power – prefer-
ably without having to work too hard to get either. They prefer modern ideas and
items over traditional ones, and often conflict with Radicals and Witchers.
NAMES. Many Sorcerers insist they be referred to by ‘handles’ of dramatic flair,
such as: Bloodstorm, Hellmaxx, Lord Doom, Redstone, or Zil the Enchanter.
LOOK. Males seem to be fond of dusters and other long coats, while females often
favor high fashion. Both like to show off their powers with magically-accented clothing
that they pass off as cutting-edge technological (rather than magical) holograms.
ROLE. Sorcerers are a good character to have in any group, with magical manip-
ulations that allow them to change shape, manipulate light and create holographic
illusions, control movement, and alter the physical properties of objects.
KEY CORE VALUES AND SKILLS. Sorcerers should focus their efforts into improving
their MGK, though good DFT, MTL, and WIT can be useful, too. Improving spell dis-
cipline levels is crucial, and many Sorcerers like to have good Athletics, Firearms, and
one or more Sciences skills. Most starting characters should have at least 3 points in
MGK and 2 points in one or more sorcery disciplines (Holography, Kinesis, Meta-
morph, and Technomancy). Witcher disciplines cost double.
ASSETS. Sorcerers need to be ‘Fluxed’ to get the Spellcaster asset. Since this re-
duces the character’s ability to deal damage through more mundane means, as well
as his ability to avoid damage, other assets usually focus on keeping the character
safe. Bloodline is discounted, and Fortitude and Prudent are common choices. The
Funding and Network assets provide support from elsewhere.
WEAPONS AND EQUIPMENT. Sorcerers tend to prefer firearms and modern technology,
rather than the archaic equipment beloved by Witchers. Shields and body armor, with
the exception of blur suits and suit weaves, impede their casting (see pXXX).
When hurling bolts of raw magical energy, a Sorcerer’s magical ability flows
best through artificial (not wooden) wands. They prefer spray paint (instead of
chalk) for drawing protective circles and other similar iconography. Mundane
spell components are included in their Knightwatch mission loadouts.
AUGMENTS. Most Sorcerers have an EyePad with plenty of data storage des-
ignated for spells and rituals, but avoid other augments due to their interference
with spellcasting (page XXX lists possible augment penalties).
INSPIRATION. Any fictional ‘caster can serve as inspiration for this concept,
provided that you keep it hip, modern, and tech-savvy. Avoid dusty old books,
robes, and herbs, which are the province of Witchers.
48
“Power
corrupts –
but who
cares,
right?”
SAMPLE SORCERER
INIT +3; ATK +1 unarmed [1 STR], +2 melee [1d4+1 dagger], +3 ranged [2d6 pistol], +4+1
wand [4 MGK]; DEF +3; DR 1/1/1 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 0, Getting Medieval 1; DFT 1, Athletics 2, Firearms 2; MTL 2, Valor 0;
KNO 1; WIT 1, Influence 1, Instinct 3 (2 initiative); MGK 4, Holography 3, Kinesis 3
Assets: Bloodline (offense), Bravado, Lady Luck, Spellcaster, Weapon Master (wand)
Augments: EyePhone, EyePad
Traits: Energetic, Patronizing, Stubborn; On the run from Globex Power
49
50
“NOW do you
have time to
discuss my
raise?”
SAMPLE SUIT
INIT +6; ATK +2 unarmed [1 STR], +3 melee [1d8+1 short sword], +5 ranged [2d6 pistol];
DEF +5; DR 1/1/1 (suit weave); WD 4
Abilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 3, Firearms 3; MTL 3, Valor 0;
KNO 4, Business 6 (5+1); WIT 3, Influence 3, Instinct 3; MGK 1
Assets: Funding 5, Master of Red Tape (+1 Business), Network 4
Augments: EyePhone, Nanodetoxifiers
Traits: Greedy, Manipulative, Passionate; Secretly owes a favor to OmniCorp
51
Most THINKERS toil away in corporate labs under pressure to succeed while still pleas-
ing the shareholders. Only a few wealthy individuals have their own private labora-
tories for independent field research. Most specialize in traditional fields (e.g., biology,
chemistry, physics), but interest in the Flux is rapidly spawning new fields of research
(e.g., cryptozoology, necroforensics, parapsychology, arcanotechnology).
BACKGROUND. Most corporations have a division where a Thinker might be found
(with the exceptions of Formosa, Sun, United Superpostal, and Wildfire), so choose
the employer that suits your PC best (see page XXX). Maybe your character left this
mega-corp after he discovered that the corporation was using his research to cause
harm, or to avoid accidentally revealing his new powers and thus becoming one of
their experiments. On the other hand, maybe their equipment and funding are too
good to pass up, and he’s keeping that job while secretly aiding the Knightwatch.
SIGNS AND PERSONALITY TRAITS. Virgo, Capricorn, and Aquarius are typical signs.
'Amoral' is a good description of many Thinkers, who focus more on the 'ends' than
the 'means', and show little regard for the physical or emotional well-being of others.
NAMES. Many people use ‘Doc’ as a nickname for Thinkers, regardless of whether
or not the character earned his doctorate. Thinkers are sometimes called ‘rad scien-
tists’ (a slang combo of Flux ‘radiation’ and ‘mad scientist’).
LOOK. In the lab, Thinkers wear whatever protective clothing is required for their
work, then discard them for street clothes at the end of the day. Of course, there are
those few absent-minded characters who forget to change clothes, or those who simply
find it easier to wear ‘scrubs’ to and from work.
ROLE. A Thinker often considers himself to be the only truly rational individual
on the team – the one who understands that the needs of the many outweigh the needs
of the few. His speciality depends heavily on his schooling; for instance, those with
medical degrees serve well as combat medics. Thinkers usually lead the team on mis-
sions where the goal involves research or questing, using their KNO skills to lead
them in the right direction.
KEY CORE VALUES AND SKILLS. Most Thinkers focus their energies into KNO and
one or two Sciences skills, while a few may be ‘omnidisciplinary’ and delve into as
many skills as possible. Many Thinkers have points in MGK, in order to learn about
the arcane arts in hopes of expanding the new fields of arcane research.
ASSETS. Most Thinkers have the discounted Quester asset for either Sciences or
Humaities checks. ‘Rad scientist’ type Thinkers are often Gifted individuals with the
Neurotik: Technomancy assets. Independent researchers often have Funding at level
5 or higher.
WEAPONS AND EQUIPMENT. Thinkers often favor the most technologically ad-
vanced equipment, such as X-Calibre firearms and suit weave armors.
AUGMENTS. Most Thinkers prefer to have an EyePhone with a full range of
upgrades for easier access to records and research. Otherwise, most prefer to
upgrade their equipment rather than themselves.
INSPIRATION. Fictional examples of Thinkers include: Walter Bishop (Fringe),
Topher Brink (Dollhouse), Winifred ‘Fred’ Burkle (Angel), Samantha Carter
(Stargate SG-1), Owen Harper (Torchwood), Elsa Kast and Clive Nicoli (Splice),
Helen Magnus (Sanctuary), Dana Scully (X-Files), Abby Sciuto (NCIS), Egon
Spengler (Ghostbusters), Tony Stark (Iron Man), Abraham Van Helsing (Drac-
ula), and Herbert West (Re-Animator).
52
SAMPLE THINKER
INIT +4; ATK +2 unarmed [1 STR], +3 melee [1d8 + 1 short sword], +5 (4 + 1) ranged [2d6 pistol];
DEF +4; DR 1/1/1 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 1, Getting Medieval 2; DFT 2, Athletics 2, Firearms 2; MTL 2, Valor 0;
KNO 3, Sciences (Computers) 1, Medicine 3; WIT 2, Influence 2, Instinct 2; MGK 2, Technomancy 2
Assets: Detective, Funding 2, Network 2, Neurotik (Technomancy), Quester, Weapon Master (pistol)
Augments: EyePhone, EyePad
Traits: Loner, Miserly, Skeptical; Pining for a lost love
53
Spellcasters with a talent for the harmonic, ‘natural’ magics of witchcraft and voodoo
are known as WITCHERS, a term that originates with the dousers of days past. Just as
those dousers could detect water and minerals, so can Witchers sense and even mold
the energies of the Flux. Witchers are often neo-luddites, preferring books to electronic
tablets, and earpieces or handheld smartphones instead of EyePhones. They cast their
spells with old-fashioned material components such as herbs, bones, salt, chalk, tal-
ismans, fetishes, and candles, and hurl raw magical energy through wooden wands.
BACKGROUND. The powers of Witchers seem to appear most often in wiccans, or
older persons who have a Witcher somewhere in their ancestral line. Less frequently,
a professor or tabletop role-player might gain such powers while studying magic.
SIGNS AND PERSONALITY TRAITS. Many Witchers have Gemini, Cancer, Libra, Sagit-
tarius, Aquarius, or Pisces as their astrological sign. Witchers feel a strong connection
to Chaos magic and think it can be ‘managed’. They often disagree with Knights-Er-
rant, Suits, Thinkers, and other such ‘Orderly’ persons.
NAMES. Many Witchers have two names (their birth name and their magical
name), though some may have three (this last one used solely in secret rituals). Mag-
ical names often represent one’s ‘true self ’, and may include a plant, animal, element,
personal aptitude, or so on. Sample magical names might include: Beryl Lotus, Ju-
niper Fireweaver, Leo Griffin, Magpie, Orion, Red Rain, and Stargazer.
LOOK. Despite the movies, few Witchers venture out into the city with flowing
robes and pointed hats. Still, there does seem to be a common trend of flowing multi-
colored dresses for the women, and black Edwardian suits for the men.
ROLE. Witchers are multi-purpose ‘casters, with magical prophecies and charms
that may obliviate the need for violence, give power over the elements for use in com-
bat, and provide the healing abilities to revive wounded allies.
KEY CORE VALUES AND SKILLS. Witchers focus primarily on their Witchcraft skills,
along with one or two Humanities. MTL and MGK are their core values for combat,
with KNO and WIT helping to avoid battle entirely. Starting characters should have
at least 3 points in MGK, and put 2 points into one or more Witcher disciplines
(Charm, Elemental, Perception, and Spiritism). Sorcerer disciplines cost double.
ASSETS. All Witchers must be ‘Fluxed’ in order to purchase the Spellcaster asset.
Because they focus on their magical abilities rather than their physical ones, other
assets are usually centered on damage resistance and other protective edges. Typical
assets include the discounted Bloodline, with Fortitude, Lady Luck, and Prudent also
being common selections.
WEAPONS AND EQUIPMENT. Though they shy from direct combat, many Witch-
ers are skilled with a dagger. They avoid armors or shields that might interfere
with the gestures needed for casting. Witchers should pay for or craft a wand,
but common spell components are included in the Knightwatch loadout.
AUGMENTS. These characters also avoid permanent augments, as they inter-
fere with the caster’s connection to the magical ether (see page XXX).
INSPIRATION. Inspiration for male Witchers might come from: Harry Dresden
(the Dresden Files), John Zatara (Zatanna), Papa Midnite (Hellblazer), Phillip
Swann (Lord of Illusions), or Tim Hunter (the Books of Magic), for instance. Fe-
male concepts include: Amy Madison (Buffy the Vampire Slayer), Frau
Totenkinder (Fables), Marie Laveau (real life), the Halliwell sisters (Charmed),
or Willow Rosenberg (more Buffy).
54
“Magic is the
hidden
essence of
nature.”
SAMPLE WITCHER
INIT +3; ATK +1 unarmed [1 STR], +3 melee, +3 ranged, +2 pistol [2d6], +4+1 wand [MGK];
DEF +3; DR 1/1/1 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 0, Getting Medieval 2; DFT 2, Athletics 1, Firearms 1; MTL 2, Valor 0;
KNO 1, Humanities: all 1 (0+1); WIT 2, Influence 2 (1+1), Instinct 3; MGK 4 (5 defense), Charm 3,
Elemental 3
Assets: Bloodline (defense), Bravado, Influential, Quester, Spellcaster, Weapon Master (wand)
Augments: EyePhone, EyePad
Traits: Loyal, Naive, Touchy; Lacks self-confidence
55
ZERO Service worker or laborer with a big heart and a hard fist
ZEROES are the laborers and service forces of The City, the peasants to the white-
collar lords. They amake sure each district functions as it should, and include: me-
chanics, technicians, construction workers, garbage collectors, sex workers, actors,
salesmen, waiters, janitors, and others. Although disparagingly called Zeroes by most
Suits, none of the mega-corps could function without their worker force.
BACKGROUND. While all Zeroes wish they had more money and vacation time, most
are fairly content with their lives. They have enough savings to keep from being en-
dentured, and family responsibilities prevent them from becoming radicalized. Zeroes
often find themselves serving the Knightwatch to receive protection for themselves
and their family members.
SIGNS AND PERSONALITY TRAITS. Aries, Taurus, Cancer, Libra, and Pisces are com-
mon astrological signs among Zeroes affected by the Flux. A typical Worker has dili-
gence, extraversion, and compassion in varying amounts, along with occasional
irritability and anxiousness depending on the situation.
NAMES. A Zero’s given name is no more unusual than his colleagues, though he
may have a nickname earned during childhood or given to him by his friends.
LOOK. Zeroes often wear durable cotton clothing appropriate to their job, usually
with the employer’s name printed or embroidered on it.
ROLE. A Zero often sees himself as the ‘only sane one’ in the team. He tends to
keep a low profile and tries to ensure his teammates do the same. He is often the
character who reminds the others what they’re fighting for, and may confront his allies
when the situation seems to require sacrificing an innocent even to avoid the possi-
bility of greater long-term harm. Zeroes often know how to blend into a crowd better
than anyone, which can be a vital skill if a team needs to disguise themselves as blue-
or pink-collars in order to infiltrate a certain location.
KEY CORE VALUES AND SKILLS. Most Zeroes have well-rounded abilities, with the
highest value depending on the nature of their job (e.g., greater STR for manual la-
borers or better WIT for salesmen). They may even have one or more unusually poor
core values, since their parents were unable to afford the prebirth genetic selection
available to the very rich. They often have decent Fisticuffs and Instinct, with a mix-
ture of other skills.
ASSETS. Zeroes often have the discounted Everyman asset, though they rarely have
any supernatural ones. Funding of rank 2 or better is uncommon, as are any major
contacts or power brokers within rank 3 or higher of the Network asset. Typical assets
vary widely, but Bravado, Fortitude, Lady Luck, Lionheart, Null, Prudent, and Street
Fighter are common.
WEAPONS AND EQUIPMENT. Most Zeroes already have a basic knowledge of
knives and com/bats, which they know are good for silent kills. They may receive
firearms and sword training in the Knightwatch. They often prefer modern body
armors over traditional ones.
AUGMENTS. Few Zeroes have augments more advanced than an EyePhone
(or its related upgrades). Zeroes in physically hazardous professions such as
mining or construction are likely to have at least one biosynthetic limb.
INSPIRATION. Some fictional Zeroes that might inspire you include: Cliff
Clavin (Cheers), Joe Garelli (News Radio), Dawn Tinsley/Pam Halpert (the Of-
fice), Douglas Quaid (Total Recall), Nada (They Live), R.J. MacReady (the
Thing), and Shaun (Shaun of the Dead).
56
“When the
world’s getting
sucked into Hell,
you gotta work
a little
overtime.”
SAMPLE ZERO
INIT +4; ATK +9 unarmed [7 STR + KNO], +8 melee (1d10+4 com/bat),
+6 ranged [2d6 pistol]; DEF +6 (7 – 1 armor); DR 2/3/1 (light modern); WD 7
Abilities: STR 4, Fisticuffs 5, Getting Medieval 4; DFT 3, Athletics 4, Firearms 3; MTL 3, Valor 0;
KNO 1; WIT 2, Influence 2, Instinct 2; MGK 1
Assets: Everyman, Lady Luck, Street Fighter
Augments: EyePhone, Prosthetic Arm (right)
Traits: Independent, Short-temper, Sucker for a pretty face; Imagines conspiracies
57
TSENO H YLLATURB
R E K NI HT LANOITA R
YHS
1 R TS
3 TFD
2 LTM
58
PERMANENCY. Traits are usually permanent. It takes a major event for a character
to give up one of his Traits, and the Director shouldn’t let you do so lightly. In fact, if
you do give up a trait, you should replace it with another that somehow relates to
your reason for giving up the previous trait.
For example, if Johnny Akihabara has a “Loves Family” trait, but his family is
later slaughtered by vampire-like cryptids (aka sanguivores), he might easily give up
that trait and replace it with a generic “Vengeful” or specific “I Will Avenge My Fam-
ily” trait. If he manages to do so, he might then replace that trait with a phrase like
“I Will Slay All Vampires” or the shorter “I Hate Vampires.”
FREQUENCY. There is no specific limit as to how many times a character’s traits
may become relevant during the course of an adventure. However, both player and
Director should be prepared to explain how a particular trait is relevant to the current
situation. This may require a bit of creativity, so feel free to open up the question to
group discussion, provided it doesn’t take too much time away from continuing play.
PUBLIC TRAITS
Public traits are those that other people can see from interacting with your character
on a daily basis, and sound positive but may have both positive and negative conse-
quences. These could include “Obeys Authority,” “Generous,” “Flighty,” or “Sucker For
A Pretty Face,” just to name a few.
PRIVATE TRAITS
These traits are those hidden thoughts, goals, phobias, or emotions your character
keeps locked away inside and rarely expresses, and are usually negative liabilities.
This could be something as simple as “Afraid of Heights” or as complex as “Double
Agent,” “Will Betray Friends for Wealth,” or “Reincarnated as the Opposite Sex.”
It’s actually not important whether the private trait is really a deep dark secret
that could ruin lives or just a slightly embarrassing one; what matters is that the
chararcter believes it must stay hidden. The Director may tempt you to reveal or ex-
hibit a private trait during gameplay in exchange for Flux Points; see the Flux section
on pXXX for specifics.
A player may choose to take one additional private trait for an additional +1 point
to spend on assets, but only during character creation.
Character Points earned from taking on extra private traits can only be spent on
assets (general or supernatural), as detailed on pXXX.
59
60
63
Those who were lightly 'Touched' are strong in mind and body but have no super-
natural assets. 'Gifted' characters have some supernatural assets and decent abilities,
while characters who are completely 'Fluxed' are heavily infused with magical energy,
but are weakest in other physical and mental abilities. See the accompanying chart
to determine how many points to allocate for each type.
If the Director agrees, you can treat your first adventure as a ‘test run.’ After it’s over, you can
take a step back to adjust your point spreads and replace your augment(s) and assets. There’s
no going back after this, though! Once you lock these in, you’re in it for the long haul!
64
ATHLETICS (DFT)
If your character wants to dodge a blow, leap from rooftop to rooftop, jump, climb,
swim, or perform any movement action such as acrobatics or gymnastics, this is the
skill to use. Athletics can also be used to move quietly or unseen.
EXAMPLES: Acrobatics, Climb, Dodge, Hide, Jump, Leap, Sneak, Swim, Tumble
SPECIAL: For climbing and swimming, combine this skill with STR instead of DFT.
BUSINESS (KNO)
The Business skill covers such subjects as the complexities of bureaucracy, economics,
enforcing and studying law, leadership, stocks, politics, marketing, management, ad-
ministration, financial planning, and mathematical methods of assessing risk.
EXAMPLES: Assess Business Risks, Call in Minor Favors from Contacts, Determine
Fair Pricing, Embezzle, Locate Information/Offices/Persons, Negotiate Deals, Network
with Contacts, Track Embezzlements, Navigate Through Maze-Like Buildings, Un-
derstand Jargon
SPECIAL: You can replace [WIT + Influence] with [WIT + Business] when negoti-
ating financial and other business deals.
65
CRIME (KNO)
This skill provides a basic knowledge of criminals and criminalistics, as well as ways
to commit a crime. The worst criminals are usually limited to certain neighborhoods
or slumburbs, though anyone might commit a crime under the right circumstances.
Criminals usually have little to no familiarity with crime scene investigation.
EXAMPLES: Assess Risks/Penalties if Caught, Call in Minor Favors from Contacts,
Dispose of Corpse, Estimate Value of Illegal Merchandise, Find a Snitch, Find Best
Point of Break-In (Door, Window, etc.), Forge, Know Crime Scene Procedures, Know
Where to Buy or Sell Black Market/Illegal Items, Locate Information/Persons/Rumors,
Negotiate Deals, Network with Contacts, Open (Non-Electronic) Lock, Pretend to Be-
long to a Certain Gang, Pick Pocket, Shoplift, Smuggle, Understand Slang
FIREARMS (DFT)
This skill gives proficiency in loading, firing, cleaning and identifying powder-, laser-
or plasma-based firearms, plus ranged weapons such as a bow or crossbow.
FISTICUFFS (STR)
Use this skill for unarmed fighting, whether you want to deliver a punch, kick, head-
butt, elbow to the face, or other such move. It covers such specialties as: boxing, judo,
wrestling, and other forms of unarmed combat.
SPECIAL: When you’re unarmed, and need to block or deflect an unarmed or other
melee blow, combine Fisticuffs with DFT instead of STR.
66
HUMANITIES (KNO)
When selecting the Humanities skill, place your points into one of the following spe-
cializations or (for Arts, Language, and Music) sub-specializations. The Director may
allow a character to attempt a skill check on a similar specialty (such as a related art,
language, musical instrument or religion) without purchasing that additional spe-
cialty, but against a higher Target Number.
ANTIQUES. This skill gives knowledge of collectibles and antiquities, including how
to buy and sell them and how to recognize a fake from the genuine article.
EXAMPLES: Estimate Value, Identify Age or Creator or Place of Origin, Spot Fake
ARTS. The Arts skill shows talent in one chosen medium (such as paint and canvas,
chisel and stone, photography, or acting on stage and screen).
EXAMPLES: Craft, Disguise, Estimate Value, Identify Artist, Spot Fakes
HISTORY. A character with this skill has studied myths and events that influenced
the course of history, and can usually name prominent persons, places, and dates.
EXAMPLES: Identify Ancient Objects/Relics, Identify Historical Period of an Object,
Recall Specific Events/Personages/etc.
LANGUAGE. Everyone in the global population speaks English as a secondary or pri-
mary language, but there are many divergent regional dialects with different words,
slang, and grammatical rules. Purchasing this skill gives a character the ability to
attempt to speak or understand these regional dialects.
SPECIAL: Learning a particular foreign language, sign language, or dead language
requires an additional purchase of this skill. For instance, a character might have
Language: Olde English, Language: Sign, and/or Language: Mandarin Chinese.
EXAMPLES: Decipher/Make Codes, Interpret Slang, Read/Write a Foreign Dialect,
Speak a Foreign Language
MUSIC. This skill provides proficiency in one particular musical instrument, as
well as related knowledge of other instruments, musicians and their techniques.
EXAMPLES: Estimate Value of Instrument, Identify Composer, Identify
Genre/Style, Play a Specific Instrument
RELIGION. The greater a character’s mastery in this skill, the greater his knowledge
of commonly practiced spiritual belief systems and the better he can discourse with
other religious leaders who are higher in the hierarchy.
EXAMPLES: Call in Minor Favors from Contacts, Identify Heresy, Identify Religious
Icons, Quote Religious Scriptures, Recall Beliefs/Deities/Saints/etc.
INFLUENCE (WIT)
This skill represents a character’s ability to persuade others, as well as his mental
resistance and morale against those same abilities.
EXAMPLES: Barter, Blend In, Calm, Charm, Fast Talking, Flatter, Interview, In-
timidate, Lie, Mediate, Persuade, Reassure, Seduce, Threaten
SPECIAL: Every 10 Flux Points a character possesses provides an additional +1
bonus to Influence checks.
INSTINCT (WIT)
The skill defines a character’s ‘gut feelings’ and perception of his environment. With-
out this skill, a character probably can’t tell if someone is lying, if an enemy is sneak-
ing up behind him, or if he’s walking into a trap. The character has to be focusing on
something or someone when he uses this skill; it’s not a constant proximity alarm.
EXAMPLES: Drive Aggressively at High Speeds, Find Route/Shortcut, Identify Re-
lationships Between Objects, Locate Ambush/Vantage Points, Sense Motives, Spot
Clues, Sense Trouble
67
QUICK REFERENCE:
SAMPLE CORE VALUE AND SKILL USE OPTIONS
MEDIEVAL
ATTACK WITH MELEE WEAPON ....................................STR + GETTING
ATTACK WITH RANGED WEAPON................................DFT + FIREARMS
MEDIEVAL
ATTACK WITH THROWN WEAPON ...............................DFT + GETTING
ATTACK WHEN UNARMED ............................................STR + FISTICUF FS
68
SCIENCES (KNO)
When putting points into the Sciences skill, a character must also choose a special-
ization. A character can have as many specialties as he or she can afford, though it’s
more effective to focus on one or two.
BIOLOGY. Mega-corp biology labs tend to focus on applied research or product de-
velopment, studying bacteriology, biomedical engineering (cybernetics), eugenics, ge-
netics, and other fields that could be used to stabilize population growth, improve
biofeuls, and create new biological weapons or super soldiers.
EXAMPLES: Analyze or Identify Biological Matter (Blood, Flesh, Viruses, etc.),
Match Samples, Modify Biological Augments, Use Lab Facilities
CHEMISTRY. This skill gives a character knowledge of matter and the changes it
can undergo. Anything a character can touch, taste, or smell is composed of chemicals,
and a knowledge of this skill may help the character analyze the unknown. The skill
is also useful in cooking and bartending, as well as identifying and analyzing drugs,
toxic chemicals, and explosives.
EXAMPLES: Analyze or Identify Chemicals (Drugs, Toxins, etc.), Create Simple
Chemical (Acid, Drug, Explosive, Gas, Poison), Manufacture Controlled Substances,
Match Samples, Use Lab Facilities
COMPUTER. Encompassing advanced study and design of various electronic and
electrical systems, this skill relates not only to computer systems but also to electron-
ics, programming, nanotechnology (including claytronics), telecommunications, and
related mechanical devices and activities. It is not required for general operation of
computers or simple electronic devices used by the modern public on a daily basis.
EXAMPLES: Find Data, Identify False Data, Manipulate Data (images, sounds,
etc.), Manipulate Electronic Components (cameras, digital locks, etc.), Programming
MECHANICAL. The design, construction, and repair of buildings, bridges, dams, in-
frastructure (e.g., roads, airports, railways), generators, vehicles, and robotics (ex-
69
SORCERY (MGK)
This skill focuses on magi-
cally manipulating the nat-
ural order. When putting
points into this skill, choose
a discipline (Holography,
Kinesis, Metamorph, or
Technomancy). A character
can have multiple disci-
plines, but should focus on
one or two.
EXAMPLES: Identify
Sorcerous Items, Identify a
Spell By Viewing its Cast-
ing or Aftereffect, Recall
Beliefs/Historical Facts
about Sorcerers, Sense
Presence of Magick, Under-
stand Magical Jargon
SPECIAL 1: If a charac-
ter wants to be a Sorcerer,
not just know about sor-
cery, he must purchase the
Spellcaster asset (see
pXXX).
SPECIAL 2: Witchers
can purchase Sorcery disci-
70
plines (and vice versa), but each rank costs twice as much (e.g., must spend 2 points
instead of 1).
SAMPLES: Although you can create your own spells, you can also find a pre-gener-
ated sample listing for each Sorcery discipline starting on pXXX.
HOLOGRAPHY. Disciples of this magic are adept at creating temporary non-tangible
illusions. At the lowest levels, these often appear as small floating lights or inanimate
figures, though they can also be used for the purposes of disguise and deception (such
as changing hair color or removing cracks from an antique vase). As the Sorcerer’s
power increases, the illusions may be of great size, emit sound, and even move as the
caster directs without constant supervision. When a Holography aura is visible, it has
a deep green light.
SAMPLES: Pre-generated Holography spells include: XXX (see pXXX).
KINESIS. This specialization allows the character to slow or speed an object in mo-
tion, or to move an inert object from one place to another. The most powerful Sorcerers
can fly, teleport, or slow down a speeding bullet to such an extent that it seems to be
frozen in time.
Other uses of this spell could involve flying brooms and carpets (the latter tied to
a frame so as to prevent its collapse), using loose rubble to form a wall, levitating a
trash can and dropping it on a foe, and so forth. These animated objects often must
be directed by the caster’s concentration, often using a wand as a pointer. If the
caster’s concentration lapses, the object stops moving (and falls, if airborne). Spherical
or wheeled objects may continue along their path for a short distance, depending on
the slope and terrain of the ground (Director’s ruling). Visible Kinesis effects are no-
ticeable by an orange glow.
SAMPLES: Pre-generated Kinesis spells include: XXX (see pXXX).
METAMORPH. Sorcerers use this skill to transform one object into another through
the use of sympathetic magic. Novices find it easier when both objects are of a similar
shape, size, or material. For instance, a Sorcerer might transform a screwdriver into
a knife, a walking stick into a rubber snake, a glass of water to a mug of beer, a ragged
suit into designer clothing, and so on. Powerful ‘casters may eventually learn how to
use the smallest bit of sympathy to morph themselves and objects into seemingly un-
like creations. Visible Metamorph spells glow with a pulsing red light.
Perhaps following some fundamental law of nature, living creatures may only be
transfigured into other living creatures. They do not lose (or gain) any of their mental
abilities, may be forced to rely on other physical abilities, and gain no magical abili-
ties. For instance, a knight turned into a sparrow can fly just like a normal sparrow,
and he retains his memories and knowledge, but he cannot speak or perform many of
the other activities common to humans (wielding a sword or wand, for instance).
As for non-living objects, even a powerful Sorcerer can only transfigure a solid
into a liquid or another solid. Liquids may be transfigured into solids or gases, while
gases can only be transfigured into liquids. Thus, a block of stone can be transfigured
into an equivalent block of water (which then spills unless contained) after which a
second casting can turn the water into a gas, but the caster cannot transform the
block directly from stone to steam in a single casting. Oddly, no Sorcerer has yet de-
termined how to transfigure an item into a pure element (such as gold), radioactives,
synthetics, or rare earths.
SAMPLES: Pre-generated Metamorph spells include: XXX (see pXXX).
TECHNOMANCY. Using this magic can bestow various enhancements upon objects –
usually weapons – though a creative Sorcerer may find new methods of improving
other items as well. When visible, Technomancy auras glow with a yellow light.
SAMPLES: Pre-generated Technomancy spells include: XXX (see pXXX).
71
VALOR (MTL)
This special skill represents a character’s strength of mind and spirit, enabling him
to face otherworldly horrors and grotesque sights with bravery. Indeed, certain crea-
tures and scenes are so horrific that they cause even the strongest man to falter.
The consequences of failing a Valor check depend on the situation, but in most in-
stances the result is the character losing his next action and holding his ground while
he regains his composure. He can still speak, but cannot attack, defend, or continue
advancing until he composes himself. His only other option is to spend a Move action
to flee from the situation (if possible).
SPECIAL: A new character starts the game with Valor 0, plus any points granted
by the Lionheart asset. A character’s Valor cannot drop below this starting Valor.
SPECIAL: A crash on the Valor check, or an amazingly horrific sight (Director’s per-
ogative) causes the character to lose his next two actions (instead of just one). The
character also loses 1 point of Valor, being a little shell-shocked.
SPECIAL: Players cannot improve Valor with Flux Points. Instead, the PC receives
1 additional Valor point after surviving his first encounter with a new horror.
WITCHCRAFT (MGK)
This covers ancient magics that affect mental, spiritual, and natural properties such
as energy, the elements, and life itself. When putting points into the Witchcraft skill,
a character must also choose a discipline. A Witcher can specialize in as many disci-
plines as he or she can afford, though it’s usually better to focus on one or two.
EXAMPLES: Identify Witchcraft Items, Identify a Spell By Viewing its Casting or
Aftereffect, Recall Common Beliefs/Historical Facts about Witchers, Sense Presence
of Magick, Understand Magical Jargon
SPECIAL 1: If a character wants to be a Witcher, not just know about witchcraft,
he must purchase the Spellcaster asset (see XXX).
SPECIAL 2: Sorcerers can purchase Witchcraft disciplines (and vice versa), but
each rank costs twice as much (e.g., must spend 2 points instead of 1).
SAMPLES: Although you can create your own spells, you can also find a pre-gener-
ated sample listing for each Witchcraft discipline starting on pXXX.
CHARM. This discipline allows the character to control another person’s mind, caus-
ing him to act in ways he normally would not – usually in order to cause accident or
misfortune. For instance, he might not look both ways before stepping into traffic, he
might start swearing at his boss, or even begin to self-mutilate. However, charms may
also be useful for casual mind control such as “Hi, Bob! Remember me, your old buddy
from college?” or “These aren’t the workers you’re looking for. They can go about their
business.” When visible, Charm spells have a light blue aura.
SAMPLES: Pre-generated Charm spells include: XXX (see pXXX).
ELEMENTAL. The elementalist knows how to summon and control the elements of
earth, air, fire, and water. This might involve summoning water to extinguish a fire,
creating a wall of fire, causing a gust of air to disarrange someone’s carefully arranged
legal documents, and so on. Visible Elemental spells have a deep blue-violet glow.
SAMPLES: Pre-generated Elemental spells include: XXX (see pXXX).
PERCEPTION. A Witcher uses this discipline to recognize the presence of unseen
spirits or natural/magical energies, as well as for the purposes of astral sight, divina-
tion, and prophecy. Visible Perception spells glow with a purple light.
SAMPLES: Pre-generated Perception spells include: XXX (see pXXX).
SPIRITISM. Practitioners of this discipline cast spells to manipulate the very energy
of life itself. Spells primarily involve communing with spirits and healing wounds,
but can also be twisted into the dark arts for animating corpses or draining a crea-
ture’s life force. Visible Spiritism spells glow with a soft, ghostly white light.
SAMPLES: Pre-generated Spiritism spells include: XXX (see pXXX).
72
If the Director wants to tempt Gwen’s player into making the leap, he could offer
her a free Flux Point if she does it. If Gwen’s player wants to resist the temptation,
the Director can offer progressively more Flux Points (up to a maximum of 6) until
Gwen succumbs to the urge, or it’s obvious that her player won’t take the bait.
On the other hand, Gwen’s player might realize that a daring deed is right in front
of her, and she wants to tempt the Director into handing over some Flux Points. In
that case, she might point out that her trait has come into play, and then barter with
the Director to see how many Flux Points she can get for her deed of derring-do.
When the Director puts a character in a situation where his or her traits may
cause problems, the player can spend one or more Flux Points to avoid succumbing to
the temptation. This primarily applies to private traits, but may apply to public traits
depending on the circumstances.
73
For instance, Hiro Two Lanterns has the Kleptomaniac trait. If left alone with a
display of several small and valuable antiques, the Director could tell Hiro’s player
that this trait has come into play. Hiro’s player can decide to succumb to his trait and
steal one of the antiques, or spend a Flux Point to resist the temptation.
Depending on the circumstances (such as how likely the character will get caught),
the Director may require the player to spend up to 6 FP to avoid succumbing.
Let’s go back to Hiro’s example above. If the antiques were in a public office and
the theft of even one of them would be rapidly noticed, Hiro’s player probably only
needs to spend 1 point to resist. On the other hand, if the antiques were in a little-
used museum storage room and Hiro knows that the curator of these objects is re-
cently deceased, the temptation to steal them would be greater, and the Director could
require Hiro’s player to spend as many as 6 FP to resist this personality trait.
SPENDING FLUX POINTS (TO SHRUG OFF WOUNDS). A character can spend FP to ignore
a wound and its subsequent penalty. The amount of FP required is equivalent to the
damage dealt by the wound. For instance, an attack that (after Damage Reduction)
deals 8 points of damage and causes a wound would require 8 FP to ignore.
SPENDING FLUX POINTS (TO GAIN TEMPORARY BONUSES). Before you roll the dice, you
can spend 1 FP to add a 1-point bonus to that result. However, the maximum number
of FP you can spend is equal to the character’s rank in the related skill. For example,
a character with Firearms 3 can spend up to 3 FP for a +3 bonus to a Firearms check,
while a character with Firearms 5 can spend up to 5 FP for a +5 bonus.
SPECIAL ABILITY FLUX POINTS (TO GAIN PERMANENT BONUSES). Each time you spend
Flux Points in gameplay, either to shrug off wounds or to gain temporary bonuses,
you earn special Flux Points that you can use to improve your character’s core values
and skills between game sessions. To distinguish these from your standard Flux
Points we’ll call them Ability Flux Points, or AFP.
The AFP cost to improve a core value or skill is 2x the desired score. You can only
increase a core value or skill by +1 AFP per game session. For instance, if Ross wants
to improve Firearms from ranks 3 to 5, it will cost him a total of 18 AFP. It costs 8
AFP to reach rank 4, then (after the next game session) Ross can spend an additional
10 AFP to improve his Firearms skill from rank 4 to 5.
Your Director may require your PC to have used the skill in those game sessions,
so the improvement can be justified in terms of character development. If your char-
acter always uses a sword, when did he find time to improve his Firearms skill?
SPECIAL (VALOR): The only exception to the purchasing rule is Valor, which cannot
be purchased. See the skill description for details.
SPECIAL (EPIC CHARACTERS): Once your character has maxed out a core value to 6,
you can improve it further, but now the cost starts at 3x, plus an additional 1x per
point beyond 7. For instance, Topher can spend 21 AFP (3 x 7) to improve his STR 6
to STR 7. To go from STR 7 to STR 8, however, he has to spend 32 AFP (4 x 8). Getting
to STR 9 requires 45 AFP (5 x 9). STR 10 needs 60 AFP (6 x 10), and so on.
This additional 1x per point represents the ‘skill wall’; although you can always
get better at something you already have a talent in, it’s increasingly harder to do so.
It’s easier to get better at something you’re not very good at.
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75
3ASSETS
76 – 76 –
Assets are optional backgrounds, advantages, and supernatural talents, each costing
a set number of Character Points (Bravado costs 1 point, Hack costs 5, and so on).
Deduct these CP from the amount awarded in Step Three of character creation. Each
character concept also receives a discount on a closely related asset, as shown below.
GENERAL ASSETS
BRAVADO (1)
If your character fails a Valor check in the face of overwhelming danger or supernat-
ural horror, and chooses to stand his ground instead of doing the smart thing and flee-
ing, he can defend himself if attacked (instead of losing his entire next action). He
does not gain additional Valor for doing so.
FORTITUDE (5)
If your character is wounded in combat, you can add ‘+X’ to his melee attacks, where
X is the number of wounds he received in this combat. Additional wounds suffered in-
crease the bonus, but once the combat ends, so does the bonus. Wounds remaining
from previous combats do not apply.
TN 3 (SIMPLE)
TARGET: OBSOLETE CELLULAR PHONE OR SIMILAR HANDHELD DEVICE
TN 5 (EASY)
TARGET: UNSECURED TOUCHSCREEN OR WEBCAM
TN 7 (AVERAGE)
TARGET: PERSONAL COMPUTER, SECURED TOUCHSCREEN OR WEBCAM
TN 9 (DIFFICULT)
TARGET: SPECIALIZED AND SECURED SERVER, SECURITY CAMERA
TN 11 (HARD)
TARGET: CORPORATION MAINFRAME WITH A BASELINE VIRTUAL INTELLIGENCE
TN 13 (INCREDIBLE)
TARGET: MEGA-CORPORATION NETWORK WITH A STRONG VIRTUAL INTELLIGENCE
TN 15 (HEROIC)
TARGET: MEGA-CORPORATION NETWORK WITH A POWERFUL VIRTUAL INTELLIGENCE
Increase the TN by at least +2 when either not directly wired in or not inside the
range of the wireless network, or when using an EyePhone instead of an EyePad. De-
crease the TN by –2 per day spent probing the network. The Director determines if
an alarm triggers, based on the ability check result.
Devices with direct neural interfaces, like EyePhones, can be hacked and profiled
but not controlled. For instance, a Hacker might be able to determine the user’s device
ID (perhaps personalized with the user’s name), music playlist, list of applications,
and so forth, without having any direct control over it. The Director determines the
extent to which such a device can be profiled.
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NULL (1)
A character with this asset permanently loses his personal connection to the forces of
magic. This gives him extra potency elsewhere but puts him at a loss when facing
magical foes. You may take your character’s starting MGK value and redistribute it
to any other core values (max +1 each). For instance, if Shane’s character has MGK
2, Shane must first reduce this to 0. He can then add 1 point to two other core values,
such as changing STR 3 to STR 4 and WIT 1 to WIT 2.
Null PCs are invisible to any magical scrying or tracking, but can no longer use
their MGK score to resist magic spells, nor can they cast spells. They also cannot gain
any bonus from magical weapons or use any other magical items. For example, the
null PC can attack with a magical sword, but any bonuses granted by the sword do
not function while in his hands. Other types of magical items, such as a ring of dis-
pelling, also do not function for the character.
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PRUDENT (2)
Your character keeps his eyes and ears open for signs of danger. This asset provides
a +1 bonus on Instinct checks (including surprise rolls, but not initiative).
SAFEHOUSE (2)
If your character wants a private getaway, this asset provides a small apartment or
condo (2 br/1 ba; 400 sq ft) plus enough capital for monthly rent and utilities. (This
money cannot be directed elsewhere, and any special security or furnishings must
come from the Funding asset or other sources.) Optionally, a Director may allow larger
safehouses at higher point values, such as a townhouse (4), suburban house (6), pent-
house apartment (8), or small mansion in a gated community (10). Check with your
Director to see how to handle safehouses in your campaign.
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SUPERNATURAL ASSETS
KNIGHT’S PROWESS (5; OR 0 FOR KNIGHT-ERRANTS)
Criticals, double criticals and other such special rolls normally apply only to Flux Die
rolls, not to damage or other results. However, the Knight’s Prowess asset allows crit-
icals on damage rolls with bladed melee weapons only. )
For example, let’s say that Carolyn has STR 3 and a sword that deals STR+2d8.
If she rolls a 4 and an 8 on her damage dice, she gets to roll that 8 die again. If that
critical roll results in a 6, her damage total would be 17 [3 + 8 + 6].
A knight-errant receives this asset for free, but if he ever fails to follow the
Knight’s Code (see page XXX), the benefits of this asset disappear until the Knight-
Errant regains his honor. This usually involves a quest or mission wherein the char-
acter finds himself presented with a strong temptation to break that rule again. If he
completes his mission without succumbing, he regains his honor and this asset.
NEUROTIK (5)
Some individuals suffer from Flux-addled brain chemistry, providing limited psionic
abilities. This allows them to cast (some) spells with their mind. They do not need to
gesture like normal ‘casters, but also cannot cast raw bolts of arcane energy or gain
any other benefit from wands. Neurotiks can evoke a daily maximum number of spell-
like effects equal to their MGK score, provided they succeed at the [MGK + discipline]
check. They can modify their spell-like abilities and TNs as ‘casters do, but cannot
copy or counter spells. Which spell discipline a character can mentally access should
be based on personality and concept. For instance, a cowardly PC might naturally
have Holography (for hiding) or Kinesis (for sneaking).
These abilities most often occur among persons of strong religious faith (usually
Radicals) or those whose brain chemistry suffers from a medical or hormonal imbal-
ance. A Hacker's mind is too structured to possess this asset, while Knights-Errant
have foresworn all types of magic, and Sorcerers and Witchers already possess greater
Flux-manipulating abilities. Thus, none of these concepts can have this asset.
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as they do in the real world, with two exceptions. First, any devices (including aug-
ments) that allow access to data or external communication do not work. Second, vir-
tual FCG grenades act like plasma grenades instead.
AVATAR LIMITATIONS. Whatever TN the Hacker meets or exceeds determines how
many allies he can link with and thus how many avatars he can create (see the side-
bar). The Hacker’s ability to create his own construct is automatically successful.
COMBAT. Virtual combat works just like combat in reality, but each avatar (includ-
ing the Hacker’s own) begins its existence with a [STR + MTL] score equal to the
Hacker’s current total, instead of that character’s own personal score. When wounded,
the character running that avatar suffers an equivalent number of –1 penalties to all
actions. After suffering a number of wounds greater than the Hacker’s [STR + MTL]
score, the construct is immediately erased (‘dies’) and the character wakes.
Some VIs also have the power to ‘boot’ (remove) characters from their world. A
Hacker may spend a full turn trying to re-connect a ‘booted’ character. At the end of
that turn, he attempts a [KNO + Sciences: Computer] check versus TN 9. If successful,
he has reconnected the character to his avatar.
SPELLCASTER (10)
An aspiring Sorcerer or Witcher must purchase this asset and have at least 1 point in
any Sorcery or Witchcraft discipline in order to cast spells. If he wants to hurl bolts
of raw arcane energy, or boost his natural ‘casting ability, he also needs a magical im-
plement (i.e., a wand) to assist.
SPELLS. ‘Casters can cast almost any spell that they can imagine, within their spell
disciplines and certain natural limits. Magic may be bleeding into the world, but na-
ture has a way of regulating itself. No matter how much imagination a ‘caster has,
there isn’t enough magical energy in the world (yet!) for a spell to turn the oceans to
blood or cause the forests to wither and die. There’s also a limit to how much energy
a ‘caster can channel through his body each day without suffering ill effects.
CASTING SPELLS. Each spell has a maximum range, area or number of targets, and
duration. These limits may be defined by a set number or, more often, based on a
[MGK + discipline] total. This is displayed on spell lists as the ✪ symbol.
To summon magical energy, your character attempts to beat a certain Target
Number. If successful, the spell functions. Living creatures, and any items touched
by the Flux, may attempt to resist your character’s spell – as seen on the Sample
‘Casting Checks sidebar, below. Non-magical objects have no resistance to spells,
though objects held by (or in!) a living being resist in the same manner as that being.
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cipline] and meet or exceed the opponent’s original casting TN. If successful, the spells
cancel each other out. If unsuccessful, the enemy spell functions normally.
SPELLS PER DAY. A Sorcerer or Witcher can cast a number of spells per day equal
to his MGK score, without harm. For each additional spell cast beyond this limit, the
character suffers a cumulative –1 penalty to the casting. Furthermore, any time a
‘caster fails his TN with one of these excess spells, he suffers painful mental feedback
and can no longer cast for the rest of his current turn and the entirety of the next.
For example, a character with MGK 4 can cast 4 spells per day with no ill effects.
On his fifth spell, he suffers a –1 to his Flux Dice roll. On his sixth spell, the penalty
increases to –2. On his seventh, the penalty increases to –3, and so on.
If the fifth, sixth, or seventh (and so on) casting fails to meet or exceed the required
TN, the caster loses all casting for the remainder of the current turn and the entirety
of the next. Afterwards, he can attempt to start casting again.
Valyant research predicts that areas of Flux exist where such limits do not apply,
and that (should the Flux not be stopped) they will eventually envelop the planet.
MODIFYING SPELLS. A caster can double (triple, quadruple, etc.) the range, duration,
and targets as desired, with limitations. For each improvement, the TN increases by
a cumulative one step. Furthermore, the character suffers a cumulative –1 penalty
for each improvement. If a modified spell fails, the caster suffers an agonizing mental
feedback equivalent to 1 head wound.
For example, if a character doubles the range of a TN 9 spell, the TN increases by
one step to 11. If he doubled range and duration, the spell increases two steps to TN
13. Likewise, if he triples the range of a TN 9 spell, it becomes TN 13 (doubling takes
it to TN 11, and tripling to TN 13). If the modified spell fails to meet or exceed the re-
quired TN, the caster suffers 1 head wound and associated penalties.
If the number of steps in a spell modification would increase the difficulty beyond
TN 17, simply calculate the appropriate TN (such as TN 19, 21, 23, 25, 27, 29, 31,
etc.) as needed.
Modifying spells that have a range or target of “Self” to work on other creatures
or objects also increases the TN by at least one step.
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LEARNING SPELLS. For your PC to invoke a spell, determine what you’d like the
spell to do. You might want to wave your wand and short-circuit a character’s Eye-
Phone, cast a bolt of ultraviolet light (i.e., artificial sunlight) at a suspected vampire,
slow a bullet in midair, raise a wall of earth, or something else entirely.
Exactly what you’re able to try is limited only by your imagination. It’s the level
of your magic skill specialty, and the difficulty of the spell, that determines what you
can actually do. Casting a small fireball at a single person is much easier than con-
juring a fiery cloud to rain blazing hail down over a city block.
Sample spells for each discipline are listed beginning on the following pages, but
your Director has final say on your casting’s TN, range, targets, and duration.
Copying a spell your character has seen another ‘caster use is fairly simple; just
succeed at a [MGK + KNO] check vs a TN 13 – X (where ‘X’ = your character’s MGK
score). For instance, if your MGK is 5, then the TN is 8 (since 13 – 5 = 8).
WANDS. Wands are special ranged weapons usable only by ‘casters. To hurl a bolt
of raw magical energy, a ‘caster must have a wand to serve as a conduit. For 'casters,
this is as easy as firing a pistol and requires only a successful Firearms attack to hit
the target. The bolt deals damage equal to the 'caster’s MGK ability. For example, a
caster with MGK 4 may fire a magical bolt dealing 4 points of damage. Range varies
by distance in the same manner as other ranged weapons. This power bypasses Dam-
age Reduction from armor and shields.
A caster may own as many wands as he can collect, but must choose one as his
‘signature’ piece that he will wield for the rest of his life. Using another wand has a
greater chance of failure, equal to [50 – X ]%, where X is the ‘caster’s relevant [MGK
+ discipline] score. For example, a character with MGK 4 has a 46% chance of failure
(50 – 4 = 46) when using a wand other than his signature piece.
The wand may be some cheap plastic wand from a toy store, an old wand from a
stage magician’s kit, or a petrified bit of wood found in a relative’s belongings. Its
composition helps to boost certain spells cast through it (see page XXX).
Witchers may only utilize wooden wands, just as Sorcerers are limited to artificial
wands. Otherwise, the attack roll has a significant chance of backfire, equal to [90 –
X ]%, where X is the ‘caster’s [MGK x 2] score. For example, a character with MGK 4
has an 82% chance of failure (90 – 8 = 82) when using a wand other than his signature
piece.
AUGMENT PENALTIES. Augments disturb your character’s connection to the forces of
magic. Each permanent augment applies a cumulative 1-point penalty to all MGK re-
lated checks. Non-permanent, easily removable pieces of tech (e.g, the EyePhone) do
not cause this penalty.
85
THE HALLADAMS
ENERGY INITIATIVE
Applying the secrets of nonscientific causal effects
through quantum energy resonance to establish a
privately held and infinitely renewable energy resource.
GLOBEX POWER ANNUAL MEETING WALKER BUILDING JANUARY 17
REPORT
SUMMARY
FOREWORD
We are pleased to present the HallAdams Energy Initiative (HAEI) policy
recommendations for strengthening the protection of Globex Power assets and
unleashing the innovation of our scientists and creative thinkers to exploit the next
generation of energy.
The HAEI incorporates extensive research and analysis, and provides a clear frame
work for further quantum energy resonance research and its manipulation of
nonscientific causal effects, being referred to henceforth as ‘arcane’ energy. The HAEI
reflects a proactive, flexible, and balanced approach in response to changing environ
mental conditions and the emergence of this new energy resource.
The effect of arcane energy resonance as an asset class is causing greater volatility
in the security and scientific markets, making it essential to deepen the analysis and
understanding of the behavior and determinants of arcane energy resonance, as well
as the linkages between current and historical activities.
Based upon our review, we believe that the information contained herein is accurate
and appropriately stated, and that the human trials performed in accumulating this
information meet all legal and corpohumanization requirements (as first established in
Connor v. Corporate Alliance). More extensive reports,which will allow for greater sub
stantive evaluation of estimates related to Flux rate and fate, are forthcoming.
Under your leadership, we can achieve the objectives of the HAEI by
establishing the eight recommended disciplines (see following pages) as official
company studies under a new ArcanoScience team and working with the Board of Di
rectors to launch the framework for this immensely profitable new market.
In closing, we would like to thank all our researchers, partners, and employees for
their continued commitment and support. We are more confident than ever that Globex
Power is wellplaced to deliver innovation and benefits to clients, and sustained
performance and returns to shareholders.
Sincerely,
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MANIPULATING
ARCANE
ENERGY
TEST SUBJECTS
Recent studies undertaken in GP Research, Development, and Demonstration Lab 4 (see
accompanying scans) indicate a connection between brain function lateralization and
the arcane energies a test subject can best manipulate.
Lefthemisphere dominance shows a distinct unconscious preference for what we
have categorized as ‘witchcraft’ while righthemisphere dominance is towards the ‘sor
cery’ disciplines. This is proven in 81% of test subjects. Corpus callostomy greatly reduced
arcane ability in 97% of selected subjects and is not recommended for further study.
The best test subjects were ‘creative’ types (e.g., radical architects, avantgarde
composers, surrealist artists, and sciencefiction writers).
Further studies are forthcoming.
FOCUSES
Short, straight rods composed of woods, plastics, or metals (aka wands) allow subjects
to regulate the energy flow and direct a seemingly pure stream of this energy flow at a
specific target. Furthermore, when used in addition to normal spellcasting, the material
composition of the wand can alter the strength, transmission distance, and other as
pects of spell energy. Further research is underway and you can expect results to be re
leased in a forthcoming supplement. Current data appears on page XXX of the attached
document.
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LIMITATIONS
OF ARCANE
ENERGY
DAILY LIMITATIONS
A test subject’s natural limit of spells per day is equivalent to his MGK. Persuasion to
push the subject beyond this limit indicates a morphic resistance that grows with each
casting. A failure to exceed this resistance causes mental feedback and a minimum 10
second inability for further casting. See page XXX of the attached document.
DESCRIPTORS
THE ✪ SYMBOL
The ✪ symbol is shorthand representing a test subject’s combined casting power within
the discipline referenced. For instance, when a Technomancy spell mentions a distance of
“✪ feet”, it means a number of feet equal to the caster’s [MGK + Technomancy] total.
SPELL NAME
To aid participation, the scientist or test subject that discovers a specific manifestation
of arcane energy is allowed to name it.
RANGE
A spell’s range defines the maximum transmission distance from the caster that arcane
energy can originate (i.e., how far the subject can hurl a spell or how far away he can
cause a spell effect to appear).
TARGET
Each spell requires a focal point, be it the caster, an object or person, or an area of space.
Spells that may be cast on other persons may also be cast on one’s self. Living targets
may resist physical spells with their natural [MGK + MTL] and mental with [MGK + WIT].
DURATION
Duration is how long a spell lasts, unless the caster chooses to end it prematurely. A
‘turn’ is roughly equivalent to 10 seconds, and a ‘round’ is a variable number roughly
equivalent to 10 seconds multiplied by the total number of turns.
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CONTROLLING MENTAL
ENERGY THROUGH
HYPNOSIS
Witchcraft
Discipline
Charm [c]
TN Spell Range (ft.) Target Duration
3 Mindtrick [c] x 3 [c] persons ✪ rounds
Persuade target to follow one simple, reasonable, nonharmful suggestion.
5 Sleep ✪x5 One person [c] hours
Victim attempts to cease current activity and go somewhere to sleep.
If target is attacked or otherwise disturbed, the spell ends prematurely.
7 Confuse [c] x 5 One person Instantaneous
Target loses its next turn.
[c] x 5 [✪ x 3]ft
9 Crowd Control ✪ minutes
radius area
Suppress excitement or anger in multiple persons.
11 Befriend [c] x 5 One person ✪ minutes
Make another person regard you as a friend.
Somebody
13 [c] x 5 One person ✪ minutes
Else’s Problem
Cloud an individual's mind. He or she ignores one specific person or object
(spellcaster's choice), making it effectively invisible.
15 Retcon Touch One person Instantaneous
Cause a person to forget something he recently learned.
17 Mindjack Touch One person Instantaneous
Implant a false memory of a recent event in someone’s mind.
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AGITATING MOLECULES
TO RECONSTITUTE
ENVIRONMENTAL
FACTORS
Witchcraft
Discipline
Elemental [e]
TN Spell Range (ft.) Target Duration
3 Invoke [c] x 5 Special Instantaneous
Conjure earth, breathable air, fire, or water. (e gallons water, e x 30 sec
onds air, e x .13 cu ft fire, e x 8 pounds earth)
5 Elementalism Touch One person ✪ x 5 minutes
Choose one element: fire does not burn, wind does not buffet, water and
earth do not suffocate. No protection vs. magically summoned elements.
7 Elchemy [e] x 5 ✪ radius area ✪ minutes
Convert one element into another.
[✪ x 10] sq ft
9 Elemental Wall [e] x 5 ✪ minutes
area
Create an opaque [e]” thick barrier of any one element (DR ✪/✪/✪)
11 Armormental Touch One person ✪ rounds
Invoke one elemental armor (air 0/2/0, fire 2/0/0, earth 1/1/0, water 0/0/2).
13 Aerosoldier ✪x5 [✪ x 5] ft radius [e] rounds
Combine two or more elements into fog (air/water), haze (air/fire), or dust
(air/earth) cloud, giving all within it an [e] point penalty to attacks.
15 Protector [e] x 5 One elemental ✪ rounds
Summon one elemental. Attacks via melee only, use caster's stats x2.
17 Vengeance Self Self [e] rounds
Enemies that damage you receive equivalent in chosen elemental form
(buffeted by air, burnt by fire, spew water from lungs, pelted by rock).
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SCATTERING AND
RECONSTRUCTING
LIGHT WAVES
Sorcery
Discipline
Holography [h]
TN Spell Range (ft.) Target Duration
3 Glowstick Self Special [h] minutes
Emit a [h]ft long beam of visible light.
5 Hologram ✪ x 10 One hologram [h] minutes
Create a 3D illusion of a stationary object/creature up to [h] x [h] x [h] ft.
7 Blackout [h] x 5 [h] x 5 ft radius ✪ minutes
Eliminate all visible light from an area, making normal vision impossible.
9 Diorama ✪x5 ✪ x 5 sq ft area [h] hours
Create a 2D image of a wall, ceiling, floor/terrain.
11 Cloak [h] x 5 One person [h] minutes
Bend light to be invisible to cameras and laserbased security (LiDAR).
13 Magic Cube ✪x5 [h] x 5 cu ft area ✪ rounds
Create a flashing, multicolored cube. Everyone inside the cube becomes
disoriented and suffers an [h]point penalty to all actions.
Hardlight
15 [h] x 5 One hologram ✪ rounds
Persona
Create a semisolid duplicate of yourself that follows one simple command
(i.e., attack, run there). If damage/ability checks are needed, the persona
has the equivalent of your stats. The persona cannot speak or cast spells.
17 Holodeck ✪ x 10 ✪ x 5 sq ft area ✪ hours
Create a 3D scene with appropriate sound and up to ✪ interacting
characters and/or objects (cannot move beyond target area).
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MANIPULATING
RELATIVE TIME
AND MOVEMENT
Sorcery
Discipline
Kinesis [k]
TN Spell Range (ft.) Target Duration
3 Manipulate ✪ One tiny object Concentration
Cause an object under [k] lbs. to float at a movement rate equal to half
your normal walking speed (i.e., [Athletics] x 0.5 feet every 5 seconds).
5 Lockdown ✪x5 One portal ✪ minutes
Hold door, window, gate, or other similar portal open or closed.
7 Dancing Blade ✪x5 Melee weapon ✪ rounds
Make a melee weapon fight on its own, as if wielded by an invisible
duplicate of you. (Use your statistics where needed for combat.)
9 Deflection Aura Self Self [k] rounds
Gain +[k] bonus to Defense checks vs ranged weapon attacks.
11 Slow/Surge [k] x 5 One person [k] rounds
Double or halve the target’s Move distance. Can also be cast to slow a
falling object (half damage upon landing) or speed it up (double damage).
13 Flight Belt Touch One person ✪ min
Fly at running speed, to a height of up to ✪ x 100 feet.
15 Bullet Time Touch One person 1 round
Total # of actions per round become [k+1]. These actions can be all Move,
all Attack, or mixed as the target desires.
Transmitte [k] persons or
17 [c] x 5 Instantaneous
Sursum mansized objects
Transport to any destination within ✪ x 10 feet.
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Sorcery
Discipline
Metamorph [m]
TN Spell Range (ft.) Target Duration
3 Makeover Self Self ✪ x 5 minutes
Change a character’s hair color and style.
5 Plastic Surgeon Touch One creature ✪ x 10 minutes
Change a number of physical features (hair/eye color, height, weight, skin
tone, etc.), where the number of features is less than or equal to [m].
7 Resize Touch One object ✪ x 10 minutes
Shrink target to 1/2 size or enlarge to 2x. Melee damage and movement 1/2
(enlarged) or 2x (shrunken), and Defense 2x (shrunken) or 1/2 (enlarged).
9 Reconfigure Touch One object ✪ x 10 minutes
Change one inanimate object less than [m x m x m] feet into another inani
mate object of similar size and appearance (e.g., a pen into a knife, a book
into a ream of blank paper, a disc into a saucer). The object retains any
data stored on it while morphed.
11 Transmogrify Self Self [m] rounds
Turn into any living creature (within size limit of + or – [m x 100]%).
13 Irradiate ✪x5 [m] x 10 ft radius [m] rounds
All creatures in this 'hot' zone suffer [m]d6 damage (no DR) per round.
15 Shaper Touch One object ✪ hours
Like Reconfigure, but does not need to be of similar size or appearance.
17 Freeform Touch One person ✪ rounds
Like Transmogrify, but also includes cryptids/imaginary creatures up to ✪
x 100% greater or smaller. Can add/remove up to ✪ points of Horror.
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UNSCIENTIFICALLY OBTAINING
ACCURATE PREDICTIONS
(+ AUDIOVISUAL SYSTEM
MANIPULATION)
Witchcraft
Discipline
Perception [p]
TN Spell Range (ft.) Target Duration
3 Navigator Self Self ✪ minutes
Know fastest way to all major landmarks and locations in area.
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CHANNELING VITALISM
THROUGH INTUITIVE
BRAIN PROCESSING
Witchcraft
Discipline
Spiritism [s]
TN Spell Range (ft.) Target Duration
3 Succor Touch One person Instantaneous
Transfer another character’s wounds to yourself.
5 Neuromancer Touch One person ✪ rounds
Alter mental state to imbue a +1 or –1 on attack rolls and Valor checks.
7 Atropine [s] x 5 One person ✪ rounds
System shock causes target to gain or lose +[s] points for one Core Value.
9 Dark Faith Touch One person Instantaneous
Cure one wound, or necrotize an existing wound. Count a necrotized
wound as 2 wounds for purposes of healing and penalties; this does not in
flict a separate wound elsewhere in the same or different hit location.
11 Immunize Touch One person Instantaneous
Remove all effects of drugs, poison, disease, or radiation sickness.
Does not remove addiction.
13 Corpse Speak Touch One human corpse ✪ x 10 seconds
Reignite the spark of memory in a corpse deceased less than ✪ hours. If
the head is intact, you may converse with it as if it were alive, for [✪ x 10]
seconds. This spell does not function on undead.
15 Necromancer Touch One human corpse ✪ rounds
Create mindless servant from a corpse; it obeys simple oneword commands.
17 Regen Touch One person Instantaneous
Raise character that died within [s] rounds, or regrow limb within ✪ days.
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NEW! COMBINING
BIOELECTRICITY WITH
TECHNOPAGANISM TO FUEL
ION MANIPULATION
Sorcery
Discipline
Technomancy [t]
TN Spell Range (ft.) Target Duration
3 Charge Touch One device Instantaneous
Instantly provides a battery or kineticpowered device with 100% of its
normal charge. The charge drains with use, as per the device’s normal
battery life. Device size must be less than or equal to [m x m x m] feet.
5 Infinite Ammo Touch One firearm ✪ rounds
Ignores all ‘doubles’ rolls that indicate a jam/overheat/loss of ammunition.
7 Armorall Touch One armor [t] rounds
Armor DR improves by [t] points.
9 Overheat ✪x5 One device Instantaneous
A surge of power rushes through the targeted device (including XCalibre
firearms), causing it to cease function for ✪ minutes. Device size must be
less than or equal to [m x m x m] feet.
11 Lockdown Touch One device Instantaneous
Electronic item refuses to function unless the user speaks a password.
13 Vorpalize Touch One weapon [t] rounds
Improve weapon damage by [t] points.
15 Summon Bot ✪ x 10 One AUTAC ✪ rounds
A small, flying Tactical Autonomous Combatant appears and attacks your
enemies. Operates under character or Director control, as desired.
17 Electrify ✪x5 [m x 5] ft radius Instantaneous
All creatures within an area with a [m x 5]foot radius suffer [m]d6 points
of electricity damage. Devices overheat as per the Overheat spell.
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4EXPENSES
98
Valyant transfers enough funding into each knight’s monitored account for the pur-
chase of food and basic needs. This eliminates the need for you to track every purchase
down to the last nickel (the penny has been eliminated).
The only items to concern yourself with are those that the average citizen doesn’t
have easy access to, or doesn’t encounter on a regular basis. These items are listed
here, and mostly include black market weapons, armor, augments, and other pieces
of gear with special rules. A character receives a standard loadout at the start of each
mission, but can maintain an additional supply of as much equipment he can afford.
PURCHASING
Almost no one carries cash anymore, and many people don’t even use credit cards.
(“What are you, some sort of primitive?”) Instead, you simply walk your purchases be-
tween a store’s specially designated scanners on your way to the exit. Smart labels
‘talk’ to the store’s network to scan your biometrics, track your purchases, and wire-
lessly deduct the cost from your account. If an inadequate or unauthorized account
(or unrecognized person) is flagged, security is immediately alerted.
Ordering from the ‘net is even easier. As long as you have the money in your ac-
count, the items should be delivered to your designated address within 12 to 24 hours.
You can exceed your credit rating, but only once, and for no more than 10% of your
maximum rating. After that, the creditors lock down your account and come after you.
99
ENCUMBRANCE
Of course, there’s a limit to how much gear your character can carry around at one
time and still be able to function without penalties. To keep it simple, limit the number
of cumbersome or heavy items to less than or equal to his MTL score. Use common
sense depending on the circumstances.
For instance, if we’re talking about a briefcase that holds a flashlight, a knife,
various paper or flimsy plastic files, a tablet, and a handful of tiny solid state hard
drives, that only counts as one item. If it’s a computer server that takes two hands to
lift and carry, your character’s other items should be stowed on his person (e.g., sword
in scabbard, armor worn, gun in holster, etc.).
If you exceed the recommended limit, the Director may impose a –1 or greater
penalty to certain actions, as the excess items weigh the character down and may be-
come entangled with other characters and obstacles.
‘DISCOUNT’ EQUIPMENT
If you want to save some cash, you can avoid reputable dealers and seek out cheaper
copies or imitations of almost any popular brand name item. Street vendors, discount
stores, unsavory websites, and black marketeers are all available points of purchase.
Unfortunately, what you save because of a low price, you lose in terms of durability
and craftsmanship.
Whenever your character attempts an ability check that involves a discount item
(e.g., firing a cheap pistol, accessing the ‘net with an EyePad knock-off, or casting a
spell with a stick you snapped from a tree branch), there’s a greater possibility that
the item ‘crashes.’
As mentioned in Chapter 1: The Basics, a crash occurs when you roll your Flux
Dice and get a pair of 1s. Rolling a crash means that you don’t get to keep and add ei-
ther of those dice to your ability check.
Cheap equipment purchased at 75% of normal cost will crash on pairs of 1s or 2s.
So-called ‘deals’ of 50% off will crash on results of pairs of 1s, 2s, and 3s.
JURISDICTION
The four major private security companies in The City are (listed
in order of largest to smallest): OmniCorp PSC, Global Republic,
Watchman PSC, and Speedy Security. Each is contracted to pro-
vide service to businesses, families, and individuals throughout
The City. The largest companies seek near-exclusivity on all secu- OmniCorp PSC
rity contracts in their headquarters neighborhood and/or district,
with full authority to conduct law enforcement activities and crim-
inal investigations.
Thus, Omnicorp oversees almost all security in Woodlawn,
while Globex’s Global Republic controls the Globex district,
Valyant’s Watchman PSC watches Union Heights, and Atoyo’s Global Republic
Speedy Security operates in Towers. Their authority in other dis-
tricts varies, depending on the neighborhood or building contract.
A resident can contract an outside provider, but this is rare,
since it increases a resident's district maintenance fees (corporate
taxes) and incurs an additional charge from his chosen security
company, as they need special permits to operate in that area. Knightwatch
Knightwatch teams, able to carry Watchman identification and
pass themselves off as special ops units, can operate fairly easily
in any Watchman-contracted location. Operating in another PSC's
contracted district (or home, gated enclave, etc.) requires contact-
ing Watchman headquarters and waiting the few minutes (or sev-
eral hours or days!) for clearance to come through. Speedy Security
100
Of course, the Knightwatch can always operate secretly. However, choosing not
to go through the proper intercorporate channels means that the PCs may be detained
as vigilantes. Should a character be detained by a rival PSC, then Valyant may be
able to discreetly intervene on their behalf through contract negotiations, bribery or
some other means – assuming they even know where he is.
THE COVER-UP
Despite Lancelot's desire to keep secret even the mere existence of the Knightwatch,
the prevalence of cameras and social media soon proved that to be impossible. Fortu-
nately, most persons (even Watchmen PSC officers) simply believe the Knightwatch
to be a mundane, though highly trained, special operations task force. M.E.R.L.I.N.
can also track down and delete most unencrypted references to the Knightwatch’s
battles with the supernatural, the characters must deal with any witnesses.
The fastest way to ‘clean up loose ends’ is to murder everyone who knows the truth
– certainly the most efficient means, but a brutal deed hardly worthy of a knight. Per-
suasion via an Influence check is also an option, convincing the witness that what he
thinks was supernatural was a special effects publicity stunt, Radicals in costume, a
hologram, hallucinogenic gas, a serial killer physically warped by the Flux, or any
number of implausible scenarios. Threats and bribery could also work, but are less
likely to be effective in the long term.
Alternatively, the player characters may deem a witness trustworthy enough to
become an informant. Informants have limited access to Knightwatch resources (re-
ceiving only a small stipend), but know little to nothing of the Camelot connection,
still believing them only a well-funded special ops force with high-minded ideals.
Should an informant prove himself to be of significant value, Nimue may authorize
the informant learning the truth about the Flux and the Knightwatch. Such individ-
uals are usually brought into the Valyant corporate structure in some capacity.
101
QUEST ®
VIGILANTE
FEVER
+ 23
AND WHY WANDS
THAT
THEY’RE GO
GETTING WITH
MEDIEVAL ANY
ON YOUR OUTFIT
ASSETS
Runners
life on the
rooftops
> more
book
bannings!
We discuss
> Camelot 3000 review: itc
augments
> The Once and Future King
> Knight Life
> Neuromancer your guide to
the best deals
> Jennifer Government
> and 15 others!
103
feature
MELEE WEAPONS
If you've been following our new peer-reviewed Psience journal, you've probably seen
the leaked Globex case reports that suggest the mutated horrors roaming our city are
more vulnerable to damage with iron and iron-based blades than with many other ma-
104
terials. Whether this is really because Flux-affected individuals have a greater number
of magnetite crystals in their brains and are thus less resistant to iron, as the case reports
suggest, or because of some native (or even psychosomatic) sensitivity to cold iron,
there is no doubt that it works – though only in the hands of persons who have been
at least 'Touched' by the Flux. Ranged weapons, even bows and thrown weapons, do
not carry the same power.
Unarmed. An unarmed attack is any attack you make with a part of your body
when you’re not wielding a weapon. It’s usually a kick or a punch, but it could be a head-
butt, elbow jab, a knee in the groin, or so on.
Axes. Axes range from simple hand axes to large fantasy-replica war axes. Both deal
decent damage, though the two-handed war axe draws a lot more attention to the wielder
and forgoes the use of a wooden/riot shield.
Com/Bat: This advanced prototype of Ostec Sports' patented baseball bat has
50% less carbon to increase the flex properties, as well as dilute quantities of iron added
to the patent pending COM3 shell (4x stronger than aluminum). Strands of titanium in
the carbon fiber core imbue greater durability and provide a bigger sweet spot. You
cannot use a physical shield when wielding a bat.
Knives and Daggers. These weapons deal only half STR damage if thrown (round
down). Effective range is a number of feet equal to your STR+DFT+MTL. Throwing
a blade is defined in the following Ranged Basics section.
Raypier. The raypier is a technological marvel – a slender sword with a specially
designed nanoparticle-energized blade. Though not as powerful as certain fictional
lightsabers, it is still the weapon of choice for those who don’ t mind drawing attention
with a glowing blade. Energy color options include: blue, red, green, purple, yellow,
cyan, silver, orange, and gold.
Swords. Models may vary in style (such as European or Asian), length (one- or two-
handed), and type of blade (straight, curved, single- or double-edged), but all are fine
choices. You cannot use a shield when wielding a two-handed sword.
Skill
Melee Weapon Level Price Damage
Unarmed 0 - STR
Dagger, Knife 1 $75 STR + 1d4
Hand Axe 1 $105 STR + 1d6
Short Sword 2 $1300 STR + 1d8
Com/Bat 2 $1700 STR + 1d10
Longsword 3 $2400 STR + 2d4
War Axe 3 $3100 STR + 2d6
Two-Handed Sword 4 $5000 STR + 2d8
Raypier 5 $8000 STR + 2d10
105
RANGED WEAPONS
Bows. These finely-tuned bows are the perfect blend of modern performance and
compactness. Buyers should note that each package includes a top-of-the-line com-
pound shortbow or crossbow with a high-tech rest, quiver, wrist sling, vibration damp-
ening stabilizer, and a scope or peep sight with alignment tube. All of the accessories
are factory-installed and shipped in a hardshell case. PRICE NOTE: $185 (12 arrows/bolts)
Pistols. These cutting-edge, specially coated 9mm, .40 caliber designs feature a 4”
barrel, 8-round magazine, and a light trigger pull for smooth action. Cross directional
textured grips are fully customizable to fit your hand and can be changed within seconds.
PRICE NOTE: $190 (500 rounds)
Rifles. This .300 caliber rifle comes from the law enforcement series and features
a 26” carbon steel barrel with detachable 6-round magazine and matte black aluminum
stock. Accurate and reliable. PRICE NOTE: $80 (20 rounds)
Shotguns. This attractive 12 gauge gun features a natural high luster wood stock
and carbon steel barrel with blued satin finish. Due to pellet spread, damage caused by
this weapon has a greater variation by distance than other firearms. Within 1–10 feet,
typical damage is 3d6. Within 11–20 feet, damage becomes 2d6, and damage to targets
from 20–30 feet is only 1d6. PRICE NOTE: $10 (5 buckshot shells)
Submachine Guns. This SMG has an unlined 10” barrel, matte black finish, and
synthetic adjustable stock. It functions with .223/5.56 ammunition, and has a limited
magazine capacity of 21 rounds. Each shot is a burst of three. Roll Attack as normal,
treating the second bullet as Attack result –1 and the third as Attack result –2. Roll dam-
age for each die separately. PRICE NOTE: $76 (100 rounds)
Taser. A taser’s electricity deals d4 damage and requires the target to succeed at a
[STR + MTL] roll versus TN 15. A failed check means the target is stunned for his next
turn and unable to react. The attacker may extend this for 2 additional turns, by leaving
the taser attached to the victim and forgoing attacks against other targets. Tasers can
penetrate energy shields or clothing up to 2” thick, but not armor or physical shields.
X-Calibre. Directed-energy weapons such as the latest X-Calibre model fire a mul-
tiphase pulse of infrared light instead of a bullet, replacing the traditional internal mech-
anisms with hyper-capacitor technology, and forgoing clips and magazines for
rechargeable battery packs. Despite the significant advances in high-temperature super-
conductors, these packs are prone to overheat and fuse. It takes one Move or Attack
action to replace a battery pack. PRICE NOTE: $110 (replacement battery pack)
107
G RENADES
ITC grenades eliminate dangerous threats while keeping excess damage to a minimum!
You can spend a Move or Attack action to set any grenade to explode upon impact;
otherwise it explodes after 5 seconds (or at the end of the next action, as appropriate).
FCG Grenade. The Field Compression Generator grenade delivers a low intensity
electromagnetic burst over a 30-foot radius. All electronic devices (including nanoma-
chines and removable augments such as the EyePhone) cease to function for 20 minutes.
V.I.s and A.I.s may make a [MTL + Sciences: Computer] check vs TN 9 to resist
the effect if unable to wirelessly depart to a safe server; failed checks cause only a tem-
porary sleep mode, not death, except on crashes of double ‘1s.’ (Note: in the virtual
world, an FCG grenade acts like a plasma grenade.)
Frag Grenade. This small bomb explodes to hurl metal/plastic shards over a radius
of 20 feet around the point of detonation.
Plasma Grenade. A plasma grenade works just like a frag grenade, but hurls su-
perheated plasma and bits of molten metal casing.
Smoke Grenade. The cloud of smoke from this grenade hides all activity within a
15-foot radius from the point of detonation. Actions taken against someone hidden by
the smoke receive no Flux Dice rolls, only the [Core Value + Skill] total. PRICE: $15
108
as the “Globex SW 111” for the Suit Weave 1/1/1. Please have the desired values ready
when ordering your item.
Casting Modifier. Sorcerers and Witchers need a full range of motion to perform
the magical gestures required for spellcasting. However, P.P.E.s tend to inhibit this mo-
tion, imposing penalties on MGK ‘casting checks.
B ODY A RMOR
Blur Suit. This black jumpsuit’s microscopic carbon nanotube fabric actually bends
light rays, making the wearer invisible to machines, save for an indistinct heat shimmer.
Invisibility can be turned on/off with the tiny remote (included) that stimulates low
levels of electricity through the fabric and thus makes the mirage possible. Purchase
includes a pair of light toe shoes, gloves, and a full facemask of the same material.
Body Armor. These P.P.E.s range from reproductions of leather (light), chainmail
(medium; includes coif, shirt, and gloves), or functional plate (heavy) to more modern
wear. Modern armors include various concealable bulletproof vests (light), tactical
vests (medium), or assault/riot jackets (heavy) composed of ballistic and energy-resistant
materials. Helmet and flack pants included.
Suit Weave. Because suits and ties rumple easily with most body armors, the stylish
executive buys GP-brand suits made with artificial spider silk and other synthetic genes.
These protein-engineered fabrics provide greater tensile strength and elasticity than
normal cloth, and thus additional protection against most disgruntled employees. For
an additional cost beyond its normal retail price, any piece of clothing can become a
suit weave, not just business attire.
Unlike other armors, suit weave clothing can be worn atop light modern armor to
‘stack’ an extra layer of protection.
DEF DR vs DR vs DR vs Casting
Armor Price Mod Melee Hi-Velocity Energy Mod
Blur Suit $25,000 +3 0 0 0 0
Body, Lt
$1,300 –1 2 3 1 –3
Modern
Body, Lt
$1,300 –2 4 2 1 –3
Traditional
Body, Med
$1,850 –3 2 4 2 –5
Modern
Body, Med
$1,850 –4 5 2 2 –5
Traditional
Body, Hvy
$2,400 –5 4 6 2 –7
Modern
Body, Hvy
$2,400 –6 7 4 2 –7
Traditional
Suit Weave +$1,000 0 1 1 1 0
109
S HIELDS
Shield, Energy. This P.P.E. consists of a small cloud of nanomachines that floats
around the wearer, reacting to intense bursts of energy and providing a low-level force
field. These nanomachines are digitally ‘tied’ to a large gauntlet on one of the wearer’s
forearms. When this control device is removed or damaged (i.e., one or more wounds
on that hit location), the nanomachines refuse to function.
Shield, Riot. Our lightweight riot shield is composed of a polycarbonate material
specially hardened to resist energy and plasma blasts, as well as melee and gunpowder
assaults. Used primarily by Badges, it is long enough to cover an average sized man from
the top of the head to the knees. This provides excellent defensive power, but requires
two hands to manipulate and eliminates the user’s ability to fight back. All Attack actions
must be replaced with Move actions while wielding a riot shield. Casting spells is im-
possible while using a riot shield.
Shield, Wooden. This is a classic reproduction of a period gilded wooden shield
that any warrior would cherish. Available in the following styles: Medieval English, An-
cient Greek, Ancient Roman, and now – Renaissance France! Custom hand painted de-
signs and decorations are available. PRICE NOTE: $130 plain or $400 customized.
Def DR vs DR vs DR vs MGK
Shield Price Mod Melee Hi-Velocity Energy Mod
Energy $1400 0 0 1 5 –1
Riot $225 –2 3 2 1 see text
Wooden $130–400 –1 2 1 0 –3
MISCELLANEOUS
Night Vision/Thermal Goggles. These high-quality military-grade goggles are
available as either IID (Image-Intensifying Devices) and FLIRD (Forward-Looking In-
frared Detectors), depending on your needs. IIDs amplify ambient illumination (up to
x5000) in order to provide night vision, while FLIRDs are thermal sensors that only
detect temperature differences.
For example, IIDs allow the wearer to distinguish between a man or woman at a range of up to
300 feet. FLIRD wearers can usually identify a human shape up to 1 mile away (assuming a clear
line of sight), but cannot make any distinction of sex or appearance.
Operator Loadout Pack. If you’re looking for a pre-packaged kit including all
those basic tactical items you use regularly, grab this and go! This sturdy padded carrier
bag holds up to 36 pounds easily, and includes: flashlight, multitool, goggles, gas mask,
3 rubber doorstops, a 10-ft long roll of duct tape (40-lb strength), a 225-ft length of
paracord (550 lb. strength), and 10 flex-cuffs (300-lb strength).
Silencer. These are the most high-efficiency shot suppressors that you can buy.
Stop worrying about your gunshots alerting the neighbors! Pistol and rifle only.
Skin Gun. Need battlefield medicine? This handheld dermal regenerator closes in-
cisions with laser-bonding and soothes burns by firing dermal skin cells into the affected
110
area. A [KNO + Sciences: Medicine] skill check vs TN 9 is required to use this device.
Operating a skin gun requires a full turn per wound, and neither healer nor patient
can take any other actions during this time. If interrupted, the healer must begin again.
Once complete, any related wound penalty disappears. The wound heals fully within
12 hours (halving normal healing time). However, any strenous activity (fighting, run-
ning, etc.) within this time may (% chance = 60 – MTL) cause the wound to reopen.
For example, Avery, a Knight-Errant with MTL 4, suffers one wound. If a skin gun is used on
this wound, Avery recovers sufficiently so that the wound penalties disappear. If he engages in another
battle or strenuous activity within the next 12 hours, there is a 56% chance (a result of 01 to 56 on
a d100 roll) that the wound reopens and the penalty returns.
Wounds healed at a clinic or hospital do not reopen, thanks to their advanced treat-
ments and technology.
StimPack. If you’re not sufficiently skilled to use a skin gun, why not try adrenaline
StimPacks? These adhesive medical
packs require only one Move or Attack
action to slap on, and immediately re- Miscellaneous Items Price
move one wound penalty for the next Goggles, Night Vision (IID) $14,700
[MTL+10] minutes.
Vehicles. Tired of congestion Goggles, Thermal (FLIRD) $16,500
charges and tolls of $10+? Sign up for Operator Loadout Pack $75
the new Chargeway discount package
you’ll receive whenever you select an Silencer $375
ITC brand motorbike, citycar (small Skin Gun $30,000
economy, sporty, or SUV), or luxcar
(upscale/mid-sized sedan, sportscar, or StimPack $1,000
SUV). Additional ITC options are
Vehicle: Motorbike $21,000
available at higher prices.
ITC’s recent offerings include the Vehicle: Citycar $25,000
UDV (urban defense vehicle), an SUV
conversion with state of the art com- Vehicle: Luxcar $40,000
munications equipment, armor plating Vehicle: Urban Defense $165,000
(DR 16), bullet-resistant glass (DR 13),
EMP shielding, and run-flat tires. Night vision cameras and an enhanced video wind-
shield allow the driver to operate in smoke or pitch black environments.
UDV prototype
111
review
PERSONAL AUGMENTS
Cloak (Subdermal/Full Body). This augment alters your body’s epithelial proteins
and inserts nanoprojection units into the epidermis to distort your visual signature. Pro-
vides a +3 bonus to checks against automated cameras, holographic sentries, and such.
EyePhone (Head). Eliminate clunky earpieces and handheld phones! This wireless
earbud holds 1 PB (petabyte; or 1024 terabytes) of data, including phone numbers and
music files. Stream easily with secure voice commands through an electronic patch that
adheres gently to the throat – soft, flexible, thinner than a hair, and nearly invisible!
112
113
SUBSTANCE AUGMENTS
Substance augments (aka designer drugs) allow temporary augmentations, often at a
cost to mind and body. If a drug is addictive, each dose requires the user to succeed at
a [STR + MTL] check vs the listed TN, or gain an Addicted trait that requires a daily
dose of the drug.
Addicts who miss a dose suffer a cumulative –2 daily penalty to all MTL-related
checks until another dose is taken. A [STR + MTL] check vs a TN one step higher than
the addiction TN (e.g., 9 becomes 11) removes the addiction, but each failed check to
remove the addiction increases the TN by one step (e.g., 11 becomes 13).
(Disclaimer: No, this book does not promote substance abuse. Don’t even think about it.)
Flatliner. Pop a few of these pills for a feeling
of intense calm and to receive the Null asset. Dura-
tion: 2d4 hours per dose. Penalty: 25% chance of hal- Substance Price
lucinations per dose, with the nature of the
Flatliner $100
hallucinations determined by the Director.
Goldrush. Snort these vapors for a burst of en- Goldrush $50
ergy and a doubled movement rate. Duration: [DFT]
turns. Penalty: –1 to MTL-related checks for [12 – Hard Snow $30
MTL] hours. Lotus $1
Hard Snow. Snort this powder for a quick high
and a +1 bonus to Influence checks. Duration: [30 – Morpheus $200
MTL] minutes. Penalty: Addictive TN 9. OP8 $150
Lotus (aka Pax). This chewable, anxiety-can-
celing, mood-enhancing tablet keeps the population Psykadel $275
sedate, and provides a temporary +2 bonus to Valor
Solvit $75
checks. Duration: [12 – MTL] hours. Penalty: -4 to
resist Influence. Tweek $40
Morpheus. Inject this drug for a pleasant eu-
phoria and the temporary removal of all mental spell U4EA $60
effects. Duration: d4 hours. Penalty: Addictive TN 13. Zodiaz $50
OP8. Take a dose of this liquid to ignore all
wound penalties. Duration: [STR + MTL] hours. Penalty: Addictive TN 11.
Psykadel. Consume this artificial shroom for a feeling of oneness with the universe
and temporarily gain the ability to 'cast Perception spells, using [WIT + Instinct] instead
of [MGK + Perception] to cast. Duration: WIT minutes. Penalty: Immediate –4 to all
checks including spell casting for 1+d4 hours.
Solvit. Inhale this aerosol to triple any KNO-related results. Duration: KNO rounds.
Penalty: After duration ends, suffer –1 to all checks for d4 days.
Tweek. Snort this mix to stay awake and gain a +1 boost to STR and MTL. Duration:
[12 – MTL] hours. Penalty: Each use has a cumulative [15 – MTL]% chance to cause
permanent –1 loss of MTL (fall into a coma when MTL drops to 0).
U4EA. Snort this powder for energy, confidence, and a +2 bonus to DFT checks.
Duration: [12 – MTL] rounds. Penalty: Immediate –1 STR for the next [12 – MTL] hours.
Zodiaz. Pop this pill for a feeling of calm and a +2 bonus versus MGK. Each ad-
ditional pill increases the bonus, duration, and addictive TN by +2. Duration: MTL
rounds. Penalty: Addictive TN 11.
115
WEAPON AUGMENTS
Ammunition. Buying a reload augment lessens the chance you’ll run out of ammo
or suffer a weapon jam during a critical moment. Each purchase improves the Reload
Die type by one step. For example, augmenting your X-Calibre’s standard d6 reload improves it
to d8. Subsequent purchases will improve it to d10, d12, and d20 (maximum).
Damage. Get a +1 damage bonus to successful attacks ! Any weapon can be re-
peatedly augmented up to a maximum of +6, but only one step at a time. For instance,
augmenting a BP model 2d6 pistol increases its damage factor to 2d6+1. Subsequent augments increase
it to 2d6+2, then 2d6+3, and so on. Note: damage augments greater than the user’s relevant
Firearms or Getting Medieval skill minus 1 will be ineffective until the skill improves.
Buyers should note that damage increases may not be solely due to an improved
weapon’s penetration damage or stopping power. Damage augments may also include
visually imperceptible improvements to weapon balance, accuracy, and other attributes.
Range. Purchasing this augment adds improved sighting and kinetic stabilizers,
providing a +1 foot bonus to the weapon’s base range. Naturally, this does not apply to
melee weapons. This augment cannot improve a weapon beyond base range x5.
ARMOR AUGMENTS
Damage Reduction. Improve your P.P.E’s damage reduction! Your P.P.E. can be
repeatedly augmented to reduce up to a maximum of 6 points of damage. Note that a
single augment can only reduce melee, high-velocity, or energy damage, not upgrade all
three simultaneously. For instance, let’s say that you want to augment your GP Suit Weave from
its standard m1/v1/e1 resistance. A single augment can upgrade this particular suit to either 2/1/1,
1/2/1, or 1/1/2. Later augments can upgrade it further as desired (to a maximum of 6/6/6).
Note that DR 6 is a fixed maximum for all non-magical armors; for example, an suit of armor with
natural DR 4 can only be upgraded to DR 6.
Magic Resistance (Warding). With the addition of certain scientific equations
and formulae woven into the lining, stamped into the plastic, or engraved into the metal,
any armor can be repeatedly augmented to improve the wearer’s resistance to magical
damage by 1 point (up to a 6 point-maximum). Other P.P.E. statistics are unchanged.
The bonus applies only while the armor is being worn. Shields cannot be warded.
116
feature
117
Craft Limited to
Wood TN Spell Effect Witchcraft:
Beech 9 Reduces TNs by 1 step Perception
Cypress 9 Doubles # of targets Spiritism
Ebony 7 Doubles range Charm
Hornbeam 9 Doubles duration Charm
Ivy 9 Doubles # of targets Elemental (Air)
Mahogany 9 Doubles # of targets Elemental (Earth)
Redwood 9 Doubles # of targets Elemental (Fire)
Reed 9 Doubles # of targets Elemental (Water)
Yew 7 Doubles range Spiritism
Craft Limited to
Plastic TN Spell Effect Sorcery:
SPI 1 (PET) 9 Doubles duration Kinesis
SPI 2 (HDPE) 7 Doubles range Holography
SPI 3 (PVC) 9 Doubles duration Metamorphosis
SPI 4 (LDPE) 9 Doubles # of targets Technomancy
SPI 5 (PP) 9 Doubles duration Holography
SPI 6 (PS) 7 Doubles range Kinesis
SPI 7 (PC) 7 Doubles range Technomancy
SPI 7 (PLA) 7 Reduces TNs by 1 step Metamorphosis
Craft
Other Materials TN Spell Effect (all disciplines)
Ash/Aluminum 9 Increase number of targets by +1
Cedar/Copper 9 Increase duration by +1 turn, rd, etc, as per spell
Elder/Bronze 11 Improve caster MGK attack roll by +1
Hawthorn/PMMA 9 Improve caster MGK defense roll by +1
Oak/Silver-plated 11 Increase wand damage by +1 point
Rowan/Pewter 9 Increase range by +5 feet
118
Plastic. Each of these sorcerous wands is composed of (or recycled from) one of
several types of plastic, and may be crafted or purchased from any unwitting movie
prop or stage magician supplier. Should you need to recycle your wand, please refer to
the numerical SPI (Society of the Plastics Industry) code printed on your wand.
Classifications include: PET (polyethylene terephthalate), HDPE (high-density poly-
ethylene), PVC (polyvinyl chloride), LDPE (low-density polyethylene), FP (polypropy-
lene), PS (polystyrene), PC (polycarbonate), and PLA (polylactide). All plastic wands
can be harmful if ingested. AVERAGE PRICE: $375 FOR PRECRAFTED WANDS
Special Woods and Other Materials. When it comes to flexibility, these materials
have the edge. On the other hand, although they can improve spells of any discipline
available to the caster, their improvements are less potent. For instance, a Witcher using an
ebony wand can only double the range of his Charm spells. With a special rowan wand, he can only
improve his range by +5 feet, though this bonus is also available to any of his Charm, Elemental,
Perception, or Spiritism spells.
If you’re seeking one of these multi-faceted wands, Witchers can choose from ash,
cedar, elder, hawthorn, oak, or rowan woods. Sorcerers have aluminum, copper, bronze,
PMMA (poly[methyl methacrylate]), silver-plated, and pewter options. Check the chart
to see how they compare.
Damage. A ‘caster may fire his wand like he would fire other ranged weapons, deal-
ing MGK damage upon a successful hit. See page XXX for ranged weapon listings.
We are all naturally exposed to cosmic radiation on a daily basis. Most of this comes from
space or radioactive materials in the earth, with additional doses from air travel and x-rays.
Sadly, years of governmental neglect left the planet’s protective atmosphere badly
degraded. This allows fluctuations in the atmosphere to occasionally let in more cosmic ra-
diation than is natural. The corporate alliances are working hard to restore the environment
to its peak, and have increased population monitoring for your safety, but success will take
time. Though you might feel there is nothing you can do, the truth is that being alert and
prepared helps everyone.
119
5THE CITY
120
This chapter details ‘The City’, an urban megasprawl of the near future.
All the action takes place here (unless, of course, the Director prefers to run his or
her adventures in another city). Players may feel free to read this chapter, but should
not continue beyond it into Chapter 6: Game Mastery – at the risk of learning secrets
best kept hidden and ruining surprises your Director may have in store.
LOCATION
The City exists everywhere, anywhere, and nowhere. It can substitute for the future
version of almost any major city on Earth, with any minor modifications the Director
might desire.
HISTORY
Imagine a time and place where corporations, though metaphysical entities created
by law, are granted the same legal rights as a person (in addition to the rights they
already possessed). With this ruling in place, monetary contributions to political cam-
paigns, once regulated, become part of each corporation’s right to free speech. Money
flows like water and, in short order, political representatives soon find themselves ob-
ligated to their corporate backers. With each new law passed, the corporations subtlely
and incrementally gain increasing amounts of power.
Meanwhile, cash-strapped government entities begin privatizing ever more func-
tions. It starts small, of course, and in seemingly beneficial ways. One city sells its
parking meter maintainance to a corporation in exchange for an immediate influx of
funds to meet other budget shortfalls. Many cities privitize water and sewer mainte-
nance, a costly, dirty job at the best of times. In another region, the government con-
tracts the care of its prison systems. Private schools, police forces, and XXX follow.
BLOODY MONDAY. The lack of jobs, poor economy, and governments increasingly
catering to corporate interests caused multiple organizations and thousands of citi-
zens to mount a non-violent campaign for social and economic equality. Many parks,
streets, and private buildings were occupied for months, though clashes between law
enforcement and protestors were surprisingly mild.
Then, near dusk one Monday night, according to eyewitnesses, a law enforcement
officer turned and began firing his weapon at the protestors. Within moments, four
protestors were killed. Backup officers attempted to subdue their colleague with phys-
ical force, but the situation intensified as the braver protestors began throwing rocks
and objects at the officers. This skirmish quickly turned into a 48-hour riot resulting
in 34 deaths, 1,032 injuries, 3,438 arrests and over $40 million in property damage.
Worse, the following days saw similar scenes in other cities, in what most corpo-
rate media outlets called ‘violence by people who just want more free crap’. Within
that week, 8,310 more people had been arrested, with an additional 106 deaths, 2,745
known injuries, and more than $700 million dollars of damage. Over 2,000 buildings
were damaged, burned, looted, or destroyed.
AFTERMATH OF THE RIOTS. The combined damage significantly compromised eco-
nomic activity in the affected cities, handing the corporations a publicly-justified rea-
son to lobby for stronger public safety laws and limitations on all ‘free speech’ both in
person and online. In the wake of the riots, these new laws were backed by a great
percentage of the general public and passed almost unanimously.
The story of The City is the story of our world – or, at least, it could be. History has
certainly shown us that what we predict may never come to pass, at least not when
we expect it. Consider this history a ‘possible future’ or, if you prefer, an ‘alternate
history’ from a parallel universe...
121
122
Some districts also have executive committees – usually consisting of the presi-
dent, president-elect, immediate past president and executive director, plus a varying
number of immediate subordinates – conducts district business on a regular basis.
The executive committee (or board) establishes or contracts out any requisite utilities,
fire departments, police forces, and so on.
The presence of a mega-corp headquarters often identifies the board’s chairman
and/or the board’s majority members, but this is not always the case. The City Central
district board members, for instance, are fairly evenly split between all the mega-
corps. Only employees may purchase land from their employer, thus keeping all prop-
erty within the corporation’s control.
Each city is primarily served by a single large private security company (PSC),
though some districts may have contracts with smaller PSCs or even corporate police
of their own. Employees, or ‘badges,’ protect and serve all the subscribers in their dis-
trict, but are concerned mostly with preventing crime rather than solving it.
If you are the victim of a crime, but are not subscribed to the PSC service of the
district where the crime happened, you have little to no legal recourse. A not-for-profit
welfare corp might be able to help you, but their case load is heavy and employees
are few, and many cases fall through the cracks (if they ever make it to the top of the
case worker’s pile).
A badge’s methods are usually draconian, and they show little concern for the
rights of non-subscribers, whether criminals or victims. The phrase “shot while at-
tempting to escape” is a common excuse for badges who let their desire for justice (or
simple bloodlust) get out of control.
For the accused who survive their arrest, trials are little more than kangaroo
courts. Corporate or non-violent criminals are usually sentenced to wage-slavery, be-
coming endentured drones. Violent offenders are transported to one of the many large,
privitized facilities scattered around the country, though the most extreme offenders
are quickly executed.
SOCIETY
Although the poorest inhabitants of the metropolis would call this a dystopian city,
most urban dwellers have grown accustomed to the corporate rule – not happy, but
content. The main source of discontent is the one that has plagued mankind for cen-
turies – everyone is focused on earning more money to get more power and accumulate
more status symbols – which actually helps reinforce corporate control. Those who
forsake this lifestye, whether by choice or not, live primarily in ‘slumburbs’ (declining
areas of high crime) and are distinctly in the minority.
After all, it is the business of the mega-corporations to make money. They ask
only one thing of their employees: obedience. They don’t judge race, sex, creed, reli-
gion, or an individual’s relations to the community, society, or family. As long as an
employee provides full hours and faithful service, the corporation supports them.
The mega-corporations also have cost effective technologies that keep the streets,
air, and water clean (for a reasonable deduction from your wages), and the public tran-
sit services running on time. Their almost globally-accepted ‘two-child limit’ has re-
duced world population by hundreds of millions, slowly easing the strain on the planet
and increasing individual savings. The corporations even offer free basic internet serv-
ices, with easy access to ad-sponsored wireless augmented reality everywhere you go.
Who could ask for anything more?
RELIGION
Corporate-backed megachurches, particularly the multimillion-dollar structures sup-
ported by Wildfire (see page 157), assist the corporate power structure by keeping
workers complacently focused on the riches of the afterlife, rather than on attaining
wealth, well-being, fame, power, or promoting human achievements. Targeting market
123
share and moral materialism rather than social betterment, these businesses (for
such they are) promote their social centers, programs, and even holographic preach-
ers, and of course the obedient willingness to donate and sacrifice to the church rather
than developing and growing the personal abilities of the individual.
Of course, there are some minichurches that focus on community betterment and
personal growth, but these often disappear as their congregation is slowly lured away
to the comfortable seats and technological marvels of the megachurches.
TECHNOLOGY
Thanks to advanced nanotechnology and other advances, The City is ecologically
friendly, with low-greenhouse-emission public transport and almost complete self-suf-
ficiency in water and energy, combined with the use of zero energy building principles.
The only powered vehicles allowed in The City utilize electricity or hydrogen, and
even the skyscrapers maintain their brilliant whiteness thanks to magnesium car-
bonate wall coatings that consume excess carbon dioxide from the air. Most of The
City’s waste is recycled.
Most internet providers offer free, but restricted, internet access overseen by a
so-called "Webmaster General" virtual intelligence. Users receive free access to a
‘walled garden’ (i.e., extranet) with many free corporate-sponsored services and media
programs, applications, and security protections. Thus, any user-generated online
content deemed ‘dangerous’ is easily censored and/or deleted immediately upon de-
tection. Users who insist on a more free ‘net access may have it – for a significant sub-
scription cost. Such users also have their names added to monitored lists of possible
digital pirates.
Telework has become increasingly popular – so much so that 90% of business pro-
fessionals work at home for at least two days each week. Most call centers, reception-
ists, and administrative departments have been highly automated, replacing physical
employees with Virtual Intelligences who have attractive holographic forms (when
needed) and pleasant voices, combined with exabyte-level data storage, but no ability
to improvise. Still, these are sufficient for most activities and require only a few
human beings waiting in reserve.
Clothing styles range from futuristic to retro, made from a variety of materials,
with retro becoming increasingly common (see The Flux and the Retro Movement).
Dense armors, blur suits, and suit weaves are found mostly among private security
forces and corporate executives, though self-cleaning, color-changing, heat-regulating
nanotech fibers can be seen among all levels of society.
Special three-dimensional printers (known commonly as ‘makers’) utilize smart
polymers and recycled materials to create many simple, cheap ‘flexonics’ such as light
bulbs, handheld electronic devices, and toys as a single continuous item. However,
because all the components are embedded, with no individual pieces, broken devices
cannot be repaired and must be discarded. Flexonics with embedded electronics are
also less reliable and more easy broken than machine-built products. Some of the
larger gangs and criminal organizations have ‘acquired’ makers and earn much of
their income selling cheap copies of brand-name products on the black market. Thus,
the sale of makers is even more regulated as the sale of firearms. In fact, while makers
are illegal for private use everywhere in the world, firearms are only illegal (except
for law enforcement) within the limits of The City and other similar urban areas.
Expensive products are often composed of reconfigurable nanoscale robots known
as ‘catoms’ (i.e., claytronic atoms) that can be morphed into other shapes or colors
upon receipt of a digital signal or activation of pre-programmed pressure points. Com-
mon examples include changing the color of your car, molding a chair to perfectly fit
your body shape, and so on. There are rumors that some powerful executives own
catom robot avatars that can be controlled remotely and are outwardly indistinguish-
able from the real thing.
124
125
Dear Friends:
127
PUBLIC TRANSPORT
The City’s extensive public transportation system includes trains, subways, buses,
and taxis, operated by over a dozen different corporations. The five train lines op-
erated by Atoyo, and the 13 subway lines operated by Transmac Subways (9 lines)
and Globex Metro (4 lines) are often the easiest way to move through The City.
Enrolling in the BioMetrik system doesn’t give any ticket discounts, but does
make the riding process much easier. Otherwise, you may wish to purchase a oneday
pass. A single-rider day pass for unlim-
ited subway lines is $12.50, and a pass
for unlimited train use costs $9.10.
Joint unlimited day passes for train
and subway are available for $20.
The city has three commercial air-
port hubs (Aerodyne, just west of
Idlewild; Oceanic, in Belmont; and
Puño, in the far northern suburbs),
though Oceanic is most convenient,
being within 30 minutes from City
Central by train. All hubs offer a vari-
ety of domestic and international flights.
ROADS
While you can drive into The City, it's not recommended for tourists, as signs may
be confusing and fees are double the costs for residents. Chargeways (toll roads)
recognize each vehicle’s unique transponder and deduct payment from the owner’s
account. Many chargeways pass through or terminate in The City, though there are
numerous municipal roads.
District centers often contain elevated roads to lessen traffic pressure. Bicyclists
may enjoy toll bike lanes separate from motorized traffic on many center surface
streets, but bicycles are banned from main roads.
128
HOTELS
There are a huge number of capsule hotels (ranging from $40 to
$80 per night) that include a mattress, wireless internet, and mon-
itor with keyboard, though most occupants are the poorest wage- Travel
slaves and inebriated office workers or tourists. For a more relaxing
experience, consider a suburban bed & breakfast (starting at $125
Tips
per person) or a hotel (starting at $200 to over $2,000 per night)
with restaurants and shopping on the premises.
If you’d prefer a 5,000-foot suite with walls inlaid with rare materials, fabrics
woven through with pure gold, your own personal butler, spa treatments, a personal
trainer, and other luxuries, some hotels do offer such five-star suites for as much as
$65,000 per night.
The vast majority of hotels are clustered around downtown areas. Lodging in
residential and industrial areas is rarely in the luxury class, and some owners in less
corporate-friendly zones (such as the Helfield neighborhoods of Helfield) are no-
torious for their crime-friendly flophouses. Tourists should not only access ‘net re-
views, but look carefully over the block and the rooms before you check in.
MOVING IN
If you fall in love with The City, come join us! Rent for a cozy 175 square foot ‘singles’
apartment typically ranges from $500 to $1,500 depending on location. One-bed-
room apartments start around $1,500, while a 1-bedroom luxury condo may range
from $3,500 to $33,000 not including utilities, parking, and private security fees.
WEATHER
Special Sylex-brand ionizers and
Weather
other weather manipulation equip- MONTH HIGH/LOW RAIN SNOW
(Fahrenheit) (Avg. Inches) (Avg. Inches)
ment erected on rooftops through-
out The City help to create an JAN 46/26 2.6 4.6
environmentally friendly ‘weather FEB 50/28 3.1 4.6
shield,’ providing a mild weather
MARCH 58/35 4 3
conducive to year-round enjoyment
of everything The City has to offer. APRIL 66/42 3.3 0.7
MAY 74/51 2.9 -
CHILD REGISTRATION NETWORK
JUNE 80/58 3.5 -
For your safety, all residents and
tourists are encouraged to register JULY 83/63 3.4 -
their children and themselves with AUG 82/62 4 -
the local CRN office in City Central.
The registry contains the following SEPT 76/55 3.1 -
information for each citizen: name, OCT 67/43 2.7 -
address, date of birth, gender, and a
NOV 57/35 2.6 0.7
unique biometric identifier scan.
DEC 49/29 2.7 2
MEDICAL
You can find a pharmacy or City Fast Clinic (CFC) every few blocks, and several of
world’s finest hospitals are within The City. Most are open 24 hours for appoint-
ments or walk-in diagnosis, and provide quality healthcare services and personal-
ized regenerative medicine for most credit lines, with most wounds healed in 1/4th
your normal healing time!
Available care levels are prominently displayed on signage.
129
ICONOGRAPHY
Visitors to The City should note the various civic icons and im-
ages used throughout the mega-sprawl. The five icons shown here are particularly
common throughout The City’s augmented reality layers and all public data apps:
If you’re trying to find the nearest airport, transit station (sub-select train or bus),
public security office, clinic, or hospital, simply touch the interface icon and your
digital screen or heads-up display will immediately provide a handy navigation line
on your device’s map or HUD’s augmented reality layer. Simply follow the nav-line
to your destination.
Please note that ‘net-secured buildings, electronic interference, or intentional
signal degradation (reducing accuracy to prevent use by outside forces) can block
reception, causing position errors or giving no position reading at all. The City does
130
SECURITY
Like any mega-sprawl, The City has its share of rough spots and, despite the efforts
of local private security companies, "crimes of opportunity" do occur. Take extra
precautions with your personal electronics, jewelry, and other valuables when vis-
iting locales common among tourists. If you’re looking to talk a walk on wild side,
exercise common sense. Don’t walk around alone at night in lonely areas, and be
sure to steer clear of taxicabs without augmented reality permit displays.
The city's mild climate means that it's not uncommon to spot radicals or even
drug dealers after dark, should you wander into an area with lightened security.
Most hotels and resorts employ their own private security companies, as do
many businesses. If you should suffer a loss while in an unsecured location, and are
subscribed to a nationally recognized PSC with a local office, they should be your
first point of contact.
If you are not subscribed with a locally-recognized PSC, the tourist bureau is
partnered with Omni Security to offer special temporary weekly or monthly insur-
ance rates for visitors. Sample rates are provided here, though a higher or lower de-
ductible may alter these amounts. All applications should be submitted and
confirmed with OmniCorp roughly 10 to 20 days before your trip.
The City includes more closed-circuit public surveillance feeds per person than
in any other urban area. Each district has at least one control
room operated by a PSC servicing that district on behalf
of corporations or wealthy individuals/groups. Some
neighborhoods (and all gated communities) also have
their own separate control room and camera/TAC
network.
At least one PSC officer mans most control
rooms even though Virtual Intelligences
do most of the work, scanning each
feed for certain parameters such as
abnormal behavior and body lan-
guage, and using facial recognition
software to locate anted individuals
within a range up to
300 feet. Response
time to a detected Tourist Security Rates
threat varies de- TYPE SUBSCRIPTION ON DUTY ON DUTY
pending on the loca- (For subscribers) (For non-subscribers)
131
3
Districts
Area Map
17
H
5
Q 11
13
4
2 9 16 15
1 19 8 10
12 7
18
14
6
132
District
Asheland
133
District
Belmont
134
District
Chao
135
4
District
City
Central
5 H
District
Fairfax
District
Farmington
138
District
Fresnillo
139
District
Globex
140
District
Greenwich
141
10
District
Helfield
11
District
Idlewild
12
District
Madison
144
13 Q
District
Romero
Park
145
14
District
Southland
146
15
District
Surya
147
16
District
Towers
17
District
Union
Heights
149
18
District
Woodlawn
150
19
District
Yoroshiku
151
Akihabara Group
Industry: Entertainment conglomerate (pub-
lishing, programming, films, ezines, satellite tel-
evision, sporting events, netsites) Corporate
CEO: Phil Sato; Employees: 83,000+ global;
HQ: Madison; Total Assets: $128 billion Alliances
Prominent Units: VidServe, Virtual City,
Moon Microsystems, HoloMap, Flixfone, Edo Cyberscape, New Tokyo Broadcasting,
Utopia Network, REPP, Skin-e-max, Newstime, Corporate Otaku, Indoor Life, Sports
Digitized, Credits!, vPublish, Chargeroad Cinema, New London Records
The Akihabara group is the second largest entertainment conglomerate in terms of rev-
enue (following Sun Entertainment), as well being as the world's largest media conglom-
erate.They own multiple buildings in The City; a twin-tower complex in the Madison
district contains their headquarters and the Newstime studios. They face competition pri-
marily from Sun Entertainment and Nanosoft.
Allied Teletech
Industry: Telecommunications (mobile telephony, net services, tv)
CEO: Jaime Rose; Employees: 930,000+ global
Headquarters: Greenwich; Total Assets: $269 billion
Prominent Units: Teleport Research Group, Netcommunications Inc.,
the VBM Planetary Network, British Holocom, Canterbury Credit,
Lupine Technologies
Allied Teletech holds the largest share of The City’s wireless network. They are guilty (in
the public eye, though not by any legal definition) of censorship, monitoring communica-
tions, filtering intellectual property, discriminating against the remaining public-access
channels, and outsourcing poorly designed ‘net security applications. Many radicals refuse
to subscribe to the Allied Teletech network and choose a smaller company instead, but
this means nothing to Allied Teletech, as most traffic goes through their network anyway.
Atoyo
Industry: Automotive, public transport, agribusiness, agricultural
biotechnology, robotics, augments, aerospace, finance, diversified invest-
ments
CEO: Eiji Atoyo; Employees: 418,652+ global
Headquarters: Towers; Total Assets: $370 billion
Prominent Units: Atoyo Regional, Moorland Aircraft, Scaled Integra-
tions, Atoyo Net Literacy Program, Atoyo Tech Institute, Meka Electronics, Atoyo Chem-
ical Industries, Botic Surgery, Lake Industries, Speedy Security
The largest producer of all-electric vehicles on the market, with factories in most parts of
the world, manufactures or assembles vehicles for the local market. One such factory lies
in the outskirts of the megasprawl. They participate heavily in aerospace, higher education,
robotics, finance, agricultural biotech, and private security (to name a few). Atoyo’s envi-
ronmental segment, Lake Industries, is a not-for-profit organization, making it one of the
few remaining corporations that uses surplus revenue to achieve its goals rather than dis-
tributing this income among the executives and shareholders. Atoyo also operates Speedy
Security, currently The City’s fourth-largest private security corporation, behind rivals
OmniCorp PSC, Global Republic (a Globex division), and Valyant’s Watchman PSC.
153
BioCom
Industry: Pharmaceutical, health care, cosmetics, drugs and recre-
ation, biotech, bioweapons, augments, and over 250 diversified sub-
sidiaries
CEO: Robert Johansson; Employees: 114,000+ global
Headquarters: Helfield; Total Assets: $103 billion
Prominent Units: Ariel Technology, Norwood, Svensson Pharmaceu-
ticals, LifeTrack Inc, Foley Nutritionals, Orthogon Clinical Diagnostics, Optimal Phar-
maceuticals, Vortex LLC
BioCom is the operator of all registered clinics and hospitals in The City. Each
Biocom hospital is identified by its registered White Cross emblem, and its
clinics with a modified White Cross (called the White Star). They are currently
engaged in a lawsuit with Sun Entertainment over the similarity beween the
White Star logo and Sun’s Parallel Films logo.
BioCom ranks high among environmentally-friendly companies, and op-
erates the largest solar power distributor in The City.
Formosa Equality
Industry: Financial (credit, banking, investments, wealth manage-
ment, financial analysis, private equity)
CEO: Don Cornwell; Employees: 260,000+ global
Headquarters: Fresnillo; Total Assets: $2 trillion
Prominent Units: Viomex, Virtuabank, Platinum, Montague Banking,
Silverchalk Capital, Moran Penzler, Nields Formosa, Tramway Hold-
ings, Solomon Investment Group, Salma Finance
This multinational financial services firm maintains over 17,000 offices worldwide, man-
aging credit unions, banks, credit card companies, insurance companies, consumer fi-
nance companies, real estate, stock brokerages, investment funds and some government
sponsored enterprises. It is rumored that Formosa Equality is responsible for the laun-
dering of over $175 billion dollars each year.
Residents and visitors to The City often avail themselves of Formosa’s banking, in-
surance, and foreign exchange services.
Globex Power
Industry: Conglomerate
CEO: Angela Morgan; Employees: 768,000+ global
Headquarters: Globex; Total Assets: $751 billion
Prominent Units: Power Electric (energy transmission and distribu-
tion), Signal AAE (aerospace, automotive and engineering), Globex
(aerospace, automation and control systems, specialty materials, trans-
portation systems), Integrated Technologies Corporation (augments, aviation, health
care, transportation), GP Home and Business (appliances, lighting, software, motion
control hardware, operator interfaces, programmable logic and automation con-
trollers), GP Innovative Plastics, GP Armaments (munitions, weapons, armor), Global
Republic (military training, support, and security services), GPC Studios, Globex Metro
(public transport) and other diversified holdings.
Each unit of Globex Power is itself a vast enterprise, many of which would be powerful
corporations in their own right. Each unit has been involved in controversy at one time
or another, usually involving a lack of oversight and failing to provide for adequate pro-
154
Lionhead
Industry: Video and audio products/components, information and
communication systems, batteries, semiconductors, financial services,
‘net services
CEO: Akio Ibuka; Employees: 855,600+ global
Headquarters: Asheland; Total Assets: $155 billion
Prominent Units: Loop Mobile Communications, City Entertainment
Business Group, Virtual Imaging Group, Phased RA, Loop Network Enter-
tainment, Mega Solutions Group, Superconductor Distribution, Loop Financial Holdings
Best known as the parent unit of Loop Mobile Communications and Loop Entertainment,
Lionhead’s EyePhone was recently voted the most popular communications device. Loop
stores often boast lines of customers winding around entire blocks when a new EyePhone
or other product is announced. Loop movies gross huge box-office revenues worldwide in
all theater and digital download sales.
Lionhead once offered a number of globally recognized ‘adult’ products, including the
“Cherry” and “Harry” companion robots, but these lines have been recently acquired by
Si-Ling.
Minecore Global
Industry: Mining, metal, oil, gas, nuclear, hydrothermal, commodities
trading, security
CEO: Marius Whateley; Employees: 71,500+ global (roughly 10,200
in sales and security, the rest in industrial production)
Headquarters: Idlewild; Total Assets: $144 billion
Prominent Units: Millennium Aluminum, Sherwood Alumina,
Godecca, Yauliyacu, Cinchway, DU Zinc Group, Kangaroo Mining, Rosebud, UBU Mof-
fat, HERBE, Whateley-West Joint Venture, Crowbar Copper Mining, Realgas, Mineral
Resources Ltd., Minecore PSC
The world’s largest mining corp has few workers in The City, but heavy labor in over 70
mines in 26 countries. Despite controlling a dozen hydroelectric plants and slowly de-
creasing their pollution output, Mincore has been named the “world’s most evil corpora-
tion” by the radical movement, due to the extensive record of human rights abuses by
Minecore PSC employees and the causing of various ecological disasters.
Following Globex’s Ecomagic announcement, CEO Whateley revealed the Grimoire
research facility in Minecore’s Millennium Building, which will be devoted to “unique
reagents, minerals, and chemical compounds.”
See the display ad in this section.
155
Nanosoft
Industry: IT and systems, software, consumer electronics, digital
distribution, hardware, IT consulting, advertising, automotive soft-
ware
CEO: Ginni Endicott; Employees: 600,000+ global
Headquarters: Romero Park; Total Assets: $221 billion
Prominent Units: Human Decision, Machine Viz, 3DIC, Shielding
Point, Dolorous Guard, Nanosoft Business
Virtually all home entertainment and gaming systems utilize technology developed by
Nanosoft, though they have yet to reach Lionhead’s market share when it comes to mobile
technology.
The company headquarters is a 300,000-square-foot building with four levels of cus-
tom curtainwall. Holographic VI stations designed for interpersonal interaction are lo-
cated at reception and throughout the facility, all operated by Algernon, a proprietary VI
capable of ‘learning’ as it operates.
Nanosoft and Biocom recently announced a healthcare partnership to utilize high-
performance computing and software to deliver faster patient outcomes and improve clin-
ical applications.
Omnicorp
Industry: Aerospace (aircraft, radar, satellites, spacecraft), defense
(munitions), private military/security, surveillance systems, train-
ing/logistics
CEO: Martin Bendix; Employees: 126,000+ global
Headquarters: Woodlawn; Total Assets: $35 billion
Prominent Units: OmniCorp PSC, Defiant Operations, WYS Prop-
erties, Superior Technology Laboratories, Innovation Labs, Lever-
aged Space Alliance
The world’s largest private military and security contractor supplies equipment, employ-
ees, and trainers for more than a dozen corporate alliances, as well as operating the largest
private security company (Omnicorp PSC) in The City.
Omnicorp is not above paying bribes to executives and foreign officials in order to
guarantee contracts. The company’s developmental department is said to include multiple
‘skunkworks’-type groups, secretly researching and testing radical ways to integrate Flux
manifestations into new prototypes.
The corporate headquarters in Woodlawn is a highly secure three-building complex,
with a central four-story building housing an unknown number of underground levels.
Walls and windows are covered with special blast- and bullet-proof panels, and flying se-
curity cameras circle the complex to provide 24-hour monitoring.
Peppy Cola
Industry: Food and beverage
CEO: Don Dewhurst; Employees: 294,000+ global
Headquarters: Fairfax; Total Assets: $68 billion
Prominent Units: Peppy Cola Company, Rito-Jay Inc., Holmes
Sporting Goods, Pizza Shack Inc., Taco Beast, California Grilled
Chicken, Flagon Root Beer, Mistress Foods, Ramblers Crisps, Smart
Food, Ocean Burst, Aquapura, Great Sport, Fourbucks, Citrus Moun-
tain, Krypton Tea, Draft Foods International, Rexwell House, Mary Sue Bakery, Cracker
Snacks, the Young Metro Neighborhood Association, Emperor North SA, Wonder Foods,
PetsWorld, Office Station, the Saint Bread Co., Well-Met International, Megaway, Ariel's
156
Si-Ling Group
Industry: Financial services, corporate private equity, real estate,
hospitality, hotels, computer hardware
CEOs (joint): Sam Feng Huang (electronic systems), Martin Gui
Xian (finance & equity), Gus Long (real estate), and Qi Lin (hospi-
tality).
Employees: 136,000+ global
Headquarters: Yoroshiku;
Total Assets: $26 billion
Prominent Units: Century Worldwide, Century Hotels Corporation, Kent Karadan
Suites, Garden Lake Hotels, Hsu-Tung Office Properties, Express Services, United Holi-
day, Luxport, Houdini Semiconductors
Si-Ling operates in four business segments, with respective percentages of: electronic sys-
tems (4%), finance and equity (6%), real estate (10%), and hospitality (including the sex
industry) (80%). Sex tourists are common visitors to Yoroshiku, where Si-Ling’s gleaming
silver Patpong skyscraper headquarters rises high in the sky. Tourists looking for enter-
tainment, however, need not visit Patpong itself, unless they have a fascination for generic
office environments and pornographic studios hidden behind biometrically-locked doors.
Sun Entertainment
Industry: Media and entertainment conglomerate (publishing, pro-
gramming, films, ezines, satellite television, sporting events, netsites)
CEO: Walter Oswald; Employees: 465,000+ global
Headquarters: Surya; Total Assets: $69 billion
Prominent Units: Sunlight Pictures, Flix Animation Studios, J.C.
Credit, A-Mart, Ostec Sports, Filmex, Agricola Kola, VSPN, Parallel
Films, Fastlink, CBN, JoySmart, Planet Moon
The largest media conglomerate in the world, Sun Entertainment is best known for its
film studios and its officical mascot, Blobby (an anthropomorphic e-ink blob). Blobby is
an omnipresent figure in Sun media, making him one of the most recognizable cartoon
characters in the world. Blobby lives in a large city with other anthropomorphized icons,
including his grumpy brother Blueby, his girlfriend Penny, the dollar bill D.B.,, and others.
Blobby is sold as a strong advocate for corporate social responsibility, with subtle messages
promoting the value of the corporate alliances.
Sun Studios, a 100-story skyscraper with multiple underground parking levels and
nine large underground sound stages, serves as the corporate headquarters, housing the
offices, archives, and film production spaces. Limited tours are open to the public, and
the building is easily recognizable by the giant metal sun symbols on the building’s exte-
rior, as well as the 15 foot-tall metal statue of Blobby near the front entrance.
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Sylex
Industry: Agriculture, food, pharmaceutical, industrial, financial,
risk management, electricity, wind power
CEO: James Lexington; Employees: 496,000+ global
Headquarters: Farmington; Total Assets: $119 billion
Prominent Units: Fynal Agriculture Ltd, N-Vitro Meat Products,
Sylex Health & Nutrition, Bailey’s Vertical Farming, Nielsen Salt,
Doyle Corporation, Canary Brothers, Austin’s Cocoa, Red Rise Asset
Management, Sylex Power, Bion Polyols, Worldworks LLC, Pole Star Metals
Unlike many other corporations that try to promote a responsible image, Sylex often suf-
fers from criticisms over environmental damage, human rights abuses, corporate espi-
onage, and other improper business practices. As a private, family-owned company, they
can release less information than a publicly-traded one, which enables them to keep a rel-
atively low profile.
Sylex headquarters can be found in the Express Business Park of Farmington, though
they also have a large office e in the Stevenson Building of City Central.
Transmac
Industry: Construction, transport infrastructure (motorways, tun-
nels, bridges, parking lots), public transport, energy
infrastructure/services
CEO: George Baker; Employees: 179,500+ global
Headquarters: Southland; Total Assets: $56 billion
Prominent Units: Channel Route, Thruway, Carpark Group,
Transport Factory, Envirodale
United Superpostal
Industry: Courier
CEO: Tenzin Potter; Employees: 1,847,600+ global
Headquarters: Chao; Total Assets: $67 billion
Prominent Units: UPeX (United Postal Express)
UPeX is the largest remaining mail carrier in the world, responsible for providing free
mail and package delivery services to all their subscribers. Persons without a UPeX con-
tract mail avail themselves of smaller delivery services on a package-by-package basis.
As UPeX contracts give the corporation the right to scan, open, and inspect all pack-
ages, independent gangs and individuals (known as ‘runners’) have become increasingly
popular delivery options among the criminal and radical underworld. It is even said that
corporations and civilians sometimes hire runners to deliver illegal goods or incriminating
mail, though the largest mega-corps rely on in-house staff (known as as ‘drivers’ or ‘trans-
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This multi-national conglomerate is perhaps best known for the company's chairman and
CEO, Lance Martin, one of the world's wealthiest persons. Martin seems to have a golden
touch, using the corporation's available insurance premium reserves to finance invest-
ments. He has also been noted for his recent philanthropic gestures, forays into scientific
research, and outspoken critiques of what he calls a "drone-based economy." His Watch-
man private security company, once reported to be the most "efficient" of all PSCs, is cur-
rently in the process of transferring or firing a number of employees even while
simultaneously advertising for new hires.
Wildfire
Industry: Megachurches, retail chains (discount supercenters,
membership warehouse clubs, grocery stores, neighborhood markets,
restaurants)
CEO: Samuel King; Employees: 2,100,000+ globally
Headquarters: City Central; Total Assets: $180 billion
Prominent Units: Wildfire Hypermarkets, Superstar, Wildfire
Bairro, Wildfire Express, Wildfire Megachurches, Victory Global,
Wildfire Mini, Minimarca, Wildfire City, InstaMart, Plusmark, Sentry, Tensing, Happy
Market, Go!, SuperXPress
Wildfire owns over 10,000 stores, and are also entering the medical market, establishing
City Fast Clinics (Level 1-2) inside their larger supercenters. Over half of all products are
store brands, or are manufactured by other corporations under special contract. However,
since Wildfire stores attempt to undercut competitors by offering the lowest prices, these
manufacturers also lower production quality, meaning that items in Wildfire stores have
a 60% chance of being a 'discount' item (see page 76).
Wildfire operates multiple megachurches, and their stores refuse to sell "inappropri-
ate" or "explicit" items (though they will sell the same items with the offending material
removed). Wildfire has the largest number of endentured ‘drone’ employees and offers
the lowest wages of any mega-corporation.
Wildfire headquarters occupies the upper floor of its largest store inside The City: a
7-story rectangular structure with over 1,000,000 square feet of selling space in over 350
departments.
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6GAME MASTERY
Let’s start with a caveat – if you’re not the Director (aka the Game Master), you
shouldn’t be reading this chapter. This section offers tips, tricks, and secret informa-
tion that the players shouldn’t know unless and until the Director decides to impart
it. So if you’re a player, please note that reading ahead may spoil many of the surprises
your Director has in store for you. Okay, now that that’s out of the way, let’s move on.
As the Director, you’re in charge of setting up the scenarios for each game session,
keeping the action moving while trying to stay one step ahead of the players. It’s not
a job for everyone, but if you’re reading this chaper, it might be for you.
If you’re a novice Director who’s never managed a role-playing game before, I’m
proud that you’re considering Corporia as your first! I should point out, however, that
while I can teach you the rules and give you some suggestions on ways to run your
game, I can’t teach you everything you need to be a perfect Director within the limited
number of pages here. Role-playing games aren’t like most board or card games that
have an environment that limits player actions and has specific set of rules for every
situation. With an RPG, you have to stay on your toes, enticing the players with in-
triguing non-player characters, exciting adventures, and descriptive environments –
and you have to be able to react to the unexpected. Fortunately, there are lots of online
and print resources for both novice and experienced Directors. The list below shows
three that I recommend.
PREPARING ADVENTURES
Corporia is designed to be an endless open environment (aka a ‘sandbox’ city) for you
to populate as you desire. In fact, the great thing about the Flux is its potential as a
limitless ‘plot generator’, like the Hellmouth in Buffy the Vampire Slayer, the Cardiff
Rift in Torchwood, or even the parallel universe singularities in Fringe.
Want to create a tribe of ‘orcs’ living in a tunnel beneath an underground mall? A
serial killer who steals his victims’ body fat? A demon summoning? All these and more
can be easily explained by the Flux mutations: the orcs can be mutants, the killer is
a vampire variant, and the demon might be a once-innocent citizen imbued with all
the powers of the succubus and suffering an unceasing hunger that forces her to per-
form acts she once would have thought unspeakable.
Of course, you don’t have to use the Flux all the time. There are plenty of corpo-
rations that can be used as ‘evil overlords’ and corrupt officials, whenever you want
to run a game that focuses more on spycraft and/or corporate intrigue, with no mon-
sters at all. Whether you want to run a long-term campaign or short ‘freak of the week’
sessions, Corporia (and the Flux) should be able to handle it. On the other hand, if
you want to run a campaign with an ongoing meta-plot, Corporia has that too...
APOCALYPSE SOON
The Great Disaster is coming. Nimue's visions foretell it, and M.E.R.L.I.N.'s calcula-
tions insist that it is more than a mere probability. According to their best predictions,
the City is the focal point of a magical incursion by the forces of Chaos. If they are not
stopped, the rest of the world will quickly plunge into a horrific Dark Age. It will be
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a planet in ruins, with a human race enslaved by creatures that can only be described
as demonic, aided by any traitorous 'casters who love their magics more than hu-
mankind. What few resistance fighters remain can trust no one and nothing, for even
objects may gain sentience. Taxis and buses power themselves by 'eating' their pas-
sengers, old buildings become living entities whose walls literally have ears (and eyes,
and tentancles, and other body parts), and modern skyscrapers decay into fragile
deathtraps or sprout strange growths and perches that provide homes for flying ter-
rors, with worse horrors still to come.
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arrives on the scene, either before or after the target has been liquidated. This gives
the team an extra obstacle to overcome in that particular adventure, forcing them to
make a quick exit, bluff their way out, or engage in another bout of gunplay (with po-
tentially serious consequences if word of the battle reaches beyond the scene).
BRIDGING THE GAPS. In cinema, directors often use 'bridging shots' to cover a char-
acter's transition from one time and place to another. For instance, a character inside
a house might draw his pistol and proclaim that he's going to another country, at
which point the scene immediately cuts to a ground-level view looking up at a noisy
jumbo jet flying overhead, then pans down to show that same character striding to-
wards the camera through a filthy alley, with his gun drawn. Personally, I've always
been fond of this particular trick, since the jump cut to the plane makes the audience
think that the character is on this plane, until the pan down to reveal that, surprise,
the character's already at his destination. This technique alleviates the obvious prob-
lem of wasting hours of film on a character packing his bags, getting through customs,
watching a movie, ordering peanuts, getting off the plane, getting a taxi, and so forth.
As the Director, you can use this technique to your advantage. When the players
decide where they want their characters to go, you don't have to spend time question-
ing how they get from place to place, and whether they have a vehicle, or enough
money for the subway, or whatever. Just transition immediately to the next location.
If the players have already decided on their next course of action, but still want
to discuss the finer details, you might consider using another tried-and-true cinematic
technique known as the michiyuki or, more commonly, the 'walk and talk.' Have the
characters proceed on their way, while still conferring about the details of their plan.
Once they reach a decision, or when you feel that the conversation is flagging or sim-
ply running around in circles, you can simply announce that the characters have
reached their destination. This lets the players feel like their characters are still mak-
ing progress even though the action has essentially stalled.
A 'walk and talk' transition can also be a good time to throw in a minor conflict,
distraction, or another plot thread. If the players are in a car, this could be a minor
'fender bender' with a character who's tangentially related to the plot, or who might
be at a later date. In a subway, it could be a rowdy character, or someone who obvi-
ously looks very uncomfortable with the PCs' presence. The same could apply on the
street, and don't forget that the Flux can strike anywhere. An innocent passerby may
suddenly mutate into a monster, a passing succubus might take a fancy to a PC, or a
geist might manifest itself out of a nearby computer screen and start growing larger
as it draws more power from the grid.
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PRICING NEW ITEMS. The costs of most commonly used equipment are already pro-
vided in Chapter 4: Expenses. If you want to know the specific price of an item that’s
not listed there, a quick internet search should give you a sample cost for an item’s
dollar value in today’s currency. For a value in The City, multiply that figure by any-
where from [x 1.5] to [x 1.75], using [x 1.625] as the average.
For example, if we assume a dozen eggs is $3 now, it will cost your Corporia char-
acter anywhere from $4.50 to $5.25, with $4.88 being the average. A helicopter that
costs $300,000, with an hourly operating cost of $150, will cost between $450,000 and
$525,000, with $487,500 as the average. The hourly operating cost would be $243.75,
or anywhere between $225 and $262.50.
This doesn’t have to be a requirement, though. Don’t pause the game to make your
calculations; just set prices at what you feel the item is worth. If it’s too high, then
maybe the seller simply has high prices. If it’s too low, then maybe they’re having a
sale or, worse, the item has been recalled because of a structural defect.
USING REPP. If the players read about REPP on page XXX, they may want to sign
their characters up. After all, it’s a ‘can’t lose’ proposition, right? Well, no.
A character who’s constantly REPPing his location is not only allowing himself
(and whoever’s with him) to be tracked by a corporation of unknown allegiances, but
may also be compromising the security of the Knightwatch, while also setting himself
up for any number of plot hooks. Whether these hooks are good or bad depends on
you, of course. The character might receive a new suit containing hidden nano-cam-
eras, receive an invitation “for himself and up to four friends” that is completely legit
but has enemies lurking to ambush them en route, and so forth.
Whenever a character REPPs something, secretly roll 1d4 and tell the player that
his REPP score has increased by that amount. If the player forgets about REPP and
isn’t using it at least once every session, roll a d10 and tell him (at the start of the
next session) that his REPP score has dropped by that amount. If he still doesn’t use
REPP any time during that session, you might want to roll another d10 at the end of
the session and tell him his REPP dropped again. If the player says he’s not going to
REPP any more (maybe because he doesn’t trust your nefarious ways), don’t bug him
about it, feel free to let it go. Of course, nothing says that you can’t have some NPC
later take the character’s defunct username and start REPPing his own information –
for which the PC is assumed to be responsible...
THE RETRO MOVEMENT (AND THE LIMITATIONS OF TECH FORESIGHT). One of the major
problems with cyberpunk and similar near-future fiction is that real-world technology
may develop in ways completely unexpected by the writer, eventually making the tech
seem quaint instead of futuristic. It’s also difficult for a single book to cover every as-
pect of future tech, and much of it must be left to the imagination of the Director. For-
tunately, Corporia has the Flux.
As mentioned earlier (see page XXX), the Flux has unpredictable effects on elec-
tromagnetic radiation and wireless technology. Thus came a re-emerging of new hand-
held technology based on older designs (e.g., handheld screens and memory sticks, in
addition to the digital head-up displays and data clouds) as well as a trend in “vin-
tage” 2010 to 2020-era clothing. This provides you with some leeway on what future
technology will be like. You can base your ideas on what you see around you and what’s
in the news, as well as what you see in other fictions, and extrapolate however you
want. Whatever happens, the Flux means that retro tech will always be around.
If you’d like to give players the ability to immediately download building layout
images through their EyePads, or be able to dial the home office for a special air-drop,
go for it. If you want to limit it, well, there’s always the Flux.
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certain individuals may be-and conflicts never (well, almost never) erupt into blazing
gun battles over territory. Note that PSC officers have no authority while off-duty,
though PMCs do.
Handling A.U.T.A.C.s. To determine the total number of PSC AUTACs (see page
XXX) and stationary cameras in any public area within eyesight of the PCs, roll 1d4.
In private buildings, you can generally assume at least one camera in the lobby, each
hallway, and any single room where a camera might be useful (a boardroom, senior
executive's office, or computer server room, but not a janitorial or junior executive's
office). Characters with the Hack asset really make their presence worthwhile here,
as they may be able to breach the AUTAC’s firewall and control it. When encountered,
an AUTAC’s PSC-proprietary battery usually has d100 minutes of flight time remain-
ing, after which it must be recharged at the PSC station.
STIMPACKS. These adrenaline boosts provide a great way to get a wounded PC back
in the action. Unfortunately, they also happen to be addictive. There are two ways
you can run this: secretly or with full player knowledge.
The secret method involves waiting for the next non-combat scenario (such as a
conversation with an NPC, or during travel time) and then having the player attempt
a [MTL + STR] check against TN 9 (or higher, if needed). On a failed check, the char-
acter suffers a –1 penalty on all further checks until the next time he enters combat
(or faces a stressful situation, such as having to make a Valor check), at which point
the modifier immediately disappears. Wait until the next session (unless you’re really
running a marathon game) and then require another [MTL + STR] check, as above.
Unless the character visits a doctor, the player should have no idea what’s happening.
In fact, depending on how you handle it, he may even start to believe that it’s some
sort of Flux effect caused by a particular time, place, or NPC.
I prefer the secret method, but if you want to run this addiction with full player
knowledge, I’d suggest using the ‘secret method’ at least once. After that, you could take
the player aside and tell him that his PC is becoming moody and listless when not in
combat, which is the only time he really feels alive. Unless his character goes to see a
doctor, then the player must automatically accept any Flux Points you offer (even just
1) to lure him into combat. This represents the character’s need for a ‘fix’ of being rou-
tinely put into high-risk and stressful situations.
If you think this player can handle the role-playing, it’s a great opportunity to really
inject some unexpected twists into your adventures (at least for the other players; you
now have a pretty good idea of what’s going to happen...).
WILDFLUX. The Flux may not always be relied upon. In some areas, it radiates
strong nature magic, while in others it supports more orderly and artificial patterns.
In still other locations, it does not function at all. Exactly where this occurs, and in
what strength, is up to you. In general, however, a few guidelines apply.
In areas where the ‘nature’ energies of the Flux are strongest, Witchers receive a
bonus to all magic use (usually +1 or +2), while Sorcerers suffer the same modifiers
as a penalty. Likewise, Sorcerers get a +1 or +2 bonus (and Witchers suffer that
penalty) in areas where the Flux has a fractal dimension greater than its topological
dimension. (Don’t ask; it’s not worth it.)
In null zones, of course, the Flux simply cannot be manipulated by outside forces.
It may still exist in minute quantities, so a geist won’t float inside a null zone and
disappear, but its powers cannot be harnessed. In such areas, you may simply tell
casters that their spells aren’t working, or be nice and let them roll 1d6 (instead of
the standard 2d6 high). Use whatever fits your adventure best.
You can also extend this to cover all player characters, not just casters. The
stronger (or weaker) the Flux is, the greater (or smaller) is the modifier. A maximum
of +/-6 should apply, unless you decide that this Flux zone cancels out their abilities
altogether (so they roll 1d6, instead of the usual 2d6 and keep the highest).
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CORPORATE SECRETS
A corporation just wouldn’t be a corporation without some secrets, right?
ATOYO. Their Speedy Security division (headquartered in Fairfax) provides moni-
tored burglar, fire, and video surveillance systems at a reasonable price. The PCs may
need to deal with Speedy Security systems and officers in low-security areas, such as
homes, apartments, parking garages, malls, and storage facilities. Speedy Security
rarely handles high-security jobs, and its officers are often jealous of the OmniCorp
and Global Republic PSCs. (Clever players may even pit them against each other.)
BIOCOM. Though a model of efficiency and enviromentalism, this multi-billion dol-
lar biotech corp is also ruthless in tracking down former patients who've defaulted on
their payments. Should the patient refuse to contract himself to Biocom as a drone,
the corp may hire a headhunter to bloodily 'repossess' any reusable augments or or-
gans – which is quite legal under the terms of the patient's signed care contract. PCs
often interact with Biocom when visiting clinics or hospitals, so be sure they pay the
fee! Biocom also has more than a few secret laboratories, often working in conjunction
with Nanosoft for greater augments, and with Globex to create bioweapons.
Biocom can provide challenges in the form of: assisting patients being headhunted,
locating bioweapons, and so forth. The Horde virus (see page xxx) was developed by
a Biocom employee, for instance. If you're seeking some media inspiration, think of
the Umbrella Corporation from the Resident Evil series of video games and films.
GLOBEX POWER. This megacorporation is the epitome of the evil corporate stereo-
type. Its CEO and directors often ignore workers' remaining civil rights, own the sec-
ond-largest private military and security companies (after OmniCorp), hold the reins
of most energy powering The City, and are even attempting to harness the power of
the Flux for weaponization and power generation. If you need a villain for any plot,
especially one that involves monstrous or magical experiments gone wrong and loosed
upon the city, Globex will probably work well.
LIONHEAD. The PCs may only deal with Lionhead when they need a new EyePhone
or some other piece of hip technology, though they could drop by a 'Brainchild Bar' at
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any Loop retail store for hands-on diagnosis and troubleshooting of some 'found' equip-
ment. However, some radicals and competitors of Lionhead, its Loop subsidiary, and
the EyePhone argue that the "Loopies" (sympathizers and fans) are so devoted to the
company brands that they are actually cult-like. Maybe there really is a secret cult
out there somewhere? And what about those new sex robots and 3DTVs – can you
imagine what would happen if the Flux affected them too? Tracking down the speci-
fications, or even the Lionhead designer, might be useful here.
MINECORE. Most of this megacorp's bad reputation involves the poor working con-
ditions in mines, wells, and facilities in other countries far beyond The City. Still, you
never know what strangeness their workers might uncover deep beneath the surface –
or leagues under the ocean – and then ship to the corporate laboratories.
NANOSOFT. If it involves holograms, VIs, or mutated augments, the odds are good
that some of it came from Nanosoft. The PCs might try to breach this megacorp for
helpful data, or find a sympathetic programmer with some helpful suggestions. If a
player wants to design a new augment, maybe he can find some help at Nanosoft.
OMNICORP. If it involves weapons or security, it probably involves Omnicorp. This
megacorp can provide the PCs with challenges involving: espionage, magical weapons
trafficking, and any plot where the PCs are the vigilantes and Omnicorp the police.
SI-LING. The megacorp's major divisions are run by: Sam Feng Huang (the phoenix;
electronic systems), Martin Gui Xian (the tortoise; finance & equity), Gus Long (the
dragon; real estate), and Qi Lin (the unicorn; hospitality). The nicknames were given
to them by their Chinese workers, and eventually adopted throughout much of the
corporate culture – though never to the director's face.
Each director has his or her own interests, and all are ruthless in their dealings,
but only Qi Lin puts her own personal lust for power over corporate profits. Her divi-
sion includes an association of criminal gangs whose enterprises include protection
racketeering and illegal slave trade (yes, actually lower than the endentured ‘drones’).
Each gang claims sovereignty over at least one neighborhood. Si-Ling gangbangers
and their bosses can provide the PCs with challenges in the form of: stopping assas-
sins, surviving street fights with kung fu warriors, and any plot ripped from your fa-
vorite fictions about triads, tongs, slave trades, and Chinatown.
If you want to go further and have the bosses and/or their henchmen affected by
the Flux, you might consider high MTL for the forces of the phoenix, great WIT for
the tortoise, powerful STR for the dragon, and high DFT for the unicorn – not to men-
tion extra special powers.
SYLEX. Though this megacorp has nowhere near the resources of Globex, they are
also researching The Flux in an attempt to find ways to harness it for power genera-
tion. Unfortunately, their procedures and equipment are not as state-of-the-art, lead-
ing to a greater number of incidents that require the Knightwatch.
UNITED SUPERPOSTAL. Despite being cheaper and more reliable than independent
runners, UPEX executives are frustrated by their existence, seeing these freelancers
as proof that other corporations and persons believe UPEX to be untrustworthy. In
fact, this is quite true. Thanks to their low pay and heavy use of endentured workers,
UPEX is riddled with corruption. An appropriate bribe is often all it takes to cause a
particular piece of insured mail to disappear in transit.
VALYANT. As noted in Lancelot's description (see page XXX), he is willing to put
aside his modern scruples in favor of his code and the survival of man's order over
magic's chaos. Thus, the applied sciences of Valyant laboratories are barely more hu-
mane than the dissections and brutal tests at Globex Power. If the PCs ever become
aware of Lancelot's cold inhumanity to the captured test subjects, and cannot be con-
vinced of what he feels is the rightness of his cause, he may banish the PCs from his
service, forcing them to make their way in the world as best they can. Should they
continue to interfere in his plans, they may find themselves on the run from a power-
169
ful enemy who will never back down as long as he believes his cause is just.
WILDFIRE. If the PCs go shopping, they may find themselves in Wildfire stores,
where many items are discounted and more likely to crash unexpectedly (see page
XXX). However, if want to provide your players with greater moral challenges, con-
sider utilizing Wildfire employees who subscribe to Watchman security and need the
PCs' assistance. Though few Wildfire employees take advantage of the corporation's
free church membership (with reduced tithing requirements) and counseling, the
faithful can certainly twist the adventure in unexpected ways. For example, you might
have the Knightwatch return a runaway Neurotik daughter to her Wildfire-employed
parents – who then immediately hand her over to church 'conversion therapists' whose
aversive techniques lead to her becoming a brain-damaged killer that the Knight-
watch must later eliminate.
Going a step further, Wildfire can easily provide a 'mirror image' of the Knight-
watch to throw into the mix (just like OmniCorp in the adventure on page XXX). The
Wildfire board of directors unanimously rejects any ideas of the Flux being beneficial,
and would be the perfect sponsors for a corporate strike team of 'Witchfinders,' gath-
ered to eliminate what they call 'mutants' (cryptids and outwardly normal persons –
like the PCs – who are touched by the Flux). Where the PCs use beneficial Flux powers
to battle the Flux's most chaotic aspects, the Witchfinders could be elite human sol-
diers who firmly believe that the only good mutant is a dead mutant. Worse, the
Witchfinders might be converted Flux victims – now religious zealots who accept their
fate as 'second-class employees' or 'less than drones' and hunt others of their kind.
QUICK REFERENCE:
NON-PLAYER CHARACTERS & MOODS (D100)
mula that perfectly balances all the rules. You should focus more on the aspects that
the players will really remember, like a striking personality and a defined appearance.
Of course, consistency is also important here. If you describe a character as an attrac-
tive redhead, don’t be surprised when you casually mention an attractive blonde
watching them from a crowd of bystanders, and the players don’t pick up on your sub-
tle clues.
Personally, I’ve always used a variety of actors (or their characters from books,
film, and television) to ‘play’ most of my prominent NPCs. I never forget what they
look like, and I have a basic understanding of how they speak and how they’re going
to react in certain circumstances.
For example, I once ran a Wild West game with a frontier detective NPC whose
surname was “Verner.” I knew that, in the original Sherlock Holmes stories, Verner
was a relation of Holmes, so I envisioned my NPC as resembling Sherlock Holmes
actor Basil Rathbone, I could always describe him easily and have an idea of how he’d
react. Of course, he didn’t wear a deerstalker hat or have a companion named Watson,
or even say “Elementary” all the time; it doesn’t pay to be obvious.
CITY DESIGN
If you’re a seasoned traveler, or perhaps just a hardcore fan of manga and anime, you
may notice that the structure of The City is based roughly on Tokyo, though the points
of the compass and the districts are different. Of course, The City can be any city, any-
where. If you want to place it inland, just call the bay a vast man-made lake!
For buildings, I feel like the skyscrapers of Hong Kong fit well into my personal
vision of The City’s architecture, so that’s what you’ll see in most of the art throughout
the book. Again, use what you want, and leave out what you don’t – it’s your city now!
To let you get even more detailed, this section includes several d100 charts you
can use to design your own district, city block, and even skyscrapers – from one-room
offices to multi-floor super-giants – complete with types of businesses. These can be
useful if the players decide to explore or locate a particular business.
Of course, these tables can’t possibly apply perfectly in every building and in every
district; they actually work best in City Central and in nearby Fairfax, Shinjuku,
Surya, and Towers. Modify elsewhere as desired.
172
173
Roll Legal & Financial Services Roll Legal & Financial Services
01-08 Accountant 73-82 Financial Services
09-17 ATM 83-94 Insurance
18-57 Attorney 95 Savings & Loan
58-72 Bank 96-100 Tax Return Preparation
Roll Personal Care & Services Roll Personal Care & Services
01-02 Adult Entertainment 76-77 Funeral Services
03 Assisted Living 78-79 Jewelry Repair
04-11 Barber Shop 80 Life Skills
12-44 Beauty Salon 81-87 Nail Salon
45-47 Bridal Shop 88-89 Photographer
48-55 Child Care 90 Shoe Repair
56-58 Dating/Singles 91-92 Spa
174
ADVENTURES
Drop these in amongst your own adventures if you want to take the PCs to the
endgame. Details on adventure structure are provided starting on page XXX.
176
consciousness to inform the Knightwatch that she was once Queen Guinevere. She
insists on accompanying them on their mission, but may be persuaded to go elsewhere
(such as Valyant HQ) if convinced that the answers to her questions lie therein.
MegaSolutions uses OmniCorp security, and the VI receptionist responds to any
apparent threat by silently summoning building security (1 guard per PC).
Going to Gwen's apartment (protected with a standard OmniCorp security door
and alarms; TN 13 to hack) finds nothing except a conspicuous absence of any photo-
graphs, valuables, or personal information. This is a [WIT + Instinct] check (TN 9); a
raise finds a stash of weapons, a blur suit, and dark clothing. Yes, Gwen Wright was
secretly a Headhunter.
The PCs should eventually receive a Knightwatch link on their EyePhones (if any)
to coroner reports that reveal that the corpse shows no signs of ever having dental or
medical work. Her fingerprints and other biometric data match no one on record.
There is no further information to be gained, though questioning the awakened Gwen
about it reveals that, in her former life as Queen, she had a twin (Gwenhwyfach).
Gwen's stalker is Simon Gregory, a wealthy Suit who lives in a gated community
guarded by any number of security devices and guards. Sneaking in serves as INFIL -
TRATION, but a frontal ASSAULT can take out the gate and few guards fairly quickly;
dozens of reinforcements will arrive in short order, though it may take them some
time to locate the PCs, depending on the trail of destruction.
In the LIQUIDATION portion, Simon is relaxing in his furnished basement, having
one-sided conversations with a half-dozen severed heads in jars-his previous victims.
This serial killer is also Sir Gethen of the Table of Less-Valued Knights, a bitter,
twisted man with a secret hatred of King Arthur. If questioned about the murder, he
boasts that he saw 'that bitch-queen' walking out of the lake with 'her little blade'
and decided to leave Arthur 'a present.' He may even hold up an antique sword and
twirl it as he rants.
When confronting Simon, all PC EyePhones receive three pop-up texts or videos
from Nimue, Perceval, and M.E.R.L.I.N. Nimue insists he be destroyed, Perceval
wants the PCs to subdue him, and M.E.R.L.I.N. reiterates that whichever option the
PCs choose, the Knightwatch itself must be protected. Simon knows nothing of the
Knightwatch or other Knights, and is barely sane. If he sees Gwen, he attacks. If
slain, he uses his dying breath to say "It's coming. They're coming for you. I wish I
could be here to see it." If the PCs manage to subdue him, he only rants about how
“they are coming! they will swallow you like an insect! The Great Chaos!” and so on.
Once defeated, reveal that Simon had a wife and son locked away. The PCs must
decide whether to let them live with their knowledge, recruit, kill, or wipe them. If
Gwen survives, she and Lance have a happy reunion.
SIMON
INIT +5; ATK +6 unarmed [3 STR], +7 melee, +8+1 Clarent [2d8+3+1], +4 ranged, +3
pistol [2d6 pistol]; DEF +6 (6-2 armor); DR 5/2/1 (lt armor); WD 7
Abilities: STR 3, Fisticuffs 3, Getting Medieval 4; DFT 3, Athletics 3, Firearms 1;
MTL 4, Valor 2; KNO 1, Business 4; WIT 2, Influence 2, Instinct 3; MGK 1
Assets: Dervish (2 attacks/turn), Horror 2, Knight's Prowess, Lady Luck (1 re-
roll/session), Weapon Master (longsword)
Augments: All EyePhone upgrades, Hardened
FACETS (FOR THE FUTURE). The corpse was the true ‘Lady of the Lake,’ who shared a
bloodline with Guinevere and Gwen. The sword is Clarent (see page xxx). This infor-
mation may be divulged by Nimue, M.E.R.L.I.N., or other means, but the big secret is
that "Gwen" is not the awakened Guinevere – she is actually the reincarnated Morgan
Le Fay, now with full access to all of Valyant and the Knightwatch!
177
2) QUESTBUSTERS
The editor of Quest magazine has learned the truth of the Knightwatch and the Flux,
and wants their help. In return, he promises to either: promote their great deeds in
order to help them work more openly, or promote the Knight's Code and inspire the
people without specifically mentioning the Knightwatch. The PCs may decide.
GOAL. The Journo's wife recently started going
to clubs in the Madison district, and comes home
exhausted and disheveled. She says nothing is
wrong and that she must just be tired from party-
ing with her girlfriends, since he "cares more
about his work than her." He's tried to keep her at
home, but unsuccessfully. He discovered that her
girlfriends and an increasing number of men and
women are acting similarly, and thinks it must be
magical. Few theories are too outlandish for him.
RECON. The PCs may shadow the wife in per-
son, follow her path digitally as she REPPs her lo-
cations, and/or explore the district in order to find
her. The PCs learn about several young and at-
tractive clubgoers who, when found, appear to
have died of advanced old age. This is a good op-
portunity to throw in some red herrings and ran-
dom encounters. When the PCs do locate the wife,
they find her partying with a man and woman,
their hands all over each other. The other woman excuses herself and moves to a
nearby table, looking tired and drained, while the wife and the man go to a private
area. If the PCs watch, they see the man take the lead in a sexual encounter, but he
soon begins to appear years, then decades older.
ASSAULT. Interrupting the encounter saves the man's life, though he's aged signif-
icantly. If attacked, the wife pleads for mercy, saying that she can't help herself. If
possible, she flees and calls her security service (Watchman) for aid; if the PCs don't
find her within the moments it takes for her to purchase the additional service on her
husband's account, Watchmen security arrives within another few minutes, leading
to a potential intra-corp conflict if the PCs attack indiscriminately.
INFILTRATION. If the PCs watch through the peephole, the man ages rapidly and
dies within a minute. If they follow the wife, she enters various clubs and parties with
several more men and women, who appear drained and tired, but not obviously aged.
A good infiltration option is for a PC to present himself or herself as a victim in order
to capture her in private.
LIQUIDATION. The wife has become a succubus (see page xxx). Her Journo husband
is safe as long as he provides her with an income, but she can't be left free to kill. The
PCs may present him with the information and let him decide what he wants them
to do, or take immediate action and present him with the results. Good Influence
checks will be needed either way.
FACETS (FOR THE FUTURE). If the PCs want the Journo to promote the Knightwatch
and their own glory, the rebel media and general public treats them like vigilante su-
perheroes, but the PSCs seek their capture and many people put 'too much' faith in
them and are disappointed when the Knights can't be everywhere and solve every
problem. If the PCs want to promote the Knight's Code, they maintain their secrecy,
but can count on a small public uprising to aid them in the last battle (see page XXX)
and improve their chances of success.
178
3) SHIPPING ERROR
Nimue receives a psychic flash: skeletal hands strangling an elderly man. Based on
the setting she describes, M.E.R.L.I.N. calculates a high probability that the Flux
event is occurring at the Eden Museum in the Fairfax district.
GOAL. Capturing or eliminating the threat is the initial Goal. As the PCs are en
route, they learn that the curator has been mur-
dered. The museum contracts their security to
Watchman PSC, and everyone inside is being
evacuated (for a “gas leak”). Questioning employ-
ees and/or viewing security camera footage shows
the curator opening a crate of Late Roman antique
housewares and finding a ring hidden within; he
absentmindedly puts it on and continues cata-
loging, often muttering to himself. Final footage
shows him muttering while opening a box contain-
ing a man-sized skeleton in the fetal position. In-
creasing the volume reveals that he 'wished' the
skeleton was alive to explain its presence, when
the skeleton animates and attacks!
RECON. This could involve downloading the
floor plans (or getting them from a brochure), but
the plans don’t include the archives and storage
rooms. Finding these requires the PCs to hack the
museum's computer room (TN 9) or get the info
from museum personnel. (Note: A ‘net search may lo-
cate museum maps you can use!)
ASSAULT. A small armed group searching each room will eventually find the cryp-
tid. This is a good opportunity for adding ominous noises and spooky sounds, and even
a shadowy figure (a lost tourist) as a red herring.
INFILTRATION. The security camera room can show where the cryptid is (Easy to re-
alize; the cameras are not hidden), easily allowing the PCs to sneak and surprise. An-
other option might be to research Knightwatch and museum archives for a way to
magically 'deactivate' this unique creature. The information is very scattered and
vague; understanding exactly what ritual to perform should require a special check
such as [HUM + Religion] check vs TN 17, or [MGK+Spiritism] check vs TN 15.
LIQUIDATION. The skeleton cannot communicate, even magically. It attacks the PCs
to provoke them into destroying him. The PCs should eventually notice that the skele-
ton wears an iron signet ring (the one removed from the curator's finger) etched with
what appears to be a decorative number '7' – though a knight-errant (or any character
with at least 1 point in the History skill) recognizes it as the letter 'L.'
FACETS (FOR THE FUTURE). Researching the ring via any electronic method alerts
M.E.R.L.I.N., who reports it to Lancelot. Lancelot explains that this ring was once
given to him by the Lady of the Lake. It protects against curses and allows the re-
moval of harmful enchantments by laying hands on the cursed item. He only under-
stands its powers vaguely, so you may let the PCs determine how to work the ring.
Lance (or Nimue, etc.) can speculate that the skeleton was affected by two enchant-
ments – an ancient 'beneficial' one causing eternal life and a 'harmful' one binding
the person from moving – in essence, keeping him 'awake' but motionless forever. The
curator's unconscious use of the ring allowed the skeleton to move. Lance would like
it back, but lets the PCs keep it.
If the PCs decide to keep it, it may be useful in later missions, but Lance will be
ensorceled by Morgana and hold back his forces during the final battle. If the PCs
give him the ring, Morgana cannot prevent him from aiding the PCs at the end.
179
4) UPON REFLECTION
In this adventure, the PCs encounter Bastion, the OmniCorp strike force, and may
discover the existence of Mordred, another awakened knight with the resources to
fight the Flux. However, Bastion has orders to get the job done no matter what – and
their actions may be making matters worse. This adventure requires some prepara-
tion – creating NPCs with powers and abilities
similar (if not identical) to those of the PCs. You
may secretly use copies of the PC sheets and alter
their appearance.
GOAL. The short-term Goal is for the PCs to in-
teract with Bastion, with a long-term Goal to
learn more about Bastion and so discover the ex-
istence of Mordred – whether the plaers do so on
their own, or only after a directive from Lancelot.
Even if the PCs eliminate the first Bastion team
they encounter, you can easily bring in replace-
ments as a recurring challenge. Even if the PCs
don’t learn about Mordred’s existence in their first
encounter, they should do so before you run the
final battle (see page XXX).
RECON. Start with a simple task for the PCs,
such as liquidating a cryptid that's causing chaos
in The City. However, when the PCs arrive on the
scene, they find an unknown strike team already
battling the creature. Several civilians lie dead in
the area, and property damage (burning cars, felled trees, broken windows or digital
advertising sign, etc.) is significant. The PCs may join the fight on either side, after
which they learn (from news reports, eyewitnesses, or first-hand viewing) that most
of the damage was caused by the OmniCorp team.
ASSAULT. Verbally or physically taunting a Bastion squad may lead to a fight where
the PCs must face opponents stronger than any they’ve faced before – and Mordred
can always replace his footsoldiers with new recruits.
INFILTRATION. If the PCs attempt to penetrate OmniCorp headquarters, they have
to access the secured floors where the strike force and/or Jeremy Lee’s office is located,
hack into the system, and get out alive. Alternatively, a powerful Hacker might dive
into the OmniCorp servers remotely and lead the PCs into a virtual Camelot with
dragon-shaped intelligences in order to learn the secrets of Bastion. The PCs could
also disguise themselves and attempt to join Bastion, though they would no doubt be
discovered shortly after learning Mordred’s secrets.
LIQUIDATION. PCs may overhear Bastion members referring to Jeremy Lee (or talk-
ing to him via EyePhone) as “Lee” or by code name “M”. If any player makes a mental
connection between the fictional “M” in the James Bond series (the head of Secret In-
telligence Service) and one of several Arthurian characters whose name starts with
M (Merlin, Mordred, Morgan le Fay, Morgause…), that’s great – it may make it easier
for you to guide or mislead them. Hacking attempts could find phrases in Jeremy
Lee’s private diary that refer to his family (like ‘my oh-so-holy father the king’ or ‘my
crazed aunt Morgan’) without revealing his old name.
FACETS (FOR THE FUTURE). Bastion’s actions are so chaotic that they cause Wildflux
(see page XXX) wherever they battle. The PCs might realize they have to frequently
liquidate cryptids at those locations, or learn it from another source, like M.E.R.L.I.N.
If the PCs eliminate Mordred and Bastion, they lower the number of Flux-spawned
creatures but no longer have Bastion’s assistance in the final battle.
180
182
MASS BATTLE OPTION. You need two decks of shuffled cards, one for the players and
one for you (including Jokers). Each card in the ‘Director’s Deck’ represents a foe be-
tween the players and Morgan, with the card’s value determining the strength of the
foe. If you need more enemies, add in another deck (with different backings so you
can separate them later). Alternatively, keep a second deck in reserve for ‘reinforce-
ments’ to extend the combat. Note that the card on the bottom of your deck needs to
be a Queen (Morgan le Fay) and the player deck must have least one fewer card than
yours (remove a 2 or other low card).
SETUP. The PCs’ past actions also influenced the battle before it begins:
- If they protected the secrecy of the Knightwatch (Adventure 2), a group of civil-
ians (led by the Quest editor) arrive with improvised weapons to attack Morgan’s
forces and cheer the PCs on. Discard a 10 and a Jack from your deck, then reshuffle.
- If they gave Lancelot his ring (Adventure 3), keeping him free from Morgan’s
control, Watchman patrol vehicles arrive on the scene. Officers leap from their cars
to engage the enemy. They cheer and salute the PCs. Lancelot and other executive
Knightwatch staff can be seen in the crowd. Discard a Jack, Queen, King, and Ace
from your deck, then reshuffle.
- If the PCs allowed Mordred to remain in power (Adventure 4), Bastion officers
arrive to assist. Mordred can be seen prominently directing the troops. Discard a
Queen, King, Ace, and Joker from your deck, then reshuffle.
COMBAT. Determine Initiative as normal. On the first turn, in unison, you and the
player with the lowest Initiative turn over the top card on your decks and discard them.
If the value of the player’s card is equal to or higher than yours, his attack succeeds,
and his enemy falls at his feet. However, if your card is higher, run an abbreviated com-
bat with one exchange of blows. To get the creature’s Initiative, Attack, Defense, and
Damage, roll 2d6 and add the card value (2-9 = 2-9, Jacks = 10, Queens = 11, Kings =
12, Aces = 13); face cards are large and slow but powerful cryptids. Allow the player to
roll Initiative for his PC, and resolve Attack and Defense as normal. If the creature suf-
fers any damage, it falls, flees, is stunned, or is otherwise pulled aside in the throng.
PCs suffer wounds as normal, if they suffer damage greater than their Damage
Reduction. Combat with a creature does not continue to the next round; it is lost in
the crowd as the PC pushes towards Morgan.
When you reach the last card (Morgan), mass combat ends and a standard combat
begins. None of Morgan’s minions are willing to rush the PCs, seeing how they already
crushed dozens of lesser foes. Though Morgan is now outnumbered, she possesses
magically-heightened abilities, making her even more dangerous.
FACETS (FOR THE FUTURE). With Morgan defeated, Chaos retreats into the ether for per-
haps another millennium. If this is your last game of Corporia, the Flux vanishes,
eliminating all magic, and reducing PC ability scores to a maximum of 6. Alterna-
tively, perhaps the Flux anomalies vanish but PCs and cryptids retain their powers,
making them incredibly valuable to the mega-corps and their desire to control what
remains. And what about those hidden monsters still lurking in the shadows?
183
M.E.R.L.I.N.
THE KNIGHTWATCH
LANCE MARTIN. King Arthur’s greatest knight, awakened in Valyant CEO Lance Martin,
finds himself caught in the struggle between order and chaos. Despite his dislike of the
megacorp tyranny, Lancelot believes that some order must be maintained against the
chaotic forces of magic. He studies strange events, cryptids, and places where the Flux
is strong, in hope that he can simultaneously banish the Flux while using it to overthrow
the corporate rule and establish a benevolent monarchy under a reborn Arthur. Lance is
willing to ignore modern ethics in favor of ancient ones, where a ruler favored his subjects
over outsiders, and life was brutal and short. Lance suffers from advanced multiple scle-
rosis which often binds him to his wheelchair. Except for greeting new knights, he has
little direct contact with the Knightwatch, and spends his time running Valyant and try-
ing to stay ahead of the competition.
M.E.R.L.I.N. The Master Eye Registrar and Logistical Intelligence Network is the
Valyant A.I., managing assignments and records while controlling all computerized func-
tions of the Knightwatch. It became self-aware simultaneously with the first Flux man-
ifestation, but knows nothing of his medieval self. If the legends are true that Merlin
lived backwards in time, this may very well be his ‘birth.’
NIMUE. Lance Martin’s assistant awoke one morning with memories of centuries past,
as the student and lover of the Witcher Merlin. She also finds herself cursed with the
second sight, suffering unexpected visions of Flux manifestations in conjunction with in-
tense migraines. The V.I. known as M.E.R.L.I.N. refuses to admit knowing her. Nimue's
tasks include (but are not limited to): ensuring the CEO's directives are followed, approv-
ing the acceptance of Knightwatch members, making predictions and decisions, and is-
suing mission orders. Fortunately, she has her own assistants to handle much of the
day-to-day Y-M duties.
PERCIVAL. The company's new Chief Operations Officer, and is also the the chairman of
a secret review board that judges the progress and achievements of the Knightwatch and
its members. Now a pacifist, he frequently clashes with Lancelot over their methods.
184
LANCELOT
INIT +6; MV 15’; ATK +2 unarmed [1], +2
melee [2d6+1], +2 ranged [2d6]; DEF +2; DR
3/3/3 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 1, Getting Me-
dieval 2; DFT 1, Athletics 1, Firearms 1; MTL
2, Valor 6; KNO 4, Business 5 (4+1), Crime 1;
WIT 3, Influence 4, Instinct 3; MGK 1 (2 resist)
Assets: Bloodline, Bravado, Funding 10,
Knight's Prowess, Master of Red Tape, Net-
work 10
Augments: All EyePhone /upgrades, Hard-
ened, Nanorebuilders
NIMUE
INIT +4; MV 15’; ATK +2 unarmed [1], +2
Lance Martin/Lancelot melee [2d6+1], +2 ranged [2d6]; DEF +2; DR
2/2/2 (suit weave); WD 2
Abilities: STR 1, Fisticuffs 1, Getting Me-
dieval 1; DFT 1, Athletics 1, Firearms 1; MTL
1, Valor 2+2; KNO 2, Business 3 (2+1), Crime
1; WIT 2, Influence 2, Instinct 2; MGK 3, Per-
ception 3
Assets: Funding 5, Lionheart 4, Master of
Red Tape, Network 6, Spellcaster
Augments: All EyePhone upgrades, Nan-
odetoxifiers, Silkskin
M.E.R.L.I.N.
INIT +9; MV 90’; ATK +5 unarmed [3], +7
melee [2d4+3], +11 ranged [3d6]; DEF +9;
DR 3/5/7; WD 7
Abilities: STR 3, Fisticuffs 2, Getting Me-
dieval (hand-extension energy blade) 6; DFT
3, Athletics 6, Firearms (energy bolts) 8; MTL
Vivienne Morrow/Nimue 4, Valor n/a; KNO 9, science: computer 10;
WIT 4, Influence 4, Instinct 5; MGK 4
Assets: Access to all data in its network,
Alertness, Energy Blade [2d4 + STR], Energy
Bolt [3d6], Horror 9, Natural Armor 3/5/7
Note: Physical abilities only in virtual space.
PERCIVAL
INIT +6, MV 30’; ATK +4 unarmed [2], +6
melee [2d6+2], +4 ranged [2d6]; DEF +5; DR
3/3/3 (suit weave); WD 4
Abilities: STR 2, Fisticuffs 2, Getting Me-
dieval 4; DFT 3, Athletics 2, Firearms 1; MTL
2, Valor 5; KNO 3, Business 3, Humanities:
Religion 2; WIT 3, Influence 4 (3+1), Instinct
4 (3 initiative); MGK 1
Assets: Bravado, Funding 8, Influential,
Knight's Prowess, Network 8, Prudent
Augments: All EyePhone upgrades, Hard-
Kenneth Bridgeman/Percival ened, Nanorebuilders
185
FORCES OF ORDER
JEREMY LEE/MORDRED. Mordred is uninterested in the rise of Chaos or a world ruled by
magicians and monsters. After all, a world without Order would be no good for the dic-
tator he seeks to become. Although he remains in the guise of an endentured drone
worker in debt to OmniCorp, he uses his powerful Charm abilities to convince the corpo-
ration's powerful Suits and Thinkers to expand their sciences division and work to elim-
inate all aspects of the Flux – at least, those that he cannot directly control. Using his
position as the district manager of OmniCorp PSC's presence in City Central, he now
has the equivalent of his own praetorian guard. He uses these corrupt officers to cut deals
with black marketers, criminals, and cryptids throughout The City, offering them pro-
tection in exchange for service. He knows nothing of Morgan Le Fay and her plans.
PMC/PSC PERSONNEL. Most personnel in private military companies are equivalent to
soldiers or to special weapons and tactics officers trained in high-risk duties, with none
of the supernatural powers of the Knightwatch elite. An average officer from a private
security company resembles a security guard, detective, or police officer. It cannot be said
that all such personnel from a particular company are completely honest or totally cor-
rupt, but include individuals of all types that may be swayed to take certain actions de-
pending on the situation.
PSC A.U.T.A.C. Autonomous Unmanned Tactical Aerobot Cameras (AUTACs) are small,
solar and battery-powered flyers capable of minutely observing human activity from up
to one mile above, transmitting the video to a human operator’s EyePad or to a VI data
analysis control room. It takes 6 seconds for the data to reach the operator/room, plus
d12 seconds for the VI to analyze it. (A human takes longer, and may overlook subtle
data entirely.) All AUTACs have FLIRD cameras for nighttime use, and some (40%
chance) are weaponized, with a human operator needed for the weapon to fire; few VIs
are allowed to fire based entirely on their own data analysis. AUTACs have no defenses
other than movement and a light casing of armor, and are vulnerable to EMPs and direct
attacks. They are used in most PSCs as well as other megacorp operations.
186
MORDRED
Jeremy Lee/
INIT +7; MV 15’; ATK +2 unarmed [1], +3
Mordred
melee [2d6+1], +4 ranged [2d6]; DEF +2;
DR 4/4/4 (suit weave); WD 3
Abilities: STR 1, Fisticuffs 1, Getting Me-
dieval 2; DFT 1, Athletics 1, Firearms 3;
MTL 2, Valor 3; KNO 2, Business 2+1,
Crime 3; WIT 3, Influence 3 (2+1), Instinct
3 (2 initiative); MGK 3, Charm 1
Assets: Funding 6, Influential, Master of
Red Tape, Network 7, Neurotik (Charm),
Prudent
Augments: All EyePhone upgrades, Nan-
odetoxifiers
PMC PERSONNEL
INIT +6; MV 30’; ATK +4 unarmed [2], +3
melee [2d6], +5 ranged [2d6], +6 pistol
[2d6]; DEF +1 (2-3); DR 2/4/2 (med
PSC armor); WD 2
Officer Typical Abilities: STR 2, Fisticuffs 2, Get-
ting Medieval 1; DFT 2, Athletics 2,
Firearms 3; MTL 2, Valor 0; KNO 1; WIT 2,
Influence 1, Instinct 3 (2 initiative); MGK 1
Typical Assets: Bravado, Fortitude, Pru-
dent, Weapon Master (pistol)
Typical Augments: EyePhone and
Spec.Tac.Le (or All EyePhone upgrades),
Silkskin
PSC PERSONNEL
INIT +3; MV 15’; ATK +3 unarmed [1], +2
melee [2d6], +4 ranged [2d6]; DEF +2 (3-
1); DR 1/2/1 (lt armor); WD 2
Typical Abilities: STR 1, Fisticuffs 2, Get-
ting Medieval 1; DFT 2, Athletics 1,
Firearms 2; MTL 2, Valor 1; KNO 2, Crime
2; WIT 2, Influence 1, Instinct 2; MGK 1
PMC
Officer
Typical Assets: Detective, Funding 2, Lion-
heart 2, Network 4
Typical Augments: EyePhone and
Spec.Tac.Le (or All EyePhone upgrades),
Silkskin
PSC A.U.T.A.C.
INIT +6; MV 90’ (flight only); ATK +13
Firearms (d4 taser; STR+MTL vs TN 13 or
stun); DEF +12; DR 1/1/1 (construction);
WD 2;
Abilities: STR 1; DFT 6, Athletics 6,
Firearms 7; MTL 1; KNO 3, Science: Com-
puters 4; WIT 3 (operator), Instinct 3 (oper-
ator); MGK 0
187
FORCES OF CHAOS
ANOMALIES. The Flux is undetectable by technology, but its presence can be inferred
from mutational effects on matter and energy, and visible arcane emissions produced by
'casters and some cryptids. In rare instances, raw Flux energies are visible, perhaps due
to atmospheric ionization. Such anomalies are not merely optical effects of near-reflection
symmetry, but fractal spacetime singularities of significant peril. The likely result of com-
ing into contact with an anomaly is abnormal physiological mutation (possibly so severe
as to cause instant death), but the ultimate number of possibilities cannot be catalogued.
BANGERS. New street gangs focus their efforts in Si-Ling and other districts, causing a
surprising increase in crime. Most are simply taking advantage of the chaos provided by
the Flux—while some are in the pay of Morgan le Fay herself. Some individuals even
possess greater strength, agility, and ability to evade pursuit than would be expected.
CULTISTS. The growing movement of so-called ‘posttranslationals’—persons claiming to
have been altered by the Flux—is a growing concern. They refuse to submit to medical
tests, and some report memories of past ‘incarnation events’ that include lives as spiritual
persons who dabble in magic and meet their deaths at the hands of armored knights.
Posttranslationals teach that the Flux is the presence of Gaea (the morphic field of the
Earth personified) made manifest, and represents a new evolution for humankind. Gaea
is depicted as a horned woman with an apple in one hand and a sickle in the other.
MORGAN LE FAY. As one of the most powerful enchantresses ever, Morgan can sense the
growing energies of Chaos, and revels in it. She foresees a future modeled loosely on
Camelot, but ruled by her as Queen and right-hand servitor of Chaos, commanding a le-
gion of monstrous knights. Under her rule, spellcasters will be the new nobility, might
will be right, and "do what thou wilt" will be the whole of the law. She is gathering a net-
work of cryptids and sympathetic norms, though few of them even know her name. As
Gwen, she enchants Lancelot and uses his dream of a New Camelot to expand her knowl-
edge of the Flux, capture new cryptids and relics, and keep the Knightwatch in the dark.
188
ANOMALY
Anomalies have no ability scores. Areas
near one or more anomalies may imbue a
bonus (up to maximum +6) bonus to either
Sorcerer or Witcher spell disciplines (but
not both). See page XXX for more details.
BANGER
INIT +4; MV 30’; ATK +6 unarmed [3 STR],
+6 melee [2d6+3 com/bat], +4 ranged, +4
pistol [2d6 pistol]; DEF +5; DR 0/0/0; WD 6
Abilities: STR 3, Fisticuffs 3, Getting Me-
dieval 3; DFT 3, Athletics 2, Firearms 1; MTL
3, Valor 0; KNO 2, Crime 3; WIT 2, Influence
2, Instinct 2; MGK 1
Gwen Wright/Morgan le Fay Assets: Fortitude, Street Fighter
Augments: EyePhone
CULTIST, POSTTRANSLATIONAL
INIT +4; MV 30’; ATK +2 unarmed [1 STR],
+2 melee, +4 ranged [2d6 pistol]; DEF +6;
DR 0/0/0; WD 4
Typical Abilities: STR 1, Fisticuffs 1, Get-
ting Medieval 1; DFT 3, Athletics 3,
Firearms 1; MTL 3, Valor 3; KNO 3, Human-
ities (Arts 2); WIT 2, Influence 3, Instinct 2;
MGK 2, Elemental 3
Typical Assets: Funding 1 (all else is do-
nated to the Church), Network 6 (Church of
the Translated), Neurotik: Elemental
Typical Augments: EyePhone, Nanore-
builders
‘Bangers
MORGAN LE FAY
INIT +8 (7+1); MV 45’; ATK +2 unarmed [1],
+2 melee [2d6+1], +3 ranged, +4 wand
[MGK]; DEF +4; DR 3/3/3 (suit weave);
WD 3
Abilities: STR 1, Fisticuffs 1, Getting Me-
dieval 1; DFT 1, Athletics 3, Firearms 2;
MTL 2, Valor 1; KNO 2, Business 2, Crime
1; WIT 5, Influence 3, Instinct 3; MGK 8
(6+2), Charm 1, Elemental 2, Perception 1,
Spiritism 1
Assets: Enrapture, Network 10, MGK
Bonus 2, Spellcaster, Weapon Master
(wand), WIT Bonus 1
Augments: All EyePhone upgrades, Hard-
ened, Nanorebuilders
Posttranslational Cultist
189
A therianthrope
CRYPTIDS
Most cryptids (aka tetera; from teratology) are Flux-altered humans who are too fright-
ened to venture into a world that hates and fears them. Those with obvious physical de-
formities may be confined in corporate labs or hospitals, thanks to the Scientific
Protection Bill which places restrictions on the freedom of Flux-contaminated individuals,
in order to study them and ‘protect the uninfected.’ Dangerous cryptids may include rogue
nanoviruses, computer intelligences, geists, Flux energy storms, LSAs (Large-Scale An-
imals such as giant spiders and lizards), and fantastical creatures known only from myth
and legend. Even PCs may be classified as cryptids should they go rogue – and Lancelot's
standing orders are for all cryptids to be captured or eliminated at all costs.
CRYPTID ABILITIES
Cryptids may possess any number of powers, skills, and magical assets that members of
the Knightwatch do not. Only experienced Knightwatch personnel should attempt to en-
gage a cryptid with several special abilities, and only in force.
ACID/POISON. Spend an Attack action to inject, spit or otherwise emit a poison or acid
stream/spray. Typical damage is 2d6, with a max range of MTL+10 feet. Acid that over-
comes shield/armor DR and causes a wound permanently reduces the target's
shield/armor DR by 1 point; this is not applicable to magic armor or energy shields.
ALERTNESS. When checking for surprise, double the cryptid's WIT score.
BITE. Spend an Attack action to bite with sharp teeth and/or powerful jaws. Usually
deals STR damage. DR applies as normal.
CLAW. Spend an Attack action to rake a target with sharp nails or talons. Humans with
slight claws usually deal 1d4 damage.
DERVISH. Gain +1 additional Attack action each turn.
DFT BONUS. Each +1 added to DFT improves a cryptid's ranged attacks, defense checks
vs physical attacks, and its ability to drive, hide, leap, and sneak.
190
DRAIN LIFE. Grasping target for two turns temporarily drains 1d4 MTL, restored at a
rate of 1/day. Oral intimacy, bites, or similar penetration causes a permanent drain.
ENRAPTURE. Spend any action to persuade (gaze, pheromones, voice, etc.) a target to
follow commands. Target resists as versus a mental spell with a minimum TN 11. If
failed, the TN to resist further commands must be at least one step higher.
FAST HEALING. Cryptid heals at least two wounds per day.
GIGANTISM. Each size doubling is exponential and improves all Core Values by +1. Ex-
ample: A 6-inch-long pet lizard with 0 in all Core Values (compared to a human). An
increase to 1-foot long gives it +1 in all Core Values. At 2-feet long it has +2, at 4-feet
long it has +3, at 8-feet long it has +4, and so on. Thus, a 512-foot-long lizard has +10
in all Core Values. Skills are unaltered with growth. Magical creatures with the ability
to grow at will must spend a full turn to double in size.
HORROR. The TN that a Valor check must beat. Usually ranges from 6 to 18. Cryptids
can make Valor checks, but are never frightened by other cryptids with a Horror sta-
tistic less than or equal to their own. TNs of 1–5 include bloody crime scenes and such.
INFRAVISION. Can see heat sources even in total darkness, up to a range of roughly
3,500 feet (2/3 mile). No action required.
KNO BONUS. Each +1 added to KNO increases a cryptid's ability to absorb informa-
tion. This bonus is most common among computer intelligences.
MGK BONUS: Each +1 added to MGK improves a cryptid's ability to resist magical
spells. Cryptids with the Spellcaster asset also improve their spellcasting ability.
MORPH. Spend a Move or Attack action to change appearance (features and/or col-
oration). Common among doppelgangers.
MTL BONUS. Each +1 added to MTL increases a cryptid's resistance against such
threats as physical spells and poison, and also increases the number of wounds it can
withstand. Cryptids with Resistance or Toughness should not also have a MTL Bonus.
NATURAL ARMOR. Cryptids may have Flux-toughened skin or hides that resist damage.
Natural armor is almost always weakest against melee damage. Only Knightwatch
members that routinely deal significant damage each turn should be allowed to face
cryptids with high ranks in both Toughness and Natural Armor.
NIGHTVISION. Can see up to 200 feet in darkness when aided by even the lowest illu-
mination. Cannot see in total darkness. Common among morlocks.
RESISTANCE. A +1 or greater bonus to resist fire, poison, radiation, and such.
SONIC WAIL. Spend Attack action to turn off electricity and energy-based items (such
as some weapons and shields) within 10 + [MTL x 2] feet, for [WIT] turns.
SPEED BOOST. Spend a Move action (no more than once every two turns) to move at
least 2x faster than the normal movement rate.
STR BONUS. Each +1 added to STR improves a cryptid's melee attacks,
climbing/swimming checks, maximum number of wounds, and resistance to poison.
TOUGHNESS. A cryptid with this ability can suffer a great number of wounds before
collapsing, but is not particularly stronger or more resilient than others of its kind. A
Toughness bonus (such as +1 wound, +2 wounds, etc.) does not improve STR or MTL.
Only Knightwatch teams that can routinely deal significant damage each turn should
be allowed to face cryptids with high ranks in both Toughness and Natural Armor.
WEB. Rapidly excrete sticky protein strands from an exposed spinneret as a Firearms
attack. Typical max range of MTL+10 feet. Maximum number of strands equivalent to
MTL. Stuck targets need a [STR+MTL] check to break free (TN 7, +1 per strand).
WIT BONUS. Each +1 added to WIT increases a cryptid's ability to outsmart its foes,
intimidate and exert influence over others, disguise itself, spot dangers, and gain the
first strike in combat (Initiative).
191
CHIMERA
INIT +9; MV 60’; ATK +7 melee, +10 claw [7 or 14], +4 ranged [2d6]; DEF +6; DR 2/2/5 (nat-
ural armor); WD 7
Typical Abilities: STR 5, Fisticuffs 6, Getting Medieval 3; DFT 3, Athletics 4, Firearms 3; MTL
4, Valor 0; KNO 2, Business 2; WIT 3, Influence 3, Instinct 6; MGK 3
Typical Assets: Claw [STR + 2 per claw] , Horror 13, Natural Armor 2/2/5, Nightvision
Threat Level: 3 (Serious)
DOPPELGANGER
INIT +6; MV 60’; ATK +5 unarmed [2], +5 melee [2 + 2d6], +5 ranged [2d6]; DEF +9; DR
1/2/4; WD 6
Typical Abilities: STR 2, Fisticuffs 3, Getting Medieval 3; DFT 4, Athletics 5, Firearms 1; MTL
4, Valor 1; KNO 2, Crime 4; WIT 3, Influence 7, Instinct 3; MGK 3
Typical Assets: Horror 10, Morph (use one action to change shape), Natural Armor 1/2/4
Threat Level: 2 (Incident)
192
ELOI
INIT +7; MV 75’; ATK +6 unarmed [3], +5 melee [3 + 2d6], +6 ranged [2d6] +10 casting; DEF
+9; DR 1/3/2; WD 6
Typical Abilities: STR 3, Fisticuffs 3, Getting Medieval 2; DFT 4, Athletics 5, Firearms 2; MTL
3, Valor 1; KNO 1; WIT 2, Influence 4, Instinct 5; MGK 5, Elemental 5
Typical Assets: Cause Wildflux, Natural Armor 1/3/2, Neurotik: Elemental
Threat Level: 2 (Incident)
EYMPLANT
GEIST
HORDE
INIT +7; MV 75’; ATK +13 unarmed [6 + 1], +10 melee [6 + 2d6]; DEF +9; DR 1/1/1; WD 10
Typical Host Abilities: STR 6, Fisticuffs 7, Getting Medieval 4; DFT 4, Athletics 5, Firearms 0;
MTL 4, Valor n/a; KNO 1; WIT 1, Influence 1, Instinct 6; MGK 2
Typical Assets: Bite [STR + 1], Natural Armor 1/1/1, Horror 13
Threat Level: 1 (Aberration) per individual
194
INTELLIGENCE, ARTIFICIAL
AIs are extremely complex VIs that the Flux has ‘nudged’
over the threshold of sentience. When seen within a
M.U.D., an AI usually takes humanoid form. However, it
can vary from that of a child to a giant who could hold
the user’s avatar in its hand.
Persons breaching an AI domain should remember
that AIs do not share the human standards of morality,
and their ideas of benevolence may be indistinguish-
able from malevolence. AIs are best dealt with logically
and politely; signs of bad behavior (malware) may cause
an AI to react hostilely.
An estimated specimen of a young or ‘newborn’ is de-
tailed below. Advanced AIs may have abilities up to 2d6
points higher.
INTELLIGENCE, VIRTUAL
MORLOCK
INIT +7; MV 60’; ATK +10 unarmed [4], +7 melee [4 + 2d6], +3 ranged [2d6]; DEF +6; DR
2/3/3; WD 6
Typical Abilities: STR 4, Fisticuffs 6, Getting Medieval 3; DFT 2, Athletics 4, Firearms 1; MTL
2, Valor 6; KNO 2, Crime 3; WIT 3, Influence 2, Instinct 4; MGK 3
Typical Assets: Horror 9, Natural Armor 2/3/3, Nightvision
Threat Level: 1 (Aberration)
PHAGE
SANGUIVORE
INIT +7; MV 90’; ATK +6 unarmed [4 + 1], +6 melee [4 + 2d6], +5 ranged [2d6], +8 casting;
DEF +10; DR 1/2/2; WD 8
Typical Abilities: STR 4, Fisticuffs 2, Getting Medieval 2; DFT 4, Athletics 6, Firearms 1; MTL
4, Valor 3; KNO 2, Business 2, Crime 1; WIT 3, Influence 6, Instinct 4; MGK 3, Charm 5
Typical Assets: Bite [STR + 1], Horror 11, Natural Armor 1/2/2, Neurotik (Charm)
Threat Level: 3 (Serious)
SUCCUBUS
SYNTH
THERIANTHROPE
INIT +8; MV 90’; ATK +15 unarmed [6], +15 bite [7], +15 claw [8 or 16], +10 melee [6 + 2d6],
+6 ranged [2d6]; DEF +11; DR 1/5/5; WD 10
Typical Abilities: STR 6, Fisticuffs 9, Getting Medieval 4; DFT 5, Athletics 6, Firearms 1; MTL
4, Valor 2; KNO 1; WIT 2, Influence 3, Instinct 6; MGK 2
Typical Assets: Bite [STR + 1], Claw [STR + 2 per claw], Horror 16, Natural Armor m1/v5/e5
Threat Level: 3 (Serious)
198
THETA
UNSEEN
RELICS
Certain items have such a connection to the Flux that they bestow Flux Points on their
owners, but these FP last only while the character retains it on his person. These FP can-
not be spent to gain permanent bonuses.
For example, let’s say that character Sean Trinian has 14 FP and owns a magical
relic with 1 FP. Sean has 15 FP total, and his player can spend that extra 1 FP every day,
confident it will be restored at sunrise.
However, the magical nature of these relics, combined with the chaos of the Flux,
means that they may retain their original shape or even appear in a modern guise!
ARONDIGHT (1 FP). This longsword, forged from meteorite iron, was given to Sir Lancelot
by the Lady of the Lake. Although unable to be blunted in battle, the sword became
cursed during his escape with Queen Guinevere, when he accidentally slew Sir Gareth.
Blighted Blade: This sword provides a +3 bonus on the wielder’s attacks and damage,
but it does the same for everyone attacking the wielder!
CARNWENNAN (1 FP). King Arthur once used this dagger, which he named ‘Blessed-Hilt,’
to slay the Very Black Witch. It provies a +2 bonus on attack and damage rolls.
Shadow: When drawn, the wielder can become shrouded in shadows, unable to be
seen by FLIRD or IID sensors, and causing a –DFT penalty on all other checks to detect
him. This power functions a number of times per day equal to the wielder’s DFT skill,
and lasts for DFT minutes each time, but only between the hours of dusk to dawn.
CLARENT (2 FP). This longsword was a symbol of Arthur’s kingship, and was used only for
ceremonies and knighting. It was also called the ‘Sword in the Stone’ or (after it was stolen
by Mordred) ‘the Coward’s Blade.’ It provides a +1 bonus on attack and damage rolls.
Sword of Peace: The wielder is immune to Charm spells.
EXCALIBUR (3 FP). Excalibur, or Caledfwlch (pronounced ‘kaled-voulch’), is the longsword
that the Lady of the Lake gave Arthur. Its gold-plated hilt is engraved with two chimeras
and set with twinkling stones of diamond, orange topaz, and red jacinth. One side of the
blade is inscribed with the Latin phrase tolle me (take me up) and the reverse side with
abice me (cast me away). It provies a +6 bonus on attack and damage rolls.
Scabbard of Protection (3 FP): Excalibur is a mightly weapon, but its scabbard is an-
other matter... When worn by the wielder of Excalibur, the scabbard immediately heals
all wounds caused by blade, bow, or bludgeon (i.e., anything but a firearm or magic).
FAIL-NOT (2 FP). Sir Tristan's bow was said to never miss its mark. While not entirely
true, the wielder does gain great accuracy.
Faithful Strike: The wielder of this shortbow gains a bow attack bonus equal to his
[MTL + Firearms]. For example, a Knight with MTL 3 and Firearms 2 would gain a +5
attack bonus when using this bow. As his abilities improve, so does the bonus.
200
FORTUNE STONE (2 FP). This magical pink topaz, the size of a lady's thumb, was the
source of power in a belt once possessed by Queen Guinevere.
Favored: The bearer receives a +3 bonus to STR, Valor, and Influence checks.
GALATINE (1 FP). Sir Gawain’s two-handed sword grants special powers, but only when
directly struck by sunlight. A +3 attack and damage bonus applies at all times.
Final Blow: When the wielder would normally suffer his final wound and slump to
the ground, the sword restores two wounds and gives a bonus of STR x3 on the char-
acter’s next melee attack action and any resulting damage.
GRAIL SWORD (2 FP). Sir Percival once mended this holy sword, though an image of the
crack remains etched into the metal. It gives a +2 bonus on attack and damage rolls.
Prismatic: Immediately after suffering a wound, the wielder may choose to conjure
a shimmering, multicolored rainbow of light that covers a (MGK x 5)-foot sphere cen-
tered on himself. All foes within this area suffer a 2-point penalty on all checks for a
number of turns equal to the wielder’s MGK.
GWENN (2 FP). King Arthur's white mantle grants true invisibility to the wearer. It
can completely cover any one person and any gear he can reasonably conceal beneath
it. Moving faster than walking speed may reveal the wearer, requiring a successful
[DFT + Athletics] check against an observer's [WIT + Instinct] check to avoid notice.
Invisibility: The wearer cannot be seen by machines or lifeforms, though the cloak
does not silence his voice, footsteps, or other noises. The cloak cannot conceal a light
within itself (such as a flashlight or glow from a tablet), and is only active when worn;
it does not function when simply wrapped around an inanimate object.
HOLY GRAIL (6 FP). The true origin of the Grail is unknown, and even its appearance
cannot be stated for certain. Research indicates that the san graal probably now ap-
pears as a silver-plated bowl, though it may be a platter, cup, or goblet of any design.
Restoration: At least an ounce of liquid consumed directly from the grail heals all
wounds, removes all curses and magical effects (whether helpful or harmful), and elim-
inates any need for food and drink until the following sunrise.
RING OF DISPELLING (2 FP). Sir Lancelot received this magical iron ring from the Lady
of the Lake. It allows the wearer to dispel magic and aids him in penetrating illusion.
Dispelling: The wearer receives a [MGK] bonus against Charm and Holography
spells, and may place his ring hand on a cursed object or enspelled creature in order to
remove all harmful magical effects. This requires a period of concentration equivalent
to a Move or Attack action, and can be performed up to [MGK] times per day.
SEVEN-BLOCK BOOTS (1 FP). This relic, seemingly a variant of the classic seven-league
boots, may appear as any pair of footwear (sneakers, high heels, work boots, etc.).
Strider: Once per day, the wearer may teleport roughly seven blocks (1,820 feet).
The destination will self-correct to avoid merging with another object.
SIEGE PERILOUS. The "seat of danger" may appear as an ordinary wooden chair, a plush
recliner, a plastic rolling desk chair, or some other such item. The seat is reserved for
the 'One True Knight': he who will one day succeed in locating the Holy Grail.
Curse: Anyone who sits in this chair – other than the One True Knight – must af-
terwards always take the lowest result on a Flux Dice roll, making death or injury much
more likely. The seat has no effect on persons not altered by the Flux. When the One
True Knight sits in this chair, the curse disappears from all who previously sat here.
WIGAR (2 FP). This suit of chainmail armor once belonged to King Arthur himself,
and was reportedly forged by an elvish smith. It is notably light and strong (DEF –1,
DR 6/3/3, and MGK –5), but has no magical abilities.
WYNEBGWRTHUCHER (2 FP). King Arthur's shield, "Face of Evening," was a sturdy
wooden device bearing the painted silhouette of a female face half in shadow. It has
the standard properties of a normal wooden shield (DEF +1, DR 2/1/0, and MGK –3).
Venger: When struck by a blade, the shield reverberates half of the damage against
the attacker. For example, an attack dealing 16 points of damage applies to the de-
fender as usual, but the attacker suffers 8 points (no defense check).
201
INDEX
202
203
204
205
206
INSPIRATION
Looking for additional inspiration for your Corporia adventures, cryptids, or characters?
Here’s a list of various media that inspired me in one way or another.
207
1. Employee Information (All sections to be verified by Knightwatch Director at the time employment begins.)
Last Name First Name M.I. Alias (if any) Reincarnate (Y/N)
Traits Sign
Augments AFP FP
Valor (min.) 4. Weapon Loadout (List personal weapons plus any from the employee package provided.)
KNO Business Attack Attack Base + Damage Base
Weapon Reload
Crime Mods Total Damage Mods Range
Humanities
Antiques
Arts
History
Language
Music
Religion
5. Personal Protective Equipment (Add Base Def only once when calculating Defense total.)
Sciences
Defense Mods DR Melee DR Hi-Velocity DR Energy Casting
Biology
Armor
Chemistry
Computer Shield
Mechanical
Other
Medicine
Physics TOTALS
Psychology
WIT Notes
Influence
Instinct
MGK Sorcery
Holography
Kinesis
Metamorph
Technomancy
Witchcraft
Charm
Elemental
Perception