Illadelphia (90s hip hop role playing game)
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BULL PRESS CONVERSATIONAL GAMES
ILLADELPH  BULL PRESS MMXXIII
ILLADELPIH Bull Press  First publshed March MMXXI! “This edition published September MMXXII  o geta free paperback copy to an inmate, email their ull government name,  current facillty, and IDF 0 requests@bullpress.org  2468109753  ISEN: 9795985956115
Ao,  AV,  AR

Table of Contents Intro  Iladelph  Chapter 1 I Looks Like a Beautiful Morning Chapter 2 Jnckers  Chapter 3: The Crescent Hotel Chapter 4 Lamsar the Bird Closing Ceremanics  Bump Scenes (inserable seenes) Iladelph Missions  “The Wider Setting & Other Cities Main Character Creation Specials  Customizing Specials  Effeet List:  Fight Scene Rules  Weaponry  Gioods & Services  Example Gameplay  How to Runa Game  Side Character Generator  Spinning for It  Designing Your Own Games  Main Character Sheets  What the Fuck Is This Book  100 132 134 137 138 11 145 149 151 159 208

EVERYTHING YOU NEEP TO KNOW .  + Gameplay s conversationsl & cooperative ¢4 players s ideal, but 3 10 6 i fnc too One playeris the Key Narrator  Everybody else creates a main character they run the game for the other players & controls them n the game  Yousay it For example, believable, you do it  1t challenging (* jump the huge gap?), the Key Nareator il el you to SFIN FORIT and you’ll Nk the 6 spinne on the back of your book:  6. Finessed B Notrelly . Success 2. Failure . Barely . Faceplant  I equipmen,expeience, distations.genral diffculy e skew you chnes RS the Key Narrator will have you spin s6 twice, tking the ighest resull PIPIULT: spin $6 twic, tke the lowes,  SPINNING  The back of the book is  spinner. Create an arm by looping on end of a paperclip or guitar siring trimming. Fasten the loop over the spinner’s center-do.  “36" means & random sumber rom 1 o 6. Flick the spos in the 56 ing i the resull. 510" i & andom number from 110 10,  MAIN CHARACTERS  The stars of the show. Everybody who it the Key Narmator creates a main character, and the Key runs intersting scenrios for them. Any main character concept goes s long 3 it s the setting, and starts ursble (no superbeings o millionaies )  e arm; wherever it lands  means 1 04, etc  ‘SPECIALS: poscers and unique sbillies for your main character. S “Special Points”, what you buy and upgrade Specials with  - Charac   creation quick guide on page 82,  KEY NARRATOR  You run scenes for the main characters — interesting side characters for them 1o alk (0, fights, problem-solving scenarios etc. The “arc” staring on the next page is & series of eady-to-run scenes leading t0 3 narrative goal  CLOSING CEREMONIES:  the end of cach session, the Key awards SP for best performances etc (page 32 for all categories).  THEAMBITION  This is the common goal tht eeps the main characters all pushing the plot n the same dirction. The Ambiton is se at the beginning of a game, snd ahvays has a large reward atached o1,  Al his i kown as POMEFWECETV. a conversational ames system that can run any setting and any genre.
ILLADELPH A Conversational Game in Four Parts Bull Press MMXXIIL  Summary: an are setin o paralll Philadelphia circa 1994 with supernatural powers and bizarte inhabitants.  How to Run This: the Key Narmato just reads ahead a fow pages and gets familiar with the approaching scenes (page 10 is plenty fur o start). The other players (“actors”) don’t e 1o read anything: they just show up and the Key runs the game for the. Doesn’t hurt 0 keep a sheet of general notes o mark your place in the are. Page 138 for example gameplay.  Length: sessions usually last 1 to’3 hours hut you can end it whenever you want. Fill out sessions thal went (00 fust withinsertable bump scenes (page 33, go dogear quick).  Closing Ceremonies: run these at the end of each session, awarding SP for best performances etc. Al caegories on page 32.  Soundtrack: cach scene has  single track you can throw on loop. If playing on the outside, o loading up a mp3 player for somebody inside, all tracks are on bullpress.org   First Time Key Narrators: fuck nerves. The fiends re geting together to rif and bullhit with cach other. They re going o have a good fime no matter what.  1 your fist sesion fels U, don’t sweat i, i’s ot because you drapped the ball, it because things are sill developing — the main characters don’t really have personaliies yt,a crew dynarmic s sl brewing, and the sctting docsn’t feel ived-in yet. The pilt session isstil & good tme, but where the hobby goes from good to great is o o three sessions in when the seting and characters st feling familsr, start coming o life a lite, and start relating 1o each other i ineresting ways. There’s & reason it akes a couple pisodes to gt haoked on a TV shor, you know?  Besidesthat, Keying s casy: just give the main charactrs engaging shit 10 do, sec what getspeople stoked, and find inferesting ways to give your actors whatthey wan.
Plot Summary The main characters are ll oommates, ecently moved into o dilapidated rowhouse in South Mladelph. A good friend sets robbed nearby s they help him gt his i back, chasing leadsscross the city. Reward: | levl and  massive stash.  SHAPE OF STORY  L1t Looks Like a Beautiful Morning: main characters introduced as they stat thei dsy. Landline rings and Elbert Kaockman (-Knock”) says he just got tuned up and robbed — could they bring some shoes and meet i at Poppin Ramen?  “The main characters rip improvised weapons from around the house and meet Knock. Following the diection the jackers took off in, they run into some drunk punk raccoons i a dumpster who say some goons fiting the descripton went by carler and said Something like “There’s for sure one at the golden Q." The Golden Cue is 4 nearby pool hall, where the main characters lea the jackers ust el afer geting about $40 in quartrs from the change machine. Two yeti goons pick s fght with the min characters.  L. Jackers: et your sctors figure out the only thing you would need that many quarirs for s an arcade. At Pagoda Arcade (the only one within walking distance) the main characters learn the jackersare there all the time but haven’t shown yet oday. Wil they \wa, playing mini-games gives a chnce of winning gas tems. The jackers show up and & fight jumps off. Once KO’d they say they traded Knock’s dead brother’s watch to o dealer named Candy Dan fo some cestasy. They don’t know where e Lays his head, but do know ithere’s a rave, Dan’s there slinging. I should b casy for your actors (0 igure out how o find a rave in 1994 ane way or another they lean thre’s one happening at an abandoned botelat the bottom of Reed Sirect.  HIL The Crescent Hotel: the min charscters enter to find their way is blocked by o living statue that somebuody with powers brought to e o keep non-ravers out. Whether they just fight the statue, dress as ravers, find a way 1o climb up the ouiside e, they eventually sscend o the highest floor where the rave is happening, ind Candy Dan, and Fight a bunch of gross ravers trying o protet thir dealer. Candy Dan says he gave the watch to his supplicr,  bird named Lamar wh lves inside the cage-head of  robot bods. His only contact with Lamar the Bird i a regularly scheduled r up at the same bando once aweek: at their last meeting Lamar definitly mentioned he’s fling to NYC tomorrow. The main characers g0 10 Knock’s apartment, call the ladelph skyport, and lear there’s only e Might to NYC tomorrow (normal since most people take the rin).  IV, Lamar the Bird: knowing that Lamar i o serious wigspliter, the main characters g0 0 paven shop to upgrade their weaponry, and head to he skyport. They encountr Lumar ither bosrding th blimp, or aleady on the bl and a chase Kicks offending with Lumar comered in the blmp’s viewing deck. They fight, Lamar the Bind eventualy blowing the bottom of the deck out with a grenade, sending all of them falling thousands of feet, and anding with minor injuries on a supermassive cargo blimp below. The main charactes grip Knock’s dead brother’s watch,  fuckload of ther loot, and run through s couple closing Scenes, seting up season two or utting 3 bow on the arc  Chunks: this are is divided ino four chapters for casy session timing. Setting Intzo / Main Character Creation./ Openig Seene  Poppin Ramen / Pool Hall  I Pagoda Arcade / Squab With Jackers / Healing Up / Finding Candy Dan.  11 Crescent Hotel Ruins / Droppin Many Ravers / Ploting on Lamar/ Saturday Ni  IV Pawn Shop / Ghoul Fight (Optional)/ Skyport / Chase Scene / Final Fight / Outro
Setting Intro  Soundirack: Camp Lo - Luchini Instrumental  Always read italicized blocks of text out loud: You’ve probably heard your fuvorite rapper’s favorite rapper mention Hadelph and thought, "Oh right they mean Philly. ity a nickname.” Nah cousin, common misconception: Hladelph is a whole different place in a whole different dimension, far superior 0 our own dogshit reality  First off. it 1994 forever. The music, threads, culture — they never went away, and probably never will. At the height of the hip hop golden age. when all good human art was at it pures, evervbods just sort of ooked around and said, “This i i, et just park ithere " it been 1994 ever snce.  Make no mistake thowgh, Madelph i stll cuty: don’ act born yesterday, and expect 10 rumble ofien. Planets said i, “If you want some beef they will cut you some where I’n from.  While the ciy is mostly humans, nobodys surprised to see fire mutanis or giant talking bats or whatever. East flladelph s an underwater reaim at the boitom of the Delaware, the Low is a mega-necropolis under the city full of cults and living dead, and outside is the vast and dangerous Gnarlands, fucked up enough for every city 10 be covered in @ protective dome.  o sea, this is where we find the show’s main characters — new roommates in a big. dilapidated rowhouse in South Hadelph, moved in just yestenday. Your new spo is an absolute steal, but only because it falling apart and probably haunted or something. Rent is @ box of jelly donuts from Caputo’s in NYC, and the landlord is a iteral gargoyle named Landficker that lives on 0p of the PNB tower.  Now,this is important — actuall it all important 5o if you weren’ listening, fick you. Tm ot repeating anything - each of you create and play one of these main characters whether new 10 the city or born down the way, create a cast of main characters you’d wanna watch an actual show abou.
Iiladelph An outlandish Philadelphia circa 1994, set in a parallel dimension where getting in o ‘unfight with nibilst surfers and pullng a heist on a burger museum would actually be a pretty nommal day. Powers, mutants, strange creatures, and mythical shit are all common.  Adjist o taste: the seting is @ mix of many genres, so Key Narmators can thiow in Whatever they want. Feel free to change scenes/ side characters to anything you like more.  Languages: English is dominant. Other common languages are Spanish, American Sign Language, Chinese, Haitian Creole, Arabic, Yeti, Gargoyle, and Subaquatic (spoken partsof East Hladelph)  Guns: hard to smugele inside the city since a stray bullet could blow out the inside of the dome. Expeet 0 be red hot and a few stacks lighter if buying a gun at steet level. Out in the Graslands, however, guns are fucking everywhere.  ‘Weatherbastards: officially known as the Department of Atmosphere, these unaccountable dicks decide the weather of the dome’s artfiial sky, sometimes getting out of pocket with purple snow, multple suns, or just Icaving up o Windows 93 screensaver when they’re hung over. I you want, you can randomize. the dome’s weather for the day by spinning S6:  1. Clear and breczy 2. Cloudy and cool 3. Strught sunny  4 Precipittion (raining, storming, hazing, snowing)  . Some weird it (aining candy, green sky,ral close moon, 24 hours ofnight)  6. Some irresponsibleshi (cid snow, 70 mph winds, megafog, 150 degrees)  MallCarrers: deiverlters,packages, nd keep the pace.All il aresae sached hapeiirs vl 10) Wit vilous supesatiraypoves. v wht i difiret fooms o ko hm byt bl Patal e .  (ouca it s wth something 1K < full of oons blowing though an wesocton, anging oot e g bend e, pursucd b 1 chrgiog yo r ard g foul o gt caght with  hster, expct & carir ar W 0  how upand sl with you. 1 you ey rn i, Easten St Pentntary i 3 masve e s s fneoning Jhous Yo igh have ek ot of  “The Dome: protects from acid storms, mega-hai, anomalous physics, gnarland raiders etc  Wider Setting: Acknickulous Land For a summary of the known world, the Greater Midwaste, inhabitants, ravel, other citis, and potential missions for the main characters, check out page S0.
Main Character Creation Soundirack: Q-Tip - Let’s Ride Instrumental  Give each of the other players (called actors) a main character sheet from page 159. This s where they record their main character for the shov.  + Key, don’t make a main character since you’ll be running the game.  Quicklist (This list also on page 82: send everybody there if they have their own book) 1. Snatch a main character sheet from page 159 2. Concept: name, appearance, background etc 3. Pick 10 SP’s worlh of Specials (pages 55 t0 97) 4 Start with merk 10 5. Start with 0 defense (1op number s just all lower numbers added together) 6. Start ith a move score of S 7. Spend a bar in any major skill or additonal language 8. Put one point in any primary 9. Check page 83 for the bonus that prismary gives you, write it down. 10, Strt with 100  “The Key Narrator has veto power over comy shit, but don’t be a tyrant.  Start Humble: main characters startat level 1, which i just the average nobody with a Few SP (s0 n0 master swordsmen or millionaire recording atist).  Non-Humans: sill gotta be humanoid — no shinos, but being a thino-person is fine. No. giant monsters, but a normal-size monster is solid  Shit like:  Key, help develop main character concepts by asking questic * How do they spend ther fce time? + Do they come from another city, diffrent neighborhood? = Do any of them know cach other from around lladelph, o are they all justfrends-of- riends moving into the same spot for cheap rent? Gt them thinking of themselves not os individuals, bur as a erew: Crew chemisty is what makes 1 show jump, 50 get them inding shitin common and building group dynamics.  Bonus: if somebody’s done early ry and te their main character (o the setting more  + One friend or contact © A project they ve been working on © A rumor they recently heard about the ety © Pry o their backstory  These can be plot fuel for a later ar, so definitely write down anything that interests you.  Set a Time Limit: you don’t need more than half an hour to come up with a ‘main character, 5o don’ let one indecisive actor hold everybody up. (f your ‘zroup has only one book to share, make it a full hour)
Chapter One: It Looks Like a Beautiful Morning  A short chapte incodscing the i charaters, ining up th sory, and getting n  ight  Opening Scene: Main Character Intros Soundirack: Soul For Real - If You Want I (Bad Boy Remis) Insirumental  (Remember toread ialcized blocks of text out loud) 15 fine Saturday morning in Hadelph: windows are thrown open 10 the spring breczes, favorite records spin on tuntables, and none of you got shit o do for the whole rest of the weekend.  We find each main character in their room, freshly moved in, and just waking up from slceping off last night’s housewarming function. We’re gonna go round and have ach of you describe your main charactr; their room, and how you tart your day  Are you more the ype 10 turn over and finish last night’ tallboy, o jump out of bed and do a set of pushups? Grip a book from your personal library, or put on that new Percee P tape? Take a minute to build your main character like that. Who* up first?  As always, ask questions sbout anytl  intresting your actors mention.  Once main character intros fel dor You eventually make your way downstairs where the living; roon bears all the signs of a successful houseparty: there are botes and cans everywhere, tapes and records in stacks around the stereo, forgotten sweatshirts and your giant wood-panel tbe TV endiessly oaps the Street Fighter I mem. As you start o tdy up, the landline rings —  Whoever picks up the phone immediately recognizes the deadpan voice of Elbert Knockman (*Knock”), a good fiend of allthe main characters, ust at the housewarming. function last night  (King shit:hold an invisible phone to your car and act it out with whoever picks up.)  Knock characteristically understates that he was just robbed. He put up a fight but they smashed him ou, 100k his brother’s watch (Knock’s brother Reguie died last year) and even ran his Jordans. Could they come to Poppin Ramen (22 & Titan) and bring some. size 1157 Also, might wanna bring 4 piece of pipe or something from around the house - they were big dudes.  #Crew Ambition Establishe Knoek’s Shit Back “The only thing any real friend would do — find the goons that tuned up Knock and get back wha they 100k, especially his dead brother’s waich. (Have your actors write it n under “Crew Ambiton” on their sheets) > Completion Values 1 lovel  Rule: if anybady says they don’t wanna ride for Knock they immedistely dic from being alite bitch ass terible friend.  Tool Up: everybody gets an improvised bashing weapon from around the house — a length of chain,  piece of pipe, a smiley o madball, brass knuckles, @ crowbar ete. Ask everybody what weapon they find, and have them write it into the top left of the main character sheer:  ~Offense: 84 + your steong o fast “Range: |  « Acton cost: main +Descripion: one-handed, light
‘Tagalong Side Character: Elbert “Knock” Knockman Voice: deadpan  + Personality: understated — the type to tell somebody they’re acting rude when they pull a pistol on him. Great guy, volunteers at the free library and coaches a team of a.risk kids during football scason. Big time jaz2 head  + Appearance: dark skin, beard with a premature white streak on one side. Heavy; played offensive tackle i school,  - Background: te him 1o the main characters a litl: he could be n the same book club as one, gym partners with another, or maybe just ntroduced them all when they were looking for housemates.  « How to play: keep him in the background - he’s ot a main character for the Key (seriously, Key Narrators don’t geta main character since they have 2 whole game o focus 0n running). Knock should never be leading the action, and should only help out when the main characters are fully stumped o about to fuck themselves Never the last one standing: i the main characters are getting paddled in a fight, have enemies atack Knock more.  +Stats: Offense 4/ Defense 2/ Merk 30 / Move 5  Specials ©Slam: adjacent trget laid out with 0 defense for one turneycle (once per fight) ©Lucky Juke: ignore one attack or offensive Special (once per day)  Offense Taken  Voice Acting is Optional: if you aren’t good at voices or just think the concept is comy, don’t sweat i, you can just say “Knock says he remembers secing a genie it at a consruction site you passed” and it gets the point across  “That said, voice acting side characters in the first person is powerfully mimersive, makes them feel more present, and lets you just st talking in their voice without ever having 10 say who’s speaking. You don’t have to overdo i minor accent or change in one is enough.
Heading Out  Soundirack: Casual - Get OFT It Instrumental  You step out onto your street and cut a quick pace towards Poppin Ramen, passing colored rowhouses and neighbors chatting in the sun. Trash glides by on the balmy spring air,and there’s barely a cloud in the dome’s artificial sy  The West Hladelph pyramids glimmer on the distant horizon as you round the corner and cross the main drag of Point Breeze Avenue. You pass the local trash talk dojo where a circle of ghosts lose their shit, a bodega where two dog-headed goons sip on 405 and muter “Got that weed”, and a courier with giant bat wings who lands a few feet away from you and jogs a package into the video renal store.  Turning onto 22", you’re dwarfed by the crystal towers of the Oakford Sireet Mosque. At the end of the tree-lined sreet you sce Knock siting at Poppin Ramen’s open- air bar, holding a bag offrozen peas over a swollen eve. What do you do?  SCENE OF ROBBERY Street is average for South Iadelph: mostly rowhouses and & couple bundos.  Knock thanks the main characters for whatever shoes they brought him, and laces them up as he describes the jackers - three blue-skin goons, one real tal, one fat, one. short but yoked. They held up Knock, and when he slugged one of them they smashed him out and ran his pockets, jays, and watch. He was only holding about 530, but that watch belonged (0 his brother Reggie who died last year. The jackers Slid west and turned south on 23+,  Powerchef: Poppin Ramen cook. Gives Knock a length of chain (offense s4) if the main characters didat bring hin 8 weapon.  ‘Rowhouses: the only door that answers is a huge dude in 3 luchadore mask. In the background two other luchadores do pro wrestling moves on cach other, theowing cach other through furniture and off the stairwell. None of the luchadores saw anything, but wish the main characters good luck.  Following the Jackers: as the main characters round the corner of 23 and Tian they’re nearly it i the face with rash s a gang of raccoons ife through a dumpstr.  "The raccoons wear ratty purk vest, sudded up and sewn with patches of d-beat bands. They speak English in o gravelly voice, are helpful cnough but drunk litle mooches, and confusingly refe o most human-made things s tush  They say some blue people passed by not ang azo, and threw this rash in here (they hold up Knock’s walle: sill has everything except his cash in i). One of the faccoons says he clearly remembers one saying “The Golden Q for sure has one that Works.” because that’s a weird thing to say. Anybody from South ladelph knows the Golden Cue i pool hal on 24* & Tasker,only a short walk
Golden Cue Pool Hall  Soundirack: Arsonists - Backdraft Instrumental  You descend a concrete staircase to an old-style, belowground pool hall. Rows of vintage stained-glass lamps hang above  half-dozen mostly unused pool tables. A fat bartender leans s taps while business is slow, a chick in acid-wash overalls lazily browses @  jukebox, and the clack-thud of a sunk ball sounds from wo yetis shooting pool at a fur table. What do you do?  Bartender: heavy white ladelph accent. Cranky if nobody buys a deink, fi tipped. Says he’s been in the stock room mostof the afternoon.  dly it  Vetis: one wearing 2 Cubs jersey, one wearing a polo and silver figaro chain. They cold shoulder the main characters  Jukebox Chick: chews on a massive wad of gum, doesn’t stop browsing or look up While talking. Says she overheard some man-children at the nearby quarter machine arguing about whether Hulk Hogan could beat up Super Mario or some shit. They got a fuckload (maybe $40 worth) of quarters and Iet dbout ten minutes ago.  “The first main character that s 1o go sees a wall of white fur has appeared i front ofthem, and hears “Are you geting fresh with my girl bro?” A second voice behind them says “Are you getting fresh with our fucking girl bro?" The yetis antagonize the i characters until  fght kicks off  #Demo Fight: Yeti Goons Soundirack: Above the Law - Untouchable Instrumental  I you’re brand new, the basic ight scene rules are all on page 132. Stats: offense s2.// defense 0/ merk 15 / move § OFFENSE TAKEN  Cubs Jersey Yo Polo & Chain Yot  Tactics: attack each main character equally (so nobody gets merked right avay).  Merked: Xs over their eyes and birds flying around their heads or whatever (but if they die i’ all good since they’re just Cubs fans). Can confim there were three. blue-skinned loudmouths in here about 15 minutes ago. Pockets contain $24 toal.  Where next? Lt the actors figure out what the jackers would need that many quarters for  + 16 way t00 many for laundry / vending machines / payphones + Thete are no parking meters in ladelph + Video poker machines al have dollar slots Answer: an arcade. Anybody from South ladelph knows the nearest one is Pagoda ‘Arcade on 29 & Wharton. Only have Knack nudge the main characters to the arcade if they’re all the way stumped, or sbout o follow the wrong lead  10
Chapter Two: Jackers  ‘Avcade, big igh, Burito Furioso,checking out eads  Pagoda Areade  Soundirack: Digable Planets - Cool Like Dat Instrumental  cherry tres,you’re met by a feast of light and sound — a kno o ocals watch o young bouls batte on a Chiling Spree 11 cabinet, old heads bullhit around rows of clssic  Tengu: only speaks Japanese, but point to various English signs (*Prizes for #1 hgh-score only” /“Bathrooms upsiaies”/ et). I someboy has a least one bar in Japanese,the Tengu Vel them the Blue e they describe are on the second floor most days, but haven’t shown up today yet. Tengu powerful (level 5), but docsn’t move to stop fighs unless arcade machines are geting damoged.  Investigating: the jackers aren’t here, but regulaes confirm three blue goons are here every day, usually on the second floor (haven’t seen them et today).  Every arcade machine on the second floor is new enough to accept bills except the. Shitfaced Laser Lizard Brothers machine, where the hgh scores are alljust three different Sots of intials. No question this one is thei shit.  “Time to Kl it should be obvious the jackers are on their way (here all the time, just scooped a mess of quarters but haven’t shown et today), 50 s just a waiting game until they arrive. In the meantime, let everybody know that doing well at an arcade game can ook them prizes (next page)
Arcade Machines You see all the classics — Tae Kwon Don’, Chilling Spree II, Poser Disposer Dozer Blazed Detective, Studio Thug, Shitfaced Laser Lizard Brothers, 50-0n-50 Full Court Jam  Simulate cach arcade machine by playing a mictogame with  standard S2-card deck, actor vs. Key Narrator. Each actor can play once (actor chooses the game). If the actor bats the Kes, they can cop one of the prizes on the opposite page.  2 Tae Kwon Don’t: classic pinball able commissioned by the anti-martal aris counci. Winners don t do spin kicks and shi  Gameplay: cach player gets 4 cards, face-down deck of cards in middle, fice-up discard pile. Playerstake turms trading in  held card for a new one from the deck or the discard pile Firs player with a sequence wins (examples: 3,4, 5, 6//7 8,9, jack). Aces low or high.  4 Chilling Spree 11 (Terminally Chill: play an unstoppable chiling machine sent back in time 10 rent a movie, make a snack, maybe see what the friends are up 1o Gameplay: each player gets S cards; fest 0 create a one-story house ofcards wins.  2 Poser Disposer Dazer: this glass-topped arcade table has you running down pixelated. pop punk fans on a righteous purifving rampage.  Gameplay: cach player gets 3 cards, face-down deck of cards in middle, face-up discard pile. Players take turs trading in 2 held cord for a new one from the deck o the discard il First player with  hand of 24 wins. Face cards are 1, Aces e 1 or 11  £ Blazed Detective: this green arcade booth covered in cannabis leaf decals runs a pussle game where you iy 1o rementher what you were trying o remember just, like, a few minues ago.  ‘Gameplay: neuteal actor makes § paies of cards, shuflles, and lays them ficedown 4x4. Players take tums tuming over two cards (50 that both players can sce), then tuming thers back downficing. I a playertums over a pair (o jacks, two 5 etc), thy keep th pais and o sgain. First player totake five pains wins.  2 Studio Thug: this arcade machine bristling with an arsenal of colored plasic guns et you play through Black Sheep’s “U Mean I’m Not?”  ‘Garmeplay: deal deck by reds and blacks: cach player ges a color Fi cands by st and rank (cithe diection) wins.  player to sort their  Shitfaced Laser Lizard Bros. tis arcade cabinet runs a beat-em-up of iresponsibly drunk lizand brothers fighting: bouncers and other never-do-wells on the way 10 drunk- dial their ex at a payphone.  Gameplay: deal entire deck evenly between two players. Players tum over top card anto. table simultancously. When matching suits are tumed, the it player (0 say “fuck you takes ot piles of face-up cards. Automtic ile oss if you say “fuck you when the uits don’t mtch. Frs plyer to take 3 opponent piles n  row or hold the hole deck wins.  2 50-0n-50 Full Court Jam: uagh, uagh, head fake, uagh, ugly shot! ‘Garmeplay: deal deck by reds and blacks: cach player gts @ color Frstplayer to sort the cands nto irs wins.  Optional: i everybods’s having  good ime, various side characers (page 145) from. ‘around th arcade challenge the main chardcters, et cash o ntresting iems
PRIZE COUNTER 17an actor beats the Key, they can choose ane of the following  Oakland Raiders Jacket: this big pufly Starer jacket gives you +1 defense. Team not negotisble.  Band Pin: gives you u +1 to your choice of primary when worn, but you gotta ‘come up with a band name that makes sense or the bonus.  Pony MVPs: Rickey Henderson cditon. These dope whie hi-tops give you an extra move action once per figh,  Matchbox Motoreyele: fits in your pocket. When thrown o the ground becornes n octual functioning 250ce Honda Super Drear. 1 thrown at an enemy, causes 56 offense (can only be used once per fght).  Once mictogames finished and prizes collected  Jackers arrive: three blue skin dudes — one fat, one short but yoked, one @l (6bvious Teader,voice lispy). Fat one wearing Knock’s Jordan 6 hi-tops, but o watch in sight.  Fight With Blue Jackers Soundirack: Tha Alkaholiks - Likwit Instrumental  Stats: offense s4 (unarmed) / defense 0./ merk 15 // move 5 OFFENSE TAKEN  Tal Fat Short  (Remember 10 adjust enemy stats if you’re playing with more or less than 3 actors, or experienced heads who know how 10 set up more powerful combos)  Merked: the jackers realize they’re outmatched and give up resisance, now eager fo get offthe main characters” shitlist.  Packets: S360 between them, an MC Floorwax demmo tape, no watch. The jackers say they ran into a local dealer named Candy Dan and traded him the watch for some ecstasy e didn’t scem that nto it but must have been in a good mood. The jackers don’t know Wwhere Candy Dan lays his head, but i there’ a ave, Candy Dan’s definitely there pitching. He’s a tubby white dude with along beard dyed green, can’t miss him,  - Each main character gets § SP for tuning up the jackers
Healing Up: Knock says he knows a spor, the bombest burtito in South — always heals him back up after a scrap. Only thing is the dude who runs it s completely unhinged, he just got icked out of prison again for fighting t00 much, and even some of the mailmen around here are scared of him. He’s called Insane Pedro around the neighborhood, but you don’tcall him tha, and don’t make any sudden movements or anything alright?  Burrito Furioso Soundirack: DJ Krush - Mixed Nuts  A small wooden cart with signage reading “Burvito Furioso” sis dle on the sidewalk. A String of lile flags Rangs under its awning, and  blackboard lists the day’s special barbacoa cactus burrito with cilantro sour crean and pickled habaneros  The cart’s warmers are on, cashbox unlocked, but Insane Pedro s nowhere in sight As the main characters turn t© leave: you hear a nearby manhole cover jiggle, then siide away: A heavy-set Latino man in @ Coogi sweater climbs out,yelling and shooting a 38 down the manhole. He drops down a grenade, throwing the lid back on just in time to contain a muffled blast that rocks him up an inch. The man dusts himself off and calmiy walks over 0 the cart, a farge smear of blood now obvious on his face tes on an apron, and cheerfully greets you. “Bucnas, see the special for today?  Insane Pedro (Juirense accent, easygoing) answers any mention of the blood on his face with something like “A don’t worry it’s not mine.  He fixes each main character a burrito (55) that’s s0 perfect a single tar rolls down their cheek. Everybody cating i fully healed. Food taken 1o go loses it healing povie.  ‘The Championship Ring (optional): ss the main charactersfnish cating, Pedro asks i they have any ideas shout this hand he found in the necropolis under the ity pulling out  skeletal hand witha 53 NBA championship ring on the pinky finger.  “The hand is clenched in o powerfl fist that cannot be pried open. If attacked with a. e or something, the sthetc hand simply catches it and throws it into the nearby sewer grat, iving the Dikembe finger wag. Unaffected by fe. The hand communicates mosly by ipping off Pedro, but wil lso zive the thumbs up, poin, gesture, bold up umbers offngers et bt only if addressed respectfuly.  ‘When the main charactes gt the supernatural ing, P puts it o and triumphantly blass massive plasma beams out of it into the sir. He thanks the main charactes by saying they cat fo fee a his cart, and with $444 ofnickel in & 6-quart prep container that weighs shout 100 I, The banks are closed today (Saturday) and the house is i the opposie dirction of wherever the main charseters are going (1’s funnier if you make them cary it srounds s one of the crews an page 33 might ry and rob them).  As the main characters are leaving, spin 4 for Insane Pedto  taes intensely into space, completely oblivious o all surroundings 2: Brick and trash fight with rude passerby. Mailmen show up so he ges in @ grenade auncher duel with the (probably locked up in Eastern Stat fora while) akes 4 nap in the street ays “take this, it will help you” and hands a grenade t0 & main character. (Hold up ot hands and start countng down your ingers until they ealize the pinis gone)  14
Tracking Down Candy Dan  Soundirack: Black Moon - Who Got Da Props Insteumental  The artficial sky of the dome has turned 10 night. An ethereal sea of stars hangs above the bustling venues and neon-laced clubs now opening their doors 10 the evening air: How do you start with finding Candy Dan?  (Remember, if there’s a rave Candy Dy  s there slinging)  LEADS + Techno Record Store: find it in any phoncbook, “Sweaty Records — Electroni House / Techno — open latel” The listing says they’re up in Ritienhouse Square, about a 15 minute walk from the arcade. Clerk s a crabjawn (humanoid with red armor, ltle black e, pincers for hands). IF asked about any raves that night he says something like “Sa  you don’tlook like ravers. Are you posers? ITyou’re a puser you have (0 ell me, hat’s the Taw, otherwise i’ entrapment,” nd maybe requires a bribe before telling them sbout a ave atthe Crescent (bottom of page).  + Worldliness: if a main character has at least one bar in worldliness (major skill), they Know that techno record stores are the spot (0 find out aboul raves, and they’re pretty sure they’ve seen one i Rittenhouse Square (above).  nding a Flyer: anywhere believable — head shops, crunchy cafes, general record stores, oo woo supplerment retailrs te. Most of these are gonna be t the bottom of South St abouta halhour walk.  * Stumped Option: if the main characters don’t figure any leads out, have them eventually spot a raver Kid they can ask. I they don’t grease him fist, he looks them over and says something like “PIT who’s your ovorite DJ you fucking poser? You look like you only Histen to Phil Collins Christmas albums,” and “Tel you wha, | got something i the air for You tonight” before raising both middlc fingers - yea one for you snd your mama.”  - Whichever lead they chase, the main charactes learn therc’s a Fave happening that night at an abandoned hotel called “the Crescent” on the water just south of Reed St  Option: s you walk 1o your lead. the conversation’s turned to favorite spos around. adelph — new spots, secret spos, spois 100 blown up 10 hang o at amymore, ariist warchouses, boxing gyms, DIY spaces, subaguatic spots in East Hiadelph, Subtervanean spots under the city etc. Where are cach of you a regular at?  Prompt: o the way to a lead, bash out the ollowing prompt  Use this promp to build out the seting, asking questions about the Iocation cach actor brings up. Take notes on anyhing you might wanna use lter one.
The Crescent Hotel  ling o smal sy, raming wild Saturday ight  Chapter Thre  Navigating a shandoned hotl  Hotel Exterior Soundirack: Neck the Exotic - Turn it Out Instrumental  You walk through South Hadelph towards the waterfront, the night taking on a new energy as people who don’t have 1o work tomorrow start 1o hit ther stride. You pass crowded venes and dive bars, old heads i the park playing chess and young heads pumping boomboxes, a two-headed giant pauses outside a T shop 1o catch the lus few minutes of an Eagles game. a few mummy skate punks take turns risking a brutal sacking ona wonky handrail.  s you round some crumbling tenements along the overgrown riverside you spot the Crescent, a twenty-sory old world hotel buil 0 resemble a Turkish palace. s tarnished dome and slender towers loom over the tranguil waters of the Delasare, showing at least adecade of abandonment. What do you do?  Busheraft 1+ anybody with at least one bar in busherat notices two Rabygil mushrooms groving longside the hote. These impart powerfl regeneration, healing. 10/t thestartofthe cater’s every turn for an entire figt scene. Move action o cat.  Entrances: the rear srvice door and garage entry are both sealed from the inside (srong 3 or demolition tols to force entry). The grand enryway out front s open  Inside: long shafis of moonlight full through the canopy of the hotels overgrown plaza. Stepping through towering brass-handled doors fixed hall-open by iy, you enter a huge lobby fill of dilapidated antigue furniture. Eddies of dust race your footseps across the fine marble looring, and the fuint sound of oont= oont= rash music can be fuintly heard through the tallceiling. What do you do?  Getting Up cked up and unpowered. Can be fixed with an advanced repair Special  2 red.carpeed grand starcase ascends a the lobby’s far end. A cracked satue of a fat man with a long-necked stringed instrument s posed at s landing.  Living Statue o stae of a fat 15 century Turkish man. I6s been brought to ife by Somebody with powers to Keep non-ravers out. When the main characters ascend the Stircase the statue says (voice: resonant), “Whoa there young people, private party. I’m ‘zonna need you to fuck off" Unless the main characters are dressed as ravers, he Sttue tells them no enty. I tsted, he steps ofFhis pedestal and uses his saz (long-neck stringed instrument) a a club, attacking any intruders untl they g0 back down into the Iobby.  Possible Solutions   Dropthe statue down a large hole in the lobby’s floor where it shaters in the basement  - Jump ravers and take ther embarrassing outits  © Distract statue with llusion  = Just ight the statue (rough one though: 50 50 chance of newjacks losing the fight)  = Creep past statue (everybody makes a diffcult spin unless they have 1+ bar in stcalth)  = Use flght, grapnel,or astolen personnel lf from nearby construction site (automotive. 1 to hotwire)to et to higher floor’s window   Foree elevator doors (strong 2) and use service hatch (0 aceess shaft’s mounted ladder  16
Fight Scene: Cracked Statue Squab with a living statue of a fat Turk holding a long-neck stringed intrument (s52). ‘Wil back offf main characters stop tying to et up stair. Can’tbe bribed or persuaded.  Stats: Offense s8 / Defense 0/ Merk 50/ Moverment 6 OFFENSE TAKEN  Fail State: main characters merked by statue and tossed ino overgrowth of entry plz, Starting o  oint below merk.  Second Floor Ascending the grand sarcase and enterin the second floor’s obby, the main characters see a Festaurant, gym, shop, and spa. No other starways e visble.  “The ndarby clevator doors can b forced (trong 2), revealing unpowered cas on the floor below and servie ladders bolted o the wal of the shaf.  24 RESTAURANT: dusty and cobwehibed dining arca. Above the marbl-topped cockiilbas are & paie ofcrossed, omamental simitars (ully funcional: 6 + stong, block 1, one-handed). Small ‘winecellarwithdusty botles offne wine labeld "2 ME T249C . When drank, pin 59, 1 {astes very bad, ke ot gatoade and cverclear. 2 tastes grat, dinkee invisible for an hour 3 riker S* allfo an hour (atacks dal only 1 offense). 4 drnker’s size doubled fo an hour (<2 merk,defense, and atack offnse). Two botles p main characte (one efect per botle)  £ GYM: full of sburd excrcise machines from the 70s (powerthruscr, o I, glue deck, et s the usua e weights. A loaded barbel can be seen bobbing up and down on s awn. AS he crew approaches the sound of shouting sowly gets Iouder and thy sec i’ meathead ghost ariding outsome ugly low ba squats, caged on by other methad ghasts.  ‘Meathead ghoss: gnore main charscers unles it ssms ik one of them s, o just starts Hiftng, Have that main characer make 3 versus spins (36 v 56 o defatthe ghosts a3 difernt Hifts 1 they win at east 2, the meathead ghosts accept them as one of her own, tling them ‘where the sars ar at (e box below), and iving them  packet of supermtura ammonis salts (3 atack offense for one tumeyele, no action ost 1 us).  24 INTERNATIONAL SHOP: a small labyrinth of near-<py shelves of old snacks and soaps i forcign labels,a couple magazine racks, soueni shirts on wire hangers, etc. When s main charsctr passes 2 nasty drink cooler,they hear it pen behind them and tum fo e 3 fving ‘mold creature eaching for them (offense 4 scid gip / defense 0/ merk 15/ move 3). When defeated it splaters all over and leaves a small uneut cmerald worth $200.  £ SPA: fine mossicwork pols. A brss chandelie hangs above s dried-p wateefll founain where @ uman-shaped ol f waer i unsuccessflly ying 10 unplug the spout with a paperlp Water spirt:says (voice: wavy) he’ll help he mai charactes with whatewr i they help nplug this arificial watefll spout. When they igure ou & way, he waterall cxudes 3 cascads of supematurlly pistine waie.The water spii fes p  joint, which immediatcly extingshes inhis st form, and. psses i, sying s name s Kssss kT and b owes them o . He docsn’ now where he siais are a,but they can gt hold of him by sckin thei head in the Delaware, or sometmesjustyellng it 1. H xis by jumping p ot te sprnkle sysica.  — Stalrs Gaing Ups the min characters i the i sas i the st ofte above areas they explor. Asthy climb the widespiral stirase they pass 17 floorsofhotel. ooms, the disant thud oftechno music growing lowder and loudee  7
Crescent Ballroom You ascend the wide spiral saircase of the Crescent Hotel, glimpsing through towering. ‘windows the lights of South Illadelph spravling far below you. Emerging onto the highest floor you enter a massive ballroom of decaying old-world splendor: Beneath the priceless oop chandeliers and domed ceiling, a sea of foul bodies move around 10 thudding techno music This might be the worst place on carth: you pass a group of five gross ravers with neckloads of colored beads all making out with ach other. a dude in giant panis with straps asks if you like Magic the Gathering, and the DJ wears a pair of furry cat ears turning knobs on @ miser that isn’ plugged into anything. What do you do?  Healing: while searching near the DJ booth, the main charseters spot a small ice cream cart (*Cold Lampin With Flavor”) pligged into the gencrator. A big green frankenstein in & rotng Discharge shirt is making money hand-over-fis servng up. ice cream, and waves the main characters over if they’re not dressed as ravers. He inteoduces himself (voice: surprisingly normal) os Big Zug and says he’s stoked 10 fun into some normal people. giving cach of the main characters 4 free cone and chating them up. 1f snybody says “Uh well technically i’ a Frankensten’s monster not  frankenstein,”they take S offense from being a nerd.  —» Everybody cating fully heals (anything taken to go mels and loses is haling pover)  Candy Dan can be found behind a strobe light making hand-offs, beard dyed green exactly like the jackers from the arcade described  Side Character: Candy Dan Voice: rolling Chubby dude wearing a too-tght zebra print tankiop. Pupils like saucers and chewing on icks of gum, he’s clearly rolling his balls off. Says shit ke “Haha yea you guys are my new rave family, here pet my fluly boots” and “Haha yea that’s so plus”  When asked where the watch s, it takes him a second o realize what they’re alking about before he runs into the crowd. As the main characters pursue, the ravers strt shouting “Protectthe plug! Protect the plug!” and attack:  Fight Seene: Droppin Many Ravers Soundirack: Ultramagnetic MCs - Poppa Large Instrumental  ‘Three ravers for every main characte. Surprisingly hard to hi since they’re spun on uppers, but go down with a single landed shot. Candy Dan halficay join in the fight  Stats: offense s2 / defense 2/ merk |  OFFENSE TAKEN Forcach raver, draw a slash /), and when they’re merked cross the slash (X )
Candy Dan Gives up Lamar the Bird  Soundirack: Artifacts - Wrong Side Of Da Tracks Instrumental  Dan says he met up with a local wigsplitter named Lomar the Bird carlier to buy an ounce, and Lamar seemed real into the waich — Dan just gave i (0 him since he didn’t eally want it in the frs place.  AU least one of the main characters (most bars in Worldliness or just from South Iladelph) know of Lamar the Bird as areal wild type from Grays Ferry  Lamar the Bird: o small bird who lives inside the cage-head of & powerful tobot body (human shape and size). Lemar is known for being completely unhinged, completely foul, and shameless flosing - lighting tiny blunts with c- notes, carying stacks because he knows nobody’s gonma try him etc. Feel free 10 make up 4 story about him robbing an old folks’ home or burning down & dog. shelter for the insurance money.  (King shits wrie the sbove paragraph on & note. Before the session, hand it 1o the actor’s who know about Lamar s they can el i in their o words)  Dan is unable to set Lamar up o even contact him, saying he just meets him Saturday afteroons at the same bando for the same re up (“Keeping low like that is just good practice.) He never heard where he hangs out at or who he runs with, but Lamar mentioned he’s lying o NYC tomorrow. While most people ust take the rain 1o NYC, Lamar forsure mentioned he always flies. Follow this lead on the next page.  Loot: if the main characters haven’t ateady tumed his pockes, Candy Dan offers them his night’s proceeds ($800 for each main characte) o buy himself offthir shitls  + Each main character gets 5 SP for bagging Candy Dan
Plotting on Lamar the Bird Knock says they can check the phongbook at his spot and call the skyport for tomorrow’s lights to New York. The main characters know he just moved t0 a loft near Dickinson Square, about a ten minute walk form the Crescent.  Knock’s Apartment Soundicack: Herbie Hancock - Tel Me a Bedsime Story  You step into a small loft with slanted ceilings. The low walls are lined with a small library of ju== records and a vintage stereo. Knock puts on a Herbie Hancock LP and says 10 make yourselves at home while he pours some drinks. 4 flag emblazoned with “Hladelph Worker’s Party” hangs above a shelf crammed with volumes by the likes of Bobby Seale, Thomas Sankara, and the Liberation Theologians. Knock returns with a few drinks and a phonebook tucked under his arm, and says “Alright, whar’ the plan? "  Afte dialing the skyport, the main characters are informed there’s only one fight © the NYC dome tomorrow (low volume since most people just ake the armored train t0 NYC), departng at 3 pm from gate B7. Ample seating stll availabe, tickets are $30 ach.  “The main characters know there are multiple routes (car, rain, bus) and enrances ino the ladelph skyport, o the only bottleneck Lamar for sure has (o pass through is the gate and the flight itsell. Let them figure this out on their own, but the only two ways forward are:  A. catch Lamar at gate BT, or B buy tickets and just catch him on the flight  (0 they’re hesiant about the second opi  them it only a two hour fight)  Common Knowledge:  + There’s only one skyport in lladelph, at the southwest end of the dorme  + The skyport i all blimps and zeppelins (space inside the dome i t0o limited for sprawling runways, and planes are too boring for this seling anyays)  + Security is minimaland there’s no contraband Sereening. You could show up with ‘@ machete in each hand and be seated on your fight i two minutes.  Hardware: tel the main charscter’s who know sbout Lamr they also know he’s a beast — they’ll or sure need to upgrade ther weaponry in case (hings g0 sideways. Pawn shops are the best option by far: Grandmasters on Point Breeze (closest), Palace Pawn on South St Monsicur Gentleman’s Pavabrokery in Ritienbouse ete will al be open in the morning.  Knock thanks the main characters for riding with bi all of themn in 3 major way. I tickets are boug!  on this, and says he owes he covers the cost.  ‘Oakland Photo (oprional seed ): mestion 1 one of the main characiers they sce a fiamed photo, & shot of 8 younger Knock camying an M240 and ammo belts aver his shoulde, rasin his fists with & dozen othe ddes n dusty fatigucs and rd berets a armed 1 the teth. 1 asked about t, Knock fust says “Batle for Oakland - long tme o, nd svoids tlking sbout i futhr. Thi sccdpicks up on page 67
Saturday Night  Soundirack: Junior Mafia - Get Money Instrumental  Set it OFF: with tomorrow’s plan locked in and nothing 1o do unil morning, the main characters have Saurday night free. They shoot a round of tequila (or whatever) and write “PAWN SHOP AT NOON" on the back of ther hands in sharpi.  Function: one of the main characters has a fiyer for an event put on by some connection they want o make (local celebrity etc). Have them describe this person. The event they e hosting is a fundraiser for a it bul shelier, held at Killing Season skatepark where a fow local btte rappers will be spittng gas for & grand prize  Killing Season Skatepark quarterpipe is  black granite ockjann (which i a person made of sone) in @ Mobl Decp oodic.ripping a mic as showgoers et raucous and mill around the ramps  Select a main character. Somebady at the function starts roasting them (past beef, ex’s new boyfriend, just an asshole cte) and keeps acting foul until they drunkenly turn into @ Were-clephant, an §’ human-shaped being with an elephant head, and a fight jumps off Offense s4 (switchblade held in trunk) / Defense 0/ Merk 20 Tomorrow morning. pick a main character that go cut; there’s & 50% chance snot got 10 their stsbwound and they contracted the were-clephant virus (+1 strong, hard, and defense when in were-clephant form, but hilariously uncontrollable in carly weeks).  Into the Night Now cu the main characters loose using the below prompis. I you need side characters on the fly check out page 145. Remember improvising is a skill: spend some time treading these unknown waters and learing how to gt the riffs lowing.  AFTERPARTIES (Have the cto describe th e who invitd tem. Pai afceparty with a happening below) +Friend’s band playing show in abandoned chemical taker (bve them deseribe the b too) +Carmeet  + Boxing match (can has ol weight clsses,all spesics) » Gallery premicre *Pinball umament  + Birthday party atadive bar + Bike joustor alleycat rce  Friend hosting open mi (make prize fo best performance somehing you know an aice wans)  ~ House party in West where a WCW-style wresting match breaks out  HAPPENINGS  + Hostof the fundraiser notces the fight tha jumped off, thanks main characters or kicking outthe wrecker, and invites them o one of the above aterpartes  +Two cholos mistake o main charactr fo local apper Gastank and hook it up al night, A erew of dogman loansharks show up, try 10 cllect from the cholos  theie crew.  + A friend who i likable but kind of fucking insane shows up, cts insane (shows up witha pringles can fll o mad dog,sats scalig shit, el Wors person possbl amal characie wants et digis, barces clothes fodrugs, blckmails barender)  + A bump scene from page 33  + Vice-president of the vampire flm club levitates over to  main character, saying they find them disturbing, sepulsive, and want them 0 sar in theie next indie ilm. Pay negotiable  + A pai of party girls relentlessly hit up a main character, rying o get them fucked up and take them home (shapeshifting sewer siis that sl ne of ther finger, lesve the in dumpser)  2
Chapter Four: Lamar the Bird  G some weaponry,move on Lamar, sick boss Gght,clsing senes  Sunday Morning Soundirack: Q No Rap Name - iladelph Sunday Morning  (Everybody wakes up fully healed, daly Specils rstored) Go around the clrcle and ask how and where cach main character wakes up, idally i through some hlaious pos-blackout hangover Scencs. Best scene wins 2 SP. - Pawn Shop  Soundirack: Tomm 11l - Still Pimpin Instrumenal  Whether they g0 0 Grandmasters on Point Breeze, Palace Pawn on South st or Monsieur Gentleman’s Pawnbrokery n Rittenhouse, the main characters are i time 0 meet Knock.  What a treasure trove: glass cases of chains, rings, waiches, Sega Genesis and Super Nintendo cartridges, shelves of VHSS, stacks of stereos, instruments and amplificrs. As the chimes over the closing door jangle behind you a worker at the counter says, "Hey  ow are youse - have something in mind or just browsing today?”  When the main characters ask about tooling up, the clerk clicks  lifle remote and curtains on the wall slowly roll back revealing racks on racks of gleaming weaponry.  - The pawn shop has all weapons on page 134, shields on page 135, ‘and the instruments below, all available for their listed prices (emerber rcarms ae extremely are insid the dome)  o around and have cach actor deseribe their new equipment in detail (they find any aesthetic within reason). Knock picks out a kanab, a long metal cudgel with spikes all around it bashing half (offense s14, block 0, two-handed).  INSTRUMENTS IN STOCK An instrument is  weapon that amplifies some supernatural force into destructive cnergy. ‘Alvays two-handed (2h), always adds user’s smart scoreto the atack’s ffense  Freezing Shacklez 56+ smart+ 1/ range 5/ 2h/ $2,700 " Puirofhesvy gar-link bracles thst e wereeblast bl ofcokd ot thei palms. Inbecat 1  Wave Twister S8 + smart/ range 2/ 2h/ S600 = For thos cgegious posers who haeat wtched DJ Qhet’s hi hop masepiec,  wave twistr i wat with tny tumtable st of s clockfac. When sershed withgood eshnique, it  Blasts an e of clecricitya th arget. Bunt nsiumeat (closr ange but Highe ofense)  Exccutioner’s Mic 56+ smart/ range 5/ 2h/ $900 ~ Taret slashed withbladesofsonc cnergy s wieldersips i supeenatural i I you acually spit shor, high-fTrt rosst o the argt s soan 5 yous ur starts, gain 1 Your atack’sofease  Eye ov Annihilation S8 + smart/ ange 2/ 2h / $5.250 " Thin ey that s bearer widd void cegy. Burst st Dbl ofense when an § landed Pyrotechnical Workers’ Union Card 36+ smart/ range 5/ 20/ S500  S0 Tomg s you Bavethis card i your wallc you ca shoot supematral ks out your ngees and ke il pyrotchoie detonation whre you o 1U430 Itenationl candunsgnable
Bump Fight: From Below  Soundirack: Jeru the Damaja - Come Clean Instrumental  (This is an optional fight not significan t the plot)  “The main characters have a decent walk from the pawn to the nearest subway station. AS they pass a construction site digging some old pipe out of the sireet, one of the main characters is grabbed by the ankle and pulled down into the pit, where a flesh-eating ghoul immediately atacks them. Several other ghouls run towards the snatched main characte (but oo far out 10 attack on their first ),  £ Ghouls X5: offense s4 / defense 0./ merk 10/ move 5  OFFENSE TAKEN  Hesdiess Rebarthruchest  Shaptosth  Cowboyboos  Spclunker  Special: Hem In (+1 offense for each other ghoul adjacent o target)  Ghouls: not zombies but close. Ghouls are more agie. just smart enough (o use basic Weapons, and are sometimes mutated by necromanic forces. Might bite but won’t give youa virus or whatever.  Merked: ance there’s only one ghoul lefl, the construction crew working the site come back from thei lunch break and mob the last ghoul with hammers and shovels. One of them firing up a bulldozer and erushing a dozen ghols climbing up from the  the far end of the dig sitc.  Fail Sta  onstructi  erew (above) come back earie.  Spelunker Loot: ghoul with a headlamp, backpack, harness traling a climbing rope etc Inside the backpack s *+ Large golden elephant figurine (S1200 it pawned) + Dagger with a blade of black crystal and an inherent +1 to offense (so s4 +1 4strong or fast / block 1/ S600 i pawned) +Setoll of pictographic text (worldliness 3+ to recognize Akkadian: can’t be sold so makes a solid future plot seed) These are not only a fair reward for a fight scene unrelaed to the plot, but an indicator that the catacombs beneath the city are stufled with loot and worth exploring.  E
The Illadelph Skyport  Soundirack: Higroglyphics - Oakland Blackous Instrumental  sy o the ancint woodlands of FOR Park  expans ofthe Hiadelpt siypont: dosens of blimps and blloons are tehered 0 he assy minascul ar trafic ignales diecting it owardsa oading by in he fed b plaforn, descending a grond stircase nto e marbie lobey of the Hadelph Styport  Why no planes? Not enough space inside the dome for runways and sl that, where blanps and zeppelins can jus float straight up through the portmouth. Also airplanes e toa boring for this stting.  Skyport Interior Help Desk: o massive receptionist desk where several toucan ladies can give you directons, check fights, sell you tickets te. Today’s only flight to New York leaves at thiee, round-tip ickets ae $30.  Healing: there are several restaurants in the skyport, but the main characters know Okey Dog i the spot. Today’s special is a twelve-layer nacho mountain (20, fully heals crew, eals hangovers, food taken 10 go loses healing power).  Security: almost no presence. One guard seen  Jobs Board: mention the main characters see a large corkboard flled with temporary Security positions, mostly escorting blimps and zeppelins through the gnarlands. These jobs are widely known to be high sk but also high pay:  A he only has a supersoser.  Departures Board: only one blmnp to New York today, on time to leave at 3 PM.  GreTs Knock says something like “Shit, 1 almost forgot — check these out” and hands cach main character a ghost apple, a bizarre purple fruit that looks sort of like a small apple and heals 20. Move action 1o cat. Optional: once caten, that main haracter realizes the name comes from this exotic healing fruit being about as hot s ghost pepper.  2
Boarding (bought tickets) Tickets $30 round-rip. The main charactes are free 1o board ther blimp tethered out i the airfild. Passenger deck has no assigned seating, no securiy visible on board  Announcement: as the main charactes make themselves comfortable, they hear the Tollowing ssnouncement over the blimp’s tinny speskers “Good afiernoon passengers, his is your captain speaking. We’re looking at stormy weather outside the dome, might be closer io two and a half hours before we land at the Manhatian Styport. Also, a quick announcement: 1 have lost a bt with my co-pilot, and would ke 1o inform all passengers that I’m a weak.sesually inert litle manlet who pulls s pants down round his ankles at the urinal. | formally apologize for beting against the Sixrs: L only did it because | have a penis the size, and shape. of  bugle chip. Thank you or your attntion, and enjoy your flight  Lamar the Bird Arrives: out a passenger window, & main character sees Lamar rol up  o the back of a golf cart, clearly wearing Knock’s watch and sipping a tiny ghss of champagne with a straw. A steward guides him down a red carpet and through a fully unnecessary velvet rope into the blimp’s VIP entrance, Lamar throwing a wad of crumpled 205 athim as he passes.  A toucan-headed flight attendant is happy 1o answer any questions  + VIP lounge is downstairs (S1000 extra)  + Passengers free to move around the blimp.  *In-flight movie is a bone-chiling documentary called “Home Alone” about a depraved Young boy who torments two average and normal Jets fans  Nudge: if the main characters stay put, Lamar shows up on the passenger deck sbout a ‘minute afler lifoft. He interrupts whatever the flight attendant is doing with something like “Hey, hey eyes on me. I need a refll on my Courvoisier and somebody (o watch this thing” (slaps robot body) “while I take a shit Let’s g0 ¢’mon,” and tosses the steward his tiny glass.  “The opportunity should be obvious 1o your actors, but ifthey don’t bite have Knock  out this is obviously the best chance they’re going to get. (If you wait 00 long, the flling fight is ofthe table until the Manhattan Skyport)  VIP Lounge: large and balls ut extravagans - flamingos splash in & marble fountain and a live strng quartt plays soft classical music. Lamar’s cage-head is empty, robot body sprawled on a massive throne-like recliner next 1o a hookah and antique ice bath filled with champagne bortles. The main characters recognize the lounge’s steward as one of several Lamar has been 4 huge asshole to.  As the main charactes approach, Lamar the Bird hops up the spiral staircase ot the bottom of his robat’s cage-head. Seeing the armed main characters, be says (voice: way deep) something like *I don’t know what 1did o you, but I’m not sorry and you can lick my bird ass.™  - Head to Chase Scene on page 27  2
Passenger Gate BT (didn’t buy tickets)  The large blimp to NYC s out in the airfield, no sccurity present. Whilk the main  characters are in the boarding area they sce Lamar the Bird outsid, rolling up (0 the  the back of a golFcar, clarly wearing Knock’s watch and sipping a tny slass of  e with a sraw. He throws a wad of crumpled tentis at the driver (Thank  you, Mr.the Bird") and is guided by a seward along a red carpet towards the blimp and a Tlly unnecessary velvet rope.  —» When Lamar the Bird catches sight of the armed main charactes approaching (sll out of range of Special), he gives them a suspicious look, calmly walks over 1o the teher anchoring the blimp, ushooks it, and hops on board a the blimp begins to loat upwards.  Cue chase scene soundtrac Cypress Hill - T Ain’t Goin® Out Like That Instrumental  Sprint to Blimp Prompt: say “reflex test” and quickly put both middle fingers on your Torehead. Lastactor o follow your lead loses the prompt and has to drop one seeapon to grab the edge of the ising blimp,  Through the door is an over-the-top VIP lounge, where flamingos splash in a marble fountain and a live string quartet softly plays classical music. (Continue on opposite  page)  Side Character: Lamar the Bird Voice: way deep A small bind who lives inside the cage-head of a humanoid robot body he contrls. Foul, unhinged. lives (o lex. Wears two gold chains, a fourfinger ring, and Knockswach s s e e on he FnalFgh pag. Anyhcy il in mealworking can infer weaknesses in Fuckules” mechanical form, ga offense per skill ba.  %
Chase Scene Soundirack: Cypress Hill - 1 Ain’t Goin® Out Like That Instrumental  1. VIP Lounge: Lamar grabs a sheathed sword form his luggage pile and bolss, pushing a’sewardess out his way and powerbombing a prieless glas ice bath filled with a hall: dazen champagne botles, widely scatteing ice and broken glass behind him.  ‘Mechanie: cach actor spins 1o jump over (easy spin if at least 1 in strong or fas) ‘Anybody trying to tiptoe through falls behind.  = Suecess: leap over 1o problem, gaining on Lamar  © Failure: fall short, eating shit n ice and broken glass for s4 offense  2. Stairease: sprinting up a saircase, Lamar snatches a wiry litle steward and throws  him down at the main characters.  Prompt: “If you catch the steward you’ll take some offense. 1 you et him fall he’ll  definitely be fucked up. What do you do?”   Any main character is free 0 catch him (and take 54 offense). Their decision will be importans ater  3. Conch: Lamar runs into the passenger deck, grabs a big snack cart from  steward,  ‘and whips it a he closest main character  Mechanie: the main character gets a free atack on the snack cart, 1o if they dual-  wield.(Ifthy jump out the way it just hits the main character behind them.)  “ More than 6 offense: obliterae snack cart, snacks flying everywhere  © Less than 6 offense: owned by snack cart Fall to back of the pack but take only | offense; the real wound is (o their pride.  4. Kitchen: running into a small Kitchen, Lamar pushes the solitary chef out his way  and into a large pan of frying mirepoix: the back of the chef*s jacket goes up in flame  ‘and he panic, helplessly trying to bat out the raging ol fie.  Prompt: “Do you stop to help the chef?™   Any main charactr i free 10 help, easily puting out the fire, but i then excluded from the next prompr. The decisio fo el this bystander willbe important late  5. Ree Aren: Lamar weaves theough the crowded recreational deck, past  lit-up Karaoke stage, vaults over a massive foosball table and then sldes under another. ‘Prompt: main characters all spin 4+ fast: whoever has the highest resul fnesses the obstacles and gets  free attack on Lamar.(1f ted for highest, both get & free attck )  Chase Developments + I Lamar Caught: if snybody uses a movement Special or whatever (o catch up with Lamar they can cop a free atack, but ind restraining hin impossible (chase continues).  + I Chase Somehow Ended: do your best to keep the chase going (*Lamar’s hand folds away 1o reveal a tiny rocket luncher tha blasts away the obstruction” etc), but if the only believable result s Lamar caught and restzained. a grenade falls out the ass of bs Fobot body and destroys whatever floor they’re ali on. Skip to “Falling Fight” on the  next page.
Viewing Deck Soundirack: [silence]  You chase Lamar into the viewing deck, a large room at the way back of the blimp with walls of owering windows. The surrounding sky slowls darkens s the blimp floats up into the lightning-wracked stormelouds outsde the dome, the drumming of rain slowly overtaking the silence. Clearly at @ dead end, Lamar turns i anger, draving his sword.  Final Fight: Lamar the Bird  Soundirack: Cypress Hill - Clash Of The Titans Instrumental  + 1 Turneyele: Lamar sets it off by throwing a wooden stool from the nearby bar for 4 offense.  + 29 Turneyele: fightscene as norml,  + 3 Turneyele: Lamar pulls out a prenade, says “Fuck all ya’ll” and spikes it, the erenade bouncing erratically and detonating for 54 offense to cach main character, The Viewing deck’s floor is blown away and everybody is sucked out the bottom of the blimp, now in freeful.  FALLING FIGHT As the sensory overload of being i freefllclars, i becomes obvious the main characters are lned up 1o all on top of & supermassive cargo blimp about 2000 feet below, most likely with minimal injuris. Any relif they might feel s punctured by Lamar ripping past ‘main character nd slashing them for 56  “The fight scene is still ongoing: make clar the min charseters can fight and move s normal by initively leaning their body to fll in & particular directon. Launcher and thrown atacks are impossble, othervise don’t worry abaut the physics. If snybody disarmed Lamas, he grips a fulling piece o jagged metal as a weapon.  +4" Turneyele: Lamar starts it with the above slash (s6). Mention them fllng through dark clouds and heavy rain as they batle,  + 5 Turneyele: they fall past the raging atmosphere outside and into the brillant sunlightof the dome’s artificial sky.  + 6% Turncyele: mention wisps of immaculate white cloud flying past.  + 7% Turneyele: at the top of the urncyele, mention the ground is geting close. They’re il lned up above the huge carga blimp, but only have e for maybe one more swipe cach.  +8% Turneyele: they hit the top of the blimp with a body.-ratling WOOME,the massive cushion of air imparting only s4 offense, weapons probably lying  few strides away. It takes & move action to stand back up. The carga blimp is moored to the ground but sill about 60 feet tall,  + 9" Turncyele: as he charges at one of the main characters, Lamar makes a massive slash n the blimp, causing it 0 slowly collapse 1o the ground (collapses evenly due (o seinforcing mesh). Fight continues on top of massive sinking bimp.  + 10% Turncycle and On: fight continues on grassy airield unil Lamar merked.
Remenier these ighs were balanced for 3 beginner actors. Give Lamar +50 merk € your actorshave layed befoe. Give Lamas +50 merk and +2 ofense fo cach sctor beyond 3  Lamar the Bird  Offense s6+1 (dope sword: when he lands a6, ree tleport within 6 srides) Defense 2 // Merk 120  OFFENSE TAKEN  SeeciaLs - Caught: free atack on anybody that atacks but deals only 1 offense (unlimited) © Heavy Armor: ignore the offense of one atack (once per fight)  © Heat Vision: thermal vision reveals invisible characters and conceled weapons  Tactics: attacks cach main character equally (stops him from immediately merking one main_character). If anybody ties (o attack Lamar himself, shutiers of bulletproof glass shoot up on the inside of his cage-head  Metal Vulnerabilities: anybody skilled in metalworking can infer weaknesses in Lamar’s mechanical form, gaining +1 offense per skill bar  Fail State: i the main characters spin s0 shitty it looks like they re al gonna get merked, have the last main character standing automatically merk Lamar on theis next attack. In turn, infliet loss: the frst main character merked has 3 broken hand (can only wield o one-handed weapon for a month), and the second main character merked had major ligaments intheir knee severed (-3 move, | move healed per month)  Lamar Merked: as his robot body fuils him, Lamar the Bird just opens the door of his cage-head and flis avay, saying “Sleep with ya eyes open.”  Loot Lamar the Bind can be merked at any point in the ight, just make sure you give the main characters a chance t rifle through the compartment in his tobot torso  +Knock’s timepicce +$2,000 for each main character  +Dope Sword: offense 6, when a 6 landed wielder gets a ree teleport anywhere they can sce within 6 srides. Onc-handed, block |  +BLAO four-finger ring: once per fight, blast n adjacent trget a nummbes of strides equal 1o yous smart score (no action cost) also dealing offense equal (0 your smart score  ~Gold Rope: this chain with & pendant of a brick house supermaturally proteets the wearer: 110 defense when worn « Herringbone Chain: worth S1,000  - VHIS: Warzone bootleg of Lord Finesse vs. Perce P at the Paddington Projects  +An old handball: hidden inside is a2 carat diamond worth $12,000 nested in paper towel Don’t hand them this one unless somebody mentions playing with the handball or investigating it (squeezing reveals small I, bouncing produces fuint clck, throwing  o)  reveals abnormal heaviness  + Knock doesn’ttake & cut of the oot; he only wanted his brother’s watch back.  E
Vietory Montage Soundirack: K Solo - Leterman Instrumenal  As the main characters inish looting Lamar the Bird’s obot body, they notice the colored Sirens of dozens of skyport emergency vehicles closing in on their location. Keep the  in characters of guand via medis with trauma kits and 10 wezpons approaching them e, asking if they e alright, what happened etc. To keep the transition ( the next scene smooth, just have securty stafT pop the main characters with tranquilizer guns  Cut o a shot o an offce door with * a huge dude with gold fronts and an emerald chats wih the main characters, whose wounds are neatly bandaged (crase offens. One ofthe staff shows up with  stack of security tapes and slots one into a VCR  i Ren, Head of Security” on a brass placard Inside, en Randall Cunningharn jesey (Big Ren) aken)  - The conclusion your actors get depends on the bystanders they helped (dhe steward thrown down the stais & the chel who caught fire)  if they helped both bystanders, Big Ren is clearly impressed, thanking the mai cters for protectng everybody on the blimp and putting an <arly stop (o Lamar’s He pours some flutes of champagne and offers & oastto zero casualtes — s they lasses togelher, we smash-cut 10 a closeup of Lumar’s picture going on @ corkboard with the notice “wanted for assauliing skyport employees™ A fight attendant hangs o Lifetime Super-Platinum VIP Pass around the neck of cach main character (permanen fre Mights and VIP deck access from the ladelph skypor).  Ones if the crew helped just one of the side characters, Big Ren thoughtfully nods at the footage and shakes each of the main characters’ hands, thanking them [or putting a stop (0 Lamar’s rampage. We sce a closeup of Lamar’s picture going on a corkboard with the words lifetime bun: extreme security huzard”.  Neither: Big Ren simply reviews footage of the main charactes instigating a fight with Lamar and endangering his coworkers. To pay for damages, stacked securily guards take all the loot except Knock’s watch. Laughing it up, they toss the main characters the okl handbl and say they can hold onto that.  #Crew Ambition Complete: Get Knock’s Shit Back Level Up: ll main characters receive one level for  doing the only thing a ral s frend would do. (Ao snd them t0 page 136 to spen thir loot)  30
Leaving the Skyport Media Bitz: withthe backdrop ofa purplish sunse, the main charactes xit he skyport. A few reporters and dudes with big camcras notice them and jog over,abandoning an orange-vesid skyport worker mid-iterview. Promp them with questions ke  ©“Lisa Zee with Channel 6, i it true you just survived a ull ofseveral thousand feet?”  + “Comrade Darius with The Daily Insurgent, witnesses say you were also in a physical allercation i i e your foe was & bourgeois decadent and known class traitor?  « “Jeanifer MeShameless, Channel 24 News, | know you fine but how you doin?”  As the media crush gets cbnoxious, the main characters ae rescued by two big rockjown security goons who say their boul is offering them 4 ride back info (own, gesturing (0 & dude sliding a oad case into the back of a ental van:  Side Character: Pressure Drop Voice: graff Pucro Rican accent i you know horw  Hictop fade. Wears a fat “boricua™ chain over a Chicago Bulls windbreaker. Superlyrical MC from Humboldi Park, Chicago, in town for @ show a the Vanishing Palace (main characters invited) promting his first album. Fluent Spanish and English.  1 you decide 10 keep the game going aftr his are, Pressure Drop’s thread is a solid Way of setting off scason twa (mission sarls on page 56)  Pressure Drop introduces himself elling the main characters he’s gotta hear the story and inviting them 1o hop in the van. As they pul out the skyport he frcs up o blunt and asks the imain characters £ i’ true the dude they were fighting blew out he bottom of thei Might with  bundle of dynamite, going on (0 ask who he was and how the beef stried  “Try and get your actors retelling their favorite scenes from the arc Relfy them as a group by Drop asking “So does your crew have a name?”  (For the sickest crew name, have everybody show up 1 season v il e ideas bestname by vote wins 3 SP)  Outro: Slidin  Soundirack: Casual - We Got It Like That Instrumental  You ride along the layered highway, stereo bunping, lungs ful of spring aiv. the van raucous with the elevated moods of people with major plans for their cvening As the clear night sky grows heavy with stars and the Iladelph skyline siides onto the hor  you Lok out at the sea of lights all across your city and think, you know, it actually been a half-decent start o the day  31
+0n Last Week’s Episode  Soundirack: Three Times Dope - From Da Giddy Up Instrumental  Start cach new session by going over the events of last session, finishing by seting the scene where you lefl offat.  *Closing Ceremonies Soundirack: Rodman - Ton  Da Night Instrumental  Just the standard thee categories plus a classic fourth  1. Tha Golden Domez: go around the circle and award each player 2 SP.As ifs swarded the group gets to decide what it for (1 presen o you tha Golden Dome award for Worst Plan Humanly Possible” etc)  2. Key’s Choice Award: favoriteperformance of the session (2 more SP o thatactor) 3. Completed Ambitions: give SP for any Ambitions wrapped up 4. Got Em: if anybody made the Key laugh so hard they shed actual tears they get 5 SP.  B
Bump Scenes These scenes can be dropped ntoany sesion o change up gameplay o add length  Junkie Puzzle: a skinny white dude with o backpack ries o sellthe main characters paieof front bike wheels for 500, seying Louis Armstrong used them (0 win the Tour de France. When they say no, he tries 1o sell them a scarsb fgurine for S0, bargaining down 10 a single dolla and annoying them until i worth the S1 1o make Him bounce. ‘When they cave th junkie calls them mark asstricks and does an endzone dance.  “The 4-inch scarsb figurine is actually beautfully crafied, defniely bollow, has eyes of black glass, and i indestructble 1o any smashing. ls belly has the tiny insription “exited, correct, scrawl, ceremony”. As one of the main chiracters examines it they aceidentaly press one of 1 eyes and relize i’ a button.  ‘Solution: inscribed words are synonyms — exited (1), correct (right), serawl (write), ceremony (sit). Press the lef eye, then the ight eye three times.  ‘Win State: the scara’s wings snap open, revealing ol of bils ($400), a gold carring (gives wesrer merk +5: S600 ifpawned) and an cighth of Jamaican chocolate.  BUMP FIGHTS Soundisack: Pete Rock - Rumpage Instrumental (Hardcor o the Head M)  2 Bump Fight I as the main charactes walk 1 4 new secne, cligue of nudist goons  kg . llowin them and vty i 1 o h Nudit s : ol 4 e 0. ek §  i  i k  Slonmkmiis iy Twb Seicwn G  Reward: & pack of Glm it 4 stiks et Fullem descipion o page 136  4 Bump Fight I1: whether one of the main characters s a skeleton, or a dogman gets  Dogmen 4: oflns .1 defease O/ merk : £ comeis ooy | Swmwma Flanl  Reward: phantom sichblade (s4 + st o s, block 1, surpasss tagets defense)  2 Bump Fight I cinder blocks with ams and legs bop out a bl i and hraten ik main characters withbroken botls, demanding hey dop thei wallesand fuck o  Brickjawns x8: offense 52 / defense 0/ merk 2 Immune 0 sharp trauma (slashing and piereing offense)  Reward: norhing You set nothing.Just playing,the bickjawas deop S1  — These fghts were blanced for thecarly chapces of e are. 1 playing aftertooling p (start of chapter 4), double cnemy merk and increase their offense a il  3
Keep it Rolling If cvrybody wants to keep the show going, tis secton i sl outines for fuure Crewe Anbitons. Remember to iate Key Narators, snd DON’T BROWSE T0O MUCH s0 Jou don’ spoi an are somebody ele dcides forun et on.  4 The Sphinx: a popular side character shows up a the house one morning and asks the ‘main characters 1o help him Fight his way to the West Hladelph Sphinx. They tske the trin to the Pyramid Distriet and ane of the jackal-headed shades gurding the Sphiny’s palsce explains (otherworldly voice) that the all-knowing Sphinx orly answers one question a day. To get yours answered, you have to fight the other crews tying o ask 4 question fo the Sphinx’s amusement, then answer o queston from the Sphinx. (Make clar to the mai characters that i they ever hit  narative dead end, they can always get a substantial hint this way in the future.) Create a couple equal-sized and tactically interesting crews for the ‘main characters o ight. When they win the Sphin says:  Il giv yous 99 problems in 36 chambers,plus 2 black eyes for ll 36 New York Rangers 1 g0t the magic number for Plugs One through Theee, and always 100 fo the unknown MC Lot S for KRS | ot § for Kane, pour one aut for cach link in the Wo Tang chain”  (Unlimited guesses. Side charactr can help i they re stummped stunped) Answers: 3745 356447249+ 100+ 5 + 5 - 10. Page 153 for full breakdown. Props to Monik Bee for inspiring this one. Check his masterpicce mixtape series "l femining” comping the ereatest female rappers of the 90s underground, a house favorite here at Bull Press  The Sphin approves the snswer, the side character approaching climatically nd then asking something hilaious like “What’s the name of that one Montell Jordan song where he s lke “his i how e do it a bunch oftimes’  = Crew Ambiton Value:  SP. major favor from side character  4+ Jacking the Blade of Infinite Dopeness: o main character hus their favorie possession stolen and replaced with  business card for Knuckle Up Boxing Gy in Queen Village. They find this is the front business of notorious dogman shotcallr, BIoodschiager (doberman, voice: German accent). BlGodschlager is surrounded by armed goons,including a diamondjawn (iterally invincibl; main characters will know not 1o fuck with him). Blsddschlager says he will give back the prized possession when the main characters get him the Blade of Infinite Dopeness, a supernatural sword that belonged 10 Kosht, 16° century sword scholar. Bloodschlager’s goons have already cased the spot: the sword s on display at the Verkes Private Collection, in the armory wing on a pedestal surrounded by motion sensors, posed with Kashi’s sick gusoku armor. This final phase just needs skilled operators to hefst the sword. Solutions: bibe & guard, cut museum power o disable motion sensors (1 bar in lectronics), impersonate curator, stal security guard uniforms, e  Kosha’s masked armor i posed with one hand gripping the hilt of the sheathed Blade of Infinite Dopeness. As the main characters get near, the armor’s fingers noticeably tighten on the swordhill. Fist characte to get within a sirde gets slshed for s12. Fight scene: Kosha’s possessed armor (offense 812/ defense 4 // merk 100 //if a 12 lunded when  iacking,can move 1 sride and then attack again for free)  As the main characters speed off i their getaway car, they’re suddenly chased by & ruck with 3 spiked plow driven by the amed diamondjawn, 4 balf-dozen dogmnen wigsplitters in the back. The chase Mies down the wide strets of the parku Bloddschlager’s goons trying to board the main characters’ car and gank the sword without payment. Back at Knuckle Up Boxing Gym, Blsodschlager is shocked 1o see the main characters alive and only has two goons with him. The key around his neck s o  reinforced storage unit containing the main character’s prized possession plus $40,000.  . Crew Ambition Value: 3 SP, S40k,the Blde of Infnitc Dopeness (sas above, S10k if fenced)  34
+ Rent’s Due: atleast an hour before the session sarts,tell everybody 1o show up with o short montage of what they been up o the past week - best montage wins 3 SP.As always, ask questions about anylhing interestng they bring up both to build their main character and gather potential plot fcl,  When the montages feel done, tel them i’s snother fine Sunday morning when one of them notices on their calendar rent is due foday: If they don’t come up with  box of jelly domuts (specifically from Caputo’s up in New York), Landfucker will almost definitely show up at their house and shit down their hinmney or something. Any courier services called are booked up for the next day of 1.  Getting 10 NYC: whether the main charactes take the train or a blimp, a game of cee: o jumps ofFin their ca / cabin between some cyclops headed for Astoria and a Baltimore hardcore crew: headed 1o a Crown of Thornz show. Persuade the main characters o hop on Vi tems you know they want appearing in the pot (simulate dice rolls by spinning s6 three times)  Fight. sometime on the walk 10 Caputo’s (Carrll Gardens, Brooklyn) the main characters walk by some college kids with & small mountain of suifcases ouside  newly uilt luxury tenement. One of the sudents snaps his fingers at the biggest main character saying something like, “You, carry these bags up,” throwing a few 1005 in their direction When they don’t comply the student screeches, “Do you even KNOW WHO MY DAD IS The students draw rapiers from their bags and atack, clealy looking 10 teach these unuly peasants a lesson.  Fight with private school fencing teams six comically armogant and surprisingly evasive gentry (offense s4 +1 // defense 4 // merk ). Towards the end of the fight,a cab Suddenly slams into the last student and sends them flying. The cabby (blue skin dude with a heavy Bronx accent) thanks the main characters for their community service: those sociopaths have been trying to make the locals into thei personal serfs for weeks now. He offers them a fee ride the rest of the way a5 a fow residents applaud the main characters rom thir fire escapes.  Caputo’s Bakery: the gravelly-voiced gargoyle a the counter (Caputo) says they’re S0ld out of amost everything since it’s o late in the day. I brbed, he says he’ ltrally a gargoyle so he docsn’t understand the concept of money: he bakes for fun and he doesn’t el like baking anymore tody. After some persuading, he eventualy offers to stay after Hours and bake & fresh batch of jelly donuts, but only i the main characters go find him a powerful alchemical ingredicnt he’s been looking for:some adult virgin hair. Adult virgins can be found many places, but go with the Tunniest option the main characters bring up, and run through whatever plot they think of to gt some hir off one of thir heads.  “The lock of hai i inspected by Caputo, who adds  reagent with a small dropper that causes a huge gout of purple smoke. Coughing and turning on a hood fin he says, “Woof, this poor fucker’s never even touched a chick’s elbow — powerful st and proceeds 1o bake the main characters as many boes ofjelly donuts a they want.  Montage their trip home and the sun seting just as they arrive o the PNB tower, home of Landfucker. I you ned o fill out a litle more time in the session, sk them how they g 10 the top of the privately owned tower (a flying or climbing Special, use a crane from a nearby consruction st call  friend who can fly. brbe a PNB security guard et).  Landfucker, chainsmoking as always, cracks open the box of jelly donuts, hefling and inspecting them, maybe mentioning something about Caputo’s making the most explosive pasris in the game. He misremenbers a main character’s name half-assedly hanking them, then butchers it worse if they correct him before just completely ignoring them. As the main characters leave they sce Landfucker carefully dropping jelly donuts onto pedestrians belov.   Crew Ambition Value: 5 SP  35
+ Beneath the Waters of East Iladelph:  dude with a dookie chain, wrists full of gold, and giant security goon behind him shows up at the house one moming, asking the imain character who answers the door if they’re [that main characters name]. When they answer yes, he osses them a grand and says they can have eleven more of those i they find Sehoolly D and get him to Hunt Park by 7 o’clock tonight  ssk for somebody from Hillop Hustlers, nd make sure he’s in good enough shape to headline the show. Scholy was last seen o nights ago at the High Dive. The label rep immediately leaves, saging he’s got more crews to ip  “The High Dive: a dilapidated four-sory dive bar (with an actual diving board on the o0f) at the end of an overgrown pier near the bottom of Arch st, known as 4 popul meeting place between land-dwelling Iladelphians and their squati counterpats i Last ladelph. The bartender is an allgator-head man with a southern accent, Crowbar shirt, and arms covered in jailhouse ttt00s. T the main characters buy drinks / p him, he tels them e wasn’t thee but heard tha night was fnsane: Schoolly D and his erew were geting real fucked up and buying everybody shots, Schoolly heard MC Lo lladelph MC) was i the spot so he happed on the Karaoke stage and stared trading bars ‘with him - they nearly blew the roof ffthe place. Schoolly gripped the mic on the way out and said he’s doing a surprise guest spot an MC Looptid’s shovw that night — his people bought two kegs of Gillixer snd half the bar followed bim out. A flyr on the High Dive’s billboard advertises MC Looptid’s most recent show at the Trident Theater in downtown East Uadelph, just  fes hundred yards nto the water  Technical shit quick: the mast accessible way 1o breathe underwater s a formulation called Gillxer, common 1o East Hladelph bodegas and clubs; it costs 550 a botle and le you breathe underwater Tor four hours. Swim speed is hall your normal move speed (round down). Attacks have half offense unless i’ a thrusting weapon (sword or spear). Fi Specials don’t work, and electicty Specials have double offense. Fight scencs are in 30 (map stylecan sl be done by sacking checkers under character markers).  “The Trident Theater: diving down into the water, the main charscters quickly see the luminous towers of Downtown East below them, vibrant with sealife and busting with the imany subaquati peoples of East adelph going about their day. The Trident is casily found under massive searchlights at 4* and Market, venue stffsating o set up fo tha evening’s red carpet. event Inside, the main_characlers nofice major renovations o repaies are underway. The firs employee they tlk {0 brings them o thei boss, Joe Gold, a basketball sized toad tha rubs his hands and tlks with a heavy goombah accent. He says Schoally D puton a real wild show, liteally instructing the crowd (0 riol, and somebody’s gotta pay for the dumages. When the main characters don’t pay, six tigershark-headed sccurity goons with aseball bats show up and a fight jumps off. Once defeated, a cowering Joe Gold says he eard Schoolly went to an allerparty in Whitter Village, where Joe sent o of his guys ey never came back).  “Transi: asking any local reveals Whitter Village i at the end of the green line — just wait at the stop on 7" and Pine, hop on the back of the SEPTA leviathan (fae is a ssack hrown into bis giant maw; no snack, no entry)and g off at the very lastsop.  Whitter Villige: 8 few dozen domed bubble-houses i & scenie valley between underwater dunes. Long pillars of sunlight fll through the clear wate, and vibrant seagrass wafts in the white sand. The locals can all point to Gug’s trashed house, the obvious party Spot. Gug s a crabjawn (humanoid with naturalred armos,ltle black eyes, and crab claws) siting on a wrecked couch in fron oF a tble ful of bones and empty cans, and is currrily anbelievably blazed — eyes pink and lids heavy, mouth slack, and an atention span tha ends Talfivay through somebody talking (including himself). He has no dea what’s going on, says and asks shit only an unbelievably stoned person would, and frustzats the main charsetr for a5 long as i’ funay, eventually describing Schoolly leaving for an ater-afterpaty at the Olatunji Estae i Esstmont, about & 20 mint swim from bere  36
wji Estate: Eastmont is mosly colored rowhouses along harshly zagging edge is  vibrantcoralreefcresting over a small, glowing volcanic vent. Locals will identify a huge mansion buill onto the ede of the vent as the Olatunji Estate. Al the marsion’s gate a buller’s voice answers the intercom and says Mr Olatunji isu’t in, nd his uests don’t wish to b disturbed. When the main characters swim over the gate, four lava spris fuming vapor and bubbles emerge from the volcanic vent and attack the intruding muin characters (also cause 54 offense per tum (o anybody adjacent). Inside, Schoally’s people alon with two tigershark-headed swordsmen from the Trident)are lid out around the mansion and devastatingly hungover, unable o be roused. Schoolly is passed out hlf- inside a piano with only one hi-top, a few empty botles, and 4 chick tha looks like the creatue from the black lagaon. He makes  sound ike he’s been punched in the stomach and asks if this i the hospital.  Montage the main characters carrying the viciausly husgover Schoolly D back to the susface (can bribe a passing whale for a rde if they e short on time) and geting him up 1o Hunt Park in North ladelph, where Hillop hand the main characters their promised 11 stacks, and VIP passes if they wanna say 10 watch 3xDope and Lux rip the mic before Sehoally’s se.  . Crew Ambiton Value: 1 level, VIP at the Hunt Park Junts,  sreets. AL  i $12K tota bounty   the South ladelph Red Guard declares war on a ral estte conglomerate called hat’s buying homes from underncath ladelphians and tripling ther rent. Knock joins up and convinces the main characters 1o ride with him. They’re sectioned into their own squad along with a gnarly old head named David X.  The headquarters for Edifice are the (0p theee stories of the P1 Tower in Center City, Known to be crawling with mercenary patrols. Four Red Guard teams enter disguised a5 custodial and maintenance sl masking up once it time (o move, the A-Team sabolaging the elevators and holding the stais. The main characters’ squad is the D-team, assigned 10 clear the penultimate flor. Firstarca:offce batle with six mercenaris.  Second area: break room fight with three robolic sentinels. +1 offense for each bar in metabvorking. Electronics 1 or higher knows spending main acton to pry out and break specific wire in sentinel’s neck will cause it 0 atiack whichever combatant i nearest, including alies.  “Third aea: panic room. Fire exit disgram shows you must pass through this oo to access stais (o ighest floor. Somebody watching on the CCTV system locks the main characters i the panic room as so0n as they enter, but there’s a medical bay inside where they can full heal. There i also a 9-number keypad on both sides of cach door. Escape solutions: set offfire alarm t force doors open  Unseal (advanced) | deduce alphanumeric sequence of Edific is 496935 ( s 5" etter of the alphabet, D is 4, 1is 9% elc) and enter into keypad — ifthey figure this last o out, everybody gets +3 SPat the end of the session Once free, Knock und David X charge up to the top floor without wating for backup.  “The boss fight i in the P1 Tower’s extravagant penthouse boardroo where a golden ol to mammon looms in the background with pils of cash t s fct. Five businessmen in ten-thousand dollr suits st at the long table and can only speak the phrase “we have an obligation 1o our sharcholders” in different tones, slowly rising [0 battle the main characters’ squad with powerful demonic magic. Afler wrecking the boardtoom and cleaning out the vaull 1o retur the cash o the extorted renters, the South Mladelph Red Guard blow out the huge glass windows and parachute down into the ity below, throwing Off their masks and custodial jumpsuits when they it the ground to evade any pursuers King shit: dras up a gridded, tactically interestng combat map for allthree fight scencs.  . Crew Ambition Velue: § SP and a favor from the South ladelph Red Guard  B
death metalhes (friends, fiends-of-fiends, coworkersetc) hear they know theie way around a ightand offes thenm security work for a fest they’re organizing n & masoleum beneath the city. One of the lead organizers, Shawna Bodybag, sets up a meet a the rocker bar Liquid Death to give therm the pith.  So every Iladelphian knows the Low used to be & supermassive catacomb: an endless labyrinh of ancient tombs and lavish burial chambers, bizarre shrines and mysterious temples extending miles bencath the city. Some years ago the dead started coming back to lie and the Low became infested with ghouls, zombies, mummics etc. As it became more and more dangerous, cults,criminals, adical groups, and various weirdos started calling the Low home, and the common wisdom ossfied that anybody headed down that way is taking their e into their hands. When Black Thought rapped about the Never Never Tunnels,this s where he was talking about — just never, never g0 down there.  Anyways the contract is $1000 for ach main character and the fest is stacked: Autopsy from Oukland, Suffocation s headed down from New York, Obituary’s already on ther way o the Tampa dorme, and even Bolt Thrower is coming from a fucked up fog-lad island  ross the sea. The main characters just have to show up the day the fest stats, get their security passes, and hold the gates of the mausoleum as sound levels loud enough o walke the dead attact waves of lesh-ating ghouls and hulking sbominations. A volunteer medic ‘will b on hand and o couple grenades il be rationed for cach main character, but beyond hat they e on thei own, ~» Crew Ambiton Value: § P, $1000 each, VIP treatment at the ofical atrparty  s somehows connceted with the main characters  4 Caverns of the Warfungi: the scssions strs with everybody off doing their own thing that morming sk wht each main character is p to around own. When the s actor finishes, el them a few skate heads including their old friend Ronaldo run nto them and ask 1o collecton the major favor that main character owes them. They £010 & rashed rowhouse in the cut where somebody’s practicing drums in the attc, and show the main character impressive blueprints for & skatepark. They’ve scouted the perfeet locaton but i’s 4 re  fucked up spot in the Low, and they need some heavy hites to clear it out. The city won ive them a permit for anysvhere else and keeps bulldozing every underpass park they pout.  Ronaldo gives the main character 3 hand-dravn map, warming then the spot is & cove: inhabited by a sl army of warfingi,giant mushroom sbominations created by a psychotic alchemist to guard against the other inbabitants of the Low - dude’s long dead but his murderous warfungi securty ive on  Gettng There: following the map’s instuctions, the main characters head to West ladelph and into the Woodlands Cemetery, where they fnd & tomb masked “Unknown Am” with  sneering lion sculpture above the door. When they turn around the head of the lion, the tomb’s door slides open. The sarcophagus has no corpse but instead stirs leading into the Low where they take a shitty boat along @ sublerrancan river, maybe fighting a o mutted bats before emerging into a groto dimly it by bioluminescent moss.  “The Caverns: a seies of fights through beautiful bioluminescent caves sgainst foot mushroom sbominations that take double offense from fire Specials.  The Swordgrawer’s Sanctuary: the alehemis’s black marble microfortres at the fir end ofthe cavern contains a small library of ncieat books, an Orange OR 120 be amp, and alab wilh 3 fow bars of alchemical gold. In the fa back of the fortres is & issure where long shards of crystal grow. In & neasby workshop, one of these shards has been wrapped forming a hilt and given a crossbar, indicating thei function as swords. (S crysal swords {otal: o one-handers, two light swords, one two-hander; ach has an inherent +1 offense). ~» Crew Ambiton Value: 3 SP, $12k in general loot, and 5 crysal swords (each worth S6K).  ieht  B
4 The Tomb ov Lady Marrowgrinder: the landline rings ot the house on a luzy. weeknight. The callr introduces himself as Demetrius and specifically mentions 3 side character riend of the main characters, saying they recommended the people a tis number forsome freclance work. IFthey re interested he’ll be t Cafe Worldpeace in an hour.  Cafe Workdpeace: Demetrius (hin, glasss, scholaly vocabulary) it near the fseplace with a stack of books, notepad, and laté cup of coffee. He runs through a few bookmarked pages, showing how he deduced the location of a semi-mythical cul leader’s tomb decp in the Low Known only as Lady Marrowgrinder,she’s ecorded by primary sources a5 a blood- erazed transdimensional entiy, driving her followers 0 savage war with he other deatheults Of the Low, her powers growing substantaly with he bodycount. The Lady was entombed in a sealed temple many cenlries g0 with the spols of her long-reigning butchery, hidden away from the countless enemies she fostered in hr time on this plane of existence.  Dermetrus says he needs combat-capable patners t help him get through the Low and rip the tormb’s artifcts — they provide the wreck, Demetrius provides the knowledge, they  the payout. He has conncetions at more than one local museum and they’re ing at least five stacks for each of them, plus the main characters can just keep any weaponry found since the museums are uninterested and Demetrius doesn’t know how to fght  Getting 10 the Torb: the best entrance is o North ladelph. They’ll have to stcalh through  small catacomb oceupied by fee juzz culists (easy enough since they’re almost always mid-rital), and pass through two massive tunnels, each with 2 S0% chance of containing & small hoard of | merk zombies. The main characters at last come 0 & bottomless chasm (“Told you it was hidden away™), where they"ll have o rappel down one by one {0 the tomb’s entrance cut into the rockface iy fect elow. This is a good time to build tension with shambling undead slowly closing i on them,  “The Tomby: the entryway of wide stairs and colossal, inticately wrought columns is carved direely into the face of the chasm. Inside s a brooding temple of crimson marble with towering ceilings, archilecture of strange geometies, and cracked altrs ltered wit ancient bones and desiceated gore. To reach the burial vaull he main characters must de a series of chambers, each with a rap, puzzle, rddle, o spiked suits of amor that come 1o i and batte any nteuders.  “The burial vaul s fled with gems and omate artifucs. In the middle is an obsidian sarcophagus with a lid hat’s nearly impossibl o pry ofT but contains a human skeleton sustounded by ash, and a jet black rod engraved with Flamite Cuneiform that Demetrius Iranslats ss roughly reading “Death’s Seepter” instrument: 6 + smart ffense / range S once per fight, can cause a 6 + smart offense missma storm o ll enemes in the fight scene).  Optional Boss Fight: ifthe main charactes still seem fresh /unchallenged s they reach the burial chamber, the bones of Lady Marrow inder arise from the sarcophagus and form into a skeleton, the fine ash cascading onlo it and weaving inlo @ cry-youself-to-sicep beautiful woman who’s at least 63", her long haie billowing as she slowly levitates into the  Her reverberatng, otherworldly voice asks the main characters which cult sent them and. promises many creative tortures as she ies around bornbing then with spell and elemental energy. At alf merk she tums into a large demon covered in bone spikes and wickling an energy sword  On their way back 10 the Norh Iladelph ravine, the main cha merk 1 zombies, which Ies them one-shot the entire horde by trying out the black rod’s once-per-ight Special.  2 Crew Ambiton Value: 1 level and S10k worth of loot for cach main cha Seepter (above)  e at the botom of a trashed ravine in  fers un into @ mob of  E
4 The Inheritance: start the session by teling exerybody they’se off doing ther own thing that morming - visiting friends,checking out an event etc - nd ask what cach of them 5 up o, briefly playing out anything interesting they bring up.  Pick the main character who woukd be most hilarious to interrpt (in a quiet movie theater, during the close of a date,taking a hit, observing a moment of silence at  memorial 1) A bonded courier smashes ino the scene on the back of giant winged tiger with a third eye truling psychedelic energy, and loudly tellsthe main character b necds then o sign for  package. 1 anyhody interferes he casually paralyzes them with powerful psionics or tells thens to invoice his employer’s billing deprtment at 69 Yomama Sircel,  “The package contains a legal document informing the min characte they’re the closest. living relative ofthe renowned professor of antiquites, Gabriel Romero Garcia-Ramirez de Rios, and need 1o head 10 the presiding law firm’s Hladelph office in Centes City for a reading of the Professor’s last will & testament. Up in the higher floors of a skyseraper, Professor Rios’ attomey informs them he. put the last of his considersble weallh into renovaing his home, a small castle of Mexican Gothie architecture in the city of [city you want  branch out (0, page 0], which he ef 0 the main character  “The atiomey hands them  ring of skeleton keys, and recommends flying out (0 the esidence and filling out the paperwork s quickly s possible: the city has o major ghost problem right now, and the longer they leave the caste unclaimed the greater chance of i being fllad with cannibal banshees or someting when they get there. Also some silver Wweaponry wouldn’tbe  bad dea (normal weapons pass hrough ghost).  When the main characters arive they ight  group of shades with bizarre spears that can attack two extra strides (Ibrary), a pair of teleporting phantasms (kitchen), and a giant polteeist that Lashes the with heavy chains hanging from it shackles (Ibeater). The fnal encountr s with a single invincible, non-violent, and incredibly annoying ghost. Take your time and amuse yourselfcreating a ghost uniquely isitating o your cast.  Draae o map of the small casle, and ask how the main characters make it their own (installing a gym, VHS libary,laboraiory, venue et), and what each of thei bedsooms look like. Montage them renovating this new HOQ and the ghost being hilariously fucking annoying — waking them up i the middle of the night 0 ask wha they’re thinking about, appearing when they’re taking a leak, rambling about thei insane opinions etc. If one of the  t’s many ghost exterminators is called, he informs them he can blast wraths, shades, banshees, polieryeists, specters and phantasms, but this is an appariton: the rare type of host that is fully intangible even 10 silve and destructive enerzy . also that’ll be $300.  Eventualy it comes out that the ghost i stuck on this plane of existence because the favorite show never got signed for another season and they fel tormented without narmative closure  they could even sette for asingle epsode, even an amateur production  “The main charactersrealize they have o write and perform an cpisode of the TV sho 1o get this fucking ghost out of their new HQ. Make the show something your actors would e fumilas with - Fr cinfeld, Martin, Twin Peaks etc  then actually make them wrte a short “lost epsode” of that show and do a reading. The ghost loudly snacks n the dusty basement theater and demands on-he-fly changes, bt thankfully dis dies at the end, inally atpeace with the world. ~ Crew Ambiton Value: small caste, | o 10 SP depending on lostepisode qualty  4 Greenglass: add this one to fll out the end of a session that rn short The raccoons from 23 & Titan (drunk, patched up crust pusk vests etc) show up at the house. Ther leader introduces himself as Greenglass and says they’ve been knocking doors for the last cight days tying 1o find the main characters. Greenglass says he feels they’ve established a professional rlationship. and now him and his crew need work — paid work o they can afford bette trash. The raccoons specalize in recon, item procurement, and shooting people with a pitball gun they found. They refuse to leave unti hey feel mployed.  a0
4 The Jazz Conelave: a sectet network of the most powerful Jazz-wiclders in this dimension. Thei headquarters s the Taj, @ floating palace of golden age Indo-Islamic architecture on the telluric rings of a distant planet, The only nearby gate to the Toj is i  the abandoned Pearl Theater (real jazz heads know) on Ridge ave in North Iladelph, activated by whistling the opening ot of Herbie Hancock’s Cantaloupe sland.  The Conclave are as active as their limited numbers allow, working behind the scenes to obliteate forces of subjugation and predation. This makes them a bottomless source of plot fuel forthe main characters, who can be recruied at lower levels by  mid- level Jazz-wielder offering work on the Conclave’s behalf, eventually inviting ther to the T where they can access libraries of secret knowledge and inerdimensional gateways. a main character decides to become 4 Juz-wielder they slowly stop aging and are eventually unable 1o die from nawral causes. Stoke social gameplay by giving SP discounts if they hunt down and learn from Conclave members who specialze in a power they’re trying to lean.  When a main character becomes powerful enough (level 10+) and stays involved it the Conclave, they re almost definitely elected 1o the supreme council (currently Art Blakey, Lady Day, Jodo Gilberto, John Colsane, Dave Brubeck), and will have a hand shaping is operations and straegy.  "o really ignite some plotfuel, give the main characters a mentor like Sunny Murray or Mulatu Astike, a liksble swordmaster who actively works against the Five-Point Circle (below), then have that mentor killed in a clever ambush by the very founder they were hunting. The mentor leaves their sword 10 the main characters,  supernatural blade hat gains a permanent +1 offense for each founder it kil  + Annihilation of the Five-Point Circle: the Five-Point Circle i a sectet council of the last emaining founding fathers, powerful transdimensional entities who covertly pull many strings within ladelphian institutions. Wielding profune forces, their bodies contnue o rot even though they’re unable to di from natural causes.  Exactly as evil as they were in our world,these depraved white supremacists (sbout Half of whorm held slaves) sought 1o create an oligarchy of unworking rich white men They convinced the working people of thei country to fight a revolution for ideals these founders immediately betrayed, and when the Second American Revolution jumped off (misleadingly tied the “Whiskey Rebellion”) to defend the ideals the people just fought a grueling war for, the founders murdered them and went to work codifying their idesl class and racial hicrarchy. For the record George T aso did lots of evil shil, but a least he signed legislation abolishing slavery.  Anyways, the ulimate goal of the Five-Point Circle s 10 seinstate their class hierarchy and racial caste system exactly as it was in the late 18° century. Tactics are mostly inserting slecper agents into major Mladelphian insttutions like the mail cartiers and weatherbastards, and assassinating the heads of various egalitarian groups. Their greatest enem s of course the Jazz Conclave (sbove),  Fortunately, two-hundred years of Machiavellian politicking have led o most of the founders kiling cach other. Only five remain (thus the name), though with their consolidated power they’te arguably more dangerous than ever. Each founder is somewhere between level 12 and 15, and worth 5 SP when killed or banished from this dimension. Even when the main characters are lower in level, wrecking the schemes and agents of the Five-Point Circle makes for solid plot fuel and longform sorylines.  a1
+ The Vile Ruins of Camden: before the session starts, secretly tel one of the actors their main character has  frend who works the night shifl atthe lldelph trash catapuls, sed by the city to launch all thei garbage across the iver into New Jersey. If they ever needed o get large cargo across the river in an emergency, this is the way (0 g0  Start the session by telling the main charaeters they decide 10 20 out o one of their favorite spots tha night. Prompt them where they go. and wht they get up to (random side characters . 145, bursp fights p. 33). Aflr running through a short scene or 1o, the main charactes are briskly approached by a professorial looking woman with a colored kavistyle headscarf who asks if they’re [popular side character]’s friends. When they answer yes, she says she’s been desperately trying 1o track them down and needs thes help this very minut - there’s a deluge of cash n it for them if they agree.  AS they leave the spot and head down the stseet owards an idling woody wagon, she introduces herself a5 Professor Lunchcastle, and explains (0 the main characters her team does artifuct rerieval for the university. finding and extractng items from the mysterious Camden nins just outside the Nadelph dome and  piccing together what caused its destruction al those centuries back. A few hours ago one of her colleagues, Professor Cakehater, betzayed ther team: lomorrow they were going (0 etsieve the priceless private library of  lost hermetic society they’ve been investigating. but Professor Cakehater went missing along with the all department’s maps and hot air balloon earlier his afiernoon. “The small collction of lchemical books would be worth a fortune if sold, dealng mostly Wi the lost technology of aether-interfucing devices, and more saliently would be a Serious fucking lisbilty in the wrong hands.  “They hop into the woody wagon and gun it south. Professor Luncheastle says they’re eaded for the skyport where they can charter  hot air balloon drop into Camden, Cakehater has & major head stat on them, but i they can beat her to the private library and retum it safely (0 the university, she can promise each of themn $10,000. She has a loosely sketched up map of the three probable locations of the books, @ few signaling freworks, and silver weaponry in the trunk in case the main characters run ino any wraihs  When the main character mentions the information you gave them in the frst parageaph, Professor Lunchcastle pulls a skidding u-turn through an intersection and steps on it towards the Mladelph trash catapuls, saying they can go on ahead and she’ll scoop them in the hot air balloon from wherever they aunch their signaling fireworks. Prompt who the main charactr’s riend s that works the night shift and run through a quick scene wih them that ends with the main characters getting loaded into  colossal garbage- rebuchet and thrown across the iver into & mountyn of relatvely soft rash right in the middle of Camden (56 alling offense each).  Camden: way more grandiose at its height than in our meline, Camden now resembles a lost Turin or Krakow: cobble strets wander beneath crumbling renaissance facades and marble satues mossy with centuries of neglect. The air s laced with a faint  inematic fog, and o clear night sky thick with sarsis the only source oflght  Luncheastle’s map details the theee potential locatons of the hermeti society’s library: © A Shiner’s hal overlooking Johnson Square + A mansion on the waterfront * The Whitaman Library’s sub-basement archives Each are about a 15 minute walk from the trash mountain. Whenever the main characters 2010 new location, have them spin for stealth (easy if they have 24): i anybody fils, they’re atacked by wraith in transit (number of wruiths is number of fuled stealth spins X2). The book collection i n the second location the main characters decide the check.  2
Chance Encounter: if the main characters are jumped by waiths while headed to another location, there’s  10% chance a 1967 droptop Cadillac Devill olls up,a gunman in the passenger side spraying up the wraith with a H&K UMP loaded with silver bullets and telling the main character to hop in. The gunman introduces himsel as Erick [Sermon] and the driver as Redman. They re down from Newark looking for a legendary slver sword for Redman’s approaching ducl in another dimension. They give the main characters @ ride 1o Wherever they’re going and gifl them  sawed off(page 135) and belt of 20 ilver rounds.  "The first location the main characters visit has @ batle with  pair of shades wielding swords of white actherial firc, and 3 Specd: Interupt teleport once per twneycle. The second location the main characters visit contains the collection of books, as well as the resh compse of Professor Cakehater and her hired muscle. The powerlul wriths of the emetic society appear in thei robes and armin caps, eliding around and blasting the main charactes with searing aetheril energy. Afler bout half he wraith are merked, one of the main characters is thrown inlo & complex contraption of brass and rhodochrosie crystls, Knocking it onto the ground where it breaks and releases o shockwave of energy that obliterates the emaining wraiths (mi characters and surroundings unharmed).  When the main charscters exit with the books they can see hundreds of wrsiths treaming lowards them, aleted 1 thei presence by the contraption’s blast. A chase ensues. i they’re surrounded and forced to make st stand at the end of a collapsed bridge, launching their signaling fieworks. They fight wave afler wave of wraiths, Professor Luncheastle ariving in a hot ar balloon at the lst possible second, the main characters all grabbing onto a rope ladder as the balloon glides by, thousands of shricking waiths now gathering below thern  “The university pays the main characters and builds a small rboretum in ther honor, throwing a grand opening party where they ge 10 decide the arboretum’s oficial name, and one of the main characters has to make  speech giving advice o new studens ~» Crew Ambition Value: | level, S10k each, contacts at the University  4+ Tour Life: a frend of the friend of the main characters named Keith cals, seying he  eard they can fight. He hos o tour coming up to promote his first album and needs a  security team. He only got small advance from the label he signed with, but an ofer them  52,000 each. Dor’t bring it up untl they ask, but he MCs as Kool Keith/ Dr Octagon.  Use this Crew Ambition t bring the main characters o a chain of four cites (page S0) with  major event n each, allin one sssion. Some ideas  1. Keith parties way too hard and needs a hangover cure consisting of several ulira-rare ingredicnts found throughout the ciy before he can geton stage that ight.  2. Some transdimensionl goons ry and snatch up Keith at a record store meet-and-greet. 1s revealed Keith is a cybernetic surgeon from Dimension PPS (which makes sense. since he’s extremely strange), sought by various groups waniing surgical augmenttions.  3. Grarlands raiders (page 53) atack the armored tour bus in a mountain pass. In @ high speed batle, the crew defend with mounted guns & rockets, then repel waves of borders.  4. Dan the Automater (Keith’s DJ) disappears in a chain of afterpartes.  5. Main characte visits their cousin who lives in that city only to find they need 1o be escued from apai of giant mants “debt callctors’  6. Keith thinks he’s in love with an obvious socialclimber (maybe under influnce of povers). 7. Lacal promoter offers main characte  jont that turns out to be laced: they hallucinate the other main charactes are superdimensionsl funcrushers and must y to fightther,  8. A cligue of old school pyrite (which is like cubic gold) rockjawns in Kangol tracksui keep making trouble during a show, acting foul owards anybody 100 new school  —» Crew Ambition Value: 3 SP and $2000 each  a
+ The Wissahickon: in the north of the Iadelph dome is a bizarre woodland know: as Wissahickon Valley Park where the fabri of reality is thin, and the desper you go the more you run nto strange hypernatural wildiie and M.C. Escher-like physic.  Premise: some bike punk acquaintances of the main characters ge in touch, meeting them at Sharkfin Cycles near the Halian Market, Cracking a light beer to chase offth last of the morming’s hangover, a courier named Birdshit explains a South Iladelph bike punk named Masco’s been missing since the ReLoad scavenger hunt a fow days ago. He was last seen riding into the Wissahickon (loaking for an acorn 10 score big poinis), but a major sarch effort yesterday wasn’t able to turn up any sign of him. The oy place left 10 ook is deeper in the woods, where shit starts 0 get dangerous and fucked up, and since the main characters are known as local wigsplitters, they seemed like the best people (0 ask next. Birdshit reveals he passed the hat around st night, so he’s able 0 offer them 43 dollars and a case of Keystone lce if they ageee to find Marco somewhere in the heart of the Wissahickon.  Into the Woods: the main characters take the scenie trails through the sun-soaked Wwoodlands, a cool summer brecze siing boughs of fragrant pine and birch. As they get nearer the center of the park, they run nto a small herd of skulldeer (iall deer with no eads or necks, just a flating skull where their heads should be) grazing dircetly in theic path with no visible way around. Once the main characters get close, a sort of deranged looking dude in a obe with twigs and shit i his beard jumps out and demands to know if they’re trying to fuck his skulldeer. This strange person explains he’s just doing his job, that the druids stop citydwellers from sneaking into the woods and fucking wildiife, which has never actually happened before, but you can’t trust people from the city. If asked about Marco, the druid says he hasn’t seen him but he heard from an ow! friend that a citydweller with a two-wheeled contraption got jumped by some awful wooks in the big maple grove, just downriver from where they are now. (For those that don’t know, a wook is an upper middle class decadent living that flower child i, going from one music festival to another to hoover up designer drugs and maybe watch o few bands by accident)  "The Maple Girove: i a main character has at least a bar in busherafl, they re able to see consistent tracks around the grove, and can stealhily follow them t0 the fur side past a wook ass lookout ot doing his job, shere some even worse wooks sit around a white dude with flp flops and dreadlocks strumming an acoustic guitar, oblivious 1o any potential attackers (surprised enemies always go Last and have 0 defense until they do). I none of the main characters have a bar in busherafl, they’re ambushed by the awfl Wooks once they cnter the maple grove.  Wook Fight: three axe wooks (offense 5§ / defense 0 // merk 10) and three bow Wooks (offense s6, range 10,/ defense 0./ merk 10). Diffeentiate by each type of wook having cither a drug rug, tie dye shit, or glowstick jewelry. Their leader the white dude with lip flops and dreadlocks (offense 512 // defense 2 // merk 20) call off the others once he’s merked. He says they snatched up Marca and traded him 10 @ group of hemlock spiits for some opium. The hemlock spirits liv in a ravine deep in the Wissahickon, about 20 minutes due norh,  “The Heart of the Wissahickon: shit sarts to get outlandish - there ae strange plants of impossible geometrics, lowers that are a color no main character has ever seen before, and bizarte hybrid beasts widely thought to be stictly mythical. A fow water spirts can be briefly seen talking in an ancient-looking gazebo along the river before spotting the main characters and receding into the water. If anybody has at leas a bar in busheraft they spot a cluster of five ultra-are emerald pitchers, trumpet-shaped herbs that heal 20 (move action to consume).
As the main characters enter 3 grove of tulp trees bearing orange flowers, gravity suddenly tuens sideways, causing those in front {0 fall forward between the trunks and branches of the grove. Have them make a diffcult spin: suceess is grabbing o branch to stop their fal, failure is falling a good 30 feet between the tlip trees and slamming into o it the far side of the grove for 510 offense. The main characters can walk around on the cliff like s the ground, but once they step off the side / over the top, graviy returms o normal,  The Ravine: between tall il of shale, a narrow, tiered waterful glowssilver in the sunlight and feeds a tranquil pool where  few beautiful women rlax in the water, fine ‘mist from the small cascade half-concealing  cave mouth behind them. Purple-lcaved plants with clusiers of tiny white Hlowers grow along the water’s grassy edge (anybody with busheraft 1+ can identify this as hemlack), The three women invite the mai charactes to come relax in the Water with them, suspiciously sidestepping any questions asked untila beaming Marco appears at the mouth of the cave and says “Sup ladies, who are these people? one of them responding With “Food, you fucking hueco.” and the Women stat blasting at the main characters with bears of clemental cnerey  Fight scene: three hemlock spirits (ofTense s, range 6, can be fire or ice or lightning energy I defense 0 / merk 30). The clearly hypnotized Marco joins in, bashing the main charactes with  bike lock for s4. Towards the end of the fght, one of the hemlock spiits s a main character into a bird. The actor can choose what type of bird, still use Specials, and talk s normal, but they are defnitely stuck being a bird until they find Somebody with the power 1o change them back. Once merked. the hemmlock spiits shriek and burstinto tiny white flowers,  Marco returns to norma, dazed and asking who the min characters are, where he is, Who he is etc. Briefly montage them walking back through the woods, Marco slowly remembering some awiul wooks ambushing him, and some nice ladies rescuing him and lettng hin live i 2 beautiul cave with them, bringing him al types of food, like, maybe to0 much food, but it sort of al fecls like  dréam anyays. When they get Marco back o Sharkfin Cycles, 4 rager jumps off and everybody immediately starls geting irresponsibly hammeed, a convoy of bike gangs and mash trash rollng from one shithole dive bar o another. The main characters are awarded the Golden Chainring, a rare bike punk artifact tha can be returmed 10 any of the extremely drunk and violent bicycle clubs in Acknickulous Land in return for & major favr.  - Crew Ambition Value: 5 SP, $43, case of Keystone lee, Golden Chains  (above)  4 The Big Time: by level 5, the main characters have racked up a near-mythical eputation. A local ilmmaker approaches them and offes them o massive amount of cash o make a movie about thei time as a crew. Once a deal is inked, they sit down with few scriptwriters, developmental editors, and the director, and are asked questions about their tory and what they ant 0 nclude i the film. Write down the big takeaays.  A few sessions later, open with a red carpet premier and screening party where you read them a high-effort summary of the film you wrote (complete With casting choices and indusry indulgences). This has gassed up storyielling potential since it revisits everybody’s favorite scencs, rifs, characters, concepts, and storylines over the last § levels of riding together a a crow,  Afterwords let them enjoy being the nexus of the aflerparty where they can rub shoulders with big names from other cites (see below) and Faorite side characters.  > Crew Ambition Value: $200k (movie rights), main characters now famous; one side character of thir choice no matter how powerful, inaccessible, or scretive  a5
4 High & Low: Fridsy night. The main charscters are laid back a the house playing Sega and listening to Street Beat with Lady B. The lucky listener segment comes on snd Lady B reads offthe winmers for this months drawing: Ray Ray Marshal,Jessica Flooch-Williams, and [main characte ful name] — cal the Powes 99 holine 10 claim your prize. IFthey ask it they even submitted an entry form, keep them off guard by saying practicaly everybody in the city enters Powes 99 rals.  “The prize is an allnclusive air cruse to HeavyFest in LA where Big L and Pun arc eadlining an insane two-day lineup. They can bring up 1o *thrce frends (make sure enough 1o include all main characters, plus one side character). Montage dropping by Power 99 (zotta confirm idenity), picking up the ickets and meeting Lady B who snaps 4 polaroid Wit them and thanks them for being listeners and part of the community, then ariving a few days laer a the Iladelph skyport,siepping onto a luxury passenger z¢ppeln called the Low End Theory,and drifing up into lear skis outside the ladelph dome.  “The first aflernoon on board there’s a trivia contest (actually run a game of sivia your 5 would enjoy, prize: $500) Tollowed by an open mic night (best performance wins a are Coogi sweater giving defense +1). Day two has & contest f srength (s4+strong best of 3, bracket style, winnes takes $500), followed by an arcade tournament (pick 4 game from page 12). Design a couple itereting passengr side characers for the events (page 145)  I the middie of the second night, the ticket-winning main character is woken up by & Knocking on their window, barely audible theough the heavy glass and drumming of light ain. When they pull the curtain asid, they see  note readig “The 2000 entry forms were worlh " The note fies away inthe wind revealing Lamar the Bird with a il carpal tunnel brace on s talon, both middle fingers up, and a razor in his beak. Within seconds, alarms blare throughout the ship. When the main charoctes reach the deck they sce engineers with jetpacks frantically jumping out ino the rainy durkness, flying up o the balloon and rying. 1o patch dozens of long slashes. The blimp slowly sinks as the decks roil with the barely contained panic of passengers and Staf, tinny speskers sssuring everybady on board that theirrate of descent is decreasing enough for & controlled anding.  “The Low End Theory crash-lands on a snow-clad mountain of jagged black stone. The captain stands on some wreckage 1o announce the mixed news: no significant njuries nd & rescue mission s already on the way from a neasby patrol station, but looking a teir maps, they mayhe might have landed in the worst place conceivably possible: Frend Huhgg Mountain, which transltes from Giant as “Plce of Immense Torture”. The local species of giant is congenitally psychotic, blood-crazed, cannibalstic, and worst of all, French. They consider themselves gourmets (whatever that is) and enjoy cating exatic foods like five people and tortured huma legs. The plan i to take the radios and flare guns, find a place (0 Hide, snd ideally survive unt the rescuing blimp gets here around dawn. As hey’re leavn, 220 foot tall giant with  foul semblance to human features, yelling in French and wearing nothing but a paie of sambas and one of those tall fur Napoleonic soldier hats, climbs up onto the plateau and atacks. Stts: offense 12 (huge chain) / defense 0/ merk 100,  “The second fight is with a giant ying to ride the dead body of another giant down o snowy slope lke a snowboard and eating shit on @ rock, the dead body flying offthe side of the mountain and the lve giant face-skidding to withing smellng distance of the humns  “The main characters find a fantly glowing gorge. Inside is the eniry court of @ lost (humansized) temple carved into the dark stone, where & gant roasts a abob of tree goats over a bonfire. Snow falls cinematiclly in the roonlight as they batle the final gia, this one wearing  birladay party hat and armed with a pine tree lub (516). The temple’seniry is small enough o keep out giants, and big cnough inside for llpassengers and crew.  As dawn colors the horizon, a heavily armed war-blimp rom [eity you want the main characters to go to] is successfully hailed by flareguns and lands in the temple courtyard. Once in the cty they’re honored with medls for saving the passengers and crew:  » Crew Ambition Value:  level, city accolades (Order of EA.LA. first class)  6
4 The Tape: this one i for sel-starting actors wha like plotting and open-ended scenarios Star the session by asking each actor who the lust non-housemate they hung out with was, and what they were up 10 (they’re fee 10 make somebody up). Secrely choose the most interesting side character they mention  “The main characters sre at the house watching TV one aftermoon when the landline. sings. A distored voice tels them [side character you chose] has been snatched up. IF they want them o liv, they need to hand over the rare colletor’s VHS they took off he bird named Lama (Warzone bootleg of Lord Finesse vs. Percee P). They’re instructed (o pack the tape inside a backpack filed with padding, zet on the bus departing from 15th & Walnut 1o West lladelph at exactly 3:10 PM (two hours from now), and throw the bag o the ‘window when they sce somebody waving 4 white bandana. The voice gives a final reminder hat i the tape docsnt show is fake, is ucked up, o there’s anything sketchy at all, their riend gets thrown o the 62" sory (Velick*)  I the main characters do indeed fuck up, the host a ghost and continues living their lie as nommal. I they hand over the tape without any issue,the hostage fiend i et free unharmed.  Solution one: worldliness 2 or higher immedistly knows the tallst building in the ladelph dome is One Liberty Place a 61 stoies (casy o deduce they’re hidden out on the 00f of the tower). They could also call a loal tour guide service oF sprint o the neaeest librry. Ciy zoning offce estimated hold time is currently $1 days (" you’re a licensed re estate developer, press | 10 speak 10 your pet city councl member now”). If the main characters fly up 1 the roof o convince a Liberty Place security guard to help them up, the hostage friend is chained to the central antenng cating o granola bar with ther I uarded by 3 Kangol-wearing shapeshifler who immediaely urms into o razor-like metal alons and attacks (botiom paragraph). Uless they have some relevant Special, each time a main character moves on the sharply slanted roof of the tower they have a1 in 10 chance of fallng ofTand crashing through the ghass 40 feetbelow (auto-merked).  Solution twa: following the red-headed woman who waves the white bandana is casy enough until she enters @ subway staion. Desceruing the sairs she clearly muters into a walkie-alkie, “The lunch is in hand, stand by for confirmation,” and passes through a large crowd, completely disappearing: there are now no redheads anywhere i the staton. 1 whoever’s following mentions they lock for the backpack, they sce an azurite rockjawn appear on the apposite side of the crowd carrying the sume backpack, walking towards a platform where they loter for 4 minute. When a train comes down the tumel, the azurite rockjawn suddenly bounds across the tracks anly 4 few yards i front of the train, changing int0 a jacked Asian man when he reaches the other side (any pursuers spin (0 follow, spin  sy i they have 1+ in fast: if they fil they take 520 offense from being clipped by the irain). The (now) asian man with the backpack immediately enters 4 train headed in the opposite diection, geting out in West Iladelph and entering a pavwn shop on Baltimore he teststhe tape i a e TV-VHS combo. He sroll down the way into Clack Park, at case, and mutters into 3 walkie-alkie, “The lunch is real, 1 repeat, the lunch i real,”a voice clearly responding, “Confimmed, let’s ge th uck outta here.” The jacked asian man throws the walkie-alkic in 4 trash can and tums into a vulture, awkwardly hopping a Tew steps before takeofT under the heavy backpack. If grabbed he puts up a wild fight across Clark Park, turming into a sequence of piant mythical creatures, neasly merking a dozen chess players, leaving a giant crater in the bowl, and ially turning into a fire-breathing orila with platinum fur and rystal eyes, smashing at his pursuees with  park bench  Culprits: two shapeshifiers (each with merk 100) who change into powerful animals and mythical creatures with various offense | defense trade-offs and wild Specials. 1f somehow detained, they say Lumar the Bird was seling then the ape, and whe they came 1o collet he happily gave up the main characters’ description. ~ Crew Ambition Value:side character not murdered and S30k collector’s tape  friend s Killed, but comes back as  a7
4 Cactusbrain Arcade Tourney Slayer XIV: Fat Zack, a good frend ofat least one. of the main characters gets hustled bad at a game of Studio Thug by 4 diamondjawn, an ancient humanoid being made out of diamond who can in 1o way be hurtor intimidated.  “The diamondjawn (named HEBKBD) agrees to retum Fat Zacks bet and owe the ‘main characters & reasonable favor if any of them can beat him t the Cactusbrain Arcade toumament i three days. Run through 3 training montage of the main characters geting amped for the tourney  “The toumament; by nine in the morning there’s 3 line around the block for the arcade event of the year — strange beings arrive from distant ands, arcade groupies lose their shit as grandmasters come down the red carpe, the media’s running around with full production crows and their most high profie reporters.  Create a few interesting competitors for your main charaeters o interact with (page 145) and draw up a bracket of § otal players, including Fat Zack, Hhhkblh, and the main characters. Try and distrbute side characters s0 your main characers eliminatc cach other asTtle as possible, and put HEhKhh in his own corner of the bracket s0 he has the best chance ofbeing the final boss. Fat Zack immediately loses.  Have the main characters actually play out games of Studio Thug (page 12). The Studio Thug bracket takes place over two days: afer the first round they’re free o gamble playing any of the games on page 12 before the afterparty jumps off at @ neighboring club and at least one fight breaks out.  Ifthe main characters a2 able o beat Hhhkhhh o the sccond day, he returns Zack’s cash, and promises (o do one reasonable fuvor for the main characters anytime in the future (since be’s invineible this fvor i real valuable)  » Crew Ambition Value: toumey grand prize of S5k, save Fat Zack, favor from Hbkhh. Win orlose all main characters receive 3 SP  4 Crasher: a popular side character needs a couch to crash on after their house s destroyed by some careless colateral damage caused by the main characters, ideally something they didn’t think twice about a the time. Quickly after taking this extremely likable side character in, they realize they need to get them moved out s soon s possible; when they’re not working back-to-back volunteer shifis at the orphanage of bringing home  stack of XL pizzas, this intensely accident-prone side character destroys everything they touch. Gt them moved out quick before the erew HQ s destroye. Narrative barrier: whether they find a rowhouse, a riend has a basement to ren, or they already have a vacation house or whatever somewhere, the one catch is i’ currently occupied by brickjawn squatters. Brickjawns (offense s4 / defense 0 // merk 4)are iving cinderblocks with arms and legs that are immune to most forms of offense (slashing, piercing, fire, clectricity. cold). The dozen brickjawns attack the main characters with pieces of pipe and other garbage, some falling out of hiding places i the adjacent brick wall for exta offense  Crew Ambition Value: 3 SP  + Radioland: for a short session. The Roxborough radio towers, about fifieen minutes outside the Tladelph dome, are used by 4 coalition of radio piraes 10 transmit everything from banned music o radical propaganda. A chick named DJ Bernei (voice: R&B) leaves a message on the crew’s voicemail one moming offering them a 51200 bounty and (o cover thei jetpack rental f they clear out some human-cating impundul giant ightning- reathing birds with shark-like teeth) that have made a nest in one of the towers. Use @ checkerboard as a map and stacked checkers to simulate clevation of flying combatants. - Crew Ambition Value: 3 SP, $1200, and a favor from the radio pirdtes  a8
4 Community Cleanup: s extremist nudist cell (Death Before Dress) claims tesponsibilty for bombing o clothing outlet in Point Breeze. Whether to avenge the neighborhood or just for the $120,000 bounty the city puts up, he main characters decide 1o track down the cell’s headquartrs and take them out.  “The Site: when the main characters go to check out the scene of the bombing, cleanup is well underway and an extzemsist nudist slogan (*ALL CLOTHIES MUST DIE") spraypainted on the building across the sceet is just being painted over. One of the ‘main characters spots a can of barely-used parakeet gecen krylon spraypaint matching the exact color of the nudist vandalism. When they figure out to check the three hardware stores in South Hladelph (Catacomb Depot in the Low, Hardline Hardware up on South . and Trash Talk Supply & Freight who viciously roast the main characters). they find the only one that caries tha color of krylon rattlecans is Hardline Hardware.  Hardline Hardware: a small shop on South and Broad (just down from Govinda’s) that blasts the likes of Gatekeeper and Abnegation around the clock. A big dude working behind the counter and tattooed up to the cyeballs helps out the main characters os soon as they mention they’re after the nudist bombers. He can’t remember any suspicious customers off (0p (“Listen, 1 get extremely strange people in here all day.”) 5o runs through receipts and security camera tapes with the main characters until they find the customer - the grainy footage shows him wearing a long jacket backwards with his ass hanging out and a pair of gym shorts on his head, drawsiring tied under the chin. The hardware employee vaguely remembers him saying something like “nice day for  1 his way out. He had a blonde goatee and two carrings in is left car  e there are many nudist gangs plaguing Mladelph — Disrobe up in Chinatown, BARE in Grays Feny, the Free Danglers in West llladelph etc. When the main characters g0 hunling they’re not hard to find or pick 3 fight with. Afler merking one or two of these cliques they get the information they need: while none of these sreel. level nudists know who perpetrated the bombing, one of them has seen the dude with a blonde goatee and two carrings, talking to him once at the Dick Out Cookout where he mentioned he works security at the Gussied Up, an adult enterainment club on Passyunk.  “The Gussied Up: vibrant neon signage fickers above a big door guy who looks the clothed main characters up and down and asks if they’re sure they’re in the right plac. He checks IDs and denies entry 10 anybody with wespons. Inside, women spin around poles and seductively put on bunker pants and huge sweaters. A bunch of hooting nudist perverts shower bils on & woman slowly pulting a parka on over & jumpsuit. The man with the blonde goatee and two carings in the left car is doing the “no entry” stand i front of the undressing room. I confronted, a brawl breaks out between the unarmed main characters and maybe ten security guys (also unarmed). If the main charactes lay on the spot, blonde goatce finishes his shift in a few hours and walks to large rowhouse about ten minutes northwest.  Death Before Dress HQ: luxurious rowhouse of three stores, barred windows and doors, backyard with a pool and wide balcony. Lights on and silhoueties in the windows  ndicate at least a few people home. Possible ways in: pose s pizza delivery, pose as visiting nudists, g0 over the top, talk neighbors into giving backyard access, blast 4 hole a toof et. The cell is mostly in the backyard with a dozen other nudists having a coked up karaoke night, Allfve core members have fiearmms, one firing from the balcony. Most visitors lee excapt @ cyclops brute who runs wild with  sledgehammer. Afler merking the call, radical propaganda, counterfit cash, and bornb-making supplies can be found in the basement. Neighbors and a few mail carrirs enter the house to see what the noise is, securing the nudists and agreeing 1o hold 4 community tial in the approaching weeks.   Crew Ambition Value: $120K bounty  9
The Wider Setting ‘Acknickulous Land, Parallel Earth 33, Permanent Year 1994,  So most of Acknickulous Land is just the bizarre and uninhabitable Greater Midwaste, buta few major cites thrive within massive walls and protective domes.  Other Cities  “The Twin Cities 54 Phoenis, &2 Detroit 55 Boston & Chicago 56 New Vork Cily & New Orléans 58 The Dominion of Greater Coscadia . . . 66, Adanta 59 Oukland & Houston 6 Los Angeles 68  (0ot istd, definily design an utlandish prallel of your own ity  AlThat Is Good Acknickulous Land was written o span genre, allowing for any type of materia to be Slotted in: high tech and space travel woulds’t feel out of place, camp and pulp seamlessly, subculture in-jokes and hip hop references shine like diamonds, historical fgures and mythological beings both work jus fne, and wild surrealis shi you thought of after three cups of coffee s ight at horme.  50
Getting to Other Cities “The usual routes are blimp or amored train, but don’t seep on al the monsier truck caravans, flying creatures, amphibious yachis, mi-subs, double-decker tank-buses etc.  Never Skip Over Travel Listen, since travel lakes a few days i’ a total fucking goldmine of character development scenes and relaxed B-plot interludes. Some ideas for narratve fuel  Side characters (page 145 for generator). Get them interaciing: they have info or an object the main characters want,they share 4 common abjective, they’re an intereting person in need ete. Equally important: have them talk with the main charactes like a el person would, beievably gettng (o know them (develops characters both ways).  < Events put on by the vessel: open mics, game tourmaments, contests of strength, teivia nights, phony combat ele with prizes you know your main characters wan.  +Personal projects: the trick here is o A. ask questions (o get @ cinematic picture of their process, and B. actually reward time spent and attention to detal (this shows actors you et what you put in narratively):  completed item they crafted, a payout for creating salable art & couple SP or skill bar for raining or learning from  side charoctr et.  Travel interludes also give a sense of passing time, where shitlike “you step onboard the tsain and there’s a propeller cutayiay and now you’ve reached your destination a week later” completely shatters immersion.  Mid-Travel Fights The Greater Midwaste s chock full of radical idealists, exiles, biological oddites, undead, creatures from various mythologies, scavengers, aiders, sbominations and other entitis out o prey on travelers. Some quick ideas  * Boarders: the casiest setup. Enemy vessel / vehicle pulls alor party into the main characters”vessel/ vehicle  * Reseue mission: disress signal from  nearby rescarch bus under sirborne assault from drooling, depraved Steelers fans (luckiy about 80% forgot 10 open their parachutes). On board s renowned professor will highly desiruble connections or a eucial sub-plot key  * Goatbastards in rickety 19208 biplanes fire on the blimp, merking a few security and forcing some of the main characters to hop on unoccupied grenade launcher turets  A deathlord blocks the tracks with an army of highly expendable undead: even if only onein ten actualy make it on board s & smal horde for the main characters o fight off   Jetpack battl: with securty heavily outnumbered, the main characters ssap on jetpacks and dogfight the massive roc, sky leviathan, or living stormelouds attacking ther vessel (use a checkerboard and stacked checkers to ereate a 3d map)  * Insider sabotage strands the ladelph-owned iriple-decker cross-country bus in an ancient oak forest until repais can be made, forcing the main charactes 1o rebufT waves of libertarian guerrilla fighters whose warery is public transportation is litrally enocide. A helpful passenger finds  lage shipment of fireworks in the bus’s cargohold  Gnarlands Security Gigs: job boards inside skyports, habrs, tain stations tc offer big. paydays for dangerous work patolling towering gnarland highiways, retreving jettsoned cango, protecting buses full of tourists and luxary yachts and carrier blimps et. Just make sure your series of fights are aesthetically and tactically interesting (monotony Kills), have actualris (lmbs or items lostif merked), and give 4 satisying payoff ($55 but also ateresting dropped items from encmics or new connections to plotrich enites).  side and barfs a raiding  st
‘The Gnarlands / Greater Midwaste 15 fucked up and dangerous outside the cities: nature is hypermutated and otherworldly, Voracious abominations and undead run Wikl raiders of every type plot on vessels that move berwveen cities, and settlements of strange creatures and endless ruins equally dot the bizarre landscapes.  Environmental Anomalies: physics dor’t always work right out here, and nature isn’t what you’d expect. There are flying islands, angular megaforests, guardian spirits and mythical beasts, laylines, impossibly-shaped geological formations, crystal cavens leading down into the hollow earth, permanent storm regions, low-gravity zones where charactes can bound 20 feet at a time and unsecured light objects just float away.  Acid Storms: on any given day in mostregions, there’s  1-in-8 chance of blacker-than- black, lightning-wracked clouds gathering into 3 storm that just pisses sulfuric rain on anybody outside cover (56 offense per tumeyele), and gives a 5% chance of being struck by lighining each tum spent out in the open (s20 offenso)  Ruins: dangerous, fascinating, and fucking everywhere. Remnans of lost civilizations lace the Gnarlands; while the truly ancient hold the most mindbending histories and artifucts deep within, the more recently desteoyed cites are icher in sccessible loot and salvageable material.  There are also countless soliary structures throughout the Greater Miduast: Tost tombs and temples, observatories, towers of reclusive eccentrics and forresses of like-minded idealist, ol bases, adical libraies,scientfic outposts and teting sites.  EXAMPLE RUINS Hypergarden Biodome:  lush, overarown aeboretum with stone paths and crumbling satuary. Peychotically angry, impossibly jacked dudes with huge swords atack the main characters, dealing massive offense butther hearts lcrally exploing out of their chess t the end of thir third tum. The entry seps t0 the innee sanctum is 3 boss fight with three inbumanly yoked mutsted humans. The most interor garden they were gusrding has frce weights and clearly lived-in tents, but more notably trees with D-Bol wblets and HGH vials growing on their ranches. The main characters figure out any non-supernatural, non-lving thing they plan in the sl of this hypergarden will sprout  tre bearing fruit of the thing they planed  “The Ruins of Miami: o aiju who ate a Colombian smugglers submarine ull of coke came out of the sea and compleely fucked thisplace up i the 80s. The decimated remins quickly illed up with outsiders and weirdos, the beaches became warzones of crabjawns shooting it ot for the best spots, and the palm tres have mutated (0 smash anything that gets close enough. A jobs b at the Tampa dome offrs work i the Miami ruins escorting academic types. Valusble ra aterils, and rescuing missing artifuct hunters.  Exploded Corpse Stronghold: made by the giants o  previous con,the ruins of his colossal mountain forzess are nov mosly held together with baling wie and ruled by Lord Poser- Impaler, merciless goatbastard warlord of the Calorado wastes, curently at war with a coaliton of ppsed goathastards over the valdity of Dungeon Synih as & metal subgenre,  The Lighthouse: a settlement hires the main characters to deal with some riders who have  the night. It rains during the first raid, allowing the main Characters to casly track the attackers (o a nearby sbandoned lighthouse, towering over o Seaside Gl hammered with endless szure woves. Inside are 8 colony of degenerated iroglodyte “umans” wearing New York Islanders merch who attack on sight and do sit ke st md-ight 1o lick s nearby docrknob, or pull the pin on a grenade and forget o throw it blowing up themselves and a randomized srca in the gt scene. The boss is a spherically ot motant who can only yell “Let’s go sles” and swing a chain with a giant spiked bal at the end.  02
Inhabitants Just e 0 gt your head lexing. As always e r 0 slot i your own reations.  Goatbastards: idenifisble by their goat heads on human bodies and heavily patched studded up black metal vests, this mysterious people bast the likes of Odiumm or Vinterland up o top snonwy mountains doing black metal poses fo hours on end. Goatbastards lie in a sate of etemal war, riding around in tanks and APCs hunting their enecs and raiding various setlements of the Gnaslands. I they have no common enemy (0 fight, Goatbastards are notorious for mmediately dividing into subgene factions and fighting coch other  Undead: so the Greater Midwaste s full of dead bodies from all the cons-old necrapolises and lost ciies o carliercivlizaions. Pars of the Ginarlands have the supermatural property of giving comses 4 sort of vile automation, leading 10 all types of ghouls, mummie Zombies, skeletons, ghosts, shades etc who wander the Midwaste seeking (0 destroy anything living. Necromancers (alchemists who raise the dead) also g0 absolutely fucking nuts out here, animating corpses for manual labor, guarding lais, and malevolent plots.  “The Deathlords: big dick necromancers who command enire armies of undead, undying ‘warlords endlessly batling throughout the storm-wracked mountins and loomy bogs of the deep south. If you see undead with 4 branded cret on their forehead, is the mark of the deathlord who commands them,  Truckbois: the nomadic truckboi clans mostly ishabit the dunes o the southwest. The defining features are being about 5 tall and toally inseparable from thei deathrigs, monster trucks with spiked srmor and mounted weaporry built mosly from serap. They are by f the most active raiders of thei region, diven by a ned for fue, inabilty (0 hunt or forage and being pissed off about something one of them probably made up. 14 trckbos warlord manages o capture  setdement, aceremonial execution follows of anybody tallr than b, ‘which is usually everybody:  Rockjawas: people made of rocks. Mostly chill. Enjoy basemens, chasms, mines, clifs mountains etc. Generally speaking, th raer the sione, the rarer the sockjawn and the higher the defense (don’t Tuck around with diamondjawns).  ‘Some types you’l sec around Acknickulous Land: sandstone, turguoise, alabast szt fulgurit (from when lightning stikes and crystalizes a large chuni of carth), ruby, thodochrosie, marble (all shades), chalk, slate, magnciie (sFows i pyramid shapes and 15 indecd highly magnetic), obsidian, onys., coal, sapphie, aquamarine, pyrite (Hke cubic gold). pumice, larimar (wild shi; looks like tropical occanwater), fire opal, black lightning opal, quart, toumaline (pink and green watermelon crysa), jade, dolomite, cmerald, wulfenite (briliant yelloe-orange cysals with s “rosetc hbit” which means it gcometry of growth looks like a bloom of flower petals or whirpools of plates), phantom amethyst, cubic luoit (decp. puple with a cubic habi, bloodstone, unclassfsble metcoric minerals from space, Iransdimensionsl precious stones ithcolor and geomery never before seen n this settng.  Mythical Creatures: guardian spiits and legendary beasts. There are some normal animals, but most of them get changed into giant, mutated, hybrid, or just bizarre versions of hermselves by the inexplicable supranatural proptiesof the Grarlands.  Gun Merchants: small timers usually set up shop right outside the domes, buying and slling depending on which way you’r headed (prices on page 135). Maxed out caravans of self-declared merchant princes travel from dome o dome, offering that real premiumm shit: atifucts from the hollow casth,tanks, blimps, ullra-fare supermatural tems, deeds 1o lating islands, nd every man-portable weapon from AT2 anti-ank mines to Zastava M93s.  Normal Peaple: explorers, exiles, academics studying neasby ruins, eccentries and recluses, traveless, idealist communiies of every stipe (ranging from eerly ulty 0 genuine ulopias).  5
‘The Twin Cities Shrouded in an uncnding megablizard, the Twin Ciics are blessed with cavironmental procction from the abominations of the Grarlands, and cursed with anly being sble (o g0 outside like ane week out of the year. While St Paul is  sprawling, majestc rin, Minncapolis has ccome something of a uopia: lush arboretums in glass domes, clevated walkways between buidings, and sky-piercing towers make up an indoor metropols, & massive hibermaculum hidden i the frigid oblvion and shricking winds of the nother wastes,  The Universal Parliament of Hip Hop: in an crs when too many major labelrappers chim the underground despte having a ramed picure of thie ARR they kis before bed every ight, the Minne sene desrves creditfo acually saying independent. The othe cdge of that sword is they’re st hosting shovws at coffechouses and llegal warchouse patis and shit, and badly nced a spoL of thei own. Tuwo showruners, Ralph X and Siddig, stop by where the main characters ar saying and offe them work cleaing out the spo thy had in mind: an sbandoncd palace of black stone and bizarr architecture jus ousside th ciy:  Whether it was built by humans, goalbastards, yeis, or something tha came befor, the palace is now inhabited by a massve obsidian cenpede and several giant spiders who can potentally be wmed aganst cach other. The gant spiders can frecly wall-valk, slow mai Characters with web projectles, and have & poisonous bite. The giant centpede either docs huge offcnse crushing wilh s pincers, or breathesacid tha causesoffense 10 al Lrgets n  ln.  — Crew Ambition Value: 4 SP.sentint AK47 with an inherent 2 offense found held by skclton (personaliy” sarcasti Rousian but looks outfor wiekder,has enhanced bearing)  Marked Up: the main characters are calld by a frend ofa frend named Houa Gorccandron,  local death metal musician and atoois. She recently opened up a studio on 27 Ave, and yet  goons have been roughing up hr clents snd demanding she hire thei protction. Insead she’s  Hiring the main characters to handle the goons. However the main characters track them down,  the final fight s it ciht yeti with uzis snd machetes at ther sheisy auto shop front businss.  — Crew Ambiton Value: cach main charactes gets 10 SP o spend in tattoo form, but thy must came up with  tatton asthetc that matches that Special  The Guard: fora shart sesion. Minne i in  drk sge of skating: with no indoor skteparks and an ctenal blizzard outside, the only spots ars e parking ramps tghtly patrolld by sccurty guards — some are decent gys just caming  paychec, others are mini-Musslins who only daydrsam of macing teenagers, A cigue of local kate rts offr the main chrseters$12.58 and o cup of high-quality ramen o kesp th secuity guardof ther avorite parking ramp distacted and oftpremise for one hour. The only prp this scssion really necds s making a security guard intcrestng and orfunny crough o dive the plo forward  interact with for that long.  — Crew Ambition Value: 4 P, §12.55,cup of Indomic mi goreng (the Cadila of nstant noodles)  Second City: s some type of prty the main characters meet a dude named BBQ who i just o pai oflegs and a head, and also having 2ero trouble geting shitfced desitc no having ams. BBO says e used o be an atifuct hunter who explored the St. Paul ruins, once coming across an insan stash — weapons, cash, ecords, (e you know a main charater wans] on the top floor of this half-destoyed skyscraper which apparely belonged t0 an undying, bat-winged skeleton peyehic who imimedistly cursed him to have only cigh vertbrc and then powerbormbed i {nto s cardboard dumpste 100 fet below. You wouldn’t think there are people ctually lving out in e ruin but you’d be suprised: BBQ usd o spend his mornings having a coffe on his one abandoned rooflop with  grea view, aking a massive dump down the chirmney cvery moming o weeks before he realzed  bunch ofseentists wre living thre. 1 the main characters seem ineresed i the stash, BBQ offrs t show them the way for 1  10% cut, geting drunk and hiting on every woman h sces cn rout. The main characters batle e e spiritson a long,scenic bridge flanked with dope stone staues, merk a horde of zombics in atunnel, igur out how 10 ge o the top floor of the tower, then have asick fight with th ba winged skeleton psychic who fis around basting therm with 3 MAC-10 and various povers. — Crew Ambition Value: S20k i generl lool, one-hand sword with offense 2 and a blade of  Supernatural ice pump hi-ops (+1 st when wom),cne tem you know 4 main character wants  st
The D Motor City. IF you ever ell anybody you’re headed o Detrit they’ll warm you up and down it just a clustr of fucked up bandos where people say hello by shooting you in the ncck. There’s sctually some evidence that the mayor and Detoit High Council have been intentionally spreading these rumrs o prolect against gentificaton, bul cither way it all misinformation: to pass from the freczing wastes of the northwoods snd nto the Motor Ci Dome is to behold 3 vision of wide boulevards, dizzying art deca towers, lush parks, and masterpicce mid-century architccture. The city is immaculaely clean, everybody’s friendly, and there’s always a stacked show, car meet,or hous paty to hit up. The D fucking rips, but ‘whatever you do don’t el snybody.  Mythsysizer: i the main characters are over level 7 when ariving t the Motor City Dome, they’re invited o a sccret audience where Mayor Dillaexplains the ransdimensional archpsion Known as Pet Rock s days late retuning from his mission in the Hollow Earth locatig the Niythsysizer. Magor Dila offers them $50.000 to find and etrieve Pete Rock.  e netvork of quadmuple-sacked, cightlane overpasses that perplexingly loop and brsid sround cach othe, weaving between tovers and high-rises. The Labyrinth 5 a world oF s own, home (o every type of custom car and bizarme auto project, gearhead gangs, sliders, hordes of bikers,suicidal drag races and time trials, car meets, party eets,and the occasional high-speed shootout.  “The main characters are approached by a lanky dude named Cayado (Vucatecan accent, Boogic Down Productions longsleeve) who owns a record store called Lyri Fathom. He explain since the Redwing Guard and local heavy hites have been tied up with the undead crsis beneath th ciy, he and 4 few other small busincsscs on Bagley have becn geting fucked wilh by  biker cliqu calld los Poscidos. They’re all 00 broke from the shakedowns o offer a al bounty, but i the main characters can neutsalize the biker, they Il always cat for fee on Bagley St The mission itsell s fist geting some type of high-speed automobiless, then tracking dovwn los Poscidos n the Labyrinth, and of courke 140 mph chase and fight sccnc.  — Crew Ambition Value: 4 SP. Free food, hotel stays,and records amywhere on Bagley St  CTYC: banned from lcrally every single venue in the cit, Cold As Life ar organzing a hardcore fest inside a massive abandoned waterlower (you wouldn’t belicve the fucking acoustcs i there) and nced a B-team 1o hlp clear out a cannibal achemist and his warfung {eizht foot mushroom shominstions tht take double ofense fom fire) who curently inhabit .  Devil’s Nights the High Councilis known to lose contral of the ity for  period of about 12 Tours every year on the ight of Halloween. While some ar just out (0 make mischief, others use the chaos a5 cover for revenge plts or even wbitrary sadism. As the fetivites of Halloween day spill into the evening, community defense patrols start rising baricades, crews tool up and ride out 10 seck their encrmis, and as night fls, dozens of ominous smoke columns can be scen across the cityscape. Power is almost ahvays sabotaged, leaing entire neighborhoos in the confusion of primordial darkness and it anly by buming houses  ‘A smal, working class community in West End ssks the msin characters for help. The. night’s defenses operae aut of a smal centally-located church, the main characters running around fighing costumed pillagers trying 1o bum and loot houses, einforing any of tree besieged barricades, and finaly merking 3 gang of gostbasards rying 1o torch the church. — Crew Ambition Value: 4 SP,supermatural weapon dropped by leader of goatbastards  Redwings (One Word): s peacckeeping organizaion of clite wigsplites who spend more of their time rescuing cats from tres than actually having to fight anybods: They snswer diretly 10 the Detroit High Councl, and can be scen patrolling the dome in sick e armor, immediately recognizable by a giant par of funcioning avian wings growing out thei backs.  1 the Redving Gused find outthe min characters both have ighting skils and a morsl ‘compass, they Il recrit them for ucrative undercover work investigaing rumors of secrel banker cults who ar trying o enslave th ciy’s poor through economic arangements.  55
Chicago  “The uminaus basion of the Grester Midwasc. Massve wall capped with heavy areilery trcts trace. ring round theoutr neighborboods, Chicago’sspawiin cityscape and is-clad glss towers e 1t open ir. While under 3 sky disinetively fce of acd stonm, megahal emains & major problem:on stomn days” (1 in § chanc)th city’s sonic ant-tail cannons hunderaround the clock, Ciizcn apped ndoors s agged shands of shtiercd ce pour down fom th .  ‘Comupron: srcsing the whecs i jut part of ay-o-day i n Chi_ Don’t lea out the min charctrs, but defntely have people s fo bribs wheneve  would b funny, ke a seversaying e can et those sodas out ot f M Washingion maybe showed up at the bl or 4 bus dever sying e iy gcs kst withot her Tiend Honest Abe, angily devin the bus nt the ke i e imain characer do’t play ba  The Pressure Estate: the main charctes are lid bck at te house on  siny Saturday moming waching some reals when he andline rings. Prssure Drop makes smal k. with whoee picks up,saying 2 Io has happened his past weck: on of his racks gt some air tme hee n Chi and his phone started inging ot the hook. He inked @ majo deal with Lyrical Assasin Records a few days 50 and ity bough  house,a fullyfumished mansion ight on Division Szce. He went 1o £0 move some st in and, you’rs nol gonna beleve his, e got jumped by some fumitue. Drop knows the main characters. can wrek  ifthy come oul o Chi o hlp him figure out his house prolm, they can cach have thei pck ofbedroom i e mansio, this freve rent e  “The main characters link with Pressare Drop and head 1 the house, a wide sht showing massive thec.story stone mansion withpeaked roofs, five chimneys, o balconics,and on of those Comer-unts sbove th front snisnce. When the main charscters e they e immedisely stacked by an umbrlla-wilding foosool (4 offense, ow merk). Minor nuisance fumiur ke this will come 1 i throughout hal e rooms and atack. Each floor has a mini-boss.  Fist Floor: the grand suircase is on the opposite side of the house, at he far side of an extravagant dining room; when the main charactcrs ener he massive oak ble prings 1o e and atiacks, cach tum geting 1o whip 3 chir (56 anged) and belyflop on somebody (s10). The grand aircas ascendsito  huge ibrary wherethe firplace i i and books ar ef outhal-ead.  “The sccond story suircase ascends from a privae ar llry, where hree brass lion staucs come o life and aack. The main characers héad up and explore the highest level, evenual findin the mastr bedroom,where they spot many smal, odly featurcles fooprnts headinginand out of the fireplace. An antgue clock rests on the mantl, and two grehound satus flank the earh. On inspection,the clock st teking, and the arms rest at 12:45. 1 wid, he greyhound sclptures” heads roste just above the colls. When the Iet sclprure’s head i set backwards (amimicking dircton pointed by hour hand)and the igh head i st o the et (dirction poined by minute hand) the back wall of the ireplace opens, evealing a dowmvard spial saicase.  Sccret sub-basemeat: the main characters follow the sound of rockstcady (Desmond Dekcr - Iscactis) blasting from a small combo wrmable, cventually sepping into & makeshil bedeoom lttred with sacks of dancchal and reggae records, wher & pincapple with arms and lgs (b1 50 other human features) is doing an cmbarrassing dance foutine n the mirtor Once he naices the main characters, he faks ou, surrounding himself with a psychic shield and poiting at o main characer, uring hem ino a dog in 8 put of smoke (bex paragraph). 1 main characers atack. Sccond trm he bings » ian dresser 1o e and ol his remaining ums blasts away ith elmentai nersy. Can’t lk but ca be bargained with (vahable housemate), wriing on & otepad “u would o atack strangers i ur house ifu were a food e, Whethe a oot or & pesce-offrng, e main ‘haracees rceivethe Unfadeable Shadcs, excesily 00s sunglasss that e the weare scelcs.  Diog detils main characiee chooses breed,but s suck that way for o weeks (pincappl ca undo). Cam stil tlk and use Specials ke nornal, but will have dog urges like chasing cars and atacking skletons for thirbones. Double move score, bl atack s 56+ strong o fst.  Housewarming party: sclos cach make up one partygoet they meet, giving control of them e o the Key Narator R ascene with them, nd wie them down (usfulfor plo e 2 Crew Amiition Value: 5 SP. permanet rooms in Presure Drop’ssck mansion, shades (bove)  Sophie: afer asking around,the main charactes har from  dde withosrch egs and gorilaarms. about & chick who can ater forms (ncluding dog 10 human), but she has’ becn seen in 4 while Onec tracked down via a sting of clucs, she’s found hiding out from  cel of miliant nudiss targering hee fo runming a clothing pop-up. The mai characers e o help er with hr problem.  s6
Desde Afueras the main characters check out a packed hardeore show at the Firside Bowl in Logan Square - nsult o Tjuy, Crnial Siucture, Extinction, with Los Crudos headlnin (1 one of {he man chamters s & hardeore sn, a fried o cousi’s new powerviolence band s plying that ight and the man charctrsshow out o upport).  At he e of Los Crudos* e, heir vocalst Mar says, “For those who ar new hre, ther are o cusses: e owning clas and the working class. The owning class gt money by owning things landlonds, bankers, sharcholders — and the working clas et money by working fo it. Since the wing clss have allthe money, how docs the working olss fght back? We use ur one adan superior mumbers, and we form mothcrfcking unions. That’s exacly what he workers at Pilscn Manuficuring did, and the owners have hired th fucking trad 0 targe union members. But gucss ‘hat malparido - this war has o sdes pow. Iy ot wreck, i you got solidrity, and you haven’t Joine up’yet, come find me e the show and el ns the owning clss togeher”  Mariin i casgoing but carful, veting the ma charates and maybe finding 3 common contac before trading numbers and saying bl call caly tomortow. The main charaters re invited Dent day 0.3 owhouse on 22 whre s fow dades in hrdcors merch and IWW shirts show p 10l & huge box downsair, nside 5  twin matess which 5 cut open to eves a dozen frams. The maincharaters are fee t ake one frcarm cach (any from puge 135 except an ant-tnk i) Marin xplains the mal they’e moving against are i called 1 £ il 1 Bi NI T “Money Enjoyer Ciroup™ smal-imers that mostly run oansharking and human rafTicking opections.  “The main_ charactes are designated “Squad T, given ski masks, and reminded (0 take codenames. Since he knows the city. 4 refigeratorsaed dude named Bumpy who wears  siaight ‘g varsity jacket liks with the main charscers. He’s Known for his hobby of dispearing mcth deslrs, an rdes with a pistl s big s sword whose blade i full of o tally marks  Squad 7’ frst g i  gambling spot on the north id, an unassuming rowhouse hat’ 3 majo evcaue Source foe B Mi T Laying on the spot revals punters knocking shve-and-- hairut Svice and hen geting i down by agoon just nside the door. Tnside st 6 mckjavn wigspliters in sunglases srmed with SMGs, pisils, and basebal bats. The capo runing the operation is B Ming, & tall scarcrov. framed man who wicds  pistolgrip shotgun withan nerent +2 offense. The s the i is boked 0 the floor,high qualty, ind contains $20,000  T second round of aperaionsar assigned with he main chracterstargeting Vi the Spider B M3 Tis 110 pound underboss. The Spide s holed up i hi mansion way out i Fores Glen, The prmisesare several acres of ver-mintined g0lf coure looking woodland patalled by a f pies f mod riad wha wear shi ke shiny shis with the (o four utons open. The fnal ight i o the mansions Highet level with Y0t the Spidr (il s dainger) and bis two frd up were-fhino bodyguaeds (sledsehamers) in 2 chintzy home diso club complet with ligh-up danceflor. The Spider gocs on  villain monologue about how they e desined t overcome because hey e special they like money a lot, and ther sty is 10 get more moncy because thy like it Nobody lkes money the way they d. The Spder’ dsk contains a bundle of dynamite nd 40,000  Outro sccne sacked beneit show in the expo e of the Hollow Earlh Museum rising money for all the hospal bills racked up i the recent dice action. The main chaactrs a1 introduced 10 a st one ol celbrty nd  plot1ch cotact osced thlr next isson.  . Crew Ambiton Valu: 1 level,one frearm cach, Big Ming’s shogun (offense 2, $20k, then $40k  Greektown: local say a gang of cyclopses jacked the olive ol soda machine from Kawackis Poppelboppels”estauran. 1 the main characiers gt i back,he will pay them in masble sates.  Beyond the Wall: s fcnd ofthe fend ofthe main charscters it them up with & job fiding hee rother Dacwon who went looking for an arifct out i e subusban ruins yeserday b nevercame ack. Clearly broke, she offrs them $40 up fontand o ki cach of them a cusom sweaer (make them sctually customiz 0. The oaly I s Dacvon having mentioncd the mall’s Rdioshark utle. “The suburban ruins outside e cty wall et ral fucking dicey, hords of dooling zombies ‘withskinight Led Zeppelin shirs groaning "disco sucks” and atacking anything that scems alive. “The mal i i the hear of the suburtan s, the main characters batling a few hordes o 1-merk Zombics before finding Daewon in the mall’s food court sting on the shoulders o  large satue in {he midle o  dricd-up foutan, and surrounded by at kast 100 ombics. n is backpack, Dacwon s pair of fuuristic Jooking gloves he swiped from the Radioshark and juiced up with salvaged lctronics. He gifts e o the main characters 3s thanks. — Crew Ambition Value: 2 SP. custom sweates, 5 corp OniGlove (wearer gais +2 strong)  57
New Orleans A ity of decaying old workd splendor: bombed-out cobble srets, eye-farringly calorfl temaced ouses, senie canals lined with willow s, usbelcyably haunted cemeteries The Crescent Ciy s cursed with ctenal sight, and can Kind of feel Tike the fucking spocalype sometimes: with 50 protecive dome and o walls, the undead of e soubera gnarlands frecly wander inio esidenal eghborhoods and acid huricancs hammer he ity once every e months It dossn’t hlp that the st of the world comes to New Orleans specificaly 1 get coked up and isponsibly dnnk, and people who v in mansionson e northshore Boove up every penny of weaih crcated by the cty’s orkers. Also, i warning, using candinal dietions i agins the law (seriousy, you’l o t verything s upriver / dowaive,of st referrd 0 by neighborood  People: th locals slam Yo can have profound conversatons with sangers in lne at the srocery sore, and make fricnds casy as saying “That’s anice Company Flow shir The transplants are a bizaes mixed bag — oogles,ae school st fund i, unassuming souternces who happencd. 1o have family out his way,and lcoholics wha just want o e somewhere you can drnk all day:  Feast of Saint Confieto: themaincharacers srive o  festivaldoy, evelers dresed somewhere between Hallowecn and a 19° century cult ory, many popping ecstsy o albs at brcakfst and most shitfaced by noon. Balconics arc stufled with patysoces, people with low elf-stcem run around withthee prvates out, cllege Kids 3k the main charater fthy can get then drugs, and allthe oneways in the Quate resloggcd by wasted tourts n golf carts rying o g the wrong dirscion  Ridin Steamer: Biz Boy Records is trowing an award ceremony on an anique scamboat o it lazes down the Misisipp. Since strtches of the siver re controled by cannibal swamp witches and e undead soldiers, he main charactes aes offred 4 10,000 contract to work securty on the lower deck, repeling any scaweed-draped undead who i aboard while the function paps off on the higher leves. The bos, a auge cyclops skelton,deops & hainblade with an inhercnt 2 offnse  “The Tower: the main charcters are gifed/ sod a 95% disoun the desd 108 stone ower on the dge of a cemetery with firwarning ’ all the way haunted.Tnside they bt a huge poltergest i ihe form of 4 iving ron maiden: srong defense, massive merk, cach trn swings 4 batleaxe and e 10 arapple i charate: i successfulthey’re stuffd n the ion maiden and uto-merked Polergeis defeated, the tover is theirs drama-re, complee with 2 dosen ghost servants and Kitchensafl, and a transdimensional gat i th basement. s dimensional gate is wildy usfulas higher levls, llowing you o send the msin characterson more ulandish missions, change o the seting, and offr renewed challenge in dimensions wherethe average person is leve 10, . Crew Ambition Value: sick ston towes,dimcnsional gate  Promenade of Phantasms: siow-mation processions of 1§ century ghosts have besn appearing o major boulevards inthe small bours, hyproized locals joning them and going missng. Whether for a friend o the rapdly incrasing bouny, e main characers ivesigate  Qg Noir: u well-known csked up profesor contacts the main characters, sying his dasghter’s o off with some aogesfo & povery tout He offers 5 huge ewrd i they can i he and comvince er o g0 back o her privat fshion college nstéad of geting hepats from 3 sick-and-poke  The Somber Counl: the min charaters eseie & hand-tersd iviation (omplcte with s scal) 1o an adess in the Garden Distict, offeing "paid assgomen of o clandestine naure”. The main charactes areive . the appoined tme (midhight, finding 2 goomy villa of Victrian archiceture, andaxs ld by  sevant 1 Hbrary where several xtzemely self-scriou people wearing 19° cmtury gteups with e sleves and shitrela i the lght of a huge fsplace Are they gohs? Weindosprtending 1o be vampires? Actal vampires? 10 funnr ifyou leae  ambiguous.  “The leader itroduces himsef as Count Sadaven, foremost of the Somber Council, and reets the main characters 1 “daywalkens” He cxplans thei community s undergone 3 recent schisn, younger members forming 2 cival clan tat dsegards the Old Ways and risks exposing thie ‘community 1 commoncrs. Count Sadraven offrs he main haracees S0 o e his vl clan, cale the Parlamentof Woe, sical tei prized arifct (an 0pea cape once worn by the snger of the Cure), and retum it the Somber Councl Actually maks the main charcters come up with gt alises, fnd the Parlamentof Woc,foin up, and poltethei way it the iner irce 10 scal h cape. I Cre Ambiion Value: 5 SP S50k  s
Atlanta 1 most cites you’l gt hard looks for bumping your music — some peopl are just joylss and ‘would ratherlsen 0 the noise polution of pasing raiic than the Supremes. You don et that shit in Atlanta: thee’s a good imes meniality and lust for L here that keeps & boombox pumping on very comer and  sound system thudding i cvery ride. When the workday ends o the weekend Jumps off,the whele ity stars o fee ke  house party  peapl 20 visit and meet up. put on events and check out v spot,even st show roll around and explor the city. The graffsene is vibrant and overflowing there ar beautfulHistoric churchs all oves,sck parks tha are massiv cosmic ates o the primrdial woodiand dimension, stacked shows every might of the weck, and every Single day ecs ke the frst day of smmer.  The Duel: the main characters find themselves at 4 grand opening fo  local lael (Pisolgrp Records). As the night wears on and the abels premice anis ks the sage, one of the main characers bumps nto 3 woman 50 arEacive thy Want o Fun home and scream nto  pillow. She {mmedistely finds common ground with the main charcte (“Hold p now, is that 3 Quannum Projct shir” ) and gives them her phone numiber. The next i the main character s around, a Skinny dude with a i Herdrix bandana and necklosd of chains s Sanding n font of then with Some i secunty dudes. He saps the mai charate in th fac with a sparly love and says thy v ioin away the capto of his every affcton, 50 they must duel: the refccing poolat the botancal andcns, omorrow i mdoight. I they ask round. he mysirous charaie s apparenly “3000°, yperinteligenttransdimensional swordmaser and tsppet  e main characies don’t show, word gets aound and they can’t g0 anywhere i the ity Without seting cooked for wimping out of the ducl. 1 they do show, i’s & bomb fight - local Tuminarcs have shown up 1 specate, Organized Noize are Ding, and the Iight of & huge crescent moon i the dome’saifical sy casts e lush gandens al i silver 300 s sacked with wild powers and resetive swond skils, lesving the min charscter oaly 3 snall chance of defesting him. Win or lose, 3000 expresses respet for the main charcter, saying few would have acuually shown o face i, He swaps dights wilhthem, and s them 1 lde by bislanar observatoy tower just ouside the dome’snorhem gaes —— Crew Ambiton Valu:  SP th rspectof Three Sacks  The Beacon Theater: an cocenic flmmaker (Ex Stonchouse, 6°4, plarioum hoops ind entourage) is opening 4 movie palace snd cvent hall on the Jow, tyin 1o compet ith the Fox “Thcater and Eeypian Balloom. The spot she’s chose is  long-abaundoned operabouse haunid by murderous od world ghots, and shes offring the mai characers  generous SAOk contact 0 clear them out. Theyll necd silver wespony (normal weapons s through ghosts).idealy bissd by s miister | abb / imam (double offcne 1 undead). There re a dozen o 50 ghosts i over-he op iking oper. costumes with very eal.feling weapons who aack th main characters o sight. The massive doors 10 the audtorium are locked,the keys hidden inside & vaul n he diretors offce in the sb-basement. The vaulthas 13 disl o 2 etsan s fce,appssenly requiing a 3-eter word 1o ulock. The clue i framcd sheet msic of Mendelsoh’s valn concerto on the wall the 13 opening notes (BB G E E B G F E C E B) unlock the vault, revealing the keys anda -2 i  ‘AR ctrieving the ing of keys and unlocking the audilorum, 4 phanasmal sudicnce sowly materlizes i the boxes sbove, then troughout all the sudiorum’s scts 3 the main characers more towards he front When hey siep on the stage,  dosen [-mek ghosts fy ut of the orchestr it dessending o the main characters ke ind ofpry 4 they batlethe missio’s boss on laze,  high merk saber-wieding duclist with bwo Spesd:Iterupt eeports per tumeyele . Crew Ambiton Valu: SS0K, i with an nherent 2 ofcnse  Stone Mountain: the Avskening cut haxe shot down s cargo bl just 20 minutes oside the Alanta dome and the city is ofering 3 S30.000 bounty 1o eteve any lving crw members. The eavily armed culiss have besn spored around Stone Mounain, a supermasive chunk of quarz monzonite that descends nine miles o the cath, which th cultits spparendy call “The Tonguc”, ecause they think i’ the actal ongue of th lving but slumbering planct whih thy believe they can awaken o cosnic gian, who willsecch out and fly around through space doing space acid and alo sichly rewand them for the wake up call. To make this happen the cullists require virgin blood, 50 shot down a cargo blimp it & Dllas Cowboys bumper sucker and wil be cuting off thei heads on Lo of Stone Mountin during tomerrow’s solr clipse, un then carefuly guarding them s they don alfuk esch oer nd get away on s echnicaly  Bl
Houston An an-human car hive. Lush oass of culue, space age echnology, and tranauil lving space are Hidden away in 8 coneretc megacosm of heavily congesed,octupestacked 16-anc overpasss thick ‘with buning wreckage nd multi-car roadrage shootouts. The Houston Transit Auhority has funding for one bus, which i cumeatly 1 year, 3 months, 17 days, 4 hours, and 26 minuts ae  How We All Got Tinnitus: te ocal stackons report ity oficial ust put up 50,000 baunty on the thicves ho knocked ove te cit’s ireworks storchouse. They s loase reworks are  seious Kishilit, and if used improperty will ost itizsnsbillion by fucking up e dome’s gl ineror  “The man characters maybe st up  rap puting o word they want 0 buy the stolen ircworks, o maybe cheek out the municipal fiworks storchouse Where hey s 4 securily camers across the et out front a st shop. nsde, the grsssy owner ks how mush th tapes sk worth 10 the, aying bis prie is 10,000 unles the gy from the cty comes back s, The main characters get the tapes (deally by fore) and fnd the geavay car wasan unmisakable hotrodded 1933 Ford Phacton, 8¢ diiver having cut  hoe inthe op o his sk sk 501 Wouldn’ mess up his pompadour.  Whethe the main harscters catch the pormpadou lue nd scour e oskabily s e Upright Buse, V10 Colfi) ortalk t some ca comtacs, they Icam he crew associated wihtha car 2  gang of teddy boyscalledthe Whisky Dicks (ibbon tes, pompadours,cropers, camel coats cc). AL he avorie div,  issed off ex divulges they r laying ow at the Nine Sessons hote, el tying (0 e thei haul.An nsane ireork fght kcks o th lob, the main ahasacters btling her wsy up the grand sstcas as they re blsted from the second floor by more teddy boys with frworks (1 in 6 chance of caching i, can safey jump in massive lbby ountin fom any loor 1o xtinguish). Merked teddy boyson the fst flor dop firworks the mai charaters ca i ack with — Crew Ambition Value: S50k bouny.tddy boy bos has gold canine singl cap wih inset ruby  (weare can speak withcars nd motorycle: personlities A and might o star ot cooperaive)  Death to False Grind: the main charscers hear rumorsssound the scen that some locl ollege Kids have formed o “melodic post-grind” band called Memaries of Her Pecfune, signcd 1o 8 major label, and are curently recording & full-engih caled Candy Lips and Sinking Ships. The main characers docide o kill verybody involvs uher out ofthe goodnsss of thei hest,or chasing the 520,000 bouaty postedin Vina Edge Recondssecetbasemcatcouncil hall.  Light recon reveals the band are reconding a1 Gold Jack Studios and saying ina rened mansion in Montrose. They’e escored everywhere by an ARR guy with a el sime i, and a sucked security retinue of rare thodochrosite (ike cubic uby) rockjawns. with insancly high defense Contracted by the label afer dosen of death hecats. When the ight jumps o th band hide behind eroupis and div behind uriture weakly throwing crpey ot at he vin chractrs.  "Afer the mereiful exceution of thse depraved malefactors the main characers have & rager {hrown n thee honor a Drowned in Torment Records,wher the crovd demands  spech, and some sl engine guys in Caresss and Repulsion metch git them & custom chainsao named Vioent Restturon (10183 cngine, semi-chise chan of hader-han-diamond voidstone shards that i nky black ani-light,rns o malt lguor and bas aninhrcat +2 1 offens: 16 +szong +2,bock I, 2).  - Crew Ambiion Value: 2 SP 20k sccrt bouny, Vielet Resiution (sbove paragraph)  “The Breakup: rescue iksbie b curenly uabinged cousin in 4* Ward fromaightmare breskap. — Crew Amibition Value: 4 SP (more importandly,brezily gcs th main characers o Houston)  Heavytown: o noticsbly stone ducdes named Shithouse and Fyin rian i the i charscers for securiy, saying thi dsalist communiy inthe desrt has besn under worscring monthly aacks,  A ruc wtopa, Heavyown is 3 pucblo village with  sun-baked adabe church and fountins ‘where Sprngs of cald watr low from aquifrs decp bencath he carth. The locals wear Abhorence, Sicp, Rippikoula tc merch, and blast hand-made ube amps and Laney cabs around the clock. 1 asked i hey"ve consdered bing a e Quicter might stop the atcks,they v physclly incapable of understanding. The et two nightsaec uncrentfal,but a the full moon riss on the i, the tovn s atacked by seversl ampaging jaguar people with razor-ike claws and nsane mobilty. When merked, they reum o (very ijured) human form and reveal theyre Fom & nearby werejaguar Talfvay house and must ave gone bersek again. They’re invid 1o v in Heaytown instad and promised t have quie during fll moons. The i charseers callct S10K fo e security work Nestfll moon, s maicharate esize t the worst moment possbl ha s were-sgu ht lshed them up must haverecentl groomed tei s, geting heevius-carying sl in e lashwound.  0
Dimension L the mai charactes find a fer advertsing 4n upcoming tea fghting oumament a1 Clu New Jack on G, wih the grand pize of [1ing you Know a main characte rally wans], and DIed by Srew bimsclt. The mai haracers mop up . e othe crews and take th grand prize They’re invied 1o the VIP lounge where DJ Screw, i C, and & e oter Houstonian hip hop. Iuminares gesture fo them 10 i in some waltng chlrs. Scrw says he (oummament was Se Up (6 indthe mostcapsbl crew cutenly operstin i he ciy nd 0 ffr then work.  Screw cxplains his man Bun B was recendly pproached by a notorious intrdimensional MC named Grandmaster Marlnsbout doing some ghost writing on is new album. When Bun efused, he disappeared from bisaparment with o whole o of signs o strgale, vey bviously snatched up by Marlis people. Screw and his team have becn dong recon, but thy nced some heavy hiers 1o acualy cros o the therside and satch bck Bun B from Markn’s sronghold n Dimension L. Fat Patadds that ey cam pull i of, thre’l b 100 grand wasing orthem when they gt back.  1 the main charctes accept, Scrw takes A" wave s o his wrist, saying ’ his gt 0 them,that i will give an advanage where eyt headed (nstrament wi nberent -3 10 offense /56 3 smart,rane 5 two-handed).Fo those who bt watched DI Q-Bet’s i hop mascrpicce, o ave twistr i & tiny supernturaltumtble wor on the wrist: when srsched with good tchric, amar aflectricity lasts ou at your enceny,thismodel fing supeebols ofpurple ison lighting.  “The main charcters are given & pora key snd hesd to 8 scret dimensionl gae i 3 movic iheater’s custodal clost, merging i 4 intermediary dimension calld the Stirway, which is a iare Iabyrin of grand saicases wilh inconssient physcs Jading 1o hundreds of dimcasional eats. The main charactes ollow a map Screw drew for them, navigate 3 o graviy pussls, and dal with some 4, inexdimensional anomalics Who lock lie i the light that shines through taincd glss windows were  person that could walk sound. The voiceles #4453 point 0 a tem o on ofthe main chracters,aving them i peace ’ iled 0 them, and atackin themfor i if ot  On e back of the map is & waming sbour Mortalty Rat, the gusnian of Dimension Ls estway: the main charscters will nesd itk of hisblood 0 dr no the mouth of the sttue that Sands hefore e dimensional gate 1o activate it Moraliy Rate 1s 2 10°1” purple-scaled humanaid withthe face of a vampire bat and the homs of a gazelle. He wears @ Dearow Records bucke ht, black Raiders hoodie, nd 8 platnum shain of cuban inks (worth S10K i pawes). He’sof aversge intelligence and pen 1o brbcs, but does’ understand or care what maney i 1t main haracers iss i off, Mortalty Rate atks withhis gian samura sword.  Dimension Ls gateway leads to  small moo. The landscap is white nd gray ik out moon, and o thin atmosphere eaves the sky & permancat inky s of night. The gravty i low, doubling e main haracers move scores, and allowing them 1 jump the i disance they move i 4 tum. In the sky there ar a fow variously sized slands of fosting rock. The main charetrs later eam & mineral callod arait s srongly repalsed by th moon’s mlien cor, sometimes loose veins will b iolently discharged out o spce, ut when v of st unsthrugh  body o rock jus dense and light cnough. i simply Bovers i the mon’s o ravty.  “The main charctersfnd he warning on the back ofthe map of “ai reatable, il adjstment 1o be misicading as they hyperveatlte and puke for S minutcs, thee bodics slowly aclimating (f they try and eenerthe gae hey i s inActve fo sbout S inuLS e coch pSSOEE).  “The main charscters s lights i the oothils o the ncarby lunar mountains, which tum out o be sl stlement of poop ha ook ke bronze satucs it ey of bsck lass who call hemselvcs L-Duellcrs. They sy Grandmaster Marln is 3 huge ashole wha lives in  bizare palace on one of the foatin isands, and maintains @ small army of locals both for protetion and rnsdimcasional Taid. The best way 1o get up there s o just (ke & munerbin,u giat con-<olore ik ercature Wit menacing bladed talons and 100 many cyes. While they usually dont murder (probably jut cat Jour s and eysbals), the main charaters will defnitly need t pead 8 coupl days i own bonding with teir munderind bfore rying o rde them (ask what they et up (0, and have 3 fow intcrestin prompts / happenins  side chractersfo them 0 teract with).  CGrandmaster Mari’spalac i a shot fight away and crawling with L-Dwellr gustds. They ‘ield SMGs and weapons made o black volcani slss uique o this dimension which esonacs t o iequency that cahances cutting power (ihersnt +2 offene). Ther metali sk gives them hgh defense, b iso maks them take doube ofens from clctricity (wave tvistr cleans up). The boss ightis n the theone room wih Grandmaster Marln, .66 yoked dude with the head ofa marin who refuss 0 wear i, and wields  baschall bat made of hypersee forged ina primordial black ol Bun B and several MCs from othr dimcnsions a nsde nuby cells wit lasma-bea brs,  —— Crew Ambiion Value: 1 levl, 100k, DI Serew’s Ly wave wiser, G’ hypersee ba (+4)  61
Phoenix Whil it fels lke walking around in a microwave outside,the climate contolled Phocnix dome is @ paradise of teraced gandens, tranquil waterfals, nd diled-n balmy westher. Life beyond the dome st all bad though - the scenic desert andscape is doted with Jush oases where bullets lcrally grow on tecs, and is laced with the enigmatc ruins of a lost, highly advanced civlzaton a east 20,000 yesrs ol  Seeds of Discord: pnicked desertccologss etum 10 th ity with srim news: e Truckbol clans (pase 53)have discovered a Monstr Jam VHS and sopped fighing cach other. A gathering o the clans has been calld s0 9 warlond of wrlonds can be selected 0 lead thei unified forces in szing he nearst dome i scrch o anyting elted 1o Monster Jam —that dome is Phocnis.  “The ccologiss ar geting the run-around at ity hall, and tei paperwork fo an audince with the Phocnix Terarchy won’ clear for another weck. Ot of desperaton they find the main characers, explaining (0 themn th only thing hat keeps the ruckbois a minimal theat is their consant riding of ach other’s clans:. now that they hate 2 common goal, they could become an apocalyptic force, 1 the main charsccrs could somehan estore n-ghtng beoween the clans, i Would very probably save th Iife of everybody in Phosnix over 4’11". One of the ccologits, Professor Scatuvs, gocs with the main charactes since she knows th region, borrwing some dir ikes from a frend,stopping by the gun merchants ousid th dome,and, i thy don’ know hov, icaching the main chaactes how 10 use RPG-1 shoulder-fied rockes (can cary two cach). Camping i the deset the first nigh,Sicatuva breaks down e ruckbolclns  © Shortstacks: the smalestand angristcln (wlord: Furio Pillw- Scrcarmer)  Droolers: degenerated truckbois without language who subsist on roadkill (walord: Glorch)  Shitkickers: yeshav types who realy like frewarks (warlord: No Hands O’Brien)  Jovwbois: mutant truckbois who lve ana ake o txie sludge (warlord: Lawson Teo-Heads)  Truthsayees: masers of the completly made up s stry (warlord: Don Juan Pussygeter)  “The clans are gathering at the gassy foothills between two platcaus of pale stone. Light recon reveals variously sized convoys of truckbol deathrigs egularly dive to nearby oases or water and o Sarsh or settements worth raing  Howev the main charscters decide 1o sow conflit and suspicion between th clans, the arc must have 1 least o buckild bigh-speed shootouts cross the duncs and cliffs o the Sonoran Desert, and ideally ends in  boss fight with one of the warlords who catches on o what the main characers were up o, o simpy o fame anaher warlod for th assssination. - Crew Ambition Vlue: | level  Friend to Glants: o 9" cacusjawn wearing layers offckets entersthe Phocni dome looking for  uman-sized people o retrieve a cactusjawn juvenile who went missing around some uin 10 s  for adul cactsiawns (0 enter Not undersurding the concep of money or even bing tansaction  e docs’t offr 8 reward, bt tssches the main charsctes 3 cactugann pover tht will trn the  murderous sand guardiansof the nearby rins no glass.  22 Crew Ambidon Value: Solar Hammer crew abiliy: onc per day main characes can all e thee i acton o he same ey tocreste & pulse of sunfe tht dels 20 all cnemics i it scen)  i the morning pape,one of the maln characters scs 50,000 bouny posted by theciy fo the recapture of anabstrvatory on Goathor Mountan, sized by tuckbals st night Set st the pesk of  rod sandstone mountain, the Goathorn Observatory i Surrounded by iruckboi deahris (anybody fom th region /familiar with truckbois can ety Truthsayer clan Constructin; s bove). The couryard of the observatory s aucous with two teams of tmckbois ing dodebal withthe bones o the resident aszonomers (moderte ight). “The frst fevel hus a rcently deccased truckbos surounded by hl-drank ot of cleaning supplics (keys in pocket unlocks fourh loo). The second level i  circe o twuckboss tlling cach othe the st outof pocket toral bulshit sories imaginable (casy fight with lemcat o surpris). “Thind level ha & magnetit roekjawn hired by the Truthsayer clan (nsane defcnse, anyihing metal ‘ithin iv tides instantly flcs acros oom and sicks o him unil he’s merked). The fourh el is  massiv clan chief (upernaturl xc; below) and a few itk Lmerk sycophants (scorpion SNGs) using e observatory’s poweeultlcscope 1o ry and findladicsthey can pecp on. = Crew Amibiion Vlue: 50K, diesl-powered to-handed axe with blade o e (43 offens on 14  &2
Boston s before becoming an unlivable yuppy tech shithole, th cit of Boston was an unlivable industrial shithoe. There’s really nothing of inersst here except the port which allows the imain charsetes access 1o regions across the unknowable asten se.  Geting into the dorme by land is difficul, since immediately outside the city are s unique species of blosted semni-human troglodytes whose curreney sysiem is seraps of paper with shitily drawn naked ladics they trad like bascball cards. Things slowly get bettr as you head west, and ance you’re past Worcester i’ basically just New York state. Ao i you’re from Mass and any of this offends you, know the author of this page is lso 8 native Masshole so you canfeel fee 10 g0 fuck yourself,fuckin prick.  Daily Events For every day the main characters spend in Boston (including the day they aive), spin s10 forth ciy’s events:  1. Fans roting over Bruins loss 2. Fanssioting over Bruins win 3. Fans rioting over Celtcs oss Fans riotng over Celics win 5. Fans roting over Red Sox loss 6. Fansrioting over Red Sox win 7. Fans roting over Pts loss 5. Fans roting over Pts win 9. Normalstyle rot 10.10% ofFat Dunkin  Boston riots are fullblown citywide chaos: burning buidings, fliped cars, roaming. cliques of shitfoced thugs. Residets still atempt 1o do theie jobs 2 normal, but f the imain charsctes ever have o buy anything theres probably some looting or ighting in the background. ft’s  Dunkin Day,th city is 8 utopian vision of harmonious iing,  Riot Fight Scenes  *Goons in Bruins jeseys with hackey masks and machetes sceuse the main charscters of liking a non-Boston team based on a color they re wearing (blue shirt = Yankees an )   Power forard sizd yclops with  chainsas wha’s insanely racistagainst humans  Hammered Red Sox funs unning around with stlen dynamite blwing mostly themselves up but also buildings and bystanders. Each has » countdown and blast adius  < Heavily ammed, red-sweatered socialist grandamas lorching banks with molotov cockiails and passing out pamphlets o the visues of credit unions  +Some children i  solen APC sereaming Ace Ventura ipressions v is loudspeskers and naling people with tar gas canisers (1hoon). Starts following main characters, roasting them and rying 0 potshoot them with crowd control weapons (rads merk S0, weaponey merk 50)  Kraken Scrap: if the main characters ever leave for foeign lands, they encounter a sea monster on thei joumey: a gian, color-changing squid-like creature with glowing eyes and 4 massive pointed mantle. It wraps the vessel with two tentacls, nearly capsizing it  Sts: adjost for main character strength, but default i merk 100 for cach tentacle (5 tentacles), and merk 400 fo is head. Defense G, takes double offens from lecticty.  Tactis: cach tum the krsken gets two 516 offense entacle smashes, and can grip one combatant tight cnough they can’tact, raising them high in the air;once 20 total offense done 1o that tentacle the gripped combatant is dropped for 6 fulin offnse but then free o sct a5 normal on theie next tun. Fleesif bl s tentacles are lost, o dis i ead goes past 400 merk.  S0/50 Split: & troupe of boy scouts throwing a cop off an overpass notice the armed main charscters and jog over, saying they knowe where  car dealership owner lives and if thy take out hissecuriy ogether,his safe should be fucking loaded.  Fair Warning: the colossal Madonna Queen of the Universe satue in East Boston cormes to I and says she’sseen in the weaving cosmic pattems of causality a glimpse of the Boston dorme being stacked in five days by a desthlod (page 3)and his army of $55.555 undead.  &
New York City Pr-dsneyficaion, and sill just cuty cnough to kep the st fnd ypes ot of the good ighorhoods. Py 300 3 mons 1 b i 8 warchouse Wil your oher g fricds, g 1 Manatan at non, st drunk very dy t you o i’ 908 NYC bay nobody v s  Peopic ity gl bl and ey mor seighborly ha hos ucking s kil n New Engtand 163 o Tldelph, bt 1 o pinch  ‘The Rugged Lands of Shaolin: gone are the days of “Saten Island softus smils”, the il borough now 8 mecea for wandering clans of Kung fu b-boys batling for stylisic supremacy: A cousin of ane ofthe main charaters calsthe house one aflsenoon i s panic, sayin the Blood Moon Clan just kil his master, and arc coming fo Him next. He hs o bol, bt i they meet him at the Morningsids handbal ourt n Upper Manhatan t midnight hey might be n e 0 save s L  “The cousin says his only lead i the Blood Moon Clan being Ied by MC No-Flow, who scenty released his first LP. When a copy s tracked down, i’s amazingly b (spit a e ilriously shity ar) and the address to Stopwalch Recording Stuios is lsted in the lnce notes. On the way there the main characters batle 3 crew of small-umers (“Feh, ladelph Syl is no match for Bromx Style”). and find s way o convinc the studio cngincer (0 give up where MC No-Flow hangs at. I hey rest o take  dtour hey e jurped by  quad af Blood Moo Clan assassin.  Blood Moan Clan HQ is a club on Bay Stretclled Ninth Charber.Tnside, MC No-Flow sis in the VIP balcony popping botles and roping sroupies. The cousin shtierste record spnning in the DI booth with 3 throwing dagger and bellows nto the silence “MC No-Flow, you killed my master wiped out my clan, and disespected my manaon your lbum. repare 1o dic 2 Crew Ambition Value: 3 SP. “Drunken Phocni” (s stca and telepuic vo-hand sword with  offnse 2 and a wastoid pessnsiy), 3 for cah main character that docsa’t ake the sword  Luminous Ruins: a grandfuthcrly Hsdic dude named Yaskel (potbelly, bssa voic) offrs the crew  job rereving s e component n the uins of & powerpant upstats (s ust nor of White Plins) inhabitd by hypee-violent clectricy spisits wha mwait th fretold eturn o endless power.  Desperate Measures: afrend’s fiend hits up the main charactes, sying s name is Eddic and e heard thy have peopl-inding skils. His bandmate AJ weat o scor some dust afe 4 show i Bond Sirect st night and ncver came back.His only Leads are AT’sdealer being an insane lub kid who drsses up as  psychedelic moth, and AJ saying e washeaded fo Arsocrscy Gardens. Arisocricy Gardens is the worst place on carth 4 playground for the children of the intermarional ulra-wealihy who 50 1 the nearby private aet schol. Go buckvild designing & ail of drugacd ou la ids and hufly ae sudents who ae cnitled o the point of pychoss. ~ Crew Ambition Value: 3 SP. MAC-10 (ery legal) A found whilehe was fuked up on PCP  The Gothie Knight: this siange person shows up intermitently whenever the main chascters arein NYC. He wears a medieval meta helmet, black cape, no shil, black caher pants, and a bt with various implement (pencil sharpenc,soup ladlc ctc) Always speaking in 2 gravely voice he intrrogates people ke cop and says shi like My dad gave me  billon bilon dolars o1 ue it 10 sncak sround a aight and bt up poo people.” Offnsc s/ defensc 0./ ek 3.  Native Tongues: atr resching level 10, the i charscters are nvitd 0 s privat “sosalcl” in New Vork called Native Tongues,a seceetsocity of people with supernaural powers a war with idden culs o high level bankees who are ying 1o cnslave the world theough ccanomic atangemens. Native Tongues nocd capable peopl 1o operue and kecp an eye i ladelph i the main charactrsjin up they e fre 1 take increasingly balls out misions uncovering arious cels of th cul, busting up ther lan, and btling e profane mercenary forces.  For the young heads: Native Tangues is 8 NY C-base hip hop collecive consisting of A Tribe Clled Ques,Jungle Brahers, De La Soul, Moric Love, Queen Luth, Black Sheep, Chi-Al and many stelte members. I the carly 905, when te all-comptng influence of money sarte tuming artists towands individuaisn and spiting cmbarsssing kingpin famases, Native Tongues showed crews were sl ing, chose axt ver geting pad, and the proved the formul by elcasing he bt mUsic 0 eve come outof the genre — ot Just house-shaking party jams, but sonic at sbou real Srugeles and wisdom to conquer bard times. Of the many wildly takted s, crews, and collcivs that emerged fom he hip hop golden age, Nativ Tongues i the st imporiat  6
The Mirror ov Ethereal Visions: the min charscters wake up confused snd cogulfed in colossal blankets, cventually Iooking down and eslzng they e . Have cach of then deseribe what thee rat form Iooks ke, They al have a meta colla resembling a huma ring around theie neck: s unabl o b removed or akered,and mskes shapechanging of any type mposile.  Introductons: two dozen batle-scared rats with gnarly weapons ke momningstars, baded. chains, spiked hammers and SMGs gathr the main charactrs. Thei leadr, an alino 1 with & curly-staw sl itroduces himslf as Cofinsludge, chief advisor 1o is inexorable majesty the  Rakind, may he rign a thousand generatons. H isher 1o deliver the appy news characiers have been gified temporary rathood and the privilge of advising the Emperor’s cour. Coffnsudae explains the Emperor ha decreed a great public work, an casorcelled mirto o deligh his people, though a ialactvating stcp emain, defying the inelec of ratdom’s eratest minds bu known t e umbering human peoplesofthe aboverorld  Rat form details quick: all gear also shruk dovwn. Stats and Special snd wesponsy sl the same (just chang larger enemics o have way higher stats). Can understand rats and smila vesmin ‘while i this form bat human speech ust sounds ik “blugh slugh blught Rats all have names ke Spincbreaice and Splattcrbrains, and greet cach other like “What’s up Corpsgrinder how ya Squeakin™T’m just Squeakin by " nd think ’ the absolte unnicst shi.  “Travel Montage: the rats ake the main chractrs past a crack i the wall and along @ few peious rafles, hrough a musty basement, mossy tunnels, and into he sewer,bosrding 8 warship made of an old et wrapped i barbed wie,severalrts maning bol hrower et and ising the flag o the Rat Imperium. They float along a slow-moving sram through th sewers, gliding pust centric-old brickowork and grea cascades fling from drsinge pipes. The at al jee and hrow trsh as hey pas  hissing ca  apital of the Tmperium: the warship is grected by parollng rat guards riding bats, and escorted it the port of tiny bustlingciy n the heart ofthe sewers. Ratsof every brecd and color 0 about e da, hanging clothes out 0 dy on the balconis of masive owees,spping coeesout front ofcafs, ogeing rickshaws of tash down winding cobble srets. Insde the Empeor’s fotzess the main charctes re shown the Mirrr ov Etberal Visions, insiantly recognizing 55  TV. I’s ook up t0 8 VR and Super Nintendo, il plugged into an ingenious tubine pawercd by the alling waler f  narby drsinsge pipe. The gathered Alhernists & Seholrsof Human Witchery (ol weaing botlecap htsto mark thle sation) explain there i a sceper required 0 actate this mieor, thoush none ofthe many they’ve acquired have proven sutable hey gestue 10 @ earby pie of remotcs, sl the wrong brand snd model. The man chrseters are asked with using thei - Knowledse to decipher and rewive the proper septe;, upon reum they shall receive many honrs and b restored 1o theishuman forms should they so desie i, (They are forbidden fom rtuming 1o uman forn untlthn, and any st iding the isks excution )  “Afe the main characters fgure ou the brand and model (Zenith H-9190), cut them lose 10 figure out how 1o get & comesponding remote (pas o TV shop solid). As they head out, they’re introduced o the Emperor’s champion: Jucelord Fox-Kill, a hulking gray-costed rat with a sear e whers his et cye should b and a gap n his righ car.He wiekl 3 at-szed 1z and crossent moon axe with  wicked spike: he will ide ith the maicharacers on thee jourey o the surfce.  “The Excurion: consuliing a crude map, the main characers and Juicclond clmb trough narow, shoddily excavated tunnels and up polly-sleators back o et evel, batling a e wasps 5 they nea the surfce. They find the paw oF TV shop withthe emote s alo the terory of & oeighboring bodega cat,and must gurs out how to re hr awsy or drug her up or whaever. The emoe Fequies two rats 10 cary it On the way back, he mai chractrs are crosing trough a subway tunnel when they hear 8 hiss, locking up o s @ massve clectri-blue serpent descending over th far exit (boss High) Spin i the st of cach combatant’s tum: 1 in § chance of & rain Coming down the tracks, destrying anything on the il (onc-tumeycle warnin).  O returming, the main characters and Juiclord are hung it colorfl grlands of rash paraded hrough th capta bck 1 the forizes. The Eperor coa lack s sabled night and sraks of gray a his temples, wearng 2 crown of hammered gold tinkes, dubs them Blood-Chugeing Knight Commandos of the Rat mperium, and il tem rings of honorary rathood (unlke thie previous colla,tisrin i fecly removable: whca put on theis human finger hey tum o 2 2t wesing the i as colla,and whe removed from heir rat neck hey etum 0 their humnan form). 2 e Ambition Valuc: 1 level, tumed back ino humans, ings of honorsry athood (sbove). it of Blood-Cuugging Knight Comimandos of the RatImperium (saus o ny egionlcourt af rakind)  65
The Lottocratic Dominion of Greater Cascadia A massive i i the Paific Nortwestunder an open <y, a egion niquely fs ofthe more nishing veathr nomalic. Smll owns ac the iy s wooclands ot 0 the sunny San Juan sands, and the capial sty of Sl busics i (he ity open it the oot of Mi Raiir Sillniucho by the shitmida toh cploion Satle remain gy and s, ull o Sy bars,bandos, and el venies. 1 you v th et o o, um i e light  Dopethrone: idylic villages do he lush countysid of the Cascadian Oasis, bouses often opped ‘with ani-aieraft and heavy machine gun urets incase aiborne aiders ar focking around that day. One of these towns i called Sornniloguy. A resident there, an old head stonce named Sabdragacr Maxwel (Austalian aceen), ha come to the capital looking for securiy professiomals, iding the main charates. He cxplains graverobbers have besn pilging ther cemeiery and various burisl plots fo weeks, and ofes the main chaacters a 86,000 fe the own raised o i them.  Somniloquy:  scenc old world town near @ towering cvergreen forest. The main charactes investigate over 3 few days, eventually uncovering tha lcal members of the Dopethrone clt are chind the disappeaing corpscs, an are gradually asscmbling a smallarmy of the iving dead for their masters who il e retuming hat very night from the dimension they were banished to.  The main characters hesr an carth-shaking drone from the woos. Following the sound they ‘come 104 tor (e a stony hil o tiny mounain), where hooded culiss drone on downtuned uitars in  ciele of megalithic full stacks crowncd with 1,000-watt tube smps, the sheer sonic force cracking the profane alar where 3 culit s sacriied. Under  blood moon the main Charactes batle twenty low-merk undead. guards, unable 1o stop the sonic rital that opens & dimensions! gatc. Thice archnceromsncers with weed lauels sep out and the culists bow to them. A boss fght folows with the rchneeromancers wha have altypes of buckwild fucked up powers and a supernatural sword (below). When all three e mevked, the moon appears 1o melt and the culsts” flesh tums t thick plumes of soke, lesving behind oy charred boncs.  - Crew Ambiton Value: 5 SP, S0k, Ivixor s t-handed sword whose blad s Iyseric paterns When s Tlly beals wiekder when 12 landed, eren 2 0 ffnse)  Clean the Seene: o fo the young heads reading,thre was  war i the 90 1o Kick naz punks out of the hardeore / metal scencs — you’ll sill ra into ol eads at shows who Tought n this conflctand have a plae in thei skul o maybe a gant stabwound scar 0 show for it One of the most vioknt frons was th Pacifc Northwest sinhead wars of the 905, where the main characers ind themselves iding with rad skinsand sharps aganst hammerskins 1 whie power metalheads.  POt City: those lungfuls ofbriny Seatle air ar courtsy ofthe Puget Sound,a major et of the Unknovable Westen Ocean. While the Sound makes Cascadis rch with trade, pasenge vessels 10 forsignrealms pack th docks, everything from seaplanes o submarines avaiabl fr hir.  Drunk Punk Mash Trash: the main harsccescath a yer ata sove / paty / dive adertsing sood pay for thiry minutes of wrk. A Seatle bike gang called Dead Baby Bicyele Club i puting. ‘o’ downhil and e corkers o obtrut motarists while rcers boml theough ntersections.  “The main characters are atacked firs by a ruckfll of hicks with shovels whe scream about eing lte 10 the iy ba, thn a acst (at-human) emerald rockjawn withan nsane defase score who wassomchow cramimed nto & Volkswagen Rabbit, then an e tou bus fll o glam bands.  A he aftcrpartythe various ik clubs get imesponsily shifaced (the only known cue for the. Seate Freese)and est a licral bufe of experimentl drugs. A cee-Jo game pops ff with an fem You know a main character wants in the pot, 3 coupe shity d-bext bands play. and the main Charscers ar approached by  dude named Jsks One sbout inding & mythi ecord cllction - Crew Amibiion Value: 3 SP $400, ancentbass dropped by gam roker (1 20 wes stk oa 1)  Moss & Lichen: socrussare diflerent out here, more lkely (0 be an ato mechanic o custodian than an oogle guting consirucion sits for copper scrap. On ofthese crusts, a socky asian dude named Bloodpis, heas about the main charactes and mests them at GLC (Georgetoun Liguor ‘Company, abjectively the bet bar in Cascadia) o it them  job: knocking over  ill . Bloodpis says he has definie informaton on major rgional supplies headguarieed in the Tush and otherworldly Hoh Rainfores, where they’ clarly banking on its hyperdimcasionalty and bizart apex predatorsseving s natura prtecion. He cstimats he lab holds at st SK0K.  66
Oakland San Francisco s the dystopian dome of Acknickulous Land,rled by the technofeudalsts,architcts of the most dangerous concept of this er: stomization. When poope sk fogether, they e in ther natural sae — theyre mentally beally, happy, and have the power o procet themscives because they’e patofagroup. Psopl togtherar st people sone are smashabe e fngers  “The drcam of the technofcudalists was 6 make he world subservient o heir wil, 1o dissove every mjor socil institaton, make esch ciizen soliary and hopelcss and unabe 0 organize sgainst Thei rulers, and, st imporanty 1o make them tink it was et des.  “The fint major breaktrough was TV wilh s abilty to crste parssocial bonds: onc-way atachment 0.4 person who docst know you exst, the ilsion f friendshp with a lkshowshostor polcal commentator o sports pancl. These pusasocal findships — powered by word-class Charisma, studio producton,puton chemisty, and rooms of wrirs - were 50 alluring and convenicat {hatpeople usullyapte fo her over being with thei ctul fricnds,  Everybody in the Bay Area knew e trulh: staing at @ screen made them fel ke st and being with their people i thie mood. Thei actual friends would ahuays have their backs, and colcriies they hid 2 one-vay aachment o dd’. ive @ fuck aboutthm. They kncw, but couldnt Stop from islting,saing t srcen,and slowly disolving the Fbrc f thls own scictics.  As crerything became diset dlivery and the iy became more expensiv [ commute across, recond sores and cafs and every othe commersal gathring space went unde. Rapily improving compute games and social mecia and sieams kep peopl out ofthe ral world and willly locked in thi bedrooms. Bands, athcte clubs, hobbyist grotps, churchcs, nion fatls and al the other overlapping microcommaritesthat humai hapiness i predicated n began o vanish  Now, half & ccnury atr the tochnofeudalts’ vison 1 complete: the peopl they st ot fo subjugatc are nw an stomized, miseable, socially incpt, lonely. poweriea poolof disposabc abor, $49’f every S50 in vlue they cestc going ino the poskets of thei overonds - smashabl lile ingers who would’tknow how o form.a st i they tred. Welcome ta the San Franisco Dom.  The Second Batle for Oakland: once the man charscters seach leve 5, Kaock stops by the House for a iy, saing ’ eaving soon and might notbe back. H’s headed o Oakland, where he and s comrades waged and ost a war aganst the technofeudalists and theie mercenaey foees  few years bk His man Boots hever e h’s been radually gathering il and organing skeper el ind Knock wanis o be on the font line of his plns fo 2 rencwed ofensive. The main characers Volunicer despitc Knock waring then i will b a atual warzone.  So the technofeudlist overlonds of the San Francisco dome contol he city’s pe-sncicn ransdimensional gat, and have ben uing it (0 bolster hei forecs with caies from another dimension called P=Z2%, crsatures made of inrlocking lengths of metalic polyerysal flcating in umanish-shaped.graviational field While lacking i the coordinaton o Use launchers, ther metllic form makes them flly imanune o ullts and sheaprel  Boots recently gained sccess 0 a dimensional prtal and has found the P25 i plane is sueing mass strvation: since they subsiston what we call din, he technofeudalists have been rding them extortinately small porions of sl fr unquesioning mercenary service. The plan s o 8601 the PEZ2Z5 native dimension, navigate s perious landscape and bizaee captal ciy, and asure thie leadersthat i they flip, Boots and his people will sive them ulimitd feedin forever  From dher, malke the main charcters gencrals in command of PEZ223 batalions, fghing divisions of technofeudalst mercenarics equipped with hand-to-hand wcapoary designed 1o destroy the mtalic esh of the P==2=5. Mass combat rules are on page 154  A few platoons of Zeagakuren fighters with tei dtintve colored helmets arive from aross ihe Unknowable Westem Ocean 10 asist in the struggle, the combined liberatoy fores reiaking control of Oskland, then batding for key infstructure tamghout e SF dome until naly closing i on the overlonds”sronghold, a massiv coustry club of ey unbeleysble uxury where sick people e outide the razorwire-topped ates. The main charactes and theie allies batle he last e merecaary comps into the sub-basemen, & colossal marbe tmple with an ol (0 marmman, where & oss batle icks offwith the hree gencically modifid and agles echnofeudlist overlords, whose otech sugmentations have given he pioni poversand llow oo main actions pe .  . Crew Ambiton Vae: varant loot and leves depening on length of war  The Gilman Speed Trials: her i the global capial of powervolense, doorm metal duids sre planning 4 major atack on a grindcors | mince / powerviolence  fsiore fstat 924 Gilman. The mainshurseers ae ird o defend the venue, and exceute s who don’t lsy st cnough.  &
Los Angeles Land of palm tres and gheto birds, the undisputed mesca of theas, gindeore, and et skaing “The grafl scen i out o caniol,the hip ho scene is unhinged. i’ ucking balmy every single day, and here’san veat xery night ofthe week fo whatever weidly speciic it you e o  Whie the local and most of the ransplanis are fine. LA 1s an icsistble magnet o scf- obsessed sociopuhs and depraved safuckers from around the world, and the hals of power in the iy are stacked with even wors people cager o exploit them. Whie these legimized mafiosi openly run the city, the bloodsoaked nightmare creatres that run them are less known, lss knowable; wransdimeasional demons fecding n he receses of mezamansions and peathouse boaedrooms, fumishing pover o the highes bidder and contving vl desgns on a maive world  Mint Condiion: Sunday moring. A close conact of & e fiend seeks out e main haracers, desperse for belp. A new towing aperation calld Evil Syle Towing Serviees s st up shop Culver City,using rap parking spoces and Iegal loophales o impound cars then ruthlesly extoring iheir ownces by sending tei rid 1 & pancaker fthey don’t pay in 3 days. The contact, Diego, says Evil Style hs aken his lowride, Mint Condition, a mint gree *63 Impala ragiop withtree pumps and a trunk fll of redtops tht make i Hop ke a ransformer. He spent oue ycars workinga sccond Job o build that car, but can’ come up it the $5.000 ransom: he’ll give the main characers anyehing i they belp him rseue his ride. The Evil Syl impound i two fghts with a dozen imps ‘who wiehd heavy chains and walk around on th wale nd ceiing (low merk though), and s boss fight aganst a our.armed abomination i a wicachee jumpsui with four demolton axcs. ARGE hey icar the gates off the impound they head stight for Crenshaw, spreading ward Evil Syl is don. Dicgo itroduces the main haractrs o hiscarclub, 3 e poteial conacs o future misions, and. they ide Crenshaw and Slauson on hree whecl blasing Blowout Corly uni S inthe morning:  ~~ Crew Ambition Value: 4 SP. majorfavo fom Dicgo and Trbe o ha Moon Car Clb.  Heavy Bombing: a new friend of the main characters wha writes graffi sccks ther help in o “dirct action community projet” The leaders of AWR, WCA and K25 have caled  mesting of the crews at the Panic Zone in East LA (th wnicor i sl p, i you know you knw). Dazens of gt it assemble at midnigh, the new rend ineodocing them 1 thei cew:, MFA (Mackforee Alpha).  Some quick contet:tis is  diferent time, an <ea of shity high pressare cans and disinct resional sylcs, when carrying a pisol 1o proct yoursel fom baseheads wasa’t 4 bad iea. I you i grt, chicks only hought You were  weirdo, cops sssumcd you were & banger, te public ucking haied you - Tie rest i paradise, was cven murdered by  vgilanie who only o probaion Al his made he commnity smal, clos, and suspicious of uisider:  A bomber named Skore docsi’t recogniz the main charscters,caling them out even though MEA vouches for them, and docsa’t It up until cach of the main characters say wha they wrte (actually make your actos come up with ames) and tg it on & ncarby wal 10 prove theyre nok cops (ke them tag a iece of pap 3 SP o whoever hs he best lookng tag by cadofscsion).  An obviously respected wicr calld P-Jay spesks, saying s proprty management conpany caled nodida Corp has bece jcking up en, forcing Angelenos 1o ok over m than they carn or face evidon. Some fends and fumiy of peole present ars alcady geting extoied nd th courts o’t do it fr them, o the crews are oming together o ealae. Wriers hand out poocopied lists of Ixodida Corp’s propertcs and subsiiary businessc. P-Jay says they e going 1o publicly shame anybody comnected (o Ixodids, covering cverything they own in messages exposing theie ehavior unilthey collapsc. Apologics wil ot be aceepld, compromises will no be acceted: the only end o his i Iodida gong away oreve  "Cut main charseters Ioos to publicly shame Ixodida Corp,deploying thir own sstegis unil the corporton beievably gocs bunkrupt o cosesisdoors fr 00k —~ Crew Amibiion Value! |level  favor from the LA graf communiy  Hollywood: et ofll, Holywood i  piss smeling,cosch inestd shithle lutered with ples of irash and dead bodics from drunk punk knife ights. A rend of the main characters has becn lured into this predatory den with promiscs of bing paid or thei at and is now trapped i an npaid contract, subjugated by cackling ghous disigred by plastic sugery and five-fgure coke habits Find 0 way it the heavily guarded agency and desioy he contract. Hint: the pychotcally narisistc ghouls o his rca will b ransficd by any limpse oftheis own eflecion  =X Crew Ambition Value: 3 SP 50K from draer i executc’s desk  68
Lord Quas: nex e the i charactces nesd something (e, info cc), hey hea Lord Quas, & Ko b harscter who hauntsth ins of Oxnard, hs hat exact thng tey necd. They fight thie sy through the gontbasiard-contoled Sata Monica Mountains o Oxnard and find Quas mid- Shootoutwith a clique of heaily armed st surferson Sl Stzand Beach  Alexander.san: s localtce s center i sheduled for demalition, i propety sld by the ity to  ocal developer. The developer has posted & notce reading he understands the pushback, and ecause h’s a geatlman and man ofters,he will hapily dbase anybody on e st  A community activist ramed Peng ks the main characers 1o come wih him 1 the descloper’s HQ in Siverlake, just in case the dude has ulcrior motives. The addess is for & Japancse cate surrounded by exquisit gardens. A bearded whitc guy wearing ingerlss gloves and a Sk Kimono answers the massive front door and imiroduces himelf, “Watash ka Adegzandero- S2n” s bows how hethinks Japanese people ba:  “The castle’s ineior s aced with all thetacky trappings of welth, prieless Japanese arfacts, and countess framed anime postes. At soms pint the main characters notce a acton figurs of 4 Scatily dressed e Iy in Alexander-san’s kimona pocket. Alexander.san slernly pours g of Lipton sweet e ino tny ormate teacups and hands one (o cach main character before policly Starting the debst (scually make them debate Alexander-an, who scems surprngly TSSEpONE). “They sroll through the chambersof his caste and it courysrd garden, Alexander xplaiing he’s turning th ten s center o a paring ot and saying obliious si ke just because peopie ke me have destroed cvery low-income Socisl nsitution in LA excep gangs dossa ’t mean you can bl me for sl th problens that causcs.”  “Afer gmually showing he’s unreschable, Alexander-san reveals th tru depths of his depraviy, saying. " disagzee with your premise. foney is moraliy: 1 could make my fortun selling orphan ribeages, donate 1% of tha fotune, buy a PR fim o el everybody what 2 good guy L am for donating, and voila - cverybody really, rly blieves ’ a great guy. Think, how do you know what you know? You heard it from somebody, right? Guess where they heard it: from the media conglomertes people ke me own  ncwspapees, magazines, TV channels, radio station. That’s where the pulic discourse comes fom. Thus e, he owmcraip,decid what peopl think and alk about 1 were ever womid you might Sar rganizing against s in some way, e Just imsent some new culur war s 0 keep you all hating each oher and pump it through your TV. To keep you placated we give you the llsion of control by eting you pick between o politcans we e letyou ight over whethe you’s having a plat of it o  ghassof pis for dianer. These pliicians legislte for us, againt you, abways cxracing wealth upvards, alvays making your lives @ e worse, and our media tells you that’s ot what’s happening at all *Finishing his point, Alexander-san rns the comer ito a golden emple with a massiv idol o mammon t the far end and says, “Money is ruth, money i mory, money i ey tsc”  Fed up, P snatchs the amime acion igue out of Alexander-san’s pocket, who sreeches o releas his good lady wife a once. Peng says he can have s action fgurs back when he sars undoing the damage he’s done, but Alexandersan is lready sercaming for his guards: seveal umarrshaped cites made of colofulflded papr charg in with anigue Japanse wespony.  Fight With Origami Guards: ca’t be hurt by blunt ruma st fy back s stride) anly sharp (ke swords and spears), and ke doubl offense from fc-based Spcials. High defense (cvasive) ut o meek (pape) and powerfl peyehic knockback Specils that keep th fight moving through the castle and fying over balcoies tc. Ae the oigami suards are mosly destroyed. mail carices enter the house 0 check on the sounds o violense. Alexander-san gips  richly omarened Katana off the vll, monologuing that i’ the once-lost Bsde of Incncration, wilded by the lgendary etiner Okumura Shozo, it hasn’ been draen i 8 thousand years, unl this moment of great vengeance - he draws the blade and s sty incinerated.  e Ambition Valus: 5 5P  Corporation Pull-In: a friend from Metal Blade Records says some foul exccutive at  major label accidetally found out about grindcors and i convinced ’ the e big thing. His peopl are now ryig Lo sig Tertrizer s hei lagship arit fo  corporate gindeore impriat. Find 1 stop Temorize fom abliterating th genre by nking  million dolar contsct withthe worst ofthe msjor lael,and probbly also ight s e carfulls ofthe lbels hied goons  - Créw Ambiion: 3 SP,undying graciude ofthe wordvwide gindeons scene  6
Creating a New Show IFeverybody wants to keep meeting for sessons, but run a difeent seting or genre, fust bang out the below sieps  1. Agree on a show concept Something with 2 lot of narrative potential like uncovering supernatural secrets in the theiving cities of the Bronze Age, or exploring a small planet of destroyed civilzations now infested with strange lifeforms,  2. First Key Narrator steps up Since they’Il be running the show, they now have creative control over the seting. Key, ’ your job to come to that fist session with an episode that introduces the main characters and sets the Crew Ambition in motion. 1 you’ee a first-timer, check out page 141 for a crash course.  3. Agree on a Crew Ambition that will drive the show’s plo forward Can be something immediate like repelling the raiders boarding the ship you’re all passengers on (*Merk the Raiders”). Can be something open-cnded like o crew of ongtime friends starting  private detective ageney and waiting forther first case 1o walk 1 the door (“First Case”). Can be something longform like finding a lost map and pillaging the tomb of the tyrant Kashif Sultan (*Ino the Crypt).  4. Actors ereate a crew of main characters Acast you’d wanna wach an actual show sbout - nteresting group dynamics, beliovable orthe stting, and ll driven o move the show’s plot forward.  5. Lock ina time for your first session Seriously, do dhis step now. I£ you kick that can down the road everybody’s schedule is ‘zonna il up and your show probably won’t kappen.  i3
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Main Character Creation Each actor creates and controls a main character in the game. As long as they fit the show’s concept and start a level 1, anything goes.  +Quicklist ...  1. Snatch a main character sheet from page 159  2. Concept: name, appearance, backeround etc  3. Pck Specials: page 85 - 97, start with 10 SP’s worth (you can starthere if ‘you’re sl thinking on a concept)  4. Start with merk 10  . Start with 0 defense (top numberi justalllower numbers added together)  6. Start with a move score of  7. Spend a bar in any major skill or additional language (o bars i flunt)  8. Put one point in any primary 9. Check opposite page for the bonus that primary gives you, write it down 10. Start with $100  - Ready to pla  Start undeveloped: you mostly figure out who your main characte is 5 you play them, ifling with the other main characters and nteracting with the seting. Leave mad room to grow  Start humble: remember you’re staring at level 1. You’re basicall the average person with a il SP so forget about any master swordsman shit.  Meet your Key at least halfway: they put together @ game for you to enjoy so don’t make & main character named Fred Shitbreath or whatever. The show is only as good as everybody’s level of buy-in  Build your cast cooperatively. Crew chenisry is what eally makes a show jump. Tey t0 think of yourselves not s a proup of individuals, but a a crew, a cast of main characters You’d wanna watch an actual show abou. You wanna be able o have a slamming paie-off Scene with any two main characters.  0 of us ply in the sume jazz combo” is good, but to sealy juice a cast, fuck around with dynamics and archetypes — Seinfeld with four Jerrys never would have Worked, you know?  Background: defines your main character sure, but also use it o seed your future storylines and tie yourself to the seting. Some prompt ideas + Where and how you grewup A group you belong to % A comrade or contact + Your an/ crestve expertise % Vour trade / vocationslexpertise % A ival +Culure / subeulure/ cnicity A nickname  title and how you got it + Towo ramors the other main charscters have heard about you  don’t specity i e e, or exggertd il coms i game)  Don’t bother writing beyond the background box: no amount of backstory will make your i character fel like  lving person (that only happens as you play ther).
Levels Levels represent a main character’s powe. Afler overcoming a sgnificant challenge in the show, all main characters ain a evel. Leveling up sbout once every 3 sessions i normal.  Startatlevel T with - mesk 10, 1 Primary Poiot, 10 Special Points, | Knowledge Bar  Leva 2 1 Primary Pois, 10 Special Points Leva3 1 Primary Point, 10 Special Points, 1 Knowledge Bar Leverd 1 Primary Pois, 10 Special Poinis Leva 5 110 al Primaries, 10 Special Points, | Knowledge Bar Levet 6 1 Primary Pois, 10 Special Poinis Leva 7 1 Primary Point, 10 Special Points, 1 Knowledge Bar Leva 8 1 Primary Pois, 10 Special Points Leva 9 1 Primary Point, 10 Special Points, 1 Knowledge Bar Leve 10 +1 10 all Primaries, 10 Special Points  Levet 11 1 Primary Point, 10 Special Points, | Knowledge Bar  Leve 12 1 Primary Pois, 10 Special Points Leve 13 1 Primary Point, 10 Special Points, 1 Knowledge Bar Leva 14 1 Primary Poiat, 10 Special Points Leve 15 +110 all Primaries, 10 Special Points, | Knowledge Bar Andsoon Primaries  “The core stats of acharacte. Each primary amps up secondary featurs, like so  sTRONG © Every 1 point: +1 offense on all hand-to-hand attacks and throwing atacks  © Every 2 points: +1 defense (put under parry)  © Every 3 poinis: +1 move score  FasT  Every 1 point: +1 offense on all ranged attacks and light weapon attacks  + Every 2 points: +1 defense (put  e dodge) + Every 3 points: +1 move score  HARD © Every 1 point: +10 merk  * Every 2 poinis: +1 defense (put under grit)  = Every 3 points: heal 1 point of offense taken each turn  SMART (SP) + Every 2 poinis: +1 knowledge bar   Every 1 point: 5 Special p  Your main characte sarts a lvel | with a point in any primary (2 this represents the average p can mean wise o wity or baoksmar, s  oin the res). Statwise on. Narrativly, primaries are open o interprtation: smart gt can be fas-twitch or slow-twitch e  5
Major Skills Aarative touchpoint for what your main charactr can casily do. Examples listed below ae still subjet  your Key Narrator’ judgment of the stuation, o don’t be like “1 do this immediaely and eforlesly and the book said | can s suck it  Automotive Examples 1 bar t0 hotwire an oudted model of car or ct brakelines, 2 o outdive 3 pursng policecrise o esore a small engine, 3 o hotwie recent modelsofca, 4 be able to deduce how 1o operate 3 tank, o outdrive fllscale police pursuit with arial upport  Busherat Examples: 1 bar 1 build i with no toos or forage cnough foo for ne person, 2 o forage for & eroup or eximt and braid fiber, 3 to rack  survalist ryng 0 evade you or afcly weapanize Venoms (4 undefendable offnse per tum with Durtion: Combat, single us) 4o knap and bind it or osidan weapons from seratch (2 offase since made of sone, butcan crete any 1yp of hand-10- Hand weapon or bow) 0 rete  comfortabe setlement with o maintenance pemacuare  Chemistry Examples: 1 bar o fully desroy fingerprits, 2 to trace origh of & set drug by exraciing additives, 3 t0 disrecly symhesize batches of mid-rade rcreationsl deugs (400 worth per weck). 410 extract poison (56 undefendable offase per tum with Duration: Comba, single use) rom Iredacted houschold procuc], § 10 make a frag grenade (page 135) with n hour’slabor and 520 wort o [dacted indusrial products]  Electronies Examples: 1 bar to disble & sccurity camers or chesp alarm, 2 to safly disarm 3 homemade explosiv or defea 8 mid-grade sl system, 3 1 projet pirse adio n & 1-mile radius or 1 3 Spcific newhy target, 4 to make  pulsc-switching EMP device (mporarly disables neaby lctronics) out of garbage with thce days” abor, 1o knock out city’s powergrid with access 0 4 iransission line, or 3 specific neighborhood with acces 0 2 substation  Gunsmithing, Examples 1 bar 1o clear jam or assemble yourown ammo (S0% discount), 2 (0 sabotage & fircarm ith spiked ammo o it cxplodes when next sed (frcarm destoyed, causes isarms offnse 1o user. 3 1o sally make your own gunpowder (even i he wideraes) 4 to make advanced amminition (utomatically rspin 15), 10 machine a fireem rom metal stock (weck oflabor)  Medicine Examples: 1 bar for CPR or t0 stop areial leding. 2o denifya common poson / venom / oxin or resetand splin & compound facture, 3 o be abe o deduce @ corpse’s cause of deth or seal Sucking chest wound, 4 fo reatach  severed hand or ideatify 8 e poison | venom / toxin, § o afely grat eybernetc prostheses  Metalworking Examples: 1 bar 1o make a dagger out of scap or defeat a cheap lock, 2 1o weld bulleproof armring onio a vehicle. 3 1o make ny hand-o-hand weapon out o seap, 4 0 deeat the door of & ank vaul, 5 0 make  hand-t-hand weapon with a pemaneat +1 offease (wcek of labor)  Nanotech Each bar is 2 10% cash discount o nante based tch (eprsents being bl to ust create yous owe)  Stealth Examples: 1 bar o creep past a security guard scroling through his phone, 2 1 piekposkt the average person. 3 1o crce ap behind s seninl and remove the magazine fom thei ifle 4t defeat at musem motion snsars, o evade & team of mercenaries rained and suipped fo pursit  Worldliness Examples: 1 barto know who pulls th ssngs in your local criminal underwrld, 2 10 know the date of most major historica events of the seting, 3 o have a rendly conact i every majo cit, 4 1o know s0 many people in bands and abels that you can et n the st of any show o the planct, 510 Know the names and addessesofthe people who acualy klld JFK.  8
Specials Povwers and unique abilites. Fel fice to change their appearance to fit your main  characte. Here’s how they work  ‘#Special’s Name [oal P cos] Acstheic Ho it ooks  Summary: Whatt docs  Effect: The base mechanie (P cost]  Modifers: Opional upgrades to range /ara/ duration et [SP ost behind cach]  Premade Specials  Even f you this book is completed.  s o ¢  Jow how 10 create your own Specials already, stick to these unil the are in  [  Premade Identity & Ineraction Specials  #Maostly tha Voice [3 7] Aesthetic You’r talented trplicating voics. Summary: Perfecly receate iy voice you’ve hesrd s Jest 8 dozen words from. Unlmited Effects itae Voice [355]  Modifiers: X  *Telepath [5 se]  Acsthetic: A private menialconversaion Summary: Two-way teleputhy. Telspatic lnk s no range limit onee csablished, and lasts unil you crete a new link. No_acton cos, unlimited uses. Effct upgradeable.  Effect: Halkie Tulie (351  Modifiers: X  tred Surge [10 s7]  Acsthetc: Pl feclings of disike in somcbody  Summarys Tagets disposition tovards charscier of your choosing . sgnificatly worsens. The les ntligent the trget the more they’re afeced.  Effect: No Symparico [551] Modifers: Use” Once per Fight [x2]  +A Name That Rings Out [45v] Acsthetics You went rom all ity bombe 1o & well-knoven mural pae, respeced i both worlds.  ‘Summary: Your loal ame ges you ocasional  Effect: Minor Celebriy [45¢] Modifiers: X  *Word is Bond [1 1] Acsthetics A supemstral sgrssment that can’t bebroken.  ‘Summary: The character’s giving thee word il e physcally undble o break it, and il now ths beforchand, One-tme use.  Effect Unbeakable Outh (15r]  Modifiers: X  See Itin Their Eye 1 57] Acsthetics You’se an observant judge of power and aily.  Summary: Know if gt higher or lower level, and get 8 vague idea o thee sats. No Effect: Read Charactr 157]  Modifiers: X  How many times can 1 use cach Special? The defuult number s once per day. For upgrades, check out page 99. Some Specials automaticlly have unlimited uses lke Telepath. Others have had  their use mumber uparaded, ke Hatred Surge, but mostof the premades i this chapter are still t their default of once per day.  85
T  A  T s  Some Real Basic Premade Stat Specials  *Powerlifter 751 Acsthetics You don’t ok ke it bt sou can ‘et an adul gorlls.  Summarys Permaent 41 stron.  Eftect: Primary Up (srong) [157]  Modifiers: X  *Wirchead [3sr]  Aesthetic: You fuck sround with clectrnics in your spar .  Summarys You know the basics of modifying disabling / cnhancing clectroncs (add 8 bar in Electronics under Msjor Skl  Effect: Knowledge Bar (clecconics) (3] Modifiers: X  s E  +Thermal Imaging [95¢] Acstheic: A dope mutation allows you t se¢ et signatures on to of your norma vision Summary: Heat vision with unlimied e Effect: Heat ision 3 7]  Modifers: Use: Unlimited effsct cost x3]  +Sight Beyond [3s¢] Aesthetics Your vision sealessly lesves the perspecive of your physicalbody.  Summary: Move your vision anywhere your acual physical eyes can sce. Can swich back and frth betwesn exavision and norma vision. Lasts aboutfve minutes. Efct upgradesble Effect: Remote Viewing (3]  Modifiers: X  *Elevated Frequencies [10 7] Acsthetic: You’e supernaturaly attuned to the Tesoance of your cavironment.  Summary: Yoo hwve an immedate understanding of your suroundings s if you ud gone around knocking on every inch of it Alvaysacive.  Effect: Echolocation [107]  Modifiers: X  N  86  *Quick s the Name [7sr]  Acsthetics You should be boxing with andspeed ke hat  Summary: Permancat 1 fs.  Effect: Primary Up (fst) (750  Modifiers: X  Traveler [3s¢] Acsthetics You’ve leamed s lot stayin in cther citesand raveling trough the Grarlands. ‘Summary: You have good geneal knowledge ofthe stin, s peoples,History, curent cvents <t (add a bar n Worklinss under Major Sk,  Eftect: Knowledge Bar (vordliness) (357  s Premade Sensory-Based Specials  E  =Sonic Attunement [45¢] Aesthetcs Lisen with th tird car.  ‘Summary: You have highly cxhanced hearing n b range and senstvty). Automatically permanc  Effects Acute Hearing [451]  Modifiers: X  +La Noche 61 Acsthetc: Blackout somsbody’s vison. Summary: Targt blinded for one fumeycle No action cos, and can be done n the mde of others” . 1 used during 3 fight, rgst Cithe atacks random square, atacks the source ofatellingsound, or just dips.  Effect: Bind (351  Modifiers: Spesd: Iteerapt [effctcost x2]  Eidetc [45r]  Acsthetics Just  tn dolls word fo somcbady ‘i photographic memory ‘Summary: Pertct recall of all vis Alvays actve  Eftect: Photographic Memory [451]  sensory.
1L L U s 1 0o N Premade Specials That Twist up Perception   Mlusions las about § minutes cach before strting 1o glitch out, Hlusions that don’t specifically target the use start with & range of $ st e modificr upgrades till cost the same but dd up from there.  +Plug One, Plug Two [6 57] *Visual Hallucination [85r] Acsthetic: Vou scem to multipy by . Acsthetic: You exude a_psychic signal that Summarys Creat an illusoy copy of yourslf aflcts te isual cotexof snybody peshy.  {hatoceupics s square adjcent (o whersver you  Summary: Crese say sight you can imagine move and imities your actons. When first  (but no other sensory). Will seem entely real used, you can immediaely swich plsces with 10 all bystanders. Lusts about $ minues. Can b your llsory copy fo frc. Capy can’ alect  upgraded nto Major Hluson.  he world or cause ofense, and goes up i Effee: Crate Visage [§55]  smoke when sk This Special has n0 acton  Moifers: X  costand can be used during other’ urns,  Eftect: Gorchacopis x [351] Modifers: Specd: Intrrups efeet )  =Auditory Hallucination [S sr] Acsthetie: You exude a psyehic signal that alfcts the auditory cote ofanybody nearby:  *Umbral 5 sr] Summary:  Creste any. sound’s you can Acsthetic: Some scholars would say you have  imagine, including saiees. (bt no. other hade-ike properes afe retuming from death,  sesary). Will seem entiely real 1o al Summary: Whenever in shadow you have S bysanders Lasts abou 5 minuics. Can be  ars in sealh eectively nvisbe) uperaded into Major Hsion. Effect: et Iio Shadows 5[5 51 Effect: Crate Sound (551 Modifiers: X  D E A T m Premade Death & Undead Specials  +1-800-sup-body 3 se] +Create Ghoul [15s¢] Acsthetcs A ghost materilizes sbove their  Aesthetic Slow, chugging desth metal can be ‘corpse 0 spesk with you. heard i the disance a5 3 corpse ariss 10 do  Summary: Chop it up wih the deceased a5 your bidding, long a5 you have teir body on hand They  Summary: You rise a compse (can be any  mainain all their memorics, but arent  staic) that obeys your commands. Compsc uaraniced to be cooperatve. maintains stts, but loses Specials,_igher Effect: ik Wih Cope (3] intlligence and fine coordnation. Lasts untl Modifiers: X destroyed. can’t b rised again.  Effect: trinate Corpse 1557  Modifiers: X +Death Essence [12sv]  Acsthetic: Sickly reen cnegy blass fiom your  x Definitely For Real Dead [25r]  pulm, roting the flsh of the living and  Aeshetic: Though mediaive focus you bring mending the fleh o the dead you biology o an undetccable minimum. Summarys Al targts in path of this ra0ged  Summary: You play dead s convincigly thl Special afeced: i ling they ake 58 OfnSE,  anybody with Ko than fwo bare n medicine s  ifundead they heal 58 Sicked Lasts s ong as you want but you can’t Eftect: Necroic Energy Blast 8 5] et or s duration.  Maitrs: Kane 23] v oy -50% Bt ol D 2257  ffect cost]  8
AL T E R  AT 1 0 N  Premade Specials That Change up Form & Function  +Skeleton 10 5¥]  Aesthetcs Vowre o skelton. Wild_dogs Somedimes atack you fo your bones. Why are you’a skelton? What’s your whole dal? Summarys You do’t need to breste, ik, orsecp,and are immune 10 discase  Eftect: Non-Living (ated by spcifc group: dogs and dogrmen) (1059] Modifiers: X  wror- [15sr]  Acsthetic: You have the powe to shrink obects with touch  Summarys Sheusk tem can go as sl s 3 enth s orginsl size. Any object on your person (pockets, backpack et) il say shrunk il you remove i Can’t shink churactes, living things, o aimatcd bjects. Some objccts can miotain orginal weight and dursbiliy if Key say . Unlamited ses  Effect: Shrink Object 5 5]  Modifers: Use: Unlimitd [x3]  *lnteligent Lock [5 se] Acstheic: A supernaturallock wih tlepaty Summary: You can lock a door, drawer,bole, buckpack ct. Lock akes strng 3 o are lool 10 orce. Lock can b given condiions ik anly opening for cerain people, passwords, cerain times of day tc. Lock can teepathcally speak with carby charaters (personsity and voice of an old, exremely cranky Russan man), give messages et Lock lists untl forced, you negat, or you ercate & new one.  Eftect: Sal heavy 3 9]/ condiional (25]) Modifiers: X  Gillz 25¢] Acsthete: Maybe you have 2 minor mutation, maybe your dad was the creatue from the black lsgoon.  Summary: You can bresthe underwater for about a hour t . Effstupgradesble. Effect: Brathe Undervater (259] Modifiers: X  =Acid Ghost [155¢] Acsthetie: You marph into a being of pure Sulfurc acid, ooving and flowing wihin & humanoid silhouetc  ‘Summary: When morphed, you  have 1 primary pint respent nto hard (+10 merk),  - awomaticaly deal 54 offnse o any adjacent cncrny that pus offense on you  - can make 0 2 +1 unsemed atscks per turn For every 2 SP your normal form gains, gain | e SPto spend in this fom. For every additional primary point you gain in your ormal form, gain an addidonal pimary point in this form,  You have ualimited uses of this Spec Marphing costs a move acton. Downsides when morphed, side. haracters. resonably avoid alking 1 you and you cant wield Weapons (hoth uparadeable)  Eftect: Morph (v move action uparade) (15 ] Sceondary Form’s Effct: Unarmed Fightng 13 58]/ Weapon Specialis: Unarmed [4 5] Reaetve Offense 3 (359 Ugh (3 e) Modifiers: X  The back of the book is a spinner. “s6" means a spianer from 1 10 6, 12" means a spinncr rom 1 t0 12 etc To use it, hold the looped end of o paper clip or uiar sting triming on the center dot with o pen. Fick the other end. Wherever it lands n the rng you’re spiing for i the resul.
G E N E R  A T 1 0 N  Premade Specials That Conjure & Create Shit  *Encrgy Screen [5 sp Acstheie: A flickering square of blue force cncrzy ashes o cxistence  Summary: The ncepy sreen s frm enough to sand on, hold heavy objects, o use a5 cover fom ranged_avacks. Can be summoned anywhere within each, and is fixcd in place once comjured. Sercen is ne square side and s merk 10 (Goth uparadeabe)  Eftect: Bubvark 1 (can hover) (3] Modifiers: X  +Palace Dimension [12 7] Acsthotc:  An_intrdimension mateilizes before you, sty architostue visibl on the ot side. Summary: You have 3 privae dimension, & massive palace buil in golden age Moroccan archiccure, complete with impossibly high colings, & cenal garden couryard of seange aroves and.glassy steams, suesrooms, library, @ gallery of classcal Persian painings, and an inacive tclcporation gate in the sub- asement with scip you haven’ been bl o deco.  You can summon tis prvate dimension’s gnteway at will, and bring any number of Charscers with you. The dimension and sny {nhabitants cxist a5 normal when you’e not in it. el fiee to customize features and physics, bt ance designed they’re s insone.  Effect Create Dimension (estat) [1255] Modifiers: X  scvay Morscean  +Grow Item IS se Acsthetc: A green sprout eupts from the carth and grows it a wooden object of yourchoce. Summary: You permancaiy creae 3 wooden item by growing 1 ou of & paich of dit. Unlimited ses.  Effect: Call ood [357]  Modifiers: Use: Ulimited (<3] / Sclecivty: Open Patch ofDi [ S0% chance = 50% cost]  +Danger Nate [10 sr] Acsthete: Acrash dummy with a ointy lather footbal elmetand goggles comes sprining out of nowhere, down for whatever.  Summary: This _expendable side_character oheys your commands, and lass for 3 fght Scone, o dbout 3 minties outside of combat Has an 52 unarmed atack, defense 0, merk 10, mave 5. I destroyed, he reappears a5 nomal when this Special nex used. Voice: high- piched and maybe e 00 amped up.  Effect Cull Enty 1057]  Modifiers: X  +Cald World Hand Picce [3 se] Aesthetc: The back of your hand is atooed in black and gray with a il of frozen corpses in e snon.  Summary: Inibucd tatoo (5P discountfor acsthetc qulity). You’e immune t the Frecze Clfct ke Half offense from cold-based Specils, nd do fine in weather as ow a3 30" £ Effects Inbue Tutoo: Cryophilic 15551  Acstheties: you’se fec to change the name and acsthetic of any of these Specials o fit your main character. For cxample, i you wanted to have privte dimension that’s  medieval Japancse lighthouse, o a chunk of forest Noating in the sky, or a bunker ful of secret passages, just take Polace Dimension and change it name and sppearance.  5
M 0 VvV E  M E N T  Premade Specials That Move & Alter How You Move  #Wind Ride [15 7] Acstheic: You superaturally s around o reeze you contrl.  Summary: You can fly / lviate at wil, but must start s end your turn on solid ground Effect upradeabic  Eftect: Flight[1557]  Modifiers: X  +Yalikinesis [7 ]  Acsthetic: You contolglass with your mind Summarys Permanent abily o move without touching it Range: sight. Can’t cause more than 3 + your lvel affense pe um,  Eftect: Mnesis (slass) (551 Modifers: Specd Move-Equivalent ffect cost]  [  #Monster Hops [3s¢] Aesthetics Vetical lesp 120" cach me at the combine.  Summarys Jup s o as your move score for o tmcyele. Efect upgradeable  Eftect: i Junper 3 58]  Modifiers: X  +Eldritch Hands [105r] Acstheics After reaching nto he Miror of ok, your hands retumed with supernataml properis.  Summary: Your hands e made of an otherwridly, obsidan-like substance.They can eip any surfce firmly enough 0 support tice your weight, arent aached st the wrist (ust Sort of float here, and can be cast wp 10 irides away from you ke prchense grapling Hooks When cast, your hand is sl ehered o your vaist by an invisible magnetim, allowing You o sccurely swing o bang. Bath your hands Can be cast i his way. Can’t wield weapons or old objects with a hand tha’ cas out. Effct uparadeable. Unlimited uses.  Effect: Grapnel-Shor (2, geip limit ice wser’s weight [1051]  Modifiers: X  *Powerteep [10 7] Acsthetic: Push-Kick somebody lke Samart. ‘Summary: Target moved backwards up 1o two Srdes. 1 they collid it snother aret they both ke 56 offense. Effst upgradeabl. Only Effect: Push 1o sides,collision 6)[$ 7] Modifiers: Specd: Move-Equialent (144 effctcos]  =4 New Refutation of Time & Space [10sr]  Acstheti: A pais of palm-sized wormboles appear inthe  Summary: Yo crsste two mtching portsls just lare cnough 0 reach trough (what gos n one immediaely comes outthe olher). Both can appear anywhere i sight. Only costs a move acton.Effct uparadedble  Effect Porat (1051  Modifiers: X  =Justaportation [8 se]  Acsthetic: You rcach out snd touch somcbody, a subile pulse of force crupting outwards a the w0 of you instanly swap posions.  Summary: Switch places with an adjacent characer. No action cost, and can be used i the middic of other’s s (50 you can switch cnemics int the path of atacks cc). Effct paradeate  Effect: Svich incluling nos-comrades) (3]  Modifiers: X  Sec Youse on the Airwaves [8 7] Acsthetcs Flas fom one arisl t snother Summary: You and your gesr are nsianily ransportd from an adjacen adio ancnna any iber radio anemna you can see. Costs 4 Eftect: Teeport Betveen X’s (Radio Antennac) )  Modifers: X
v s  A  6 E  Premade Specials That Alter Modifirs & SP Costs  *Reality Adjuster [3sr] Acsthetcs Power sscthes ot your form, shaking the ground and leviting nearby debis. Summarys Sacriice n unspent Specials for the day. and use s SP vale to cahance the modifers (ange, offnse, radius 1) of ancther Special for on use. No acton cost, but must b uied on your um. Unlimied uscs.  Eftect: Fhing Vod 3 2]  Modifiers: X  *Destroyer [1 7] Aesthetic Your hands smolder with destructve cnemy.  Summarys Sariic an unspent Specialfor the day: convert s SP value ino poins of ffense added 10 the Special you wse tis urn. No action cost,uslimited scs  Eftect: Burn Special 11151  Modifiers: X  M E  +Pyrrhic Supremacy [2 ¢ Acsthetc: You di decp fo cosmic cnergy and Py @ grucsome tol, ventually puking blood nd rupuring incenal organs.  ‘Summary: You can by addiiona uses of Spent Speial by putting ffense on yoursell Yo choose th amoun: 1 offense for 1 SP’s worth of Speial. Ulimied uses. No action cost,and can be used on rbers” s  Effect: Blood Sub (2]  Modifiers: X  Lifegiver [157] Acsthetie: Your eyes ake on 4 sublle glov, ‘wallng light when you move  ‘Summary: Sacrifice n unspent Special o the day: convert s SP vale o poins of hesling added 1o the Special you wse this tun. No action cos, unlimited uses.  Effect: Bum Specal 1 {151  Modifiers: X  T A  Premade Specials That Deal with Specials  +Cosmic Vision [257]  Acsthetic: For 4 bief moment you pect i 3 Highe dimcasion, bserving any superphysical forces i your cavinonment.  Summary: Know the exact lcation of any ‘ongoing Specials within sight.  Effect: Derec Specal [257]  Modifiers: X  < Alright Who Did This Shit (3 ] esthetic A v af 2 Speial’s e speaes o mindcs  Summar When sed an n onoing pecl, receive shr descption of e s’ e 3 Fieet e tir 3501  Moditers X  o1  *Pinged [35r] Aesthetic: You fel a sight pop in your cars when superphysical fores are used ncay- Summary: Know when somebody uses o Special around you and the exac ocation it was manfested. Wom’t detect ongoing. cfets o idenidy properic of a Special Always activ. Eftect: Feel Manifestation [351]  Modifiers: X  *Mystic Discernment 3 Acsthetics You dicern mesning in the paterns nd emanations of the superphysical. Summary: Know the function and some mechanical et of on Special within sight Effect: denty Special (3]
o F F  E  N s E  Premade Specials to Fuck up Enemics.  +Napalm Stream [10sr]  Acstheic: A beam of liguid fre surges from your pa  Summarys All tsrges i path (rnge 12) tske  offnse.  Eftect: Svaight Offnse 5 [45¢]  Modifiers: A Ray [+12 effct cos] Range 12 [457]  #Freezing Radiance 14 5v] Acsthetic: Vou emanate extreane old when you fght, fost crysuls blooming on nearby Summarys Auto <4 offens to any cnemy who moves i an adjacent squaee. Abvays acive. Eftect: Porcupine 3 435]  Modifiers: X  +Spectral Torment [10 sr] Acstheie: Malevolent shades pursue the et lashing a them with migsmal swords. Summary: Targe akes 54 offese, and 54 more offense at the start of your every tum for the rest of the fight No acton cost (but must be wsed on your ur).  Eftect: Svaight Offnse 4 (2]  Modifers: Range 6 3 5] / Duration: Combat feffet 3]/ Specd: mmediae [+172 effct cos)  +Chain Lightning [9 sr] Acsthetics A lah of clectciy fshes through your encrics.  Summary: Ranged o4 offense. jumps o tv0 additonal argets within 1 stnde of cach cber dealing 54 o cach I only one arger, they ake 35 offense  Eftect: Svaight Offnse 4 (257  Modifiers: Range 3 [2 s | Arca: Chain (3 targets) effect x3]con jump 1 st [157]  =808 Hit [957] Aestheti: A brin-ratling soundvave rips {hrough nessby eneaics and cracks th ground around you.  ‘Summary: 56 offens to il cnemics within s - e ads.  Effect: Snaight Offense 56 (351  Modifers: Radis 2 effct 3]  *Destructive Infiniy [5 571 Acsthetie: You’ve acquied hidden knowledge of the bulefulclements.  Summary: Whenexer you dea offnse from o (non-atack) Special, add your smart seore 1o e ol affense  Effect: Engine of R 555]  Modife +Cooked [45¢] Acsthetics | You obliersc an  enemy’s  confidence, making them casy ey  Summary: Actor must actally oast arger. Unil the end of your next tum, anybody atacking / using offensive Specials on masied arget adds 36 offene. Only costs 3 move Effect: Defense Down 56 (3 ] (lnstead of lowering defense, al stackers jus dd offnse) Modifers: Ranse 21 9]  +Demolition Finger [14:57] Aesthetc: Your finger (s crackling energy, nstably detonating when touched 0 gt ‘Summary: 6 adjacent offeae. 1fyou land . 6, oubi offnse o target and cause 3 offense t0 il cnemies n & S-sirde rdius. Only costs & move sction,can b used anceper fight.  Effect: Snaight Offnse 6 3 1)  Modifiers: Specd: Move-Equivlent (14 effct )/ Chance: 1 in 6 chance of radius 5 56 ffense (3.57] Use: Once pr Fight total x2]  Advanced Shit: some of these Specials hove the cffect “Straight Ofense”. This can instead be moved to modifiers (since sisaight offense can be an effect ora modifer) with the pice remaining the same.  %2
“Saquare” just means square srde. Think of the combat map divided up ike & chesshoard of squar srides: ths makes messuring out ange, moveme, and  area Specials way casier  +Acid Bolt [145¢] Acstheic: A lnce of hising acid s towards e arger.  Summary: Ranged § offense. Only coss move sction. Canbe usd once p fight.  Eftect: Svaight Offnse 5 [457]  Modifiers: Specd: Move-Equivaent[+1/4 ffect cos] // Range 3 (2 ] 1/ Use: Once per Fight total cost 2]  +Brain Numb [45¢] Acstheic: You inenionally say something o fucking out of pocket that the characer you sty itto disocites  Summary: Targetloss thei next main acion No action cost 0 use (but st b sed on your e  Effect Deny X etion (vaio) (257  Modifiers: Range 2 157/ Specd: Ioumediate 172 efect cost)  #Violent Momentum [10 7] Acsthete: Your eyes flare wih piyehic luminance 55 imisble forse slams > an encmy.  Summary: s ranged offense. This Special has o sction cost when used mmedistly sfer merking an cnemy.  Effect: Bloodiut [3 51  Modifers: Ofcnse s [45¢]  Range 6 (3 51]  +lee Guillotine [12 7] Aestheic: You fssh-recz the ambient vapor above an unsuspecting enemy, fagaed slabs of ice plummting down on then.  Summary: Ranged 510 olfense. 1 avacking rom the one-square-wide line dirsely behind the et they take 2610 offease. No action cost, but st be sed on yourturn  Effect: Back Anack 1510 [65¢]  Modifers: Range 6 3 5]/ Spece: Iomediate 4172 efect cost]  o  +On One [S5r]  Aesthetc: The mre heads you spark,the more unstoppable you become.  Summary: Every time you merk an cremy, in 1 offens o all atacks and Specials for e estof the ight,  Effect: Death Dealer (5]  Modifiers: X  *Devouring Void [14 s7] Acsthetie: You blast the arge wih je-biock Vo s volatil it has  chance of taring 3 hole inreliy:  Summary: 8 ranged offense. 1 you land an {arget takes 48 more offcnse. Can be used ancc  per fght Eitect: Saight Offense 58 451)  Modifiers: Range 2 (1 5v] / Chance: 1 in & chance of 458 mors offease [257] / Use: Once  per Fight [l cost 2]  *Nudist Executioner [3 sr]  Acstheti: You terorze the violen nudit s that terorize the ety  Summary: 46 offnse o sny atack or Specisl argeting a mudist. Always acive.  Effect: Offnse Up +6 (651  Modifiers: Dusation: Permaneat [efct x5] Sclectviy: Nudists [10% chance of fighting st means 10% ol SPcost]  +Calaveras Explotantes [18 s7] Acsthetics Colorfu skalls fly towards. your cncenics snd detonate on mpact.  Summary: You summon 4 dope sugar skuls {hat ot in your wake. Each skullhas range 6 and dess 56 oftens, and can be aunched 3t Specd: Intemup (50 launching a skl has 1o action cost, and can be launched inthe middle of alhers” turms). Main acton 1o st summon e skl  Effect: Chambered (ined o) 356 [1557] Modifers: Rane 3 ]
AT T A  c K s  Premade Specials That Modify or Evoke Attacks  ‘What’sthe diffrence between Attack Speeials and Offensive Specials? Attackingis what you do with a weapon: swinging a swordor shooting 4 .  ~ Atack Specils modify o trigge atacks. ~ Offensive Specials (previous section)sre any e way you damage an cnemy,  ke psinic lightning orenergy beams.  +Ince Again [7s¢] Acstheie: Yot on poins Phife?  Summary: Free atack immediacly_afer merking an cncmy wih an atck.(ieludes counterstacks like Blod for Blood and Make Em Pag and ol obher atack Specials Unlimited wses.  Effect: Encore (757)  Modifiers: X  +Turn on the Blender [8 sr]  Aesthetic: You rin striks on your surrounding Summary: Instead of & normal aack, make an atack on cach adjacen cacmy with cuently ekd weapon (i dual-wicding, two on cach, bt remenibr they gt 10 apply thee defense o o). Eflct uparadeable  Eftect: Spiming Atack (3]  Modifiers: X  +Shock Tactics [3sv]  Acsthetic:You kaorw exactly How 1o exploit the Splicsccond of fear and confusion when Runing up on an encrny.  Summarys When fist stacking 3 target wnavare of your prseace, +3 offense if atacking ranged, of +6 ofiense if avacking Hand-to-and  Effect: Surprise Aiack +3/+6 3] Modifiers: X  +Tighten the Knot [4 Acsthetic: Clos in on an cnemy, watch then Summarys For one atack, gt +4 ofense for ach comdeadjacen o th arge.  Effect: Hom In 4 [451]  Modifiers: X  #SHINGGG [1057] Acstheti: You vanish, reappearing several srdes away with your weapon taling blood. Summary: 5 offsnse o one handio-hand atack, but you must move ina saight i for your cnire move score This Specal can be sed onceper ight  Effect: 51 45 557]  Modifirs: Use: Once pr Fght [+  +My House [4sr]  Acsthetie: An cnemy fucks up by trying 0 Just jozonby vou  Summary: Fce atack on an nrmy hat passcs {hrough an adacent square (hat’s pass throush, Dot move t0). Effct upgradeabe.  Effect: nercept [45¢)  Modife  *Derailed [757]  Aesthetc: You sing your cncmy right a5 they load up forabig swing.  Summary: Secrifce your next move sction to immediately inermupt an atacking cnemy Witk an stack of your own. I you put offense on e, they don’t et to make the atack  Effect: Siop-Hit (et move action) (7 55] Modife  «Nemesis [35¢]  Aesthetic: There’s no escapin, once my lade tartsscrapin.  Summary: Each time you atack a specific cncany in  row without tackin ngbody cle, Jou g 1 offense 1o ll atacks sgaint hat Cncany This inclades Special atacks (ke any in his secion).  Effect: Hound [355]  Modifers:
+Make Em Pay [4sr] Acstheic: Seppin 10 me improperh maycatch the weaponry,  Summary: Make 3 free and immediat atack o an cnemy (i range) that atacks you b ails 1o acuually put offense on you.  Effect: Punih [451]  Modifiers: X  you just  *Wolfsnap 91 Acstheics An cnemy fucks up and gives you their bck.  Summary: +3 offense whenever you atack an cncmy from the square diealy behind them (o ranged atacks, must be from the square- wide i dicely behind them). Ulimited ses, but ot more than once  tun.  Effect: Back Anack 13 (3]  Modifers: Use: Unlimited [x3]  *Boxer [3s¢] Acstheics You have membership st @ boxing v and actally show up o te regular. Summarys Wheneverstacking unamed, mske o aiacks. Defult unamned offnse is <2 strong or st  Eftect: Unapmed Fighing 3571  Modifiers: X  +Heavy Hands [10sr] Aestheics You got spooky, touch of death, Earmic Shavers power in your hands. Don’t  Summarys Whenever aiscking wsrmed, your offense is 56 + strong or fast (defaul s <2 trong or ).  Effect: Unarmed Offense Up’s6 (2521 Modifers: Durtion: Permancnt (x5]  The only modifiers Attack Special * Use: Once per Fight i total SP 2.  Headwound [6sr]  Acsthetc: Encmy rocked from a bigshot o the dom.  Summary: Atk pls taget loses nest main acton. This can 1o be applied to nterupt atacks like Blood for Blood, Deraied, My House, Make Em Pay e  +Big Swing [10sr] Acsthetic: You ssike more than e cnemy it a single aack.  ‘Summary: Whenever you land @ band-to-hand atack on an enemy, make an additonal aack o’ diffrent adjacent snemy for free (0 atacking the same targer more_than_once). Effet uperadeable. Can b used any nunber of imespee fght/ um  Effect: Follawthrough (1057]  Modifiers: X  SExit Fee [45¢]  Acsthetic: When an_enemy discngages they Icave mulipl openings, and you know them ll. Summary: Frec and immedite hand-o-hand atack on an cnemy tat moves out of an adjacent square  Effect: Chusing Anack 4]  Modifiers: X  +Blood for Blood [6 7]  Aesthete: Tag em back.  Summary: e and immediste stack on cncany that puts offense an you with an atack Fin range of curently eld weapon).  Effect: s Back (657]  e allowed to have are Use and Duration.  - Use: Unlimited i total SP x3  + Duration: Combat i total SP 3 (can use any nurmber oftmes n one fght)  Duration: Permanent i ttal SP x5 (unlimited uses and any number of uses per urm)  95
D E ¥  E  N S E  Premade Protective Specials  +Smash Block [2¢]  Aesthetic: You give an nerny’s swing a small detour it theiscomrade’s ce.  Summary: Redirct @ hand-to-band atack that targets you t0 o diffrent character adjscent o he cnemy swinging on you.Can b used n the middlc ofothers turms,no acton cos.  Eftect: St 11 2.55]  Modifiers: X  +Winds of Confusion [2 ¢ Acstheic: A sudden storm of erati, gusting wind keeps your encmies wincrsble il they aiack ts sour  Summary: All ncavics on the ficld ke an exta 4 offease per atack | oflnsive Special unil they atack you  Eftect: Fuckvithne 1 (4 defense: insead of reducing defense, cach aacker just adds +4 oftense 2]  Modifiers: X  +Psyehic Updraft [45r]  Acsthetics You creste an sibag of peychic encrgy to safly fal though, landing on the eround ke you’re sepping of e bus. Summarys Never ke offense fom flling, no mate the distance.  Eftect: Fallroof 45v]  Modifiers: X  +Goon [5 sr Acsthetcs ou know how 1otk a unch, and aret ealy bosbered when you do.  Summary: Permanent 1 o defnsc  Effect: Defense Up 1[15]  Modifirs: Duration: Pemne efet 5]  *Unyielding Sphere [6 s7] Acsthetics An orb of force energy materisizes round the et  Summary: You or an adjacent trget are Surounded by a sphercal shield tha prevents any fore from entring o cxiing (s0 this can o be used lensivel; preventing an enemy from atacking through the sphers). Can arget an object o characte, and will move wherever e targt moves. Lasts 3 tumeyele. No scton cost, and can be wsed in the middic of others’ Effect: Perfect Shell (3511  Modificrs: Speed: Iterrupt [effct cost x2]  +Emerald Skin [10sr] Acsthetc: Being born i stone or erysalline Sk o’ unheard of where you’e from, but semstone skin’s 8t rarkty.  Summary: Permanent 2 o defnse  Effect: Defense Up 2 2]  Modifiers: Duration: Pesmne efet 15]
HOE A  Premade Specials to Reduce Offense Taker  +Resonance [10sr]  Acsthetc: Healing soundwaves shake he {arget’ by Summary: Ranged 54 healing. Only coss  move sction. Can use oncs per . Eftect: Svaight Heal 11 57]  Modifiers: Range 3 [2 5v] / Speed: Move- Equivlent [+14 effc cost] 1 Use: Unlimied oot cont 3]  +Sanctified Palm [6 57]  Aesthtic: Motes of golden light float up pust Your hand a you hold i above a slowly closing wound.  Summary: Healan adjacentcharacte for 8 No action cost (bt must be used on your ). Eftect: Svaighs Heal § 14571  Modifiers: Speed: Immediate [+112 et cos].  +Encrgy Bleed [95r] Acsthetic:Phantasma ifeforce srcams ot of the target and nto your hands.  Summarys s offese o target, and you hesl  the sam smount. No acion ost (bt must be  used on your ur).  Effect: Ljjack 8 (6]  Modifers: Speed: Immediate [+112 et cos].  L  1 N G  wHeal Em Al [3 7]  Acsthetcs Giftd with the haling.  Summary: Whenever you use o healing Special, add your sman score o the toal amount hesied. Unlinied uses.  Eftect: Engine of Mending [3 1)  Modifers:  *Night Vibes [Ssr] Aesthete: The nigh s on oy mind.  Summary: 11 i nigh, reduce your offcase {aken by 2 at the start o Yourevery tum.  Eftect: Regeneration 2 1051]  Modifiers: Scectvity: Night Time Only (112 tota cost)  =Sequential Healing [6.5v] Acsthetics Luminous waves slowly emanste from the point you touch, wounds scaling shut in ther wake,  ‘Summary: Adacent target heals s, then heals 4 more at the start of your next two tims. No action cost (but st b used on yourturm). Can e used onee pr fight  Effect: Stgger Healing Qs o 3 ) (257 Modifiers: Specc: Immediste 112 et cox) 1/Use: Once pe Fight total cos 2]  Advanced Shit: some of these Specials have the effect “Straight Heal”. This can instead be moved o modifiers (since straight healing can be an effct or modifer) with the price remaining the same.  o7
Building Your Own Specials Pick out an effect(pages 100 0 131), and give it a name  aeshetic. That’s it  Upgrading Specials Just add modifiers opposite page) o give your Special longer range, more uses, bigger offense ctc.  o8
Modifiers  “These upgrade Specials *USE  Once per Day default  Once per Fight otal Special cost x2  Unlimited" total Special cost x3  (bt ot e than ance er turn)  *RANGE 1 strde: default /1 2 stides: +1 SP /1 3 svides: +2 SP 6sirides: +3SP /1 12 strdes: +4 SP /) 20 strdes: +5 SP  +SPEED ‘Main (costs your main action) default Move (costs your move actior effect, healing and offense cost x1.25 Imanediate (n0 action cost) “xLs Interrupt (no action cost & usable on others” ) “x2  #OFFENSE: 1 SP per +1 offense Spinner: 1 SP per half the spinner’s max. (Example: 5§ of offense would cost 4 SP)  #HEALING: 1 SP per +2 healing Spinner: 1 SP per quarter the spinner’s max. (Example: 8 of healing would cost 2 SP)  *AREA Radius 1 stride effect, healing, and offense x2 Radius 2 strides,| “x3 Radius 3 strides, “xd All enemics or comrades in ight scene x5 Ray (al enemies in Special’s path afected) effect, healing, and offense x1.S  Chain (effect jumps through multiple targes): effect, healing, and offense x maximum number of targets + 1 SP per sride between. 1 no additional targets, final taget takes ll  «DURATION Turneyele defult Combat (or about S minutes outside of combay . effect, healing, offense, and area x3 Permanent X8  4SELECTIVITY: Reduce Special price by co Would cost 50%. Only on the undead (sbout 10°  iion. Only at night (half the time) Fyour enernies) would cost 10% et  +«DEFENDABILITY Undefendable (surpasses alldefease) offense x1.5 +10% offense cost per each of the below defense faciors ignored: Armor /1 Shield // Block // Dodge I/ Parry /1 Git/ Specials  #CHANCE: add something good, like an exta 20 offense when you land a 10 on an 510  spin, which would anly cost 2 SP (10% chance means 10% cost: 10% of 20 SP is 2 SP). You can also use this modifier 1o educe the Special’s price by the chance of ilure.  9
Effects  What a Special does. Newjacks, don’t even look at this section. G  st  Attack Effects (Can’t have modifers added except Use and Duration (end of secton). What’s the diffrence. between attack effcts and offensive effcts? Attacking is what you do with a weapon (swinging s sword, iring  pistol). Attack efcets modify or tigser an attack. Offnsive cffcts (nextsecton) are any other way you cause offense, ike psionic lightning or enerzy bears.  Spinning Attack: make a hand-to-hand atack on al djacent enemics in place of your normal  attack ths turn. Attack path can’t pass through comrades (without attacking them). 1 dual-  wielding: you can make an atack with cach weapon on all adjacent cnemnics (but remember  they get 10 apply thei defense o both ttacks). 8 SP.  = Step: you an move one stride, atacking al ncrmics adjacent to your two-srde path, +10 SP + Bound: you can move two srdes, atacking all nemics adjacen 0 your thre-stride path. +10 P (and musthave previous upgrade)  Followthrough: when you put ofense on an enerny with s hand-to-hand ttck, you can make.  an immediate bonus attack (same weapon) on 4 different _enemy adiacent © you  Followthrough path can’t pass through comrades (without attacking them). No attacking the  same enemy more than once. Auomaically Duration: Permancat. 10 SP.  »Step: you can ake  fre ane-stride scp o followthrough on an enemy. +15 SP  + Reach: you can followthrough with reach weapons, but must maintain range (50 if nial target 2 siides away, any subscquent targets must lso be 2 scides away). Can inscad followthrough 108 second target direely behind an niial adjacen arge,but thn end there. Can’scp (sbove upsrade) when using this upgrade. +10 S  Shooter Persccutor: make a free sccond hand-to-hand attack on sn cncmy that only has @ bayonetles frcarm or launcher weapon (ke bows, lings, crossbows) equipped. I the arget pulls & hand-to-hand weapon this effct can’tbe used (both dropping and pulling & weapon has o sction cost, and can be done at Specd: Interupt). § SP.  Lunge: increase hand-to-hand weapon range by 1 stde for one attack. You can lunge trough occupied space, unless your Key says otherwise. Can be used in conjunction with any other sttack Specisl, butonly llows ome targetper se of unge. 2 SP.  Reach Weapon Twofer: when wielding a reach weapon, you can atack two i range ofa single thrust for one attack. 1 SP.  Chasing Attack: free hand-to-hand attack on an enemy that’s moving ou of an adjacent square. Automatcally Spe: Interrupt. 4 SP.  Intereept: free hand-to-hand attack on an enemy that’s moving through an adjacent square (must pass through, not mve to). Automatially Specd: Interrupt. 4 SP.  *Stop target ifyour offense is higher than thei defense: +3 SP  et in the.  Punish: when an enery makes an attack on you and their offense is ower than your defense, make one free and immedite attack on them (i inrange of curently equipped weapon). 4 SP. Bust Back: one frce and immediate atack on an enemy that manages to hurt you with s attack (ifn range of curretly cquipped weapon). 6 SP.  Riposte: one free and immediat attack on an enemy hat jus atacked you, regardless of success (oly i in range of currntly equipped weapon). § SP.  “Squarc® just means square stride. Think of the combat map a5 @ chessboard of square strides. This mokes messuring out range and moverment way caser
Unarmed Offense Up: increase unsemed offense fo one tum (defult unsrmed offense is 52), st SP “sois2SP isis3SP Unarmed Defense Up: you have a defense bonus when unarmed. 4 SP per point o defense Unarmed Fighting: when atacking unarmed you can now make 6o attacks pe turm. You can attack two different taets, o the same tasge twice (remember they gl 0 apply thei defense 10 both your sirkes). When upgrading wnarmed offense (unarmed offense up. weapon speciais, 1), it applis 10 both unarmed attacks. Your primary bonus (you can add strong or st also et sk 10 both atacks. Automatically Duration: Permane. 3 SP * Hybrid Style: ifatacking with a one-handed weapon and your other hand i empty, you can o make an unarmed attack withthat hand (Automatically Duration: Permancr): -3 SP  Shicld Bash Offense: increase offense when atacking with a shield for one tum (default  hild bash offense i o4). Remember that shied’s defense unusable unl turn afe shield bash sais 1 SP sis2SP ~41033SP  Shild Push for one atack, shield bashing pushes the tanget back 1 ssde. 2 SP.  +2 stides: 2 SP. + Knockdown (akes a move action t stand): +2 SP   Collision: i pushed enemy colldes with another enemy, bot take offense. 1 SP per point  Thrown Offense Ups: increase hrown weapon offens for one tur (defuul s 4).  “sois ISP “ssis2SP C03SP esl2isdSP Thrown Range Up: increase thrown weapon rnge for one tum (defult thrown weapon range 153 strdes). 1 SP per +1 range  Barrage: sacrifice mave action to make a second (non-firearm) ranged atack at half offense (round down). 5 SP. Distance Shot: increase firearm or launcher range forone atack. 1 SP per +3 range. Beat Cover: this ranged atack surpasses any cover the enemy has taken (his includes being behind other characters). To b clear,thei defense score sl applis. 6 SP. Cautious Shot: your ranged stack (inchudes thrown) this tur can safely pass throgh space occupicd by comrades. 3 SP. Disarming Shot: instcad of spinning offense fo an atak, you can disarm a arge i range of your cumently held ranged weapon. (launcher, fircarm, or thrown). Key decides where unhanded weapon lands. 1 SP. « Trade nest main acton for a Specd: Interrpt disarming shot (includes shooli thrown weapon alrady mid-tie) +1 SP *Trade next move ation for s disarming sho: +2 5P + Trade next move action fo a Speed: nternpt disarming shot (includes shooting down s mide i throwing weapon): 3 SP Plercethrough if you successfly put offense on a arget with o ranged atack, spin a free bonus atack on a targt behind them (make sure to maintain lne of fire). Must be a percing projectile (arrow, aveln, bolt,bullet etc). 2 SP. + Thid target ina line: +2 5P + Overshot: don’thase to actually wound a arget to make 2 bonus attack on another target ehind them: +2 SP Sipe: taract must be unaware of you,and within range of your curretly equipped frearm or Inumher weapon. For every canseoative tara you spend obéerving them, you rantiply he total offense of the next shot you take on them. IF they ake cover o become unobservable in some. way, the muliplier seses. For example: if you spend one tum observing them, the shot you take’ on your sccond tm will have double offense: if you spend thre turms observing them, the shot you tske on your fourthtur il have quadrpl offense. Lt of 5 offense. S SP.  down &  Weapon Spes s o offense when stacking with 3 speific type of weapon: sword, haftarm, polearm, flex weapon, unarmed, luuncher, shortarm (pisols / SMGs), rile, shotgun, throvwn, shicld, borst instrament, nstrument. 1f dsl-wilding your chosen wespan type. you add the offense bomus from thi effct to both attacks. Automatically Duration: Permancnt. 4 SP per 1 offense.  101
Knoekdown Attack: make an atack s normal: i aso knocks down the target (it takes an entre move acton to stand back up). 3 SP. Roek: make an atack as normals it also causes the target o lose thei et main action. 6 SP. Stop-Hit: scrifce your main action next tur to immediately make an atack on someone (in range of your currntly equipped weapon) that i about o attack: i your offense s igher than their defense,they do not atack. Automatcally Speed: nterupt. 3 SP.  + Only sacrifice move action: +4 SP Beat Backs instead of making o hand-to-hand attck, push the target back 1 srde. 1 SP.  * Make hand-to-hand attack nd push target back: 14 SP.  Hound: cach tme you atack a partcular enemy in a row without attcking another enemy; you gain +1 atack offense on them, Like this, atack 2 +1, atack 3 +2, ttack 4 -3, e Special atacks like barrage, stop-hit, punish, bust back, ripost, ctc ll count towards his effct. Automatically Duration: Permanent. 3 SP.  Overwhelms cach fum you stk o particalar cnemy in a row, you get 8 +1 bonus o stack offense on them. Like this, turn 2: 1 tum 3: 42, tum 4: +3 te. You can taret other encimis. will attacks and Specias, just as lon as you make at last one attack on the overwhelmed target per tum. Docs no stack with hound. Can overwhelm muliple targets simulancously. Automatically Duration: Permancnt. 5 SP.  Hem In: for one stack, gt & bonus o offense for cach (combat-capsble) comrade sdjacent to the tangel 1 SP per +1 ofense  Surprise Attack Bonus: bonus offense when attacking an enemy unavare of your presence. Offense doubled if attack is hand-to-hand: 1 SP per +1 ranged offense / +2 band-to-hand offense  Load Up: skip main action this urn o doubl you offense when you attack next tun. § SP. Blitz: bonus to hand-o-hand attacks offens, but you must move in a stight line for your entire move score. 1 P per +1 offens.  Encore: after merking an enemy with an ttack (includes counteatiacks and other attack Specials), make an immediate fre atack on an cncny in range. Unlimited uses. 7 SP.  Back Attack I bonus offense to one attack made o an enemy’s back. If hand-to-hand: must e aceupying the square dircetly behind the anset. If ranged: must be occupying the 1-square- ‘wide line dirctly bebind the target. 1 SP p | offnse,  Back Attack I: for one tum, atack a econd time for free when attacking an nemy’s back. 11 hand-to-hard: must be occupying the square disecly behind the targel. I ranged: must be occupying the 1-square-wide line dirctly behind the target. I you slsa use back attack  the offense bonus only applies 0 one ofthe attacks. 7 SP.  Shadow Attack: for one stack, atacking somconc’ actual body: 2 SP.  Criical Hit: you have the chance to desl extra offense wilh o specifc type of weapon (automatically Duraton: Permanent). Pick a number on your chosen weapon’s spinner; whenever you and that number, you dish out extra offense. Here’s the math:  [honus offense] x  hance of it happening] x 4 = total SP cost  Soif your chosen weapon i @ spear (polearm, $10) and you want it to do an extra 20 offense (20 SP) whenever you land a 3 (10% chance), you’re just taking 10% of 20 (3 SP), and moliplying it by 4 total SP cost is 8. Easy shil. No increasing your critcal ange past onc- quarer o the spinner’stotal numbers. Tnstead of offense, you can spark an effect when you land a criical  [SP cost of effet] x [% chance of it happening] x 4 = otal SPcost  Citea hits are one of the best holers for your dolar: you sive vy atack spinthe chance of a massive bons.  ¢ paying almost nothing in SP to  102
Charging Bonus: +1 offense when charging. Automatially Durston: Permanen. 1 SP per pointof offense  Charge Counter: +1 offense when spinning against charging enemics. Automatically Duration: Permanent. 1 SP per point of offense  Ranged Charge Counter: if you’re wielding a ranged weapon and spin higher than the cnemy charging you, they stop a number of sirdes short of you equal (0 the offense you bea them by. “Thisincludes thrown weapons. Automaically Duraton: Permancat 4 SP.  Shoot Charger: when wielding a ranged weapon, pop a charging enemy (who’s charging someone els) tat pases through your range. Automatically Specd: Interrupt. 4 SP.  (Charge Knockdown: when you spin  higher offense than an enemy during a charge they’re Knocked dovn (it takes a move ation o sund back up). Unlmited uss. 3 SP.  Grappling Bonus: +1 t ssapple spins. Automatcally Duration: Permancnt. 2 SP per poiot. Cerebral Grappling: add your smart score (instad of your strong o ) to your grapple spins. Automatically Duration: Permancr. 3 SP.  Grappling Throw: when you win a grapple (doesn’t mater if you initiated 0, you can theow hat enemy a square in any diretion (from the square you currently occupy). Target also knocked prone. If you did iniiate the grapple and choose 1o throw, you can’t also hold the target in place. Unlimited uses. 3 SP.  *Two squares: +3 5P  « Collson: if thrown enceny colides with another enerny, both take offense. 2 SP per point. Grappling Offense: whenever grappling (win or lose, doesn’t matte if you initaed i) you exert a clinch, choke, lock, or slam that puts offense on the enemy you’ss grappling with Chosen grappling primary i sdded tototaloffense. Unlimited uses. 3 SP per point of offense.  “The only modifiers Attack Specials are allowed to have are Use and Duratio  Use: Once per Fight ol SP2 Use: Unlimited (but ot more han once pe turm) total SPx3 Duration: Combat (can use any number of times i ane ght) toul SPx3 Duration: Permanent (unlimited uscs and any numbes of uses pes tur) . t0tal SPxS  103
Offensive Effects  Straight Offense: 1 SP per | offense. Spinner option: | SPper half of spianer’s maximur (s0 3P for 56 offense, 4 SP for s offense et). This effec can also be made into & modifes atany  Mop Ups iftaret i sid out when this effect s used on the, double your offense. 2 SP. Offense if Sill: cnemy takes offense if they don’t move at least one stride their nex turn. Target will be e of the ffect, 1 SP per 2 offense.  Offense if Mabile: enemy takes offene if they move even a single their next . Tanset il b aware o the effet. 1 SP per 2 offense Back Attack I11: double offense when trgeting an cnemy from behind. For example, if you spend S SP giving this Special $ offense, it deals 10 offense when attcking an encmny’s back, but S offense from any other angle. If adjacent: must be occupying the square directly behind the target 1€ ranged: must be occupying the 1-square-wide line directly behind the target Base effectcost i 1 SP (ading offense is sual price of 1 SP per | offense).  e before the end of  Deluge: this effc gives you s bons for every attack or offensive Speeial used on your arget since the end of your st tum. 1 SP per offense. (Exampl: if you spent 4 SP on this effect and 3 of your comrades attacked the targe since your lasttum, you would then deal 12 offense to the taget)  Stagger Offense: splt offense of Spe  ial so that it happens cqually over multple tumeyeles.  ‘Occurs at th beginning of your tum. 2 tumeyeles: P costof offense is 25% les.  +3 wmeyeles: 33.3% less No Cover: this Special supasses any cover the cnemy has taken (includes being behind oth charscter). To be lear, their defense score still applics. 2 SP. Power Up the more acion costyou pay, the more povwerul this Special gets: ) Speed: Interrut — 14 this Spesials default offnse, B.) spend only move sction = 112 offense, C.) spend main action = normal offens, D) spend both main action and move action X2 offense, . spend this main action and your next main action — X3 ofense, ) spend your main action and move action this turm and your next tum = x4 offense (rleases on second tum). Always round up offense. 2 SP per | defaultoffens. Chambered: user can divide up this Specials toal offense however you want. Using & remaining porton of offense has no acion cost, nd can b done i the middle of others” turns. For cxample, after you pay the action cost of & chanbered Special with 10 offense, you can nail a target with 3 offense ight away (o action cost), then blast a different target for 2 offense (a0 action cost), then use that remaining 3 offense on another trget (6l no action cost). o wat until after your turm and interrupt an cacrmy with hat remaining 3 offense. To eiterste: A) you only pay the sction cost of ths Special once, B.) using any emount of remaining offense has Speed: Inerrupt, and C.) you can use as lile o as much of the Special’soffens cach time, unil you’ve expended the entirty of the Special’s total offense. A chambered Special lasts until the end of the fight scene, or about five minutes oulside of combat_ 1S SP per | offense. + Fixcd divisions: chambered offense divided into predetermined amounts (For example, 9 offense manifested as 3 blasts of 3 very time, or § offense divided ito 4 jots of 4 every time,et):-25% offense cost  “The back of the book is @ spimmer. 6 means s spinner from | to 6, 512" mcans  spinner from 1 10 12 et. To use it hold the ooped end of  paper clip or guitar sring trimming on the center dot with a pen. Flick the other cnd. Wherever it lands n the ring you’re spinnin for i the result.
Bloodlusts this offensive Special can be used a no sction cost immedisely afer merking an cnemy. 3SP.  Death Dealer: cach time you merk an cnemy, you gt a stacking <1 bonus 1 al offense. This bonus luss he rest ofthe Figh scene. Automatically Duraton: Pesmanecnt. § SP.  Lifejack: you heal the same amount of offense you put on an enemy with ths effct. 3 SP per 2offense.  * Siphon healing toself or any comrade inrange: +3 SP  Recoil: also deals offense to user (surpasses defense). Sublract Special’s offense cost by the offense caused to the user  Mine: once you pay this Special’ action cost, i’ locked onto a location or object within range. You can detonate it at will, or assign it o trigaer when there’s movement within a certain prosimity. You can detonaté the mine rom any distnce. A placed mine lasts about a day. 2P  ~Mine undeteetabe o cnerns: +2 5P ‘Trade Defense for Offense: lower your defense score, nd increase your offense by the same number. Must be in sctual combat: tarzet shooting or kicking down a door won’ be affcted Capped a1 3 defenseloffnse per level. Offense bonus applis to all offense for cxacty one wmeyele (s0. both strkes i dual-wickling, counteratacks, all offensive Specials_etc). Remember anegative defense score docs that much exta offense o you. No ation cost. 2 SP. Kinetic Charge: give n everyday item the offense of a classical weapon. Reach weapans most_acually have reach (ke a broom) and two-handed weapons must actually be functionally two-handed (ke a guitar). Kinetic charge lasts for a fight scene (or about fve minutes outside of combat). Weapon specialist doesn’t apply to kineically charged weapans, but effects ke dhrown offense up and reach weapon nwofer do. No acton cost to kineially charge an bicct. § SP.  encmy (it tskes an entre move acton to stand back up). 1 SP. Srides next tum. Target can il refsce, move the ret of ther body ‘move acton for something clse (ke 4 Special with Speed: Move.  Equivalent) 1 SP. * Can’t reface: <3 5.  - Superlack: target is compleely immobile unil the cnd of ther next turm (no defense, no actons): +7 SP  Deny X Action: trget loses ther next move action: 1SP.  * Targe loses thei next main action: 2.SP  + Target loses all sction: unable o sct until the cnd of their nex turm (o i action, move action,or Specials with no action cost: 4 SP  Porcupine: whenever an enemy moves into & square adjacent 10 you, they instanly take offense. Automatcally Duraton: Permanent. 2 SP per | offense.  Reactive Offense: whenever an enemy puts offense on you, you instantly deal this efects offense o them. Automatically Duration: Permanent. 2 SP per 1 offense.  + A enemy within 2 strides (maximum upgradeable range): <2 SP  Defense Down: decrease defense in target for | tumeycle. Default i Speed: Move-Equivalen, and all specd modifies cost 25% less than their usual price. 1 SP per 1 defense. (You can instead have this effec give an offense bonus of the sume number 0 anyone attacking or using offensive Specials o the target, since the resul i the same cither way. Choice must be locked in before Special inalized.)  Offense Down: decrease offense in target for | tumeyele. Defiutis Speed: Move-Equivalent, and al speed modifiers cost 25% les than their usualprice. 1 SP pe | offnse.  Move Score Dowa: decrease target’s move score. Defuul s Specd: Move-Equivalent, and al specd modifies cost 25% less than their usual price. Automatically Durtion: Combat. 1 SP perstride  105
Disarm: currently held weapon’s (ncludes instroments) o ~ Weapon stripped (snd immedistely wieldsble: -2 SP + Launch tangets weapon soes flying $ srides dirctly back. 1 hand-to-hand wespon, s offense s caused {0 the ist charseter in s otk 43 SP Deshield: currently held shield oftarget is dropped. 2 SP. isarm Punish: when an enemy makes a hand-to-hand lower than your defense, disarm them of whatever they at weapon lands). Automatically Specd: Interrupt. 2 SP. +Can stip then immediaely wield arget’s weapon: 1 SP *Target’s weapon gossflying S ssdes dicetly back. 1 hand-o-band weapon, is offensc s caused 0 anyone i i traectory: +3 SP.  et are drpped. 3SP.  ack on you and their offense is ck with (Key decides wher  Sick Move: fo one atack or offensive Special, gain an offense bonus of 2 per level, but you must specifically narmate how you gain i - clever use of the cavironment, weakness you clocked in arge,jus a cinematic surge of power et Auomatcaly once per fight (can’t ave. umber of wses upgraded, o buy multiples of his effct). § SP.  Burn Special I sacrifice an unspent Specials fo the day. For every SP you sarifce, add a poiat of offense o the offensive Special you use his tum. No action cost Unlimited uss. 1 SP. Swap Offense Type: pick an offense type (fire, cold, clecriciy. acid, pionic, cxplosive. blunt, shar, void tc). You can now change the offense type of any other Special You have (0 this offense type. Bach time you buy this effet is for @ different offense type. Unlimited number of swaps, no ation cost 2 SP per offense type.  Engine of Ruin: whenever you use a Special hat causes offense, add your smart score 10 he offense caused. Docsn’t apply to Specials that use atack effects. For effets that cause recuring offense (chambered, stagger offense, offensive Specials with Duration: Combat, tc) add your smart score every time offense s dealt. Automatcally Duration: Permancnt. S SP.  Defense still applies to Special. Special’s offene - targets defense  ense put on target
Defensive Effects  if uscr attacked by an enemy flanking them direcly opposite another enemy. immediaely using this Special il ediret the atack from the usr 1o the enemy flaking opposite 2SP. Slip 1: if user attacked hand-to-hand by an enemy adjacent 10 another enemy, immediately using this Special will edirct the attack 1o the enemy adjacent o the attacker. Automatically Speed: Interupt. 2 SP. Projectle Shell: make one squure invulnerable (o all incoming projectles physical or supermatural. Can uncomfortbly squecze two average-sized character in this shell (possible actons probably restrcted) 3 SP. Perfect Shel: taset s sumounded by a forcefield that prevents any force or matir from enteing or exitng. Target can be a fixed ara. I targe i insead an objeet o character, the shel il move with the target. 1f used with Duratio: Combat during a i, the sbsolute shell instead lasts about five minuies (les if the user vants). Can uncomforiably squecze two average.sized character n this shel (posibl actions probably resricted). 3 SP. Bulwark: conjure an unmoving force / shicld sbout one square stride (big cnough fo cover, but 100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP into this effect, you could conjure A. o wall that’s 1 square with 40 merk. B. a wall that’s 4 squares with 10 merk cach, or C.a wall that’s 2 squares with 20 merk cach). Bulvark must be plantd on the ground (can’t be knocked over). Speed: nterupt cost i x5 nstead of usual 2  + Bulwark can be suspended i the air+4 SP.  +All offense from the attack or Special that merks the bulwark is compleely absorbed  (remining offense docs not pass toany target behind): -2 SP  Fallproof: you aren’t hurt by falling anything less than 3 stories. Automatically Duration Permanent. 1SP.  skt by a all of any distance: +3 5P Immovable: target can’ be moved against thei will for 1 tumeyele. No action cost 2 SP. Move Frealy: target’s movement / position not affected by Special (unles they want it 0 be) for I tumeyele. No scton cost. 3 SP. Any SP spent on immnable can be espent on hiscffct. Juggernaut: arget can’ have their move action or their main acton taken from them for | fumeyele. No ation cost. 1 SP. Knoekdown Immunity: you are permanenily usable {0 b knocked prone. 4 SP. Kip-Up: when knocked down, no action cost 0 rturn o standing on your tum. Automatically Duration: Permanent. 1 SP.  Immune to Deshield: you can’t be deshielded. Automaticaly permanent. 1 SP. Immune to Stat Alteraion: you can’t have your sats alered by anylhing except your own Specials, o leveling up. Automaticaly pesmanent. 4 SP.  Immune to Mental Intrusion: social effcts fom the manipulation block (insaniy 1o plant memory) don’t wark on you. Automatically Duration: Permancat. 4 SP.  + Know when somcone tris 0 use one of thse effcts on you, and wh it was: +2 SP Detect Mental Intrusion: user knows with certainty i a social effct from the manipulation block (insaniny to plan memory) has becn used on the trget. 2 SP  « Know identty of mental ineuder: +2 5P Rupture Shapechanging: tarset stays in their original form for one tumeycle (aso protects from shrinking and enlarzing). 1f this ffect used on 3 target whose form has been changed by someone kower level than the user, they immediately revert to their natual form. Default is Specd: Move-Equivalent,and all specd modifers cost 25% les than their usual price. 2 SP. Rupture Stat Alteration: within the target aea,al stat aherstons tht re less than Duratio: Permanent o neged. 2 SP.  107
Intercept Arrow: target bresks or sntches one arro, blt orsimila ammunition hey re the tangetof, o that passs through thir occupied square. Automatically Speed: Interupt. 2 SP.  * Current square o adjacent square: 2 SP Divert Arrow: arzel redieets the trjectoy of one areow, bolt, or sl ammunition they’re the targt of, or that passs through their occupied square. The line of frc can be moved one siride o s e o ight, and maintais s normal offense. Auomaicaly Speed: nterupt 4 SP.  *+ Current square o adjacent square: +2 SP Intercept Bullet: tarzet stops ane bullt, photonic bolt o similar ammniton they’re the tangetof, o that passs trough their occupied square. Automatically Speed: Interupt 7 SP.  * Cursent square o adjacent square: +2 SP  ivert Bullt: target redircts the tmjectory of one_bullet, photonic_bolt, or similar ammonition they’e th target of, o tha passes rough ther occupied square — the traectory can be redireted one stride (0 its Ief or right, and maintains it normal offense. Automatically Speed: nterrpt. 10 SP.  - Curent square or adjacent square: +2 5P Divert Special: taget redircts the tajetory of one Specialthy’re the targetof, o that passs through thei aceupied square, up 0 a ceran offense amount — the line of firecan be moved ome stride o its e or right Automatically Specd: Interupt. 1 SP per 1 offense redirected.  « Curent square or adjacent square: +2 5P Reflect Special: target relects offense from a Special they were the taraet of back o the Character that targeted them, up to the offense cap of this efec; the remaining offense is taken a5 normal. Effect not reflected. Automatically Speed: Interupt. Base cost: 3 SP, +1 SP per offense eflcted instead of taken.  + Mirrora Special tangeting current square or adjacent square: +2 SP  ~ Mirro toanother cnemy in Special’s isted ange: 3 SP   Store miored offense unil  atr um, targeting any encrmy within the Specialslisted range  (sputters out by cnd of igh: +4 SP  - Will mitror back any cffeets ss well as the Specials offense: -SSP Absorb Offensive Special: when targeted by a Special that deals offense (including atack ‘Specials),tha offense instead heals you up to the imit of this effct (the remaining offens is taken as normal. Automatically Speed: nterupt. 1 SP per | offense healed.   Cursent square o adjacent square: 3 SP Bail Artst: give up nexttum to compleely dodge an attack. Must decide 10 use this Special before enemy ofense s spun. Automalicaly Speed: Interupl. 2 5P  * Dodge atack or Special: +1 5P Dive for Cover: trade your entire next move acton (o immediately (Specd: nterupt) throw vourseprone. 2 5P  + Also move one stride: +2 5P  Fuckwithme 1 an enemy witin sight tkes a penlty that lasts until they atack you. No action cost. 1 SP per -2 defease /1 SP per -2 offense.  Fuckwithme I1 al enemies i the ight scene face a penalty until they attack you. No action cost. 1 SP per-2 defense/ 1 SP per -2 offense. Take One for Yas user tskes the offensc that was dirceted towards & comrade. Automticaly Speed: Interrupt. Adjacent comrades: 2 SP.  "+ Any comrade in sight: 3 SP  Delay Wounds: use tis effectimmediaely afle the targe akes offense o delay tht offense one tmeyele. Automatcally Speed: nterrupt. 3 SP.  "~ Two tums: +4 5P,  Blood Buddies: two consenting targets split all offense taken equally between themn Automatically Duration: Combat. 2 SP.  ~Every addiional blood buddy: -2 5P  108
Cryophilcs you handle the cold well. You A. aren’t affeced by the effct ieeze, B take half offense from any cold-based Specials (round down), . aren’t affcted by cold weather, cold water, or anything less than about -80 degrecs Fahrenheit, and D. can’t take thermoplhilc Automatically permancat. S SP. Thermophilic you dig the hea. You A. aren’t affected by the effect hear, B. take hlf ofense from any heat-based Specials (round down), C. aren’t afected by hot weather, scalding wate, or anyibing less than about 200 degrees Fahwesheit, and D. can’t take ervophilic Automically permancat. S SP. Immune (0 Offense Type: for ane tmeycle the tanse (and thei gear) are immune (0 & predetermined offense type. Since every seting is different n offense type commonness, Key approval is required. Defult is Speed: Move-Equivalent, and all speed modifies cost 25% less than theie usual price. Priced by commonness of offense ype.  ~ Dominant (nearly all enemics in the seting use 1§ SP  + Common (sbout half of llcnemics use - 3 SP.  + Uncommon (a minority of all encrmies use ): 2 P  * Rare (se it in maybe | outof 10 ights)- 1SP. Resistant o Offense Type: you have a permanent resistance 0 & predetermined offense type. Since every seting s dilferen in offense type commonness, Key approvl is required. Every poiat spent on resistance 1o an offense ype can be pul towards purchasing immunity 1 it (above effect). Prices by commonness of offense type (cxamples ars f our world was the  cing). + Dominant (lke bulets): 3 SP per 1 defense. + Common (ke sharp s knives  artows / machetes ctc): 2 SP per | defense +Rare (ke clecrciy): 1 SP per | defensc ~Offense you esist with this effct is tumed to heling, 1 0 1: 1.5 total SP  s defense in tanget fo 1 tumeycle. Defaul s Speed: Move-Equivalent, and sl speed modifiers cos 25% les thn their usualprice. 1 SP pr | defense.  Trade Offense for Defense: for every point you lower your offense, you increase your defense by a point. Must be in combat. Capped at 3 offense/defense per level or masimum offense you can deal in  single acton (whichever lower). Lasts one tumeyele exactly (50 if used at the start of your tun, it Lsts until the stae of yous next ur; i usd t the end of your turm,Lsts until the end o yous next tum) No action cost 1 SP.  Offense Ups increase offense in targe for | torncyele. Defalt is Specd: Move-Equivalent,and ll speed modifcrs cost 25% les than their usualprce. 1 SP per | offnse.  Move Score Up: increase targets move score. Defsult is Speed: Move-Equivalent, and all specd modifiers cost 25% less than their usual price. Automatcally Duration: Combat. 1 SP persrid.  « Permanenly increase move score: 3 SP per stide  Extra Move Action: give an extra move action (taret can only use it on the tum). Must be wsed 1o move - no substituting Speed: Move-cquivalent Specias. Automatically Speed: Inermupt. § SP.
Healing Effects  Straight Heal: 1 SP per 2 points healed. Spinner option: 1 SP per quarter of spinner’s maximum (s0 2 SP for 8 of healing, 3 SP for 512 of healing etc). This effectcan also be made into s modificr o any ime.  Stagger Heallng: split Specials haling s0 it appens equally over multple tumeyeles (starts immediaely). 2 tumeyeles: SP costof ealing is 25% less. 3 tmeycles: 33.3% les Transfer Wounds: user akes on any amount of the target’s offense taken. 3 SP. ou heal the same amount of offense you put on an enemy with this ffect, 3 SP per  * Siphon healing toself or any comrade inrange: +3 P Regeneration: you aulomatically heal at the sart of your every tm (no action cost). Automatically Duration: Permancat. S SP per | healing Fount: divide up this Special’s ot healing however you want. Using a remaining portion of healin has o action cost, and can be used in the middle of others turms. For example, after you pay the action cost o a fount Special with 10 healing, you can heal a target for $ right away (o acton cost),then heal a different trget for 2 (no action cost), hen use hat emaining. 3 healing on another target (st 5o action cost),or even wait until afer your turn and heal Yoursl right befors an incoming attak, etc. To reiteate: A.) you only pay the action cost once, B.) using any semaining healing has Speed: Interrapt, and C.) you can use a litle o 25 moch of the Spcial’s healing cach time, until you’ve expended the entirey o the Special’s total hesling. A fount Special lasts until the end of the fight scene, o about five minutes outside of combat — if unused at the end of the duration, the remaining healng just gocs. owards the user 1 P per | point o healing.  + Healing divided into predetermined amounts (For xarmpl  of 3 every time, r § healing divided into 4 jolts of 54 very  . 0 haling manifested as 3 blasts ime,etc): 25% healng cost.  you ully it any mon-supermtural sickness form th taget. 1 SP.  Neutralize Bioactive Substance: 2 poison, oxin, venom, hallucinogen, intoxicant, medicine,  e is rendered inert, even If already ingested (user can choose a specific substance i they e substance’spust efects (ke offense taken or haled etc). 3 SP.  : fully resore someone 1o thei pre-death condition. The detils of  life - sre up o  the Key. One-time use. 10 SP.  Burn Special I: sacrifice an unspent Specialsfo the day. For every SP you sacrifce, add a point of healing o e healing Special you us tis turn. No action cost. Unlimited uses. 1 SP.  Engine of Mending: whenever you use a Special with healing, add your smart score (0 how moch it heals. For effects that cause recurring healing (foun,stagger healing, healing Specials ‘with Duration: Comb, tc - but not regeneration) add your smart score every time healing. occurs. Automatially Duration: Permaner. 3 SP.  1o
Stat Effects  Primary Up: permancaily incr the S borus SP) 7 SP.  Merk Up: permanently increase mesk. 1 SPper +1 merk. Knowledge Bar: permancntly purchase a knowledge bar. 3 SP cach.  s primary by 1 point (I increasing smart, don’ collect on  Offense Ups increase offense in target for | turneycle. Defaulis Speed: Move-Equivalent, and ll speed moiferscost 25% les than their usual prce. 1 SPper | offense  *+ Permancnt ncrease: § SP ps pointof ofense  Offense Down: decrease offense in target for | tumeyele. Defitis Speed: Move-Equivalent, and al speed modifiers cost 25% les than thei usualprice. 1 SP pe | offnse.  Defense Ups increase defense in tarze for | tumcyele. Default is Speed: Move-Equivalent, and al specd modifirs cost 25% les than ther usual price. 1 SP ps | defense.  * Permancnt increase: § SP per pointof defense  Defense Down: decrease defense in target for | tumeycle. Default i Speed: Move-Equivalen, and all specd modifies cost 25% less than their usual price. 1 SP per 1 defense. (You can instead have this effect give an offense bors o the same number 0 anyone attscking or sing offensive Specials on the target, since the resul is the same cither way. Choice mustbe locked in before Special fnalized.)  Trade Offense for Defense: for every point you lower your offense, you increase your defense by a point. Must be in combat. Capped at 3 offenseidefense per level or maximum offense you can deal in a single acton (whichever lower). Lasts one fumeyele exactly (50 if used at the start of your tun it Lsts until the stat of yous et um; i usd at the end of your turm,Lsts until the end o yous next um.) No action cost 1 SP.  ‘Trade Defense for Offense lower your defense score, and increase your offense by the same umber. Must be in sctual combat: taget shooting or kicking down a door won’t he affcted Capped a1 3 defenselofense pr level. Offense bonus applis to al offense for exactly one wmeyele (s0. both strkes i dual-wickling, counteratacks, all offensive Specials_etc). Remember a negative defense score docs tha much exia offense 0 you. No action cost. 2 SP.  Move Score Ups increase target’s move score. Default is Speed: Move-Equivalent, and all specd modifiers cost 25% less than their usual price. Automatically Duration: Combat. 1 SP  crease arget’s move score. Defultis Speed: Move-Eauivalent, and all specd modifies cost 25% lss than their usual price. Automatically Durtion: Combat. 1 SP per stride.  Ruptre Stat Alteration: within the target aca, al stat aherstons that Permanent o neged. 2 SP.  Randomization: bow much a st is altersd dossn’t have to be a fixed sumber. To randomize, the SP cost is just half the spinner’s highest mumber. Example: to increase your offense by 312 for @ turneyele, the cost s 6 SP. To permanently incresse you merk by s10. pay § SP.ctc.
Movement Effects  Extra Move Action: give an extra move action (target can only use it on the tum). Must be wsed 1o move - no substituting Speed: Move-cquivalent Specias. Automatically Speed: Inerrupt. S SP.  Move Score Ups increase target’s move score. Default is Speed: Move-Equivalent, and all specd modifiers cost 25% less than their usual price. Automatically Duration: Combat. 1 SP perstride  « Permanently increase move score: 3 SP per stride  Split Move: for one tum you can move, use & main sction, then move sgsin, not exceeding vourtotal move score. No action cost. 2 SP.  Puashs target moves one stride dircctly awsy from user 2 SP.  Target pushed an extra srde: =3 P +Push moves taget in any dieeton (not just away from user): +2 SP +Collision: if target is pushed o another characte, they both take offense (Key decides where second enemy moves). | SP per point of offense et also knocked prone (akes a move action 0 ge back up) +2 SP Switch: switch places with a comrade (remember default range is | stride). Auomatcally Specd: Interrpt. 4 SP. " Can target non-comrades: +4 P + Switch two characters: 4 SP Convoke: you and a target move o the two, centermst squares between youse (¢an il i rare instances of extraheavy orsecured angets). 2 SP. ~ Can choose which o the two centermost squares you land on: +2 5P Slide: you move (slide  step/pivot/ i) one stride afer a cetain rgger, not more than once per tumeyele. Automatically Speed: Intrrupt. + After atacking (avoids counteratacks): 3 SP After cnemy moves into an adjacent square: 4 SP ive for Cover: trade your entie next move action o immediately (Speed: Interrupt) throw yourslprone. 2 SP. + Also move ane stride: 2 SP  Lock: arget moves zero strides next tum, Target can sll reface, move the ret of ther body normally, and use their move action for something clse (lke a Special with Specd: Move- Equivalent) 1 SP. + Can’t efsce: 43 5P  apelock: target is compleely immobile unil the cnd of ther next turm (no defense, no actons): 47 SP Deny X Action: tarset loses ther next move action: 1SP. * Targe loses thei next main action: 2.SP + Tarzet loses all action: unable o sct until the cnd of their nex turm (o i action, move  acion,or Specials with no action cost): 4 SP  Fallproof: you aren’t hurt by faling anything less than 3 storis. Automatically Duration Permanent. 1SP.  +Unhurt by a full of any disance: +3 SP Immovable: fargetcan’t be moved against ther willfor 1 tumeycle. No acton cost. 2 .  mavement / position notaffcted by Specials (unlss hey wan i 10 b  can pick and choose) for | tumeyele. No action cost 3 SP. Any SP spent on immovable can be respent on this effect  Knockdown Immunit  o e permancrtly unsble t be knocked prone. 4 SP.  Knoekdown: knock down an enem (it akes an entire move action o sand back up). 1 SP. Kip-Up: when knocked down, no action cost 0 rturn o standing on your tum. Automatically Duration: Permancnt. 1 SP.  nz
I umper: ump up o the full disance of your move score fo one tum. 3 SP,  Jump the ntirty of how far you move in atum (s0 1l covers double-moving): +3 SP I Climber: climb on any surfuce untl the start f your next tum, moving up o your toal move score. Can use ane hand for non-climbing shit. 3 SP. I Swimmer: swim as fist g5 your move score (defult s half your move speed for swimming). 3 SP. Allsurface: walk and function on any surface ike m. 5SP. Grapnel-Shot: launch 3 rope | line 1y stach to a surfsce or objr (without harming i) From there vou can swing, hang, yank shit towards you, and detach the grmbbing cnd at will. Lines lenth i fxed once grapnel secured (upgradesble). Line can hold Just over your weight. Automatcally Use: Unlimited. Base range: S strides. S SP. ~Can’shaot and hold wo lines simultancously: +3 SP ~Exery additonal 5 strides of length: 1 SP (ifyou have two lines, applics to both) + Freely deractor extend theline,recing yourslf up or down i (or recling n  outa grabbed object) with pefect control: +5 SP. * Line can hold twice your weight +2 5P Line can hold 1000 bs only +3 ifprevious sub-efeet aleady bought): +5 SP  s the ground until the start of your next  Glde: glide at will 1 this effec s actve you can’t be hut by falling. Automatically Duration: Permaneat. 10 SP. Qing-Gong: also called wire-fu. You can jump like you have ill fumper (sbove) and glide around ke you’re in low graviy. Can no longer be hurt by falling. Automatcally Duration: Permancnt. 15 SP. (Any SP spent o gl can be respent buying his cicr). Flight: starts limited: you gott begin and end every tum on sold ground. Default light speed is your move score. Automatically Duration: Permanent. 15 SP. (Any SP spent on glide or in-gon can b respent on thi effect and s sub-cflcts).  + Unlimited flight / levitation: +10 SP  +Can ly carying another average-sized character o cqual weight +5   Faster fight: -3 SP per sride (permaneat)  Projection: eater & trance-like stte to move and sense through an inangible phantom of yourself. Projection can speak, and appears as f th user i acualy there. Projction has merk | Projection lass until destroyed or user ends. Nothing suffered by projecton passcs fo user Physical body incapactated and unpesciving fo prjection’s duration. 8 SP. ~Projection inisible when unmoving: +5 SP  Projection can manifestanywhere you’ve been before: +§ SP +Projection can very slghtly affct the physical world (exrt 2 bs offore): +4 5P +Projection can use  sngle Special before immeditely vanishing: +5 SP  Projection can have any appearance or identity (deceives identifcation Specials, but can be defeated with unscramble n the socil effects section): +3 SP Sense Projection: within your normal range of sight  hearing you can detect any projection wilh cerany. 1 SP. Banish Projection: projection destroyed, consciousness retumed 10 projector’s body. 1 SP. + Create a projection-banishing 7one up 1o about the sze of a chamber (endures until used on another arca: +2 5P  Pass Through X: you (and your gear)ar sble o move through a solid substance. You’re fully intangible to that substance, o i will aso pass through you. Remember default duration i one ey,  +Metl: 1S SP« Earth (stone / soil / concrete): 10SP+ Wood (lving or dead): § SP +Glass:SSP + Textle (naturalcloth orsynthetic fabrics): 25P +lee: 1P  n3
Teleport: you (end your gear) are insantly transported anywhere you con sce. Defult is Speed: Move-Eaquivalent, and all specd molifers cost 25% lss than their usl prie. I you add offense o his effct it can happen from the point you tleportt or the poiat you teleport from: same with added healing. 14 SP.  + Anywhere you’ve been before (no sight required): +7 SP   Transdimensional: +5 SP  *Teleport other: 7 SP  *+Bring an adjacent character: +4 SP  + Teleport small group (yous erew plus two; must be adjacent): +12 P (only +8 SP if you  already have the previous sub-ctfct)  Teleport Between X’s: you (and your gesr) s instanly transported from an X to another X wilhin sight Default is Specd: Move-Equivalent, and all speed modifers cost 25% les than  their usual price. *Trcs (lving and planted inthecart): 7SP +Flowers (living and planted n the casth): 6 SP « Radio antennac: § SP « Shadorws (wide enough t it your body): 10 SP  ~Bodies of water st least s wide s your shoulders: 6 SP +Badiesof water a east thesize of a tcacup: 11 SP (S SP f you have the previous su-cfect « Corpses (large than a house ca): 6SP » Fire (a leust orch-sized): 6 SP + Between any curently lt frges,freplaces,or irepis you’ve seen before: 11 SP (oly § SP i you alsady have the previous sub-effct) « Mimors at least a wide a5 your body: 6 SP. + Asigil hattakes a a0 inscrbe (no defense that tumeycle though): 10 SP + A complex sal that akes 10 misutes 1o insribe: S No-Teleport Zone: create a zone up 10 about the size of @ chamber in which telporaton is mpossible (endures until used on another area): 2 SP. + Create a zone up t0 about the sze of  chamber in which tleportation and portal ormation are impossible (endures ntil used on another area): 12 SP Portal: two portals manifest anywhere within sight. Portals last until wser decides o close them or create a new pair. Defuul is Speed: Move-Equivalent, and all speed modifirs cost 259% lss than thir usul price. Fissized: 10 SP. * Persansized: +5 SP + Portalcan lead anywhere you’ve been before: +10 SP + Transdimensional: +5 SP  Microkinesis: you have a permancnt (but minor) telekinetc eld sround you, active only wilhin armr’s reach. Yoo can levitate smal objects, move them around mimby; but not with enoush force o damage anyibing. 3 SP. Telekinesis: you permanently have the abilty to move small obiects (within sight) sround wilhout touching them: 12 SP (only 9 SP i you alscady have microkinesis) + Megakinesis: human-sized tems and human-sized characters (ofa lower level). Can’t case more than 3 + your levels worth of offense et tum: +10 SP kinesis: you permanently have the abilty 0 move a speciic substance without ouching it Can’tcause more than 3 = your levels worth ofoffense per tun. “Wood: 12 SP +Gold: S SP »Any metal: 30 P +Fire: 13 SP +Glass: $SP +Paper: 4 SP.  square within range takes e strides 1o pass throvsgh. Automatically Durstion:  Bulwark: conjure an unmoving force  shicld sbout one square stride (bi cnough fo cover, but 100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP into this effect, you could conjure A. o wall that’s 1 square with 40 merk. B. a wall that’s 4 squares with 10 merk each, or C.a wall that’s 2 squares with 20 merk cach). Bulvark must be planted on the ground (can’t be knocked over). Speed: nterupt cost i x5 nstead of usual 2  « Bulwark can be suspended inthe air +4 SP.  + All offense from the atack or Special that merks the bubwak is completely absorbed  (remining offense docs not pas toany target behind): -2 SP  na
Increase Gravity: up o tiple gravity in one square. Moving through a square with doubled graviy takes the equivalent of 2 ssdes moved; theough tripld, the cquivlent of 3 stides. 2 P persride.  Diecrease Gravity: aslow s quartr gravity in one square. 2 SP per stride  Call Wind: a lasge area suounding the user is subject 10 & wind that blows in a fixed dinccion. Any charactes moving with the wind gets 4 on stride bonus to movement, and any. asainst takes a one sisid penalty. Firing luncher weapons any directon but with the wind causes half offense. The wind will also speed alons fying and sailing vessels, power wind tarbines, blow away gas, fog, clouds, swarms, eal light bjects etc. Automatically Duration: Combat. S SP.  Solidify Air: you create an unmovable solid shape that defis graviy and can beas about 1000 Tbs for every level the user has. This shape can take any form (a plte, ring, bar etc), and can only be destroyed by passing it weight imit, the user ending i, merking the use, o using upture. The shape of the soldificd sie i visible, and can have any (predetermined) sestheic. Default duraton is about fve minutes (Duration: Combat). Priced by size imit. Max size aboutaverage human hand: § SP.  ~Max size about an average hurman body: +7 SP  + Max size about achamber. +5 SP  Ambiguously outlined effects (“the size of a chamber”, “Key’s call” cc) keep the game moving and gloss over uninteresting detsls. Remermber that stopping gemeflow to get into glasses-adjusting mmm-well-did-you-salculte- the-radius type discussion is not fucking fun.  ns
Social Effects  ‘Walkie-Talkie: creste a 2-way tlepathic link with any one consenting characer, Lasts untl you create & new ane, or one of you ends it Target must be in sight at use, but ance link established it has no range limit. Unlimited uses. Automatially Speed: Iterrup. § SP.  * Tanget docsn’thave o be n sight but you must know them personally): +2 SP  - Additional charscters: <1 cach * Transcends language barier: +10 P  Misive: you send 2 short, spoken message (0 anyone you know. Automatially Specd: Incrrupt. 1SP.   Private telepathic message only the intended recipien will pereive: +1 P  - Visual element sddsble: 1 SP ~ Anyone atal: 12 SP  Trace missive: know location of sender (a ime of missive being sen). 1SP. ~Know identit of sender. +1 SP  Imitate Volee: rplicae any voice you’ve heard at least  dozen words from; doest nclude vocabulary, personality, or other non-sonic characteisics. No it 10 use. 3 SP.  Instantly Learn Language: you are immediaely and permanenily fluent (o bars) in a language of your hoice. One-time use. 6 SP.  Speak any Language: for about 2 minutes you can fluently spesk any languase. § SP.  “Talk With Corpe: targt not uaranteed 1o be cooperative though. 3 SP. “Talk With Ghost:chop it up with somene who’s passed o, no body required. IFlon dead, a  valued poscssion of the deceased or presence in a place they’d most i required. § SP (only 2 SP if upgrading talk with corpsc).  Talk With Statuc: ISP Talk With Gemstone: 2SP. Talk With Building 5 SP. Talk With Tree: 3SP. Talk With Body of Water: 3 5P, Talk With Cloud: § SP.  el haunt may be  Unbreakable Oath: the oathiake will know that theyll b physically unabl {0 break the oath theyare about o make. One-time use, o lesst some el rquired. 1 SP, Deteet Lie: know when a specific staiement made within carshot was deliberately misleading. Can detectsomething said a few seconds in he past Automatically Speed: Interupt. 4 SP. Detect Malevolence: ping the nearby aea for anyone that means you harm. 3 SP.  +Kaow exactlocaton of charactr’ that mean you hrm: -2 SP  Tracking: plant an intangible tracker. Exists until ruptured o user creates another tracker Tracker can only be sensed with irue viewing, detect Special, and he st effect 3 SP.  : ping the nearby area fo he above efect. 1 SP. iscreely relocate  supesnatural tracker 1 SP.  Good-Looking: you probably st hit on a ot (fo beter or worse), and tend 10 get your way a litle more than the average person. 3 SP.  Ugly: not even close o traditonally good-looking, but somcbody’s thing no doubt. Good luck outhere. 3 SP (that’s 3 extra SP tospen on any other Special, since you acualy had to work ard and develop a personality — good on you  Phobia: you have an irational and overwhelming aversion o something. Requires Key. approval -1 SP 1o -5 SP depending on commonness: -1 would be something lke doctors, a3 something like dogs, and 2 -5 something ike bodiesof water.  Minor Celebrity: you’e a big deal in & small communiy: the neighborhood you came up i, or maybe a small scene not a lot of people follow (ke @ world-famous powerviolence mosician, & lendary graf aris, a national handball champion, a local folk hero o rightcous gangstr ec). 4 SP.  16
make o side character with o lower smart seore temporaily insane. Key desides  nature and duration ofinsanity. Smarter characters will sll experience minor symploms. 4 SP.  Notion: you pive side chracter with a lower smar scorc 3 v dsir or inclnatin. S SP.  Sympatico: make the taraet more friendly tovards you than they currntly are. The less  intelligent the tanset the more they I be influenced (this inludes non-humans). Key decides  duration (usally longer th les ntellgent hey are). § SP.  No Sympatico: make the target less Triendly towards another side character. The less  intellzent the targe, the more they’ll be influnces (his includes non-humans). Key decides  duration (usually longer th les ntelligent hey are). § SP.  Wimp’d: seciously dial down the courage and mental foritude of the arget. Less inel  targetsalmost slwsys run in fesr, bu limate level o cffect ond duration is Key’s call. § SP.  No Filter: make the targetobliviously blun, just saying whatever comes to mind. Key decides  duration the lower their smart score the longer t1sts) 3 SP.  Read Mind: momentarily abserve surfuce thovghts o target 3 SP,  + Ascertin specifc memory or knowledge (arget will be aware of this sub-effct being onthem): +12 SP  e previous 14 effects (nsanity o plant memory) don’t werk on you. Automatcaly Duration: Permancat. 4 SP.  + Know when someone tris 0 use one of these effcts on you, and wh it was: +2 SP  Detect Mental Intrasion: user knows wilh certainty if an effect from the previous block (insaniny to plant memory) has been used on the taet. 2 SP.  ~Kaow identit of mentl intruder +2 P  Read Character: know if a charactr within sight i higher or lower evel than you,and get a vague idea of their stats. No action cost 1 SP.  Idenify Object: gain detaled knowledge of an item within eyesight: Key Narator must describe the make-up, function, and some recent history of the object S SP.  Idenify Character: sin some knowledge of a charactr within eyesight: Key Narator must el you e namme and ashort descripton of whal thei i is like. § SP.  Seramble Identty: give targeta bullhit dentit that will be fed 1 anyone trying to idenify the tanget throgh supernatural means. Unlited uses. 1 SP.  Unscrambles you are permanently able o detet scrambling. Key must offr you some type of purre to decode that represent the scramble (includes projection and.inhabi corpse sub- efects). When pusale defeated, Key must reveal the information hidden on the other side of the scrambling. 2 SP.  n7
Sense Effects  Photographic Memory: perfectly recall any image or sight you’ve witnessed. Automatially Duration: Permanent. 4 SP. Phonographic Memry: perfectly recsl sny sound. Automti  ly Durstion: Permancrt. 3 SP.  Distance Vision: scc dbout as far a5 fulcon (automatially permance). 3 SP. sce hea ignatures for one tumeycle. 3 SP. selectivly see through mater for one umneycle. 3 SP.  Echolocation: Like a bat. You have an understanding of the surouding area as if you had one around feeling out and knocking on every inch of it Always active 10 SP.  Acute Hearing: your snse of heaing i (permancaily) a keen asthe average cat’s. 4 SP, Scent: your sense of smell s (permanently) s powerful s the average dog’s. 8 SP.  tove your vsual vantage point anywhers your atual physical eyes can see.  can be an area or character. Once vantage point i sel, i can rotate but is otherwise  locked onto taget (10 be clea, will Tollow mobile tasgets around). Can be sensed with rue  viewing, detect Special. etc. No action cost, default duration is about five miutes (Duration:  Combat) 3 SP.  + Anywhere you’ve been before: 45 SP  *+ Vantage not fxed; can move around at ser’s ase move specd: =7  Remote Hearing: move your sonic vantage point anywhere you can currntly s Target can  e an area or characte. Vantage locked on once used (1o be clear, will follow mobile argets  around). Can be sensed with true iewing, deect Specia, etc. No action cos, defuult duration  is bout five minutes (Duraton: Combat). 2 SP.  + Anywhere you’ve been befor: +3 SP  *+ Vantage not fxed: can move around at user’s ase move specd: -2  (CCTV: create a fixed vantage point (both visual and sonic) you can check at any time, and will  eamain unil you crate snotherane. Can be sensed with true viewing, detect Secial st 3 SP. illables create & zone up to sbout the size of & charber that nobody can remotely  observe through thepreviaus 3 efeets. Endurcs until used on enother area. 3 SP.  Blind: take away a characters sght for @ tumeyele. If used during a fight scen attack random squares,run off o ttack the source of any teling sound. 3 SP. Deaen: take away a charactr’s hearing for a umeycle. 1 SP.  . they cither  True Viewing: forone tumeycle you’re immune to visual illsions, inisiilty, blinding, snd e supermaturally concealed phenormena. S SP.  “True Hearing: for one tumeycle you’re imimune o sonic illasions and deafening. 2 SP.  Anti-llusion Zone: create a zone up 1o about the size of o chamber where llusions don’t  work propesly, ideally malfunctioning lariously. Endorcs untl used on another arca. 10 SP.  Detect Lifeforms: getan des of sl nearby biological ife. 2 SP,  Alarm: create an inangible tripwire that can range from the width of a single stride to the perimete of a chamber-sized area. Alarm sgnal can be visual o sonic, ranging from  loud- 55 cacophany to 8 st chime privae to the users mind. If offnse i sdded to this effect it will be rigacred when the alarm is tripped, and only applies to the square that was breached “The alarm isef can be sensed with true viewing, detect Special, and the nes! effect. Lusts until isipped, user negate, o use creates anew alarm, 3 SP.  Detect Alarm: sutomatically Durtion: Permanest. 1 SP.  Juke Alarm: discreetly relocate, pass by, or otherwise altr  supernatueal alarm. 2 SP.  s
Ilusion Effects  —lusions lat bt § minutes, and star with  range of S stides (can be upgraded from there). Size /area e limited by complexity andthe Key’s good judgment.  Minor lusion: vessatie but wedk. Create soft music, a sring breeze, a pleasant fragrance, hot garbage reck, a fake wound, a single minor facial feature altraton, confet bursting around & basnerthat reads “his i s, tc. Unlimited uss, bt only on illusion at a tme. 10 SP. Create Sound: any iteration of o sound the user has heard, Can sccursely recreate 3 voice, even holding an enire conversation (mus have heard voice of oiginl speaker). § SP. (Create Visage: any sght the ser can imagine. Docs not gencrate sound o other sensory. The ¢ visage the more dificult it s to pull off. For example, i the uses ires o maintain an claborate disguise while concentratng on a ask,or project a whole brigade of charging cavaly,there may b glitchy inconsistencics viewers can spot. §SP. Major Hlusion: combines various complex sensory input. You can create an llusory chest of silvr that is beavy and clinks and shimmers and i cool to the touch, conjure a wellspoken Customs officer that smells fuintly of temple incense and has a firn handshake, project & sturdy-looking rope bridge over the perilous gorge elc. As always, the more complex the illusion the more diffcul it is o maintan. 13 SP (any SP already spent on create sound or create visage can be respent buying this effct).  Gotchacopies: a fullllusion ofthe tanet appears nex 0 them indecipherable from the target I the instant thi Specal is used,the tarzet may choose 0 switch places wih ther goichacopy for free. The gotchacopy simultancously imities whatever hei orgina i doing,only lighly diffrently (sometimes bizarely), and says in an adjacent square. A zotchacopy will 0 up in smoke when struck, and won’" stop (o even slow) projectlesor spnming attacks. o be clea, gotchacopies are ntangible, have 0 offense, and can’taffect the world. 3 SP per goichacopy:  Counter ¢ aller someone else’s lusion in a small way. To b clea,this effect works on any other llasion effect. Automatcally Speed: Intrrupt. The characte that initally conjured the illusion mintains ulimate control nd is fre to dissppear your counterilusion 8 soon a5 they notce. 1 SP.  Countercounterillusions instant and undefendsble offense towards any character tying to ‘counteillusion any of yourllusions. 1 SP per 3 offense.   Know Iocation of counterllusionist +2 5P  Anti-llusion Zone: create a zone up 1o about the size of a chamber where llusions don’t work properly, ideally malfunctioning hlariously. Endorcs untl used on another arca. 10 SP.  Invisibilty: other characters can sill hear the tasget, smell them, see how they affect the environment, see shit thrown on top of them ctc. Slightly visble when moving. Targets cquipment lso invisible, but notanything thy hokd or equip affer becoming invisible. 10 SP.  Invisibl even when moving (+3 1 offense and defense): +15 SP  Melt Into Shadows: you get 3 borus to stalth whenever you’re i shadow. Automatically Duration: Permanent. 1 SPper +1 to stalth.  Cloak of Verdancy: you et s bonus 1o stealth whenever you’re in a ree, a bush, tal grass, seaweed, or other folage. Automatically Duration: Permancnt. 1 SP per +1 o stalth  Cloak of Mist: you get a bonus o stealth whenever you’te in the mist, foz, or clouds. Automatcally Duration Permancnt. 1 SPper +3 to seal.  Cloak of Tides: you et a bonus to stcallh whenever submenged (V4 or more) in water. Autommatcally Duration Permancnt. 1 SP per +3 to sealh,  Chameleon Skin: at will your skin changes color o blend into your surroundings. You can also frecly change it o whatever color/ patten you fecl. Automatically Duration: Permanent. 3 to stalth when nctive. 7 SP.  Silences all noise in target area s completely suppressed. Area can be fxed on & character or location (remember the default area for  Special i | square). 3 SP.  1o
Death Effects  Animate Corpses tum a dead character ino the undead and put ther immediotely under your conteol. Aimated comses use.their_pre-death stats, minus Specals. Higher itelligenc memories, specch, and the coondination required to make ranged attacks are lost. Offensc taken restored 1o zero. Once destroyed as undead,they cant be reanimated. Corpse must be reasonably whole: if immolated, dsintegrated, vaparized, absolutely buichered ctc, hey are umsnimatable. 15 SP. Blood Animata: for every | offense you put on yourself, animate 4 merk’s worh of compses. No mater how many comses are animated, s done all i the same action. Corpse must b reasonably whole (sce animate corpse sbove). 3 SP. - Don’tneed to max out comse’s merk to aimate it (but they start with offnse taken): 5 SP Make Corpse Un-Animatable: automatically Use: Unlimited. Won’t un-animate any corpses that are already animated. 2 SP. 18P per § merk’s worth af jacked undead.  : if you hase wounded undead under your control, ransfer any amount of offense they ve laken to yourself, 2 SP,  Energy Blast: halsthe undead, wounds the living. SPper 4 healing  offense ~ Spin-based option: § SPper 8 healing affense Necrotic Energy Well: any encmy you kill immedistely begins 1o radite necrotic cnergy (heals the undead, wounds the lving) n a one-stride radius. Offense | healing occurs as soon a5 character entrs that radius, and again at the beginning of their cvery tum for o long s they remain. Automatically Duration: Combat. 1 SP per 2o  Rattle Undead: any undead in the Special’s area that ars belows the us permanently affaid of the user (il run from them). 1 SP.  * Larger rudius: 1 SP pr srde  Anti-Undead Zones create an area tht undead camnot ot 100 ssides, Lasts ane day. 3 SP.  ~Larger are: +1 SP per additonal 100 x 100 srdes Anti-Living Zone: create an area up 1o he size of a chamber that th lving cannot enter Default duraton i about ive minutes (Duraion: Cormba). 38P.  level are nowe  Maxiamum area s sbout 100 x  : fully resore sormeone to thei pre-death conditon. The detils of life  sre up o  ou have a chance of instanly killng the arget, regardless of evel or power (below Special i sole exception). 1 P per 2 Stash Lifeforee: user permanently transfers ther merk 1o an object. As this object tkes offense the wer s wounded. The user can t othervise take offense. The user will sl age and even rot as normal, even if they can’t dic. One-time use. Usage time automatically at lesst an hour 30 SP. « Every additonal object +10 SP. (Can b done any time ale the iniial transpositon, but ot the orginal and new object must b present) Halt Aging: can be resumed at user’s will If undead, prevents decay: One-time use. Usage time automaticallyat last halfan hour. S SP. Prevent Decay: preserve acorpse, severed body part, dead plant . 1 SP. Instant Decay: bring  compse, severed body part, dead plant etc to s final stage of putseaction n a matter o scconds. 1 SP. Reverse Decay: instanly restore a compse, severed body part, dead plant ctc to pre- putsection. Must have majority of trget (even if only dust o bones) 3 SP. Kill Plants: end the lfe ofall plants n a square. 1 SP. Revive Plants: resore the e of llplsts in  square. 1 SP.  120
Talk With Corpse: target not guaranteed 1o be cooperative though. 3 SP. “Talk With Ghost:chop it up with somene who’s passed o, n0 body required. IFlony dead, a valued posscssion of the deceased or presence in a place they’d most ikely haunt may be required. § SP (only 2 SP if upgrading talk with corpse) Know Mortality Status: detce if anyone you know (or have leamed a lot about) s aive or dead.over any disance. 2 SP. Fake Deaths appear dead to anyone tht docsa’t have medical expertse, or a Special with an et lke e viewing o irue hearing; Uses bas limited perception and éan’t act, but can also op th effct at will 1 SP per knowledge bar of medicine you can deceve. Inhabit Corpse: emporarly ranspose your consciousnes to a corpse, which you can act and perceive through. Corpse retains full mobility and all pre-death stats, minus Specias, higher intelligence, and the fine motor skill required to make ranged attacks. Consciousness will retum 10 uder ance corpse s destroyed or user abandons . Corpse must be larger that 4 songbird No limits on corpse’s ange. 6 SP. « Use one Special through the corpsc: any backlash, identification, or tacing of the Special ‘will apply only to the nbabited corpse: +5 S  — Undead (or any other etit) under a character’s control ‘actimmedintely ofter that characters turn.  121
Alteration Effects  Repair:restore  smple object (u pipe, a guita, a wheel  hull etc) o functionality. 3 SP. - Ora complex objec (a car, house,a compuler ic): -4 SP  Hea: cause inanimate matter o become 00 ho to ouch safely. Can arget a sngle tem or a square of ground. A heated object causes offens 1o anyone touching it at the begioning of user’s next tumn. If Duraton modifir is bough, that offense s taken again every tumeyele contact is maintained. Weapons and other implements can be dropped or thrown fieely, but armor takes an enire tum o remove. 1 SP et | heat offense.  A target taking heat offnse from this effct has tha offense repeated for every heat and fir-based Special they’re targeted with that turmyele (does not nclude this effet): +3 SP Freeze: cause imenimate matte to become t0o cold 0 touch safely. Can tarset & single tem or a square of ground. A feczing objcet causes offnse to anyone touching it at the beginning of user’s next . 1f Duraton modifir is bought, that offense s taken again every tumeyele contact is maintained. Weapons and other implements can be dropped or thrown fieely, but  armor takes an enire turm o remove. 1 SP et | freczing offnse A target taking freczing offense from this cffect ha tha offense repeated for every cold- based Special they’re argeted with that tumeyele (does not inlude this efect): +3 SP Sticks you make o surface slippery and difficul o gri. If flat, that surfuce can be an cat square:if nt (especaly i moving) that surfaceis smallr. 2 SP. Sticki you make a surfice highly adhesive snd glucy. I fla, that surfce can be an catire square: i no (especally i maving) tht surfuce is smaller. 2 S. Bind: otach two non-ving surfuces thatsre currntly touching. Bond unbreskable as long as  ‘Special lasts, but bonded objects maintain theirdurabiliy as ormal. 2 SP. lncludes living surfaces +4 P Increase or Decrease Item Weights by as much as 1000%. 5 SP. Shrink Object: imit is 10% it original size. Whelher weight or durabiliy is maiiained is subject o stuational fuctors  the Kes’scal. No characters or animated objects. S SP. Enlarge Objects limit s 1000% s original size. Whether weight or dursbiltyis maintsined is subject 0 situational fuctors  the Key’scal. No characters or animated objecs. S SP. Lengthen / Shorten: you casse an object no thicker than 6 1o extend it length up 1o 50 ids, orshorten s length to 1 millimeter (slightly thinner than a dime). Only length can be modifcd, no other dimensions. Mainains relative strength and flexibilty of orginal object Some extended objects can be used as sl (offense: 4 + strong or st/ block 2/ ange 2/ 2-handed), brace, battering ram, pole vaul, staight up elevator etc. Each us of this effct purchased allows both one lengthen and one shoren per day. 14 SP. Decontaminate: blierate anything harmful in food or water. 1 SP.  Seal: you lock a door, window, bos, botle, folderetc. Seal lasts unil user negates, seal forced, o Special used again. Ssenath of seal based n SP spent  - Simple sal (can be forced with  smal toolor strong 2 cic): 2 SP  + Heavy seal (can be foreed with a arge ool or strong 4 etc): 3 SP  « Advanced seal(can be forced with demmolition tools or ston  ctc): 4 SP  + Conditional seal: scal will anly open for certain people,forcerain passphrases, with cergin  e present tc. Canalso display messages o smple images. +2 SP Sritchscal: elepatically sce person that fucks with your scal. No range limit +1 SP Unseal: unlocks doors,cars, lockers et instantly and silely. Will defeat any seal effect that has a lower SP value. Unlocking power is based on SP spent imple locks (that would otherwis take 2 strong or  small ol o defat): 3 SP  ey Jocks (that would otherwise take 4 strong or  large tool to defat): 4 SP.  Defeats advanced locks that would therwvis take 6 stong o demoliton tool): S SP.  122
Shrink Character: shrink yourslf as small s 10% your original size, but also have a ‘comelating % of your merk and strong. Lasts unl you neate. 4 SP.  * Allied character (hey choose when effect s negated): -2 SP  + Nonalled (ower level) charsete. +2 SP   Shrink sl or alled character s smal a a mote of dust: <2 SP Enlarge Character: enlarge yoursell up o thece times your original size. Your fast scor is rduced 1 0 and respent between your sizong score and hard score however you feel Default s Duration: Combat,or sbout five minutes outside of combat. § SP.  + Unlimited uses per day (can ol target sel: +12 5P  + Every exta point ofsrong or had (fxed): +3 5P  Can targetother characters (they choose B to respend thei fstscore): +6 SP  Breathe Underwater: breathe underwaterforsbost | hour, 2 SP. Permanent: +2 5P Eliminate Biological Need: automatically Duration: Permanent. Your body functions a5 normal withoutany of the followins (can have more than one in he same Specil) ~Food: 25 ~Water: 25 “Slep:SSP + Air 6P  Non-Living: you’re s cybors, undead, automta etc. You don’t need to bresthe, ca, dink or slecp, and are imimune o discas. 15 SP.  — Trade-offs: hese give you back some SP. (Can later be bought back for same SP value )  ~Parwered by the sun (24 hours with no sun = merked un eturned o sunligh): - SP  « Merked when submerged in water: 4 SP  + Minoroffense from diret sunlisht (1 undefendable offense per minute) 3 SP.  + Maior offens from dieet sunlight (1 undefendable offense per tumeyele): -5 SP   Hated (hunted?) by patiolar groups: 5 SP.  + Take massive offense from  rare material: 5 SP.  * Struggle 0 understand the living, theis cmotions,incentves, etc: 3 SP.  Sl need t0sleep, recharge, trance or otherwvise be unconscious for § hours a night: -5 SP Immune to Disease: avtomatcally Duraton: Permanent. 2 SP.  Halt Aging: can be resumed at user’s wil. If undead, prevents decay: One-time use. Usage time automaticallyat last halfan hour. S SP.  Prehensile Extension: a tail, tendsi, floating hand, eusk, tenacle, mid-wing fingers like o bars, a ridiculous tongue like an sntester’s, or whatever. Can hold snd menipulate light objects, but can’t attack or wield shields. Automatially Duration: Permanent. § SP. per preensile extension.  * Every additonal stide you can tretch you extensions: +3 SP.  Body Elastcity: your body is supernaturaly stetchy. Your imbs reach an extza stride, but you can’teffctively attack with weapons while stretching them (upgrade listed below). This effct docsn’ add any inherent defense, offense, or otherwise alter any stats. Weight never alterd by this efect 7 SP.  + Every additional sride you can stetch your imbs: +4 SP  + Can squeeze your body theough aspace the size of your skull:+4 P  +Can attack with weapons while stretching (mited o one strde ofreach): +§ SP  “Transpose Consciousness: permanently transfee your mind from your curent body 10 another vessel: undead, an animated suit of armor o statue of olher automaton, another animal oF & supermatural crature, some kind of Frankenstein’s monster you put togethe  maintains wsr’s Level, but respends all primary poinis and SP. As ahways, ben paid for (no free defense bonus for sturting @ 4 stae). One.time use. Usage time sutomatically at leasta day. 15 SP.  123
‘The remaining alteration cffects are automatically Duration: Combat unless the use cuts them short. I the cffect turns  charocter into another form A. their equipment gets morphed along with them, and B, they can’t et bigger than twice ther normal size, or smallerthan  tenth theie normal size.  Morph: shift between your normal form and a secondary form. Half your SP and al your primary points are respent in your secondary form, but once spent they’re locked in plce. User can permanently transfer SP from ther normal form to their sccondary form. Neither form can s the other’s Specils. Form benefits stil gota be paid for: your sccond form can have wings, but you stll ave 1o buy flight 0 acually fy; you can have rhino skin but you Sll have 1o buy the extra defense. Secondary form starts with merk 10, move S, and an 2 unarmed attack (lke any other character). Secondary form can’t cquip weapons, intruments, shilds or armor (upgrade listed below). Unlimited uses, but can only morph once per wmeyele. 10SP.  *+Secondary form can equip weapons, nstrumeats, shields and armor: +15 S  ~ Morph ot Speed: Move-Equivalent: +5 + Morphat Specd: lmmediate: +10 5P Omimorph: you can ake any form, but your stats are imited. You get 1 levels worth of SP and primary poins to spend when you shifl o 3 new form. Can’t access normal form’s Specils from omnimarphed forms. Unlimited uses, but can only omnimrph once. per wmeyele. 30 SP.  « Additional levels of SP and primary points: +15 SP cach « Ommnimorph at Specd: Move-Equivalent: -5 SP  « Ommnimorph at Speed: Immediate: +10 SP  Shapeshift tum nto any entity you can imagine. Can respend all of your SP and primary points every tme you shit. Can’t sccess normal form’s Specials when shapeshifed, Can’t use weapons, instruments, shiclds o armor. Main acton (0 shapeshifl. Use: Unlimited. 80 SP (any SPspent on omaimorpl can b respent buying this effect)  - Shapeshifta Speed: Move-Equivalent +15 SP  Turn Into Liquid: sbout the sume volume of liquid as your body. Can’t access any of your Specials whil in this form, and can stl take offense as nommul. Speed is the same a5 your normal form. 7 SP. Turn Into Smoke: or similar semi-gascous stae (mist, fog, cloud etc). Can’t sccess any of vour Specials while in this form, and can sl ke energy offense (immune 1o physical offense) Flying speed is your normal move score. 18 SP.  * Faster movement: +2 SP persiride  Body Permutation: aler your body — change bone shape or muscle size, change your hair coloror facial structue etc. A body permuation can also cause one bomus o peaalty 0 a stt alte offense (up o 2 points), altr defense (up o 2 point),aller move score (up 10 3 sisdes), cause offense or healing (up o 2 points pe tumcycl). Can only cause ane permutation per use Of this effect, but remember the defuult duraton of all effects i this secton is Duration Combat. 15 SP.  + Double any of he above sta ranges: +15  « Can trget other characters: +10  Rupture Shapechanging: turzet stays in their normal form. IF this effct used on  tarke whose form has already been changed (by somcone lower level than the usr), the tarpet immediaely reverts o theie natural form. To be clear, this offct also ruptures shrinking, enlaring, and body permutations. Default s Specd: Move-Equivalent, and allspeed moi cost 25, less than their sl pice. S SP.  124
Entity Into Entity: tum a lving being into a predetermined form (lamingo, by, animatcd football with arms and legs, et). IF hostl, weget must be lower level. Merk and strength decrease to size % of original form. Stats can’t b increased by this ffect. User can end at wil 10 P,  - Altermative forms: +3 SP each  Eatity Into Object: tum into a sngle predetemmined type of mundane object.Fully maintain perception. Zeno defense and can’ take sctions. Merk unchanged despte substance of form. User an end at will. 4 SP.  * Very limited mosement (half move score): +2 SP  « Can taet other characters (must be lower level if hostie): 6 SP  * Altmative mundane forms: 12  Obiject Into Entity: must maintain relative size. Can be any enity from exising seting. Targetcan’t be larger than user. Key entirly controls (effcts ke sympatico can stll be used). (Can’t use weapons, instuments, shields or armr. Each time this effect used, spin s4: if you land a4 the transformation is permanent. 6 SP.  Object Into Object: transform & non-supernatural object. Transformed object keeps same materal, and volume can’t be increased. Can be used to replicote 5 model object with o similr object, but the model object must be present for use (0 observe. Can’t form anylhing. ‘complex like clectronics or machinery. Targetcan’t be lager than user. User can choose to imake transformation permanent at no extra cost. 6 SP.  Animate Object: target objcct sprouts arms snd legs G it doesa’t slready have them) and tars moving around. Key controls and determines personality (ffects ke symparico can sill e used). Target can’ be larger than user. Move score S, ofense can’t b higher than us level. Can’t use weapons, instruments,shilds o armor. 3 SP. Command Cordage: animate a ength of rope, whip, or cable. I can’tlevitate, but can lith around, weap tself sccurelyaround objects, swing, 0op, 20 ST as a wooden pole,coil up etc. ‘The animated cordsge can also set independently, lushing sn cnemy (b + user’s smrt per tum),or grappling an enemy (saight $10). Acts on user’s tum. Range limited 0 user’s sght. Max cordage lenth 3 strides: 15 SP.  « Or chain (5§ + smart offense,also add user’s smart o grapple spin): +15 S  « Mas lengih 10 strides (can grapple o enemics at a ime): +10 SP Recrait Statue: animate 4 satue from the surrounding scenery 1o fuck up your encmies or just do chores. Can help with general labor or engage in combal as dirceted. Default merk is 10 x user’s level, defaul offense is 58 -+ use s smart per tum, but stats will vary by tatue. 3 SP. Recrait Tree: animate  tree from the surrounding scenery. Large deciduous tees can atack enemics (36 <+ user’s smartper tum). Vines and villows can grapple enemies (510 + us smart). Defoult merk s 100 x usr’slevel. 7 SP. Grabby Plants: plan ife witin the ight scene grbs at your cnemics. Wesk plans like shrubs. and vy will anly halve movement (costs two stsides o move through ther square). Sirong planis Hike vines and surface roots will grappe adjacent cncmics (510 + users smart). 7 SP. Solidify Air: you create an unmovable solid shape tha defis graviy and can bear about 1000 Tbs for every level the user has. This shape can take any form (a plte, ring, bar etc), and can only be destroyed by passing it weight imit, the user ending i, merking the use, o using rupture. The shape of the soldified sir i visible, and can have any (predetermined) sesthetc. Default duraton is about five minutes (Duration: Combat). Priced by size imit. Max size aboutaverage human hand: § SP  + Max size about an average human body: +7 SP  + Max size about achamber. +5 SP  125
Generation Effects  Companion: an caity permancaly becomes your loyal companion. Stats with mave § and merk 10. You choose thie narrative origin and asthetc, but practical benefits gotta be paid for (ihey can have armore skin, but you have 1 buy any defense boruses;they can have wings, but you have o buy lght te). You can permanently sive them SP from yous own pool (1 SB 10 1SP), but they can’t take any of the effects on this page. Can’t se weapons, insruments, shields ar ammor (upgrade lsed below though). Merked usually just means KO’d. bu they’s ot unkilabl like a main characte. 1 a companion dies o s otherwise no longer played. their P toal beyond the base priceisretumed o the main characer.Base companion price: § SP.  « Can use a lamguage or olherwise communicate comple deas: +12 SP  « Ca make an unarmed atack cach turm (tarts at 2) =5 SP  « Can use weapons, insrumens, shiclds and ammor-+15 SP  summon o fxed, predetermined enity that obeys your commands. Can frecly in any one of users known languages. Strts with move 5, merk 10, and an 2 umarmed attack. Can’t use wespons, nsruments, shields or srmor. User decides aestheti, but pracical benefits gotta be pad for (they can have ammored skin, but you have 1o buy any defense boruses; they can have wings, but you have 10 buy flight etc). You can permancrily ive them SP from your own pol (1 SP 1 1 SP), but they can’t ake any of th effcts o this page. If mesked, called entity disappears n 4 cinematic flash (wil etum as normal when e Summoned). Default s Duraton: Comba (o about fve minutesoutside of combat. 10 SP.  « Can summon acsthetically similar entity, but with espen sas cach summon: +15 SP  ~ Can summon and unsummn entity at wil: X2 toal SP  Ride: conjure a fied, predetermined entity 0 give you a if Can carry cargo equal 0 a L Tnuman. Stars with twice the user’s move score, half the wser’s merk, and can’t atack. Use decides aesthetc, but practical benefits zota b paid fo (hey can have armored skin, bu you have 10 buy any defense bonuses; they can have wings, bul you have (o buy the Might sub- et below etc). You can permanently giv them SP from your own pool (I SP o | SP), but they can’t take any of the efects on this page. If merked, summoned ety disappears in & cinematic Nash (will return as normal when next summoned). Hangs around untl unconjured, merked, purged., or maved more than  few srides from user. S SP.  « Base move score four fimes ser’s: 5P+ Can climb any surfo: 410 SP « Cam swim as fast s move scor (defaul i half): +5 SP. « Jump distance of § strides: 13 SP “Glides 5SS+ Unlimited fight: 20 SP  « Ride massive cnough o carry whole squad plus twos +5 SP * Ride can bring severslsimilr rides (enough for the whole rew): +10  Helper: conjure a fixed, predetermined entity (o help with merial shit. User insiucts, Key conteals. User decides acsthtic, but an be no bigger than  small uman (lke 2 stone golem you raise from the carth), or two small forms (Hke a par of spder monkeys in Mels jerseys that eck of dich weed), or  mess of eal small forms (ke a crew oftiny hosts represented by  chiel foreghost) Stars with haf the user’s merk, move S, and can’t atack. Practcal bencfits gota be paid for (they con have srmored skin, but you bave to buy any defense bonuses; they can have wings, but you have 10 buy fight etc). You can permanently give them P from your own pool (1 SP 1o 1 SP), but they can’ttake any of the efects on this page. If merked, heper just pops like  soap bubble (il retum as normal when next summoned). IF the aesthetic is muliple helpers they each have half the users mesk, but all disappear as soon a5 one is merked. Helper hangs around uniluncoured, merked, purged, bored, or moved out ofusers sight. 5 SP.  Quick reminder: the default mumber of uses for a Special is ance per day. For upgrades,check out the moifiers page (right before this section).  126
Supernatural Weapon: ot will, materialize a weapen from thinair Can be aclassical weapon, instrument, shield, or launcher (ke bows and shit, o fircams). Weapon can have any acshetic, ven being formed o destuctive energy (ke  blade that’s & capured lighining bol). (Can have its own Specal (eritical his tc). To be clea,the same weapon is summoned with cach use o his efect. User can unconjure at will Speed: Immediat, unlimited uses. 7 SP.  « Can simaltancously conjure asecond weapon 1o dual-wield: +3 SP  « Conjure supermatural weapon at Speed: Interrupt: +3 SP  + Unlimited smmo. Amimo simply appears when fiing, and can have any sppearance. IFused  on a throwing weapon, it retuns o user’s hand afer ach throw: +5 SP Supernatural Covering: o will, materalize an tem of clthing from thin sir. The covering can have any appearance (o homned mask that changes color, a closk of molien zold), but s locked in once the efect is bought. The covering can look ke armor, but any actual defense bonus (o other effects) have o be bought like normal. Paies of shoes  gloves / e count as a single item of clthing. 2 SP, Bulwark: conjure an unmoving frce  shickd sbout one square stide (bi cnough fo cover, but 100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP into this effect, you could conjure A. o wall that’s 1 square with 40 merk. B. a wall that’s 4 squares with 10 merk each, or C.a wall that’s 2 squares with 20 merk cach). Bulvark must be planted on the ground (can’t be knocked over). Speed: nterupt cost i x5 nstead of usual 2  « Bulwark can be suspended inthe air +4 SP.  + Al offense from the atack or Special that merks the bubvark is compleely absorbed  (remining offense docs not pass toany target behind): -2 SP  Create Dimension: generate a new dimension of your own design. s form, physics, weather, flors, e are lacked in once this one-ime cffct is used. Size abways upgradeable. Means of eting o the dimension (satewsy, iem, fustappearing ther €tc) up 10 you, but you’l alvays retur to the exact spot you lftfom. Usage time a least an hour. Pricing by size “Trunk 4P+ Chamher7SP »Estae: 12SP +Idand: 20 SP * Continent: 30 SP+ Small planct: 60 S+ Large planct: 90 SP «Starsystem: 240+ Galaxy: 1200+ Nebula: 10000 - Universe: 100,000  : enter a microdimension of your own design. Dimension only exists ‘while user inside. Othe characters are fre 1o (g alon, but anybody lef inside when the ut leaves is thrown into another dimension (Key’s choice). Means of geting o the dimension (sateway, iem, just appearing there etc) up (0 you, but you’ll always return o the exact spot you lef from. Can’t (via his ffect) add anything able o leave the dimension, alte stats, or provide sustenance. Pricng by size  +Size ofa small room: 3 5P+ L  ceroom: 4SP +House: SSP + Estate: 6SP.  Imbue Tattoo: create a tatoo that gives its bearer a Special. Costs as much as buying o Special normally (1 SP to 1 SP) BUT Key Narmators are requird (o give discouns for sick ‘concepts. Tis i a mandatory rule, but remember the Key has fnalsay on wha they think is dope and how much of a discount it carns. One-tme use  Imbue Artifact: insill an existing item with a Special That Special costs 75% its normal SP value. Remermber the item you imbuc into can aways be barteed, stolen, destroyed, or even used against you. One-tme use.  Endow Sentience: give an objector place consciousness. User determines personality, specch, intellcct, prnciples ete. Key controls. Can freely communicate, whelher through specch or telepathy. Price can be negotiaed with Key given certain propertics. For cxample: a ncedy weapon that sarts making trouble when it hasn’t killed recenty should et a big discount, and an implement that can sprout arms and legs and move around on it own should probably be double price. One-time use. 4 SP.  127
spernatually inseribe text or symbls on any surfuc. Can’t be longer than a short paragraph. Acsthetic is up o the user - mundane, colored, ashing, nvisible tc. Effcts ke rue viewing and detect Special are able 1o sec past invisiblity. Text lasts until ruptured, negated by user, o effect used again elsewhere. Unlimited uses. 3 SP.  +Can be fixed i the air including the air around a taget (moves with target): +2 SP  Call Light: can summon, unsummmon, and dim @ supernatural light at wil (unlimitd uses). Acsthetc up to user (hed item becomes luminous, handfl of flame, brillance in your eyes o). Pricd by brightness: Dim: 2 SP-  + Thoroushly lightup a chamber: +1 SP  + Thoroughly lightup a villsge: +2 S (Call Darkness: create an inky blackness about the size of a chamber that overpowers every. non-Special soure of light. 3 SP.  (Call Testiles permanently conjure  textile or fibrous object of your specifcation. Acstheti up 10 use (spun from nearby raw materals, woven from ather, just barfed through a one-way portal etc). 4 SP.  - Complex clothing orshelir: 12 SP  Call Wood: permanently coniure a wooden object 3 SP. + Abouta dozen (dentical) wooden implements: -1 SP Call Stone: permanenly conjure astone object. 3 SP. + Abouta dozen (idenical) stone implements: <1 SP. Call Metal: permanerily conjure a meta object Must b sngle picce of metal: no complex items like machinery, fireams, amor etc. § SP. + Abouta dozen (dentica) metal implements: +4 SP  Call Fire: about a handful, can’t deal more than | offense. User has full control of the. ‘conjured flame within the square they occupy. Flame endurcs as long as user has a free hand. Acsthetc up o user. 3 SP.  Call Blectrciy: just a respectabl jolt or minor continuous stream. Can’t deal more than | (direet) offense per use of this ffect 2 SP.  Call Water: conjure a smal amountof water in any form: 1 SP. A very large amount of water (can’t deal more han $ otal offense): +4 SP.  Call Liquids conjure » snal smount of any non-water iuid (sslfuri acid, bleach, cooking ol lmon juice, soda etc). Can’tcase more offense than user’s level: 3 SP.  Call Winds a large area surounding the user is subject 10 & wind that blows in a fixed direction. Any charscter moving with the wind gets & one stride bonus to movement, and any. against takes a one siside penalty. Firing launcher weapons any directon but with the wind causes half offense. The wind will also speed along fying and sailing vessels, power wind tarbines, blow away gas, fog, clouds, swarms, eal light bjects etc. Automatically Duration: Combat. SSP.  Call Weather: uin, wind,sun, snow, moderate storms etc. Not enaugh o cause destruction of any kind. Lasts a leas a scenc. 2 SP.  Call Plant: a plant of any variety crupts form the car. Can be food, medicine that hess 56, poison that deals 56, fools or vincs that prevent 4 argets next move action, or any plant common to the seting. 6 SP.  Call Food: a stacked meal for one person, 4 few snacks, or a single mind-blowing dish Acsthetc up o user,and mst be described vividly withcach use. 1 SP,  « Enough for all main characters, plus a o joiners: +2 SP  « A maxed-out feast with no liiton ingredients or presentaion: +2 5P  « Ehereal servants to serve and clar dishes: +2 SP  128
Call em: make a single existing item permanenly summonable. Form i fixed: tem can be altered or destroyed once called, but will seturn in ts usual form when effect is next used. (Can’t summon mulipls of the same item: using this effct wilhin the duration of 4 previous use simply resummons the callabl iem. This effctcan never cause more total offense than SP price (s0 a 3 SP effect could cause 3 offense once, o | offense three times). Works on ‘consumables (food, drugs, holy ofls etc), but they lose their practical effct (nourishment, intoxication, stat aleration etc). Defuult is Duration: Combat. Buying Duraton: Permancni llows you to srmon and unsummon the it atwill. Priced by size  * Pocket-szed: 1P +Deskesized: 8 5P - Catsized: 3SP +Carsized: 12 5P + Average human-sized: § SP *RV-sized: 20 SP  + Unpurgable (can’tbe unsummoned by th below effects): +3 S  Purge: immediatly vanish anything summoned by an effct in the above sction (fom script 10 call tem) o a summoned entity (call entty, hlper, ride). Must match SP cost of punsed et in bumes Special, which can be sacrificed at no acton cost (similar o fling mod in usage effects) 2SP.  Purging Zone: create anarea up o the size of o charmber where i’s impossible o surmmon an object (from serip o call iem) or being (calleniy, helpe; ride ). 1 a called object o entty from the above effects cntrs  purging zone, they immediaely vanis. § SP.  Summoned items (supernarural weapon, supernatural covering, cal ftem ctc) can have effcts added (o them (endow sentince, offnse up.etc) without paying any additional SPfo fuson (bottos of the next ection).  120
Meta Effects  Feel Manifestation: know when someone iniiates a Special nearby (won’t detct ongoing efects). This docsn’ give any knowledge of he Special eI, st  cerainty of where it was manifested. Automatically Duration: Permaner. 3 SP.  Detect Special: pinpoint actie | ongoing Specials anywhere in usr’ssight. 2 SP.  Ldenify Special user knows the function and some mechanical deails of one  sight 3SP.  Trace User: know idenity (short descripion of ther e at present)of acharacter who used o Special. Can be deceived by scramble identty, inhabit corpse, snd projection. 3 SP.  Rupture: undo an ongoing Special. The Key. must offer some type of puzze to decode, however difficull, 1o represent the complexity of the Special. Time spent on the puzzle transhtes o real time in-game. Only the octor of this effets user can work on the puzzle. Key: ideal puzzlesare blls of knotied up sting and stacks of cards sorted by suit and number ~ both make it casy 1o gauge and deliver diferent levels of diffculy. 3 SP.  Mimic Special: temporaily copy another characters Special that costs equal to o les than the amount of SP spent on this effect. Must witess use of Special. No action cost. User maintains mimicked Special until this ffectis used again.  Fasion: create  Special ith mre than one effct. Some effect combinatons leave space for interpretatin, so make the unction clar on creation. Key spproval is requird. IfYou put two et nto the same Special that would work the same if you ust bought theen sepaately, you don e 0 buy this effect, +25% the base SP costofal ffcts.  pecial witkin  130
Usage Effects  Burn Special I sacrifce an unspent Specials fo the day. For every SP you sarifce, add a poiat of offense o the offensive Special you use this tum. No action cost Unlimited uss. 1 SP. Burn Special I: sacrifice an unspent Specials fo the day. For every SP you sacrifce, add a point f healing o the healing Special you us tis turn. No action cost. Unlimited uses. 1 SP. Subs sacrifce an unspent Specials for the day and put their SP value tovards additional uses ofa Special you alrady used up. For example: sacrifce a 4 SP Specal and a 3 SP Special (making them completely unusable unil tomorrow), and you can cop a second use of an already-spent 7 SP once-per-day Special. Leflover SP can’tbe saved fo lter tums. No limit on uss, but must be uscd on your turn. No ation cost. 2 SP.  st offense on yourself for an additonal use of a Special you’ve already used up, 1’SP’s worth of Special. You contrl exact amount of offense. No limit on uses, but mustbe used on your tum. No action cost. 2. SP. Fiying Mods sscrifice an unspent Specials forthe day and then use their SP value to cnhance. the modificrs of another Special. Leflover SP ean’t be saved fo late turns. No limit on uses, but mustbe used on your . No action cost.. 3 SP,  131
Fight Scenes  Where gameplay is normally feeflowing and conversational, fight scenes ae turn-based.  How They Work .. 1. Every combatant gets a tum  2 Whorve swings st goss st  3 Tum onde gosaround el (Key decdes which wiy)  . Encniesand sde characters g0 0 the Key’s  S A’um consss of A) 3 move acion and )  mn action  Move acto:move yo e charace,Ca b doe before o g  7 i actiosahac with  weapon, s aSpcial, o ke scter move stion 5. Once offens ake  highe han e, youe ou fhe s (’t ct) 9, Figh nds when on sk s merked o v U  Attackin Costs your main action. Every weapon has an offense spin (lke 58 for a handaxe)  ‘Weapon Spin + Primary Score? = Atack’s Offense. st for ranged and light weapons / szon for hand-to-band and troven)  Defense  Reduce all incoming offense by this number. Defense, like all stats, is just an abstraction;  if some nerd s like “Well technically armor can’t realy protect you from fall damage, the ules alow you to kill them in eal e  Merked Once offense taken gets higher than your merk, you’te KO’d (can’tact for the rst of the scene, even If healed). Start next scene  poit below merked, but able o act. Main charactes can’t actually di until their actor wants ther to (but don’tactlike an unkillsble  asshole because you can tll get your arms chopped off and shit.  The Back of the Book is a Spinner: 1o use it hold the looped end of a paperclip or guitar string trimming on the center-dot it a pen, and flick the other end. The el is wherever the arm lands in the s-ing (56,512, $20 ete) that you’se spining. for. You can also instll o spinner am permanently by holding it in place with a brass fustener: just make sure the fastener head isn’t 100 low and pinching the looped end of the arm.  Distance & Moving Measured in sirdes. Default move distance is 5 strdes. Half move score (round dow) for swimming and climbing. Entire move aetion tostand from prone. Can feface at the end of your turn. Normal-sized characters oceupy one square siride (think of the combat map ridded up like a chessboard). Can move through o comrade’s square but not n enemy’s  Gameplay Option: Map Style  When a fight scene jumps off, lay out a chessboard and use pieces to mark each  combatant. Each square is one strde X one stride.  © Pros: distance casier to measure, visual representation satisfying, fight scenes. more tactically iteresting  © Cons: needs board and pieces, transitoning into. fight scenes not as smooth because of set-up time.  132
Misc Attack Rules Dual-Wielding: any character can use two one-handed weapons simultancously, maki an attack with both each turn. (f atacking same character twice, remember they get (0 apply their defense to both atacks).  Light Weapons: hand-to-hand weapons that et you add your fustscore instead of s Shit like unarmed strkes, daggers, rapiers, staves, chainblades, meteor hammers etc.  e  Ranged Weapons: cach ranged weapon bas its own lsted range. Targeting beyond costs “50% offense per sirde. Reloading has no acton cost (unless sated otherwise).  Thrown Attacks: thrown weapon offense s 54 + fast o strong. Range is 3 srides. Both these can be upgraded with ranged attack Specials. Hand-to-hand weapons and shields can be used a5 thrown weapons (but base offense sl 4)  Surprise Attacks: if target had no perception of a threat, they have zero defense unil their first turn.  Attacking Unarmed: default unarmed offense is 52 + sivong or fast (once per turn) Many upgrades in Attack Effects  Charging: an optional full-tum action that lets you move twice and then hand-to-hand atack. Tasget gets to make opposing atack; subtract higher offense from lower and the loser takes the difference. Charges must move in a relatively straight line and cover more than the charger’s move score.  Attacking With a Shield: sce “shiclds” in equipment (next section).  Grappling: main action. You and the target spin $10 + strong or fast. If you have the higher result you can cither A. disarm o take something clse from target,or B. hold target in place (they gt no move or main action) untilthe star of your next tu. If the character initatng loses they aren’t then grappled, but it stll osts their main action. Respin tis.  “Tell the Story of the Numbers: even a quick 1 slash him for 5" s fucking miles better than “uhh 1 do $ offense to this dude.” But ideally go in: *1 spin past his last attack and slash the side of his head for 5. Keep it cinematic, you know?  ‘Newjacks, use the level of success as a jumping off point, like I jump forward and run my sword through him for 14.” Instead of I atack this dude and. fuck landed 17 try something like I give him a testing jab for 1"  Key Narrator Notes Keep it moving. Don’t et actors wait unil thei turm 1o decide what they’re gonna do and then ublh and umim for 1w minutes. Keep heads in the game with a tight pace and the Irenetc feel of a fight  Remember fights are just s much a part of the story as any other scene, 50 always narrate that shit and bring it o life. Bug your actors to narrate their attacks, and prompt them with “Tell me what that looks like” when they do something ineresting.  How many fights per session? Start with one and experiment from there. Every crew of actors is different: some will wan just one real meaningful fight every few cpisodes, others will want three squabs a session.  Check out page 146 for ools and theory on creating gas fight scencs  133
*Classical Weaponry Real common since frcarms are nearly imposibl 1o smugele ito the dome. Example weapons fo eachtype lsed n parentheses beneath,  Swords Light sword 54+ strong or st/ black 1/ 1h, Light/ 200 (This would be like a dager, machets, shortsword,raper, rench knif, smallabe, etc) Single-hand sword 56 + strong / block 1 /5300 (Scimitar,broadsword, Khanda, saber,yatagan, jan dao, katana, messer  Two-hand sword $12+ strong / block 2 /5500 (Changdao, rweihander, amberge, odachi, grobes kricgsmesse, greatsword)  Haftarms Single-hand haftarm 58 + strong / block 0/ 5250 (Warhammes, handases, nzapp, doloie, mace, kama, sickles, raven’s beaks) Two-hand haftarm S14 + strong / block 1/ $450 (Seythe, greathammer, waraxe, momingstar, macuabuitl, i, kanabs) Polearms sttt 54+ strong or fast/ block 2/ 2h, Reach, Light / S150 (Or anything staf-like you can ge yous hands on)  Halfpole 54 4 srong / block 0 / 1h, Reach / $200 (Trident, shortspear, javelin, harpoon)  Polearm 510+ strong  block 1/ 2h, Reach / $300 (Spear, hallerd, naginata, yar, partsan, guandao, poleaxe)  Flex Weaponry Single-hand flex weapon 4+ strong or st/ block 0/ Reach, Light /5350  (Chain-dagger, kyoketsu-shoge,fuicbian, urues,razorwhip) Two-hand flex weap 58 + strong or fast / block 0/ Reach, Light/ $500  (Chainblade, kusaigarma, daggerwhip, scourge, a mothefuckin metcor hammer) Launchers Range means effctive range. Can targe farther ot -50% offense per siride Stingshot 52+ fast/ Range 6./ 1h /530 Shortbow 56+ fast/Range 10/ 2h/ 5300 Longbow S8+ fust/ Range 20 /2h /5500 Crossbow (ke  main acion o reload) SI2+ fust/ Range 20/ 20/ S500 Mise Baseball Bat 54 + strong 11, s8 when held 25 /block 1/520 Chainsaw 416+ sirong /block 1/ requires stcong 1 and gas, loud as fuck / $1,100  56,510, 512 ete: the offense a weapon deals when you attack with it The short for “spinner” (see back cover). 56 means 110 6, 514 means 1 10 14, et  Block: The bonus to defense you get from wielding this weapon.  Light Weapons: hand-to-hand weapons that Let you add your strong or fast o the attack spin. (Default is o add your sirong score to hand.-to-hand attacks.)  Reach Weapons: hand-to-had weapons with an extrastride of range (lke a spear). 1 /2h: & weapon is cither one-handed (1h) o to-handed (21).  134
+Firearms Very illegal in the city (stray bullts can seriously fuck up the dome’s fragile interion), and thus hard to smuggle inside. Listed price is for outside the citics; inside it’s usually about x10 as much, plus a serious charge i the Mailmen catch you with one. No action cost 10 eload (racking ammo st interesting).  Handgun S6+ fust/ range 6/ 1h/ S600 = Supremely conccalabe.  Submachine Gun / Machine Pistol S8+ fust/range 4/ Th/ $1.200 . Offense s12 and double range when used two-handed. Concealabl,  Rifle S14.+ fast/range 20/ 20/ 51,000 — Can vary by range and concealability (carbines vs sniper rifles etc) Anti-Tank / Anti-Material Rifle 458 + fast/range 40/ 20/ $5,000 " Main acton to move, move action o rload, cannol be fired standing (bipod attahed) Shotgus S16.+ fust/ range 8 /20 /3600 ~ Offense halved (s§) afer two siides.  Samed-OfT S8+ fast/range 4/ 1h/ 600  . Offese halved (54)afer o stsdes. Conccalable  Under-Barrel Grenade Launcher 58 n a 1-stride radius / rnge 10/ mousted  $1.000  ~ Single shot, move action o use, main acton 10 rload. Uses 40mim specialty grenades (550/ea) which must b tracked  Bayonet 54+ strong /range 1/ mounted 5250  ~ Can be detached and sed 2 a combat knife (54 strong or fast / block 1).  Grenades Main action to theow:  Frag Grenade 56, radius 25100  Concussion Grenade 8, radius 17550  Clinger Grenade Stcks o target, detonates on your next tum, 6, radius 1/ 5200  Flashbang . 50% chance blinded (will atack random square)fo 1 el Radius 3 /3200 — Effectve range S strides + ast.  +Shields  Buckler concealable, +2 defen  Shicld 13 defen  * Saerifice shield: aflr someone spins offense against you, you can scrifice your shield 10 ignore that offense  © Spun defense: instcad o a fxed defease, you can spin for a shicld’s defense agaist any iven attack: spinner’ max s ice the shied’s defense (lsted abov).  * Attacking with a shield (aka shicld bashing) deals 4 +strong offnse, but you lose that Shild’sdefense until the stat of your next tun. Can sl atack with offhand.  +Instruments  These are mystic / psychic / supematural weapons: blasting orbs, third eyes, wave wisters, powergloves,rods and erystals, otherworldly devices and il jewelry - any object that would amplify supernatural power fnto destructive energy.  Instrument 56+ smart offense /range 5/ 2/ $500 Burst instrument S8 + smart offense /range 2/ 2h / S600  135
Supernatural Items These can b bought, butanly fom rare specialis merchants, I’s more ikl any of the beloe ioms ar buried jn the s of & ost chvlzation, o held by 3 wispliler somewher in  ‘Acknickulous Land.  *Weapons Weapon base sas lsed onprevious two pages. Glaciers oflee: mythic o handed sword that adiaes cold, ot forming on anyhing neary: Iatered by original man for 100,000 years in 3 lcial toml. When 2 12 landed,a blas of cold radiaes outvard, causing all encmics in he ight scene 1o lose their next tm. Has an  ol (o acton cost ange 12) Phantom Tongue: onc-handed sword with shostlike blade. Atacks with this weapon ypass the targersdefense $15.300 Cise Star AK: 1 custom-eagraved AKA7 with  tinum grp plates of @ sylized hammmerhead When a 14 landed. take nother tm - $12.040 Jaws ov Deaths swed-off. Two floating ubies orbit e rapor grp. Mark the resuls of your spins during fight scencs; when you s a fll st of all numbers 1 o 8 (over any number of fights), Jaws ov Death gains a permancn 1 o  oftensc 55600 Sprayway: crysal wi. When an & landed, immodistely aick agai (any target) . . S8200  “The Truth: intlligen two-handed washarmer inhabitcd by a i spirit named FahHbAp who can detest lies and will cal people out (hates Hirs). Hommne hesd bazes with supernatursl flame during fights: when 2 1 landed, arget catchs fire and akes 10 affnse t the st of the wieder’s every urnfo the est o the igh. Inberent +2 10 offese S10.450 Exergic Seythe: once per fight,can sbsorh an incoming offensve Special (not atack Specal, and add tht offense o next tack . - S13.450 ‘Acid Cleaver: one-hand haflarm. Oozes acid, aling S offense o wielde cach tum. Once pet tmeyele, can make o free and immedite couneratiack with this wespon 52250 Latyes [l-sor-iks]: legendary spea tht is 2 captured. lighining bt Insicad of auacking. can throw  lighaing srike (520 offcns) t ny cncmy insight,butcant use Laty for the rest of the fightscene. Respin 1sand 25 $19,300 Vasparing  Slaughterous  Chainsaw _ ov Warlord Spinebreaker: lon:bladed chainsan it a chain of diamond-hard impundal tecth 3 strong or higher o wield. Bestows unlimicd s of the atack et fllowdhrough with e step uparade: 524100  136  +0dds Blay Chain: figaro chain with a dope bid peadant Speed: terupt teeport. (anywhere ihin S siides) nce perscene . $32000 Black Rook: chess picee. When thrown on open ground tums ino an actual blck sonc tower. Five storics, fumished, lighning spieit buter, welspring insu-bascment .~ S80.100 Giims a -pack of supermatual puple gum that 1es the chewer speak any language for 3 long asthe flavorlasts (about S mimutes) - - $1.640 Geedorah Ring: 2 10" wide hoop that can b locked in space, defies gravity. and can’t be moved by anything les thin 5000 pounds or 3 level 10 paychic. Can be frcly unlocked from space by orgina placer 513500 Oblitration Stone: a tiny orb that ves off powertul clecrc sensations. When swallowed ives user x3 offense, 3 defense, and 3 merk for ane fight scene, followed by’ ane week of coma 540000 WX Timepicce: an olbervorldly watch with four arms, wnanslaable hyphs, and stange enominations of time. Whenever wester s & once-per-day Specal,they spin $20. 1 hey and 15 or higher, they ain an addtonal s of {hat once.per-day Special 36000 Ninki Nanka Eg i shatered,  megablizard crupts from the cay cauwsing 1020 freczing offense ina 10-sride radiu. 17 kept, it hatches nd grows into 8 masive fourlegged antersd creature coverd in blu seals, with long legs and bind-like talons. This creatue can fump 20 fect at 2 time, breathe pure cald (513 + level offcas inside a 3x3x3 trangle) one per igh, has an 58 + level claw atack, and is oyal 10 whosver s it $98.000 Intllgence Ageney Floppy Disk: uscr gains o fee knowledge bars 1 day of sudy. Disk wipes el immedistely afer S6.000 Plazma Fronts: plasinum fonts tat ket he ‘weare brcthe  beam of whit ho plasma: 10  vel 0 sl targets i  lin, range 10, once per fight, no acton cost 21000  roud of Iiwad Awale: 3 supernatral full body oo iven by a powerul (and hard 10 find) grandmasier_tatooist that completly proccts the bearer from bullts  __ S60.000 Champ Ring: tis one a 92 Kbuki Baschall World Seres ring for the Stong Ioand ‘Shotallers. Tums nto 3 bashllba (10 sction cost) with s inberent +2 o offnse. . - ST.020
*Threads Nonsucking: you can only wear one supermatral shin at & time, only one Supernatural hat at e, ctc. Raw Heat Hoodie: whenever wearer takes oftense from fixe or heat, i€’ fully converied to ealing instead 510000 Cold World Hoodie: whenever wesre tskes offene from cold or ke, i’s fully comvered 1o ealing instead 510000 Pony Grav-Is: dope hi-tops that et the wearer walk on valls and celings (ke they’re the round)for one scene per day S13.400 Ox Mask: +20 merk when worn . $20,000 Liquid Mirvor: 3 shiekd (hase stts o0 pages back) that lets the wielder reflet an cncry- bascd Special back at an cnemy once per fght When not in use, i fust o band of flowing auicksilver floatin around wrist 512200 Suapback X: a Balimore Swichblades (ninor gve team) cap hauntsd by 5 unknown but insightul previous wearer. Communicaes by wening wearer’s head 1o look at shit, and nodding yes oo, S0 Elevated Bucket Hat: dope buket bt wih & ildstyle tag reading “elevated” Gives weares the ging gong cfect once per day . - $14.500 Down by Law Crewneck: allows wearer switch plces withany ally in the fightscene (a1 Specd: Internup)once pr fght 57000 Carcass. Longsleeve: legend has it the drummer bled all over tispice of merch afer A pariculaly violen: show, imbuing i with i power t give a fight-ong =2 offense fo cach oy you merk ina fight $10.000 Guess XXL: violeny. repels meal (wearer can’t equip o carry anything meali). +10 defense v metal weaponry. Siss0  Instruments Instrument base stats listd two pages back. Only  burst instrment f specificly noic. Powergloves: & pair of hiech aloves that ‘xude ares o lghtning from the fingers. Burst instrument Respins 1s 52350 Acid Mic: when atacking with this insturnns, bols of acid sppear around you and lance st the arget. 1F you acually it a (shor high-<ffort ot of the targe a5 so0n s your tum sars, add your leve 0 the ol offense . $2.800 “The Havoe: 3 supermatural mic ik above (and same bonus fo spting),buta burst insirument {hat slices up te tanget with blacker-thanblack void enery. Double ofenscon an §_ $5.600 Stay 1 Cald: tvo fou fnger rings ihat blast & . of feczing cncrey. Double offense  and cold Specials while cquipped . - S WReAAN: & small rectnguiar plate of wansparent metal with ancient text_and an engraving of two birds. Whoeter passcsis this artifict an tam moisture n he si nt birds of seaing vapor, diecting them 1o attack with complex hand_ gestures, When a6 landed, immediaely ake anoter um. 530,000 Astro Frog Wave Twiste: for those who have ot watched DJ QBest’s hip hop mastepicce, a wave twiscr i . tiny supematual able worn on the wrst that blasts snemics when Sertehed with good echnique (s model fres blue plasima bearms) When ’ 1 landed, the sus bass from Cosmic Assassins blsts out causing S8 oftense o all cnmics inthe fight - 54,550 Burning Shacklez: » paic of gold Cuban link braceets that et yo last i from your alms Once per fight can cause & 33 festorm (5 offense to il witin, costs & move ction) anywhere withia 10 stides s8600  Goods & Services Since Hladelph is 5o similar 1o our world, you don’t need s o el you how much it coss for a  otel room, or  used matorcyele, orto hire & mar sing about how his dick is smal.Just ke your Key and they Il st a fur price. Here’s some  Clunk of fying istand iases: 90000 Large RV o ourbus w! tank trre: §75,300 Flyng s donk lasic ca. 140,500 Dilapidated owhouse iy $50,695 Undervates mansion: 230,000  Fortres castle palce: $480.000  Heating Foods: dishes o well el roased squash potstckers, woodiie pizza,  « Heals 10:510 * Heals 30:$300   Heals 20  137  = Heals $0:$700  ischi band to follow your fiend around and.  in mind you can buy anything you can thiak of sk  Shit to et your gears tum  Dive b o other sl business: $65,000  Blimp with living quarers: 520,400  Tansdimeasional gae: 33333  Pro bodyguard (evel 31 5100/ e  Lab or workshop (156 o relevan skl spins done on prenise; sk the highety: S10.000  rafted they supermaturally restor: yous lfeforce — scorpion pepper  dragontut soda. e, Take 4 move action 1o  50  Heals 30:5100   Heals 100: 51,000
Example Gameplay Every game i gonna ook difren,and there’ noone.right way torun . Lets just drop i he middle of asesion - actr ., ator B, acor C, and their Key Narator s deep in 3 show ahout warin secret soccie n the 22305, curealyina city on Mimas,  small moon just outidethe rings of Saurn,  Key: The lights of the skyscrspers and suspension towers glide by hyprotically as you ride the layered expressway: You peel off your exi, and pass into the lck before the Mainzer Biodome - you’ve been through enough fmes to know securiy willssrch your car at the gate. What do you do? Alight, you know the drill —guns in he duffel Lpull my pisol and drop it n the bag L slide my AK intothe bag. Whers are we gonna stash these? We don’t got ot 1o work with. The lock’s ust arond, ight? Key: Right. 1€ a curved roaday leading o e biodome C: Honm. What’s it lok like? Any greencey? Trash cans? Key: There’s a sidewalk along the median with a few bins, but all the gras is rimmed low There are lm tees heoughoot the lockway, the type spliced with bioluminescent genes o their leaves glowe st night - common sreet lightng practce n this distric. The lows rtifcal sky is drizlin, il on s day cycle Sowait, with the rain . ar thre any drains along th roaday?  or sure. They s spaced outalomg the median, and look ke the type you can pull out by  Ke hand That’s gott be the play — th tres are too obvious, and if i’s rash day we could end up running around unarmed untl we gt back o the safehouse  Right C: . Would it be possble o, lke, i the grate, lower the bag, and then clos the grae 50 it clamps down on the ssp of th dufie bag?  Youo Key: That makes sense, yea B Alright,then once there aren’t any cars coming | hoof out and try o clamp the duffel stap in oneof the gates Key: Works like a charm. I grips tght, and th tp of the strap is concealed under all the dead leaves sround the drsin B Sick Bet, we pull around o the e Key: You get o the gate and you’re waved nto s marked space lke always. Blue sheets ofight elide and spin over the car, s an armored guard spends s suspiciously long time ... squinting st i console - before locking up. ‘and waving you trough  ou fucker Key: A sof tone rom your onbourd signifies the ol was ust deduced from your account C: How much? Key: Ubhh jus en redits  “Alright lemme sertch ten off my shest b Key: So you pull nto the colossal biodome and the first thing you see are the rings of Satum above you, unimaginably huge, impossibly clos, arcing through th infnte might sky of pace. The dome’s ransparnt panels refract the fesbles lare from the distant sun  Fucking wild e, 11l never gt used 1o being offworld Key: As you crest the entrance trail, you sce the biodome below: four different ccosystems all buit nto the massve Mainzer Crater Whatdo you do?  ‘Swiss Alps biome right’ | head that way Key: Alright,you ta A¢ Also P’m keeping an eye in the rearvin, docs anybody s to be aling w2  138
Key: Ubh o, ther’s nothing suspicious. Nobody’s even behind you A2 Good, good Key: You roll thronigh o bamiboo forst and cross a bridge ino the Alps biome, quickly fnding the spot. The camera slowly pans dowen through some aak boughs onto  rel scnie clearing 2= you pull up. Ji’s red SUV i already ther, no far from a steam fed by a small wateral. What doyou do?  One of these days we’re gonna be the first 0 fucking show up 1o something - Lhop out and pop the trnk Key: The red SUV’s doors swing open, exh clasical music  Any I ’would recogize? Key: You do sctualy. You’re prety sure you played i for » ala or maybe a wedding gig yoars back — i’ checks noes] a chamber apera called “Renard" by Igor Sravinsky Honmum, decp cut  & No-Sleep Jin, tree massive goons, and faint  seye o-Slecp Jn says something in Korean to her crew and walks over o you. A breeze stirs the claring, swaying the osk branches snd ruffin the gras a3 she extends a hand in grctin. Are you bringing the case? ¢ Do she have the cash? Keys You e one of er guys hand a bagoff o B T counting that shit  Then | bring the case fom th trunk and hnd it over Key: So one of her goons takes i, and you notice she waits unil he’s out of carshol before esturing over (o the watesall suying she has something (o run by you Alright : Do any of Jin’s people follow them? Key: Nah, one’ inspectin the case. The ther two ar hovering near the SUY, pulling out packs of Lucky Strikes + How familiar do they look? Key: Ubh, you seen them a thelat e drops you did with Ji’s people (C: Alight, 1 step over and light e of ther cigarsts. “Sup cousin, you seen a skinny ltle guy like this around? Cybernetic eyes, buzzed head?” — and 1 show him that sccurity footage we jacked “Think these mouthbresthees would know? They probsbly spend most of this time folding Ji’s laundey Can’thurt What otherfads do we have?. : Fair point Key: S you g0 up o the taller one and he watches the footage Loop a few times, draging on his cigartte,the says with  heavy aceent “Actually .| blicve we have.” * Liald you son! Key: Tallgoon says something in Korsan o the diver, beckoning him with s wave. As he walks overand clarsth fron o he car,you s e’s carying a aked machete — What Key: Tall goon says “Hands." You look down to sce  trnch knife has sppeared i his offhand. What do you do? ‘Are you fucking serious? o you say hat? N, {just - fuck .. guess | rase my fucking hands Dol notice any ofthis? s mane, No-Sleep hasyou turme s you’re i the weteefll Fuckin doin s gresy.  Ko  139
L raise my hands  millimeter above my head, palms i, and then rase my middlc fngers Key: Short goon moves towards you B he’s gpping 2 long-handled hatchet. With the other hand he pads around your pockets and puls ot your swithblade B When he’s rooting around | ask i his chick knows h’s ito this ype of thing. Key: Hahaha I’m sory but he pops you with the but o his hatcht for . 2 offense, ighton the forchead What s rude man S would anybody notce if | charge up my elecroshock prostbetic? Shit | fogot all shout tht thing. i | gucss i would glow but s 100 beightout for anybady t notice “Alright | sset amping up ¢ How far away’sth car? The ba’ il i there right? s you remermber it being in the trunk. The car is sbaut four sirides avay  fsr waring . shor goon’sdefiniely close cnough (6 chap you B The trunk’s open thagh right? Key: Ubh - Ve from when | grabbed the case, | defniely would have Iet it open Irght fine, unk’s apen  Sick Amcharged up?  + An arc of clecrcity blasts out of my pal o tll goon Irght give me a number Ticks spinner] 12 motherfucker let’s gooo! ang ok, the bolt of elecrcity makes il goon vielently convulse and drop like a bag of  rocks, deinitcly merked. B, you’re geting chopped by shortstack  Fuuck  flcks spinner] he swings the axe up nto your b for 5. C, th drivr brings his machcte down on youfor [ Tlcks spinner] 2 ofense C: Ldodge no probem, he only hits Key: Your tum B.A, you finally heard what’s oing on s0 you’se on deck
How to Key  We run theough the basies quick, plus a few moves for your toolbel,  Writing an Are Lock in the Ambition fes. The next stepis thinking on the most ineresting path 1o that Ambiton  bring the main characters through fghts,socal seenarios, problem sovi et all s i cinematc places and laced wilh intiguin side characers. 1F you’e sumped, ik on your fvorie storylines from movics. TV and what made thems favorits  I you did’t run the are in tis book, scanning through it wil give youa feel for the flow of an e, and what’s important for the Key to know. That said:  Only draw up one session at a time. You never know which way your actors are gonna. 0. Don’t get atached to any partcular outcome: you’re just putting your crew in an interesting situation and playing to see how it shakes out.  Start small: plan on a humble two o three session newjack starts like a frs-time prizefighter, putting on an ineredible performance but completely emptying their gas tank the first round, notceably slowing the second round, and by the third they‘re just surviving. Set a hard limit of three sessions for yourslr  at for your first are. Almost every  Always introduce a scene with a brief description o immerse your setors in it. It helps. o emphasize sensory (the aroma of temple incense, the ambient noise of moring birdsong, ete). This brief intro doesn’t have to be pre-written: a couple off top lines will do just fine. Always end with a prompt (like “What do you’ do?) to maintain smooth gamello.  Key Narrators don’t get a main character, If you’re sartng a new sho, don’t make  one until the next Key tags in. If you’re tagging in o somebody else, find a good reason  for your main character o sce to some other shi until the end of the arc. You have an  entie seaity o simulate: trying to also play as an actor i a shity distaction, and (more mportantly) ruins the ffect o you being the Key Narrator.  Weite for your actors: this is not & one-person show — you’re creating ieresting situations for your actors 1o make  story out of. Include narrative promps for them o develop their main characters, and points of interactvity that will actually engage them in the scene. Leave the most interesting blanks for your actors o fill i  “This is only areal loose guideline, but the average sessi *An ineresting problem to be solved oA fightscene + An ineresting side character / social scenario Adjust to tase for your specific ators and what gameplay gets them stoked.  Number of players: 3 is deal, but up (0 6 is solid if its a crew of guiete actors — any more than that is a fucking mess. The number of actors also determines ho fast you go through the are: not only are more actors trying to veer in diffeent directions, but just the Volume of riffs and planning will make scenes last way longer. Expect a crew of two actors 10 tear through this are in four short sessions, and  huge crew of six actors to take closer to ight sessions.  Consistent narrative progress: every session should end with the fecling “We just got closer to the Ambition.” Resist the temptation of irelevant side-missions. You want o clear series of narrative steps to the Ambition so your actors never ask “Why are we here again?”  141
Prepping a Session Session prep i just immersing yourself n a fictional location long cnough that you can make it feel real to your actors. You steep in the reality of the session’s seting, thinking on how side characters would act, how evenis would play out etc, and i’s actualy really fucking ransportive — arguably the best pat of conversational games  Don’t over-prep: coming up with all types of optonal shit just because it could happen s 2 huge waste of time. I’ way easier 1o instead make a straightline of just a e scenes hat you can really tighten up. Since the main characters are chasing an Ambition, you aleady know where they’re driven 1o 2o, making that ssaight line completely believable  a  Don’t under-prep: f you start your sssion with “Wait what happened last sessior then just improvise some bullshi, nobody’s showing up nex tme.  Punching up scenes: if you already have your interesting fight / social scenario problem to be solved, you can make it more immersive by +Nesting it in & more interesting location (“the bar” into “the rooflop bar at the top of the Banpei Tower™), o omamenting that locaion (*Ray’s house™ into “Ray’s house, walls lined with lluminated tanks of sare tropical ish") - Sharpen up the scene’s into. Contrast the immersion of these two. “You enter the chapel. Your contact i there. What do you do?” “You enter the coal air o the chapel, stained lass depictions of saints glowing with the morming sun. A lone figure at prayer crosses himself and stands to an alarming height of 4", He asks in @ Salvadoran accent “were you followed?”™  Interactivity is crucial. The most fascinating scene in the world is meaningless if it docsn’t prompt your actors o engage with it social gameplay, problerm solving etc)  “The abjective of being Key i to reate the conditons for the raddest time possible.  Areides ne spring 10 mind, just think on the arc you would most wanna act in. I youre just in a creative dead end, try working on the soundurack fist — you’d be Surprised how much that musical headspace can clear up ceative logjams.  Stay on the gank: freely take everything you like from movies, TV, books, comics, history. Once you put them in your setting, they’ll be an entiely new thing, untecognizable Trom their source. You’ve been unconsciously racking up a colossal library of trope and story ideas your entce ife by just waiching movies and shit,and the more you pull from i, the more efTorless accessing it becomes. Just don’t ruin it by telling your actors what the source was: et it be its own brand new and unigue thing.  Advanced shit: spotlighting is wriing a scene for a specific main character’s strength or Silset, s hard to braid into a session on top of your normal prep, but when you do, it always makes the sessions for the actor you spotlight  Gt the ship sailing itself the show’s intro s where the actors buy in and the validating feedback loops of interest start. Think on an interesting way to introduce their main characters, and ineresting ways (0 get back-and-forths olling between them,  End srong: there’s a reason you always end an album with like the third or fourth best song - that’s the impression you’re leaving listeners with. Deliver the s promised narcative payoffs, and give some falling action and satisfying resolutions.  Fuck nerves: the friends are getting together 1o iff and bullshit with each other - they’re ‘zonna have & good time no matter what you put on.  122
Running the Game “The alpha rule s having a good time, seting up the best time for your actors. All other ules bend t0 this one  Prompts: these are your most important tool, basically just questions that move the story forward. Here’s the best one:  * What do you do?  Use prompis to build the story and visualize scenes  - You unlock your safehouse for everybody: what o they sce a the door slides open?  + A vwide shot pans seross the house party - whl are cach of you doing when Kana arrives?  Use them to focus attention  - So what are you gonna do about those camerzs?  +The courier sems eager to bounce - da you say anything to him?  Some prompis aren’t questions,just something that urges response  ~ Everybody hears glass shaer upstics.  + You’sec from cover that the mercenary leaves his radio and sidearm on the desk as he stepsinto the bathroon,  But yea, prompts are usually just a question, and always passive, s0 it never feels like  you’re prodding in a specific direction.  Interludes: never skip over traveling or laying low — these e arguably she most fertile ground for main character development. Ask what the main characters get up 1o — training, some type of hobby or passion project or personal crusade, spending time with side characters, blowing thir cash from the lst arc e  Intefudes skam for both the long-term (*A month bas passed since the last job; everybody give me a montage of what your main character’s been up to™) and short (“As You wait for No-Lobe t0 show up, late as usual, you all gt in n argument — not a serious one, but aver something fucking rdiculous. What i it”)  “The pait-of: rocket el for character deelopment. Firs,pai up min charactrs for a scene or interude, then guide them nto finding and exploring that thing they have in common. “This creates @ new, unique dynamic between them, like how the bassst and drummer of a band are just a bassist end a drummer unil they start calling themselves “the rhyhm secton”, sifying their bond as o concept. This is maybe the best move in the prestige TV playbook: a well-culivated bond between every main character is naraive lectricity.  Emphasize sensory: when introducing a new scene, bring it 0 lfe by deseribing not just how it looks, but at least one other sense — the ambient sounds, aromas, how the ai feels on the skin, the emotional atmosphere etc. Take that immersion shit seriusly: your job as Keyis simulating a more interesting reality for yous actors,so rally bringing thern there  Mention shit that has nothing 1o do with the main characters or their abjective: routine happenings, locals going about ther day, the foghorn sounding out in the harbor etc. If you only mention shit related to the main characters the world feels small and uninteresting, ike the camera following them around has tnnel-vision. Settng the scene like this not only creates  more living world type feel, but gives your crew options for narrative threads they might wanna pull on. Chekhov’s Gun is wrong and bad.  The Key is the editor: when a scene feels done, don’t ub and um out of i, but prompt Where they’re headed next, or just cut 0 the next scene of nterest. Keep it moving  Show, don’t tell: classic fim trick. Instead of saying “The party’s host i known to be an unbinged pychopath” s show i rowing  guet T blony o i with on Asistotl or whatever. Never give 4 f you can give 2 + 2.  153
Side Characters Don’t seript: you can have an idea of what they’ll say and do, but you sill want improvising them to come naturally. You wanna give the impression of interacting with o eal person, you know?  There are two ways o run side characters:  1) Voice acting: voice acting side characters i the fist person i more immersive and makes them feel more present. Having a unique voice for cach gives them more personality, makes them easier 0 act, and you’ll never have 10 say who’s alking. Don’t et goofy with it (seriously), jus give them a minor accent or speech pattem change.  2) Not volee acting: some people don’t like voice acting because they’re shy, bad at Voices, or think it’s comny or whatever. I you’re not nto it, don’t sweat i, you can just say “Knock brings up the brass casings you found carler” and it conveys the same aformation.  Don’t over-think mior side characters: they only need o (next page) just o make them memorable / easy t reference.  ngle distinguishing feature  Major side characters: always give them a personalty, and a voice if you prefer voice. actng. A unique physical feature makes them memorable. Make them feel a ltle more el by giving them  ife outside the main characters (lke a goal o passion). Making them of the seting goes a long way — from an existing cullure or fuction, affeced by major Sting events ete. Just rememmber 5o amount of information dumping will make thern fecl eal, that nly happens as they’re interacted with.  You can also start with a favorite charactr from movies / books / TV and think o what makes them a favorite (stay on the gank). Subverting stereotypes is always good, like a scarred-up goon with a love for classical poeiry, or an insanely hot woman who’s also insanely gross, eating old sandwiches out the trash etc  Last trick: reveal a wild rumr sbout an established side character. Is it true? Even more wild? Only an exaggeration? Just made up shit spread by their cnemies? Decide the answer depending on the actos” reactions. Either way it’s an casy injection of dramma i the shov.  Names: give nicknames to side characters. They’re both A. casier 10 remember and B. more evocative,saying a lot sbout the side characer in a single word.  You can use them in conjunction with  given name like “Balogun the Saint”, which lets heads just call him the Saint unilhis given name sticks.  Two side characters with similar names is dogshit writing: if your show has o Samantha and a Sandra your actors want o kill you.  Almost everybody’s favorit part of conversationl games is social scenarios / interacting \with side charactes. Just sayin they’re worlh a ltle extra creaive effot
Side Character Generator Bookmark this page to make a side character on th fl.  - 3rd Bass Hoodic - Short e - Keth Haring eewneck “Tall - Goutbastard Chokehold longslecve “Fa © Rockjawn (p. 53 for types) “Neon windbreaker “Thin - Doghead person ~Ratty death metal vest *Yoked < Tigerhead person - San Jose Sharks frsey Limb o cast - Alligaorhead person with ~Seate § -old Southern accent ~Detoit Young - Crash dummy ~San Fran 49ers fersey = Cactusawn w/ manyjackets - Pufty holographic jcket s -~ Cyclops ~De La Soulshir - Big bat wings ~Ripped up jeans ~Talon feet - Camo panis  Talking,hyper-intllgent ~Zubaz * Eyes o different colors fishcaried in bowl by 3 “Neon sharts - Powerfl unibrons bodyguand ~Oversls i srap undone = Glases “Tu heads < Doc Martcns & thrildrcss < Probably (oo good-looking = Undead (skeleton, mummy.  Flannel(ied around wais?) = Neon makcup fankenstein, - ghos, - shade ~Giant leter shi with e rolled up seeves * High voiee = Koala that wlks around - Acid wash denim jacket  * Low voiee like 8 sl human and llest Coogi swesier *Talks ut side of mouth chansmokes and lso - Full Miami Vice  Hilariously congested insuls people ~Mod sut witha real hin e < Sofl-spoken. ~Chola classic + Loudmouth © High op e, Fastalking - Phill beard ~Resbok Pumps low alking © Braded rat il with a bead < Allvhit Pony M100s * Nerd voice < Toists ~Fallinapart skate shocs - Gruff v - Ramp fude Timbs © ther cur - Shelltoes with ut laces < Buzzed - Slides and socks - Long death metal aie - Midwesten scent “ Locks - Northeasem sccent Faurfnger rings ©Jesey sccent - Kangol - Boombox *New York aceent - Stater ht 0 the bk - Walkeman on belt & «Foreign accent “Kofi headphoncs * Dogshit English - Cyclistcap “Besper - Buckethat - Sunglasss: *Gross ~Fanny pack * Absoluely zro filir - Space buns ~Joint behind car “Hasasmallpeton them < Braids - Plastic animal mask - Amazingly stoned - Natun ~Band pins «Flowery - Hoge srunchy ~Paltcal pin - Oblivious nacisist - Big 905 har < Dookie chain - Somchow ahways has abece < Pxie cul Litle chain * Money abscssed. Rubs bils < Riot grlbangs < Jesus picce on theie face when they - Long grunge hair - Soldicr g hink thy re slone “Bobeut  *Advaneed shit: randomly pointto a combination of tw items above. The unique cambination of traits will extrapolat  eeb of other fatures in you mind.  135
Fight Scenes Narrate the numbers. Don’t say 2 offense doesn’t acoually hurt him.” do say “THe sidesteps your swing.” I somebody asks “How bad isthis dude hurt?” don’tsay “He’s up 10 lke hall his merk.” do say “He’s bleeding prety bad and starting (o breathe heavy.”™ Your actors get  lot ofsatisfaction from al the dope shit they get 0 do in  fght - make sure 0 nareate all the energy blasts and necks getting snapped. and o use the phrase “tell me wha tha looks like™ when actors do something interesting.  Punching up fight scenes: fist is enemies. They should be A. mechanically ineresting. Wit stats or abilitis for the main characters o out-think or ke advantage of iy surfing through attack effeets), and B. aesthetically interesting, o it dogsn’t feel like you’re just bautling a block of sats.  Second is where you fight: a cinematic location — elevated tracks, in a ruined mausoleun etc — is crucial. For exira credit, add features ike hazards, levels, cover, or moving components t increase stategic depih.  Every fight should feel like there was something gained by it: even just a litle new aformation to advance the plot o some interesting tems.  Guillotine Style: 2 method for smoother fights. The tum marker s an cye-catching object placed in front of whoever’s tur it is. They pass it on when their turn is complete. f he next actor doesn ! immediately act, they are skipped. This keeps heads in the game withou fail: nobody needs 1o be caught up on what happened, nobody waits unil their turn and then takes & minute (o decide what to do - the fight just flows. The Key is exempt from needing to act immediatly since they have a whole fight scene to run Obviousy this optional rule shoulda’t be put on newjacks.  Advanced shit a those higher levels, the balance of the crew can gt all over the place, and the main character that dumps all heir P into a single stat or Special might start Walking through fights with less and less of a challenge. This is where the chess match starts: inding a way 1o stillchallenge them withou them fecling cheated.  Offensive main characters are casy to handle: if they dumped everything into argeting a single enemy, throw multple enemies at them. Death 100%2 No problem make sure you always have an interesting lieutenant that an step up, or multiple bosses for every boss fight  Defensive main characters are where you have (o use your head a litde more — there’s almost always one motherfucker who spends every single SP on their defense sta, but you have a dozen ways around that, Our favorite way is o ust turn up the heat on the entire crew, and when the high-defense main character is consistenly the last one standing, everybody else will start balancing in that direetion. Also, once their enemics notice, why would’t they just show up with a tinger missil that does s20+100 offer next fight? OF start using armor-piercing nanofilament weaponry, of send out 4 mutan with undefendable fire powers? Maybe o mercenary psion with social Specials or powerlul illusions. Maybe 2 plot ke carbombing their motorcyel, instantly merking them then ambushing the st of thei crew: Maybe a napalm blast o chemical weapor that coats them in acid, puttng $20 offense on them every tum for the festof the fight.  Merk: offense counts up because addition is easier than subiraction. This lso allows you 1o write offense taken out in the open or on enemy markers without giving away if they’re close to death. If you like the intuitive concept (counting down) more than he functional ease (counting up), you’se free 0 flip it around. We went with the pheasing of “merk” because iC’s ambiguous: enemies can be dead, KO’d, retreating, or whatever.  136
Dealing With Actors 1playing onthe outside,felfre o lay down the rle “IFanybady pulls out thei phone, every otherplayer gets 0 send a ext on it.” Most people don’t nced this rule. but we’ve scen a few sessions go downhill on fucking rolleskates when actors stared scrolling through instagram whenever the Key Narrator wasn’ specifcaly talking o them - they nceded constant updates on where they were and what was happening. had to be handed crucal clues et. Did’t even seem worth plying. To be clar draving and shit is fine since you can sl take in what’s happening, but phone use il destroy your game  Key, fucking around and riffing is arzuably the best part of the game, s0 go along with it You can have an ineresting storyline, meaningful scenes, and constant fucking around.  There’s a point where it clicks for new people and they realize they really can do anything in the game. They usually ask for something way over-powered for a level 1 character (“Can I get a flying isand with a sick pagoda?), and that’s good: your aciors wanting shi s the engine o the gane. Always say yes, and have them wite it down o5 2 Character Ambition s0 you can run i for them next season.  If you’se nviting somebody you know likes t0 get fucked up, think on telling them it’s a sober table — remember if they suddenly become the most annoying motherfucker on the planet you’re suck with them for the whole session.  “The most you should ever have 1o regulate is the phrase "be cool™. I a new actor is still out of packe, just “start a new game™ without them in it 0 avoid drama.  There aren’t really actor types. You just have to watch for what engages peaple, what  nterests people, and keep your show dialed o keep everybody happy. Somelimes you’re blessed with an agreeable crew, sometimes you land 4 pack of divas who all want differen shit and act foul if they don’t get it. That’s lie baby: Ride out the season and Start again with a new crew.  Advanced shit: proactive vs passive crews. Figuring our which one your crew of actors Teans towards will make prepping for them casir. Examples:if the Crew Ambition is to Knock over a mid-level drug supplicr and your actors sare blankly before asking “Uh so what should we do?” that’s a real passive crew. If another crew immediately stars ploting “Alrght, fist we find a fend and tell him his next vial’s on us i he takes us to his dealer — we bag the dealer and work our way up the foodchain until we find somebody laced with the plug.” that crew is real proactie.  Proactive crews need less prep: you just give them a gol and they move the plot forwards. The other edge of that sword i they need way more improvisation: they move quickly and unpredictably, love exploring, and create their own immersion by asking a lot of questions about your seting (*What are the current power dynamics and alliances in the criminal underworld?” “What’s the archiceture like in Ol Town?") which is Hatteing but can sometimes feellike stess-tsting.  Passive crews mostly just want an interesting storyline spoonfed to them: you have to make both clues and narative paths forward obvious, and break their Ambition down into teal clear sub-goals. Instead of immersing themselves by exploring and asking questions, passive actors rust you to immerse thems in the most interesting parts of your tting. This definitely doesn’t mean they’re having any less ofa good time, so don’ttake offense. Since passive crews are highly predictable, they re a blessing for Key Narrators who love writing and hate improvising.  147
Soundtrack AU Bull Pres soundiracks are on bullpress.org.  When ereating your own soundiracks with whatever you’ve gotten off truline, or anything a friend has loaded on a mp3 player for you, remember A have the soundirack lined up beforchand so you don’t waste time scarching for songs B don’t use anything with actual vocals (they’te more distracting than you’d think)  ‘Spinner Alternatives it aring of numbers on the outside of the inner cup. Cut a ltle window on the outside cup. Next 1o the outside cup’s window, wite the ring’s highest number  with an 5" before it To spin, just look away and turn the cup a few times: your result appears i the window. Remernber you can fl every range your main characler uses on & single cup.  Cards: easy (0 get & hold of, slow 10 use. Create a stack for each range your actors use (52, 54, 56 1), Weite the range on the back, then wrte the individual numbers of that fange on the face. Keep the stacks facedown in the middle of the table.  Verbal: when you have no materials on hand, wanna keep it low, or are playing in seg. +Figure out the range of your spin from 1 to whatever (example: $12.s 1 0 12).  +The player spinning and the Key each pick a number in that range, and say that number simultancously (example: § and 3).  + Add those numbers together for the esult of the spin (example: §).  + Now,if those numbers go over the top when added together (example: 10 + 6), it rolls over and counts back up from 1 (example: the esult i 4)  So,if the range s 1 10 8 and player A says 3, and player B says 4, the resul is 7. If the fange s 110 6 and player A says 4, and player B says 5, the result s 3. If he range s 1 0 20 and both players say 20, the result is 20. Seehow when it ops ou the remainder is the esult? Slick rght?  138
Spinning for It  ‘When somebody tris to do something uncerain,the Key has them spin 56 for the resul:  6. Finessed 3. Not really 5. Success 2 Failure Barely 1. Faceplant Easy: spin 6 twice, take the highest resull (75% chance of succes)  (50% chance ofsuceess) e, take the owest result (5% chance ofsuccess)  Versus: if s two characters against each other, they both spin and the one with the higher result wins. If one has a significant edge over the other (reative tat is higher etc) they spin twice and take the highest. Ties can be inconclusive or spark another versus spin - Key’s choice.  Pros & Cons “This mechanic adds the lauded gambler’s buzz to any scene, can add suspense, and can spark the creatvity that only comes from having to improvise.  “That said this mechanic is real casy o over-use: the shove returns rapidly diminish, you can paint yourself ino narrative comers, make the storyline lss ineresting (your spinner isn’Calways  good writer), and skip material that would have been more fun o acwally play theough  Don’t skip interesting gameplay: crucial shit. If the main characters need to create & trap for a jungle yaksha, and you just have them spin (0 see how good the trap s, you fucking blew i. 1t would have been way more interestng to find out from various jungle inhabitants the yaksha s intensely attrcted 10 gemstones, then design an ingenious trap using that knowledge and the jungle environment. Remember creating success through gameplay and nteraction with ihe seting s basicall the whole point of the hobby.  Spinning s just gambling with narrative capit quick neurochemical buz, but A.) there have to be- often ruins the effct.  (s an casy way to give your actors & teresting stakes, and B.) using it 100  Alternate Rule: The Narrative Spin “This adds a prompt which can enrich the scene and keep the present subrarrative moving forward, but takes a litle longer since the Key has o spend time thinking on an intrestng consequence or bons.  6. Yes and (uccess, plus abonus) 3. No but (e, but a good thing happeas) 5.¥es 2No 4 Ves but (succes,butat some cost) 1. No and (filre, lus another bad thing)  For example: & main character tres to hotwire the crooked PI’s car They land a 4 (“yes but), so can fire up the car and drive off, but fucked something up o the stereo is *blasting® Spice Girls o loop. Another exampl: a main charscte jurps offthe roof onto an enemy below: They land 1 (“no and"),so the enermy sces them coming, gets a free attack on them, nd they stil ake fall offense.  Balls Out: on a challenge that’ real real dicey, worth making memordble, or just fucking insane, the Key can 3dd o Balls Out spin 10 the s6 narative spin. This produces truly buckwild scenes, but only if used rarly:  4. Twobonuses 3. One bonus 2, One consequence 1. Two consequences  139
Conversational Games & Narrata  Narrata is the creation of fietion through structured conversation, We at Bull Press consider it the most poweul form of escapism possible since i’ not limited by the physical constcaints of media: it goes exactly a far s your creative abilty.  What really makes nartaa immersive is having other people to run it with, and structure (sules) that get people interacing with the simulated seiting and characters.  That’s seally all you need to know (o start creating your own conversational games games, but it helps 1o run a few existing ones to really igure out what gameplay you like and how to ereate more of it with specifc ruls.  Narrata s a least 60 years old, though it’s arguable some centuries-old party games and umpired wargames (it the defnition. Either way the atform i finally spreading its wings as we see a proliferation of new genres and gameplay concepts, new writers and Tuminaris, and games that can only be called works of fine art ranging from the size ofa single page (0 dozens of volumes. Best o all, even though shit’s popping right now, it can be said with certainy the John Coltranes and Dave Brubecks of the erafl are et to design their first game.  150
Game Design Raule 1: the function ofa game s ts layers having a good time.  Steaight offthe bat, heres some newjack shit 10 look out for and be brutally honest with yourselFabout  * When you like the idea of a rule, but not the resull of it  + When you’re straight up reinventing the whe! jus to be diffeen +When you’re stubbornly holding onto a mechanic your frends playtesters hate  Have clear design goals. Outline fest orthat shit’s gonna balloon ll over the place.  Start semal: everything takes sbout a hundred more hours than you think, so start with o pamphlet-sized game (seriously). Bigger projects will always el 90% done; be harsh i deciding when they’re done enough, since there s a definite point of diminishing returns. on your creative energy:  Playtest:there wil always be shit that manifests different than you expected, so playtest more than even seems necessary. IF possibl, playtest across demographics (unless you’re only designing a game for your friends). Most playtesters won’t give you the brutal honesty you need: it’s on you to keep an eye what acwally engages them, what bores them, what rules they struggle to grasp etc.  Explicability: have an answer to questions like “what’s it about?” and "how do you i You want your basic game concept 1o be a sentence, and the rules to be explainable i less than a minute. Anything more and motherfuckers’eyes start glazing over.  Watch for overdesiga: a game isnt a live reading of the ten-page seting you wrote up, it’s 2 concise ruleset that allows the actors to have a good time flexing fheir creativity. Leave the most interesting blanks for your actors o fll i  Watch for underdesign: you need clear structure and goals. Too open-ended and players will feeldireetonless. Give specific prompis to induce  flow stat.  Challenge: every game requires it. Too hard and heads check out from frustration. Too casy and heads check out from boredon. Ideally make i a curve so learning the ropes is just engaging cnough for new people. Making diffculty scaleable adds massive replay Value for more experienced players: do this by adding mechanical and straegic depth to eward their advanced knowledge of the gare  Risk: it built into traditional games (where everybody plays against each other) since there can only be one winer and losing sucks. However, even if s a cooperative game (where all the players compete against & situation or aulomated system instead of each other) there has t0 be a chance they could lose or face some major setback, otherwise there’s no theill. I’ the same reason gamblings §  Frostration riage: losing and setbacks fucking suck, so having something to immediately disract from cating shit is A+ design. Example: for this game you could create  rule called “Hardened” - every time you’re merked in & ight, you get @ permanent +3 o your merk.  Incentives: never punish an action when you can instead reward not doing that acton. Positive incentives are not only more reliabl for shaping behavior, butalso contribute (0 the overall sense of enjoyabiliy of your game (nobody likes punishmens).  151
Realism i a terrble goal. Fist of al,reality mostly sucks. Second, rying 10 reproduc it mechanically just creates a clunky abyrinth of conditional rules and other unfun shit Instead, you wana i the right notes of realiy, both in designing rulesets and settings.  Game mechanics are best when they’re stripped down and_ absiracted tepresentations of conceps that interest us (shit like fighting and powers). Settings are best when they’re novel and outlandish, but sull contou the relatable and interesting parts o our realiy  Realism i tax codes and spinning for how hungry you are or whatever; hitting the right notes ofreality is unteal shitlike dope spaceship fights and psychic powers BUT coherent seting logic and resonant sde characters.  Randomizing outcomes: you can make the result of an uncertain thing up to chance with a randomization mechanic, sometimes called 3 resolution mechanic (smilar to “Spinning for I, page 149). This doés a couple go0d things: it 1.)creates a gambler’s buzz, and 2. gives the Key Narrator an improvisational prompt t interpre the resull  On the negaiive side, the neurochemical thrill of that gambler’s buzz has swifly diminishing returs: use it 100 often and it just becomes annoying. Even worse, a randomization mechanic skips over the gameplay that would normally create success.  Some games benefit from randomization mechanics (lke Risk), butif you tried o force them into others (like chess) it would straight up ruin the game. Consider carefully if your game or mini-game would become more enjoyable by adding one.  When designing a randomization mechanic, consider range. Say you wan fo simulate troop reinforcemens in your wargame, and each player spins at the t0p of theie . 520 is way too swingy: if @ player lands & 19 he can just dogwalk the player that landed a 4. You can always make the range smaller (ike S8 or even s4), sure, but you could also make it more predictable: spinning 356 slightly reduces the range to 3-18, but more importantly it makes the results a bell curve since i’ thece different spins added ogether (so resuls at the extremes like 3, 4, 17, 18 are real real are). You could also teduce randormness by making gameplay a factor reinforcements are s6 + the number of forresses you have, o you can spin an 56 for each warchest you turm i etc.  Don’t get discouraged if your frst game feels flat: your early games are stll worth playing. you’re just developing a more sel-critical eye since you’re now creating games. Sometimes rules and mechanics won’t produce the result you thought they would and tharsalrght, that’ how great rulesetsare designed: small adjustments over tine.  One of the more popular theories of learing is that we acquire and sharpe kills by first. doing them wrong and then correcting: rial and error I’ annoying to hear for the hundredth time, but the best way 1o improve is by doing, filing, and learning {rom filures. Embracing that shit uts a person ahead of 95% of their competition.  Play more games: every innovation a person makes is a brick on top of a colossal pyramid of previous advancements in human knowledge made by other people. Explore that pyramid - designers put i thousands of hours creating a single game you can play in tventy minutes. Devour that knowledge to pover your own innovat  Presentation: sucks 10 say, but there’s a reason presentation is 50% of your grade in culinary school. Consider it another good reason to start small, pamphlet-sized games don’tnced 2’$10,000 layout and ilustation budget to attract new players.  152
Answer to the Sphinx Full Breakdown e math sucks but the coneept s sick. Also, the author of “The Sphinx” hasn’t passed o ‘math class since junior high and was able to do this without a calculator o it’s really no hing.  Original “Question” From Page 34 LUl ive you 99 problems n 36 chambes, plus 2 black eyes foral 36 New York Rangers 1 got the magic number or Plugs One through Three, and aways 100 for the unknown MC Lot for KRS 1 got § for Kane, pour one out for each lnk i the Wo Tang Chain Breakdown (1Fone of youractors says 59 Problems didn’come out unil the 00sbecause Jay Z i hink of t il ten, they’rs wrong and lso Kicked out of bip hop la) 99 36 - 3564  — The rick of doing this one casy is just 100x 3636  236 (Indesd the mumiber of Rangers on the oster i the 1993-4 season, we looked it p) = 72  3 (“The Magie Number” o teir debatalbam) x 3 = 9  (For the unknown M) 100  (Forkas) §  (ForKane) (Were beng tricky her snce Cappadonna has always been an unoffical et  mermber f the T, et 0 be core member ight when he ot locked up) 10  3745  153
Mass Combat  There’s a point where a fight gets 100 crowded, less crew vs crew and more army vs army. There are two ways to run this  L Peripheral Seenes: while the war unfolds, have the main characters run free on missions that will p the scales: defending tunnels and other chokepoints, sabotaging arilery, liberaing prisoners, blowing up brdes, infilating enemy-held buildings 0 capure offcers orintel,starting fies and causing rockslides, recruiting allies, arming the people, recon and scouting, cuttng off supply lines, sinking ships, iding caches, etc.  1L Mass Combat (rest of this section): al players sct as generals, commanding various it seross a massive battlefield. Stats and combat stay the same but we add 3 few rules to chunk combatants into formations so they can move and atack in groups. Defnitely the most cinematic and high-strategy option.  Armies An army s made up of divisions. A division s a ormation of charscters that ae statistcally dentical, calld fighters. Divisions can also have leaders, which lets main characters cach customize and lead thei own division. Key, once your actors ge the hang of it, allow cach ‘main character o build/command multiple divisions.  Anmies can be A predesigned by the Key,or B. designed by the actors wihin a powes the Key lays out - this option detiled in the section “Raising an Army’”  Modeling Mass Combat — Battefilds should be open and huge: i you’re stck with small tables,just scale down 10 centimeters. Terain always makes a batle tactically intrestng  bills rces, bodics of wat, clffs, walls and towers and buildings — just don  crowd the table or maneuvering divisions will be  pain in the ass. Last thing is to mark deployment aras (spaces cach side arange their armies in before the mass combat starts) on ithe side ofthe map.  . Divisions s represented most casily by s rectangular piece of paper o cardboard. Make it a5 many inches wide / long as it has fighters, and draw a grid, cach 1-inch square representing a fighter. This way, you can X out boxes s the divsion loses fighers  . Tracking Stats: the first option s 1o just have o master sheet that lsts all your divsions and theie stats. The other s to leave 4 hal inch at the rea of each division’ cut-out, and wrtethei stat ito that space (annoying if they get back-attacked though).  Turn Order Deployment: first, each side places thei divisions anywhere within thir deployment area (a space marked out n opposit sides of e map fo each amy).  Smallst amy goes frs. Divisions can o in any order. Once very ted, it goes 1 the next smallest army, and 50 on  division in that army has  Adivision’s e consists of one move action & one main action just like in normal combat.  Adivision can move before o afer their main acton. (As & refresher, a main sction = attack or use a Special or move a second time )  154
Mass Movement Divisions mave in rectangular or square formations. Divisions with § or fewer fighters are allowed o move in any formation (sce “Squads” below)  Free movement:in mass combal, distunces are measured in inches wilhtape meass combatants can move at any angle.  Movement range: since a division is made up of identical unit, they just move o5 many inches a their move score. (If you have a slowe leader though,the division is stk moving at their speed, and vice-versa)  Movement options: Divisions only move siaight ahead, straight back, direty lef, directly sight, or pivot. Divisions move backvwards or laterally at half their normal specd. An entire division can reface in sny dirceion by usin is full move action,  How t0 move: measure from the outside edge of a division,plcing your finger within the number of inches it can move, then slde the division t where your fingers 1. No sncaking extra inches by measuring from a division’s front edge and then moving its hack edge to where Your inger’s pointing. A division can move in a many directions and o pivol a mary times a5 wanis, s0 long as ’ not exceeding s move score.  “To pivot select your comer tha stays sationary, hold it i place, and measure the distance travled by the opposite com  Reforming a division: tskes an entie move action, Reforming can be  Reshaping division’s rctangle (leader or front middle fghter holds same positon and fcing)  Joining muliple divisions intoa single division  - Splitting a5 son into muliple divisions.  Don’ forget leader rules, and tht fighters must have identical sats t be i the same division. Divisions touching encmy division can’tbe reformed.  divison can drop slowed o immobile fightes at any time, but they are of the mass combat (X their box). Knocked down fighters must retun to sandin or be ditched) befor the rest of the division can move. (Remember i akes & move action t stand unles you have a Kip-up or Knockdown immunity Special  Squads A divison of § fghters or smaller is llowed to form & squad. A squad moves in 3 loose ormation:there i norestriction on cach ghie’spostonin s0 ong a hey’ec within tlcst 1inch of another squad membe. Squad mermbers may ndiidually deteemine facing and postoning aflr moving. 50 long s nobody surpasses ther ove scor. When uing ranged Atacks and Specals, squadscan safly i through thei elow squad members.  Flying Fighters: these can frecly move abose land forces. If thei base i touching or overlapping 3 land unit’s basc they re fce t0 attack cach other hand-to-hand. Flying fghters Charge us nommal, but can’t be charged by non-flyers. 1 the figh 1 only for @ mass combat scenario, unlimited flight only coss 10 SP. You can make a flying fighter base that suspends them above ground unis by tapin paperclips o the bottom of  moliple enemies st once.  155
Mass Attacking When  division atacks another division, every atacking fighterspins simullancously: spin all weapons, and add thei collctve primary score bonus (strong for hand-{o-hand or thrown, fst for ranged or light weapons).  Example attack: if your front rank s S fighters wide (stron 2, wieding hundaxes). cach adjacent o 4 enemy fighicr, they spin 558 + 10.  Optionsl: instesd of ficking multiple times, you can just spin onee and multply the result by hovwever many fghters sre attacking. Custom spinners or double-cups are alsoallowed — a long as numbers ar geting randoraly gencrated,anything gocs.  The targes’ defense should also be added into one mumber. Exsmpl: f your front rank s § fighters with 3 defense cach being assaulted head-on, they have 13 total defense against that assaul. Like this:  ‘Weapon spins of attackers + Primary scores of attackers = Offense. Attackers’ offense - Targets®collective defense = Offense Taken by Division  Mass Hand-to-Hand Attacks Targeing: you can only hand-to-hand atack encrmics you’se adjacent to. For example, even if the front rank of Division Fuck s 10 fighters wide, i front rank of Division Shit is only 3 fighters wide, Division Fuck can only make 3 (non-reach) hand-to-hand atacks on Divsion Shit, since they’re only adjacent o 3 nemy fghters. Squads are the only exception because they can move in loose formation.  Reach wespons: can instcad target an cnermy on the opposte side of whoever they’re n base-to-base contact with  Defense: base ighters defense times number of ttackers. (The only exception is squad attacking  smallr squad.)  Mass Ranged Attacks & Ranged Specials Targeting: must have line-of-sigh (cant arc over other ightes). fthere’s any doub, est ine- of.sight with  taut ssng between attacker and target, and make sure nothing obstructs the Shot. To keep things simple, if one ttacker has ine-of-sight, all fghters in their division are o consdered to have line-of sight. Only the rank closest to the targeted division can make 3 ranged attack on them,  Defense: basc fighter’s defense tmes nurmber of ranged attackers, They exception is if the mumber of ranged atackers outnumber & tiny division (then €’ justthe added defense of horwever many fighters o i th targeted division)  Back attacks: attacks from behind surpass sl defense. For & ranged attack to qualify as from chind, it hs to have linc-of-sght (usc 4 taut string o tape measure) on a ighte i the rear sk that it on a corner.  Frequency: no fighter can atack more than one per ur (barring Special) Different sides of a divison can al make an attack on the same tum, just make sure ighters on the comers aren’t stacking twice.  Mass charging: charging is a fll-tum action where a division moves twice and attacks. The trade-ofF i the charged division makes an oppsing stack: both divisions spin simultancously, compare total offense of thei atacks, and the loser takes the difference inoffense. I €’ G, their atacks cance each other out and nobody akes offense. Ranged divisions can also make an opposing attack when charged.  Al charges must b in a easonably straight line (Key’s call)and a total distance of at least the charging division’s move score 1  156
Mass Merk, Each divison has one big merk score. A division’s merk score s ust al th individual merk scoresof s fighters pooled together.  Tracking offense taken: remove fightrs from the back of the division (X out their box) to repesent offense taken.In- presents fghters moving forward o hold the place of s  Fightersare removed in incremments of base merk. For example: you have a division of rockjawn dreadoughts who all have merk 10. The division just took 12 offense, 5o remove: one dreadnought fom the rear rank, and write 2 (he remainder) n the next box. Once 20 or more offense i taken, remove two dreadnoughts. I the divison has tsken a total of S8 offense, it should be mising five of s earmost drcadnoughts, and have an § writen in the bos next 16 the most recent X.  Leader e before s leader an be merke.  every fighter i a division has to be me  Overflow: keep n mind tht the division tskes offense s  single wnit, Even if single fight it merk 10 s targeted with a Specialtht deals S0 offnse,all S0 i dealt 0 the division.  Merked: we used “merked" because it’s an ambiguous tem. Are the X’d fightes just infred. and sbl to retur next mass combar? Dead and replaced with new recruits? Dead and gone from the army foreve, Xs in thei division permanent? Key’scall if you even wanna specify.  Leaders Leaders are more powerful charscters that can be added to o divison. Leaders get o be statistically unique, and mast be higher in lvel than the division’s fighter. To have a leader,a division bas o be at least 3 ghters wide (unlss s a squad i loose ormation).  fenders must be somewhee in thei divsion’s front rank. Don’t forget to mark their  Actions: leaders can attack simuliancously with the ret of thei divison, or take their main sction before the estofthe division takes thers.  Merk: despite always being in the front,leaders are aways the las of theie division 10 get merked. This lts min characters lead a division dircely nto the shit without sweating about sudden death  Raising an Army Norrative ocket ol Having th i charactes st ol contacts, call n avors, arm the people, or oterwis recui for the war they’ec waging s o old gameplay change.up and Avays produces intresting scencs.  Twooy ¢ Key can cither A predesign an amy for the actors, or B. crate an army pool s01the acors can design their own. Key, don’t hesitat o just ask your actors which thy prefer.  Army pool: & number of unstatted side characters called drafces. The main characters g ©© stat drafces by spending the drafices” primary points and SP  Pool size: depends on how big you want batles to be. For example, a smaler pool (ideal for 5° level main charactes) would be: 36 level 2 / 12 evel 35/ 3 level 4. This is a mansgeable mumber o drafices to make divisions outof, and you can abays add more lter.  Statng drofice: thei hase sat ar the same 35 3 main character of the s level (1 primary point e lvel, 10 SP per evel, move 5). How you spend thei points comes down 1o the division you’re sending them .  Forming divisions: fun as fuck. Columas of infaniry juggernauts, small and fast divisions for anking, unbreakable shieldwalls o pin down enemies for your ranged divisons, glass cannons that can rely on other units for protection, lite squads 1o reinforce divisions Spinning like shi, ying skimaishers to rain death rom sbove and take out enerny atillery ctc.  157
Mass Specials “To keep things smple, min characters can just e ther Specials like normal during mss combat. Drafies, howerer, have a few limtaions when crating their Specials  Since fghters move in groups (denser targets) area modifirs are more expensi   Radius: +500% the SP cost of the Specials effect per inch of radius. So. a 1 inch radius = et cost 6, 8 2 inch radius = effet cost x11, a3 inch radius — ffect cost x16, 4 inch radis = effct cost 21, e  * Ray: x3 the SP cost of the Specials effec. Range as normal, though now ol targets in the Special’s rajectory wil b affcted © Chain: prices emin the sme  Again, existng characters don  have (0 recalculate any of theie Specials; these price changes are only for drafices.  Ranged Specials Ranged Offensive Specials: these just use the same rules s ranged atacks.  Non-Offensive Ranged Special (hesling, defensiv, e1): these do ot need line-of-sight (s0. it patlcan pass through terain and other fghters (0 reach it targe). This includes all stl- alteing Specials (even if it lowers enemies” sats)  Stat Effects Targeting sel: these chunk up like anything clse. If o division of § fightes buys +5 merk, that’s +40 merk 1o the division.  Targeting other: is  division’s sta Special docsn’t have an area modifer, it can only ta smaller divsions with it. Leaders get the most holler for your dollar here since they can sct independent of ther division, and can disl in a Special’s area o a division’s exact size. Stat Specials don’t need lnc-of-sight.  Axed Effects  Almost all effects o the same. If you think an effect would be  good idea for the division  you’re designing, it’s probably unchanged. If an effect made no sense in mass combat  (impossible positoning, shit balance etc), we listed it below. To be clear, thes are only off-  limits fordrafces; main characters can usal ther Specials ike nommal  Attack: barrage. bownding spinning atack, cautious shot, followthrough, piercethrough, ranged charge counter, shooter persecutor riposie, rock. spinning attack. siepping. followthrough.stepping spinning atack  Offensive: deny Xaciion, lock  Defensive: divert armovws, divert bullts, divert Special, extra move action, fuckwithme 1. ntercept arrows,inercept bules. sip 1, sip I  Movement: decraase graviy impedimen, increase graviy, switch  Altered Effects Doubled i price: bust back, call wind, encore, invoke attack, punish, shoot charcer Apply o divisions instead of individual characters: blaodlust. death dealer. hen in, hound, overielm, stop-hit  158
Name:  s Summary: LEVEL ” Appearance: I * o | | e — e — Suong Fast Smarc Hard  ] Offense Taken  *Major Skills  +Languages,
—zauoq uapoo wyux [EF  s oy saulog [e1dadse  SUOLIBI|IY B SIOEINOD  ssypop Doy  Aseuwng  opawpsay  @5 *

Closing Notes Bull Press ook are fee o prisoners incarcerated n the US. Whilethese book donations tely on funds we don’t slways have, i you write into your egional books to prisoners Workspace, we know the good people voluntering thre would be happy o send you Similarconversational games and abletop materil.  “To get a copy: have your people email your info to requests@bullpress.orz. Even if your phone time is limited, this method should enable us (0 get a copy in your hands faster than mailin requests.  People on the outside: if you’d like us 1o send a copy o an incarcerated frend, make sure 10 include their government name, ID number, and curent facility in your email  LIBRARY (Every book contins main chractr shects,spmners, and everything s nesded t play ) Corpse Thieves: a Kung Fu are set in mythology-heavy Qing-era China. Unwind a bizarte series of graverobbings, serap with supernatural wigsplittrs, bust open esoteric  conspiracies. Sold for newjacks (short and linear).  Hiadelph: a game distlled from 90s bip hop, set in a paralll Philadelphia laced with powers, strange creatures, and superbeings. Solid for newjacks (short and linear), plus 75 optional missions across 13 ciies for those trying o run longform gams.  Stirring Giant: o grimy near-future are tracking down @ depraved patrcian in a lawless megametrapolis. Gene spliing, cybernetics, einvinal undervorld, political violence etc.  - Digital copies of the entire Bull Pees library are fre at bullpress.org.  Internal Font: Times New Roman Style Guide: Ligma’s Aubortative English Langusge: the function of language is to convey meaning. Arbitrary rules grafied onto language (using “whom” or subject  “who? for object, or “less” for uncountable / “Tewer” for countable, ec) don s comvey additional meaning and are thus linguisticall valueless. “This extends 1 groundless probibitons on double comparatives (more faster, most oldest), vesbiage (hey i, she be) pleonasms (complete and total, where a) and so on. If meaning was successfully conveyed, the Tunction of anguage was flflled — sweating about dangling prticiples and whatever i only a wasle of time and efor, Listen, language evolves. If you disagree, you can always talk in old-imey Shakespeare English,  System: this conversational game uses the DomepicceTV. system. You have express permission from Bull Press o use it fo your game or product s lon a i’ not for anything fucked up, and you shout us out  Sp  “Thanks to Q No Rap Name,  ighteous individual and genius on he boads. anorapnamme.bandeamp.com to hear a master at work.  DUES Respeet and gratitude to the original Minneapolis scene: your hard work and innovation made our world far easier o lve in.  All glory to The Most High




BULL PRESS CONVERSATIONAL GAMES
ILLADELPH

BULL PRESS MMXXIII
ILLADELPIH
Bull Press

First publshed March MMXXI!
“This edition published September MMXXII

o geta free paperback copy to an inmate,
email their ull government name,

current facillty, and IDF 0
requests@bullpress.org

2468109753

ISEN: 9795985956115
Ao,

AV,

AR
Table of Contents
Intro

Iladelph

Chapter 1 I Looks Like a Beautiful Morning
Chapter 2 Jnckers

Chapter 3: The Crescent Hotel
Chapter 4 Lamsar the Bird
Closing Ceremanics

Bump Scenes (inserable seenes)
Iladelph Missions

“The Wider Setting & Other Cities
Main Character Creation
Specials

Customizing Specials

Effeet List:

Fight Scene Rules

Weaponry

Gioods & Services

Example Gameplay

How to Runa Game

Side Character Generator

Spinning for It

Designing Your Own Games

Main Character Sheets

What the Fuck Is This Book

100
132
134
137
138
11
145
149
151
159
208
EVERYTHING YOU NEEP TO KNOW .

+ Gameplay s conversationsl & cooperative ¢4 players s ideal, but 3 10 6 i fnc too
One playeris the Key Narrator Everybody else creates a main character
they run the game for the other players & controls them n the game

Yousay it For example, believable, you do it

1t challenging (* jump the huge gap?), the Key Nareator il el you to SFIN FORIT
and you'll Nk the 6 spinne on the back of your book:

6. Finessed B Notrelly
. Success 2. Failure
. Barely . Faceplant

I equipmen,expeience, distations.genral diffculy e skew you chnes
RS the Key Narrator will have you spin s6 twice, tking the ighest resull
PIPIULT: spin $6 twic, tke the lowes,

SPINNING

The back of the book is spinner. Create an arm by looping on end of a paperclip or guitar
siring trimming. Fasten the loop over the spinner’s center-do.

“36" means & random sumber rom 1 o 6. Flick the spos
in the 56 ing i the resull. 510" i & andom number from 110 10,

MAIN CHARACTERS

The stars of the show. Everybody who it the Key Narmator creates a main character, and
the Key runs intersting scenrios for them. Any main character concept goes s long 3 it
s the setting, and starts ursble (no superbeings o millionaies )

e arm; wherever it lands

means 1 04, etc

‘SPECIALS: poscers and unique sbillies for your main character.
S “Special Points”, what you buy and upgrade Specials with

- Charac

creation quick guide on page 82,

KEY NARRATOR

You run scenes for the main characters — interesting side characters for them 1o alk (0,
fights, problem-solving scenarios etc. The “arc” staring on the next page is & series of
eady-to-run scenes leading t0 3 narrative goal

CLOSING CEREMONIES: the end of cach session, the Key awards SP for best
performances etc (page 32 for all categories).

THEAMBITION

This is the common goal tht eeps the main characters all pushing the plot n the same
dirction. The Ambiton is se at the beginning of a game, snd ahvays has a large reward
atached o1,

Al his i kown as POMEFWECETV. a conversational
ames system that can run any setting and any genre.

ILLADELPH
A Conversational Game in Four Parts
Bull Press MMXXIIL

Summary: an are setin o paralll Philadelphia circa 1994 with supernatural powers and
bizarte inhabitants.

How to Run This: the Key Narmato just reads ahead a fow pages and gets familiar with
the approaching scenes (page 10 is plenty fur o start). The other players (“actors”) don't
e 1o read anything: they just show up and the Key runs the game for the. Doesn't
hurt 0 keep a sheet of general notes o mark your place in the are. Page 138 for example
gameplay.

Length: sessions usually last 1 to'3 hours hut you can end it whenever you want. Fill out
sessions thal went (00 fust withinsertable bump scenes (page 33, go dogear quick).

Closing Ceremonies: run these at the end of each session, awarding SP for best
performances etc. Al caegories on page 32.

Soundtrack: cach scene has single track you can throw on loop. If playing on the
outside, o loading up a mp3 player for somebody inside, all tracks are on bullpress.org

First Time Key Narrators: fuck nerves. The fiends re geting together to rif and
bullhit with cach other. They re going o have a good fime no matter what.

1 your fist sesion fels U, don't sweat i, i's ot because you drapped the ball,
it because things are sill developing — the main characters don't really have
personaliies yt,a crew dynarmic s sl brewing, and the sctting docsn’t feel ived-in
yet. The pilt session isstil & good tme, but where the hobby goes from good to great is
o o three sessions in when the seting and characters st feling familsr, start
coming o life a lite, and start relating 1o each other i ineresting ways. There’s &
reason it akes a couple pisodes to gt haoked on a TV shor, you know?

Besidesthat, Keying s casy: just give the main charactrs engaging shit 10 do, sec
what getspeople stoked, and find inferesting ways to give your actors whatthey wan.

Plot Summary
The main characters are ll oommates, ecently moved into o dilapidated rowhouse in
South Mladelph. A good friend sets robbed nearby s they help him gt his i back,
chasing leadsscross the city. Reward: | levl and massive stash.

SHAPE OF STORY

L1t Looks Like a Beautiful Morning: main characters introduced as they stat thei dsy.
Landline rings and Elbert Kaockman (-Knock”) says he just got tuned up and robbed —
could they bring some shoes and meet i at Poppin Ramen?

“The main characters rip improvised weapons from around the house and meet
Knock. Following the diection the jackers took off in, they run into some drunk punk
raccoons i a dumpster who say some goons fiting the descripton went by carler and said
Something like “There's for sure one at the golden Q." The Golden Cue is 4 nearby pool
hall, where the main characters lea the jackers ust el afer geting about $40 in quartrs
from the change machine. Two yeti goons pick s fght with the min characters.

L. Jackers: et your sctors figure out the only thing you would need that many quarirs
for s an arcade. At Pagoda Arcade (the only one within walking distance) the main
characters learn the jackersare there all the time but haven't shown yet oday. Wil they
\wa, playing mini-games gives a chnce of winning gas tems. The jackers show up and &
fight jumps off. Once KO'd they say they traded Knock's dead brother's watch to o dealer
named Candy Dan fo some cestasy. They don’t know where e Lays his head, but do know
ithere’s a rave, Dan's there slinging. I should b casy for your actors (0 igure out how o
find a rave in 1994 ane way or another they lean thre's one happening at an abandoned
botelat the bottom of Reed Sirect.

HIL The Crescent Hotel: the min charscters enter to find their way is blocked by o
living statue that somebuody with powers brought to e o keep non-ravers out. Whether
they just fight the statue, dress as ravers, find a way 1o climb up the ouiside e, they
eventually sscend o the highest floor where the rave is happening, ind Candy Dan, and
Fight a bunch of gross ravers trying o protet thir dealer. Candy Dan says he gave the
watch to his supplicr, bird named Lamar wh lves inside the cage-head of robot bods.
His only contact with Lamar the Bird i a regularly scheduled r up at the same bando once
aweek: at their last meeting Lamar definitly mentioned he's fling to NYC tomorrow. The
main characers g0 10 Knock's apartment, call the ladelph skyport, and lear there’s only
e Might to NYC tomorrow (normal since most people take the rin).

IV, Lamar the Bird: knowing that Lamar i o serious wigspliter, the main characters g0
0 paven shop to upgrade their weaponry, and head to he skyport. They encountr Lumar
ither bosrding th blimp, or aleady on the bl and a chase Kicks offending with Lumar
comered in the blmp’s viewing deck. They fight, Lamar the Bind eventualy blowing the
bottom of the deck out with a grenade, sending all of them falling thousands of feet, and
anding with minor injuries on a supermassive cargo blimp below. The main charactes grip
Knock's dead brother's watch, fuckload of ther loot, and run through s couple closing
Scenes, seting up season two or utting 3 bow on the arc

Chunks: this are is divided ino four chapters for casy session timing.
Setting Intzo / Main Character Creation./ Openig Seene Poppin Ramen / Pool Hall

I Pagoda Arcade / Squab With Jackers / Healing Up / Finding Candy Dan.

11 Crescent Hotel Ruins / Droppin Many Ravers / Ploting on Lamar/ Saturday Ni

IV Pawn Shop / Ghoul Fight (Optional)/ Skyport / Chase Scene / Final Fight / Outro

Setting Intro

Soundirack: Camp Lo - Luchini Instrumental

Always read italicized blocks of text out loud:
You've probably heard your fuvorite rapper’s favorite rapper mention Hadelph and
thought, "Oh right they mean Philly. ity a nickname.” Nah cousin, common
misconception: Hladelph is a whole different place in a whole different dimension, far
superior 0 our own dogshit reality

First off. it 1994 forever. The music, threads, culture — they never went away, and
probably never will. At the height of the hip hop golden age. when all good human art
was at it pures, evervbods just sort of ooked around and said, “This i i, et just park
ithere " it been 1994 ever snce.

Make no mistake thowgh, Madelph i stll cuty: don' act born yesterday, and expect 10
rumble ofien. Planets said i, “If you want some beef they will cut you some where I'n
from.

While the ciy is mostly humans, nobodys surprised to see fire mutanis or giant talking
bats or whatever. East flladelph s an underwater reaim at the boitom of the Delaware,
the Low is a mega-necropolis under the city full of cults and living dead, and outside is
the vast and dangerous Gnarlands, fucked up enough for every city 10 be covered in @
protective dome.

o sea, this is where we find the show’s main characters — new roommates in a big.
dilapidated rowhouse in South Hadelph, moved in just yestenday. Your new spo is an
absolute steal, but only because it falling apart and probably haunted or something.
Rent is @ box of jelly donuts from Caputo's in NYC, and the landlord is a iteral gargoyle
named Landficker that lives on 0p of the PNB tower.

Now,this is important — actuall it all important 5o if you weren' listening, fick you.
Tm ot repeating anything - each of you create and play one of these main characters
whether new 10 the city or born down the way, create a cast of main characters you'd
wanna watch an actual show abou.
Iiladelph
An outlandish Philadelphia circa 1994, set in a parallel dimension where getting in o
‘unfight with nibilst surfers and pullng a heist on a burger museum would actually be a
pretty nommal day. Powers, mutants, strange creatures, and mythical shit are all common.

Adjist o taste: the seting is @ mix of many genres, so Key Narmators can thiow in
Whatever they want. Feel free to change scenes/ side characters to anything you like more.

Languages: English is dominant. Other common languages are Spanish, American Sign
Language, Chinese, Haitian Creole, Arabic, Yeti, Gargoyle, and Subaquatic (spoken
partsof East Hladelph)

Guns: hard to smugele inside the city since a stray bullet could blow out the inside of the
dome. Expeet 0 be red hot and a few stacks lighter if buying a gun at steet level. Out in
the Graslands, however, guns are fucking everywhere.

‘Weatherbastards: officially known as the Department of Atmosphere, these
unaccountable dicks decide the weather of the dome’s artfiial sky, sometimes
getting out of pocket with purple snow, multple suns, or just Icaving up o
Windows 93 screensaver when they're hung over. I you want, you can randomize.
the dome’s weather for the day by spinning S6:

1. Clear and breczy 2. Cloudy and cool 3. Strught sunny

4 Precipittion (raining, storming, hazing, snowing)

. Some weird it (aining candy, green sky,ral close moon, 24 hours ofnight)

6. Some irresponsibleshi (cid snow, 70 mph winds, megafog, 150 degrees)

MallCarrers: deiverlters,packages, nd keep the pace.All il aresae sached
hapeiirs vl 10) Wit vilous supesatiraypoves. v wht i difiret fooms
o ko hm byt bl Patal e .

(ouca it s wth something 1K < full of oons blowing though an
wesocton, anging oot e g bend e, pursucd b 1 chrgiog
yo r ard g foul o gt caght with hster, expct & carir ar W 0

how upand sl with you. 1 you ey rn i, Easten St Pentntary i 3 masve
e s s fneoning Jhous Yo igh have ek ot of

“The Dome: protects from acid storms, mega-hai, anomalous physics, gnarland raiders etc

Wider Setting: Acknickulous Land
For a summary of the known world, the Greater Midwaste, inhabitants,
ravel, other citis, and potential missions for the main characters, check out
page S0.
Main Character Creation
Soundirack: Q-Tip - Let's Ride Instrumental

Give each of the other players (called actors) a main character sheet from page 159. This
s where they record their main character for the shov.

+ Key, don't make a main character since you'll be running the game.

Quicklist
(This list also on page 82: send everybody there if they have their own book)
1. Snatch a main character sheet from page 159
2. Concept: name, appearance, background etc
3. Pick 10 SP's worlh of Specials (pages 55 t0 97)
4 Start with merk 10
5. Start with 0 defense (1op number s just all lower numbers added together)
6. Start ith a move score of S
7. Spend a bar in any major skill or additonal language
8. Put one point in any primary
9. Check page 83 for the bonus that prismary gives you, write it down.
10, Strt with 100

“The Key Narrator has veto power over comy shit, but don't be a tyrant.

Start Humble: main characters startat level 1, which i just the average nobody with a
Few SP (s0 n0 master swordsmen or millionaire recording atist).

Non-Humans: sill gotta be humanoid — no shinos, but being a thino-person is fine. No.
giant monsters, but a normal-size monster is solid

Shit like:

Key, help develop main character concepts by asking questic
* How do they spend ther fce time?
+ Do they come from another city, diffrent neighborhood?
= Do any of them know cach other from around lladelph, o are they all justfrends-of-
riends moving into the same spot for cheap rent?
Gt them thinking of themselves not os individuals, bur as a erew: Crew chemisty is what
makes 1 show jump, 50 get them inding shitin common and building group dynamics.

Bonus: if somebody’s done early ry and te their main character (o the setting more

+ One friend or contact © A project they ve been working on
© A rumor they recently heard about the ety © Pry o their backstory

These can be plot fuel for a later ar, so definitely write down anything that interests you.

Set a Time Limit: you don't need more than half an hour to come up with a
‘main character, 5o don' let one indecisive actor hold everybody up. (f your
‘zroup has only one book to share, make it a full hour)

Chapter One: It Looks Like a Beautiful Morning

A short chapte incodscing the i charaters, ining up th sory, and getting n ight

Opening Scene: Main Character Intros
Soundirack: Soul For Real - If You Want I (Bad Boy Remis) Insirumental

(Remember toread ialcized blocks of text out loud)
15 fine Saturday morning in Hadelph: windows are thrown open 10 the spring breczes,
favorite records spin on tuntables, and none of you got shit o do for the whole rest of
the weekend.

We find each main character in their room, freshly moved in, and just waking up
from slceping off last night’s housewarming function. We're gonna go round and have
ach of you describe your main charactr; their room, and how you tart your day

Are you more the ype 10 turn over and finish last night’ tallboy, o jump out of bed
and do a set of pushups? Grip a book from your personal library, or put on that new
Percee P tape? Take a minute to build your main character like that. Who* up first?

As always, ask questions sbout anytl

intresting your actors mention.

Once main character intros fel dor
You eventually make your way downstairs where the living; roon bears all the signs of a
successful houseparty: there are botes and cans everywhere, tapes and records in stacks
around the stereo, forgotten sweatshirts and your giant wood-panel tbe TV endiessly
oaps the Street Fighter I mem. As you start o tdy up, the landline rings —

Whoever picks up the phone immediately recognizes the deadpan voice of Elbert
Knockman (*Knock”), a good fiend of allthe main characters, ust at the housewarming.
function last night

(King shit:hold an invisible phone to your car and act it out with whoever picks up.)

Knock characteristically understates that he was just robbed. He put up a fight but they
smashed him ou, 100k his brother’s watch (Knock’s brother Reguie died last year) and
even ran his Jordans. Could they come to Poppin Ramen (22 & Titan) and bring some.
size 1157 Also, might wanna bring 4 piece of pipe or something from around the house -
they were big dudes.

#Crew Ambition Establishe Knoek’s Shit Back
“The only thing any real friend would do — find the goons that tuned up
Knock and get back wha they 100k, especially his dead brother’s waich.
(Have your actors write it n under “Crew Ambiton” on their sheets)
> Completion Values 1 lovel

Rule: if anybady says they don't wanna ride for Knock they immedistely dic from being
alite bitch ass terible friend.

Tool Up: everybody gets an improvised bashing weapon from around the house —
a length of chain, piece of pipe, a smiley o madball, brass knuckles, @ crowbar
ete. Ask everybody what weapon they find, and have them write it into the top
left of the main character sheer:

~Offense: 84 + your steong o fast “Range: |

« Acton cost: main +Descripion: one-handed, light
‘Tagalong Side Character: Elbert “Knock” Knockman
Voice: deadpan

+ Personality: understated — the type to tell somebody they're acting rude when
they pull a pistol on him. Great guy, volunteers at the free library and coaches a
team of a.risk kids during football scason. Big time jaz2 head

+ Appearance: dark skin, beard with a premature white streak on one side. Heavy;
played offensive tackle i school,

- Background: te him 1o the main characters a litl: he could be n the same book
club as one, gym partners with another, or maybe just ntroduced them all when
they were looking for housemates.

« How to play: keep him in the background - he's ot a main character for the Key
(seriously, Key Narrators don't geta main character since they have 2 whole game
o focus 0n running). Knock should never be leading the action, and should only
help out when the main characters are fully stumped o about to fuck themselves
Never the last one standing: i the main characters are getting paddled in a fight,
have enemies atack Knock more.

+Stats: Offense 4/ Defense 2/ Merk 30 / Move 5

Specials
©Slam: adjacent trget laid out with 0 defense for one turneycle (once per fight)
©Lucky Juke: ignore one attack or offensive Special (once per day)

Offense Taken

Voice Acting is Optional: if you aren't good at voices or just think the concept is
comy, don't sweat i, you can just say “Knock says he remembers secing a genie it at
a consruction site you passed” and it gets the point across

“That said, voice acting side characters in the first person is powerfully
mimersive, makes them feel more present, and lets you just st talking in their voice
without ever having 10 say who's speaking. You don't have to overdo i minor accent or
change in one is enough.

Heading Out

Soundirack: Casual - Get OFT It Instrumental

You step out onto your street and cut a quick pace towards Poppin Ramen, passing
colored rowhouses and neighbors chatting in the sun. Trash glides by on the balmy
spring air,and there's barely a cloud in the dome's artificial sy

The West Hladelph pyramids glimmer on the distant horizon as you round the
corner and cross the main drag of Point Breeze Avenue. You pass the local trash talk dojo
where a circle of ghosts lose their shit, a bodega where two dog-headed goons sip on 405
and muter “Got that weed”, and a courier with giant bat wings who lands a few feet
away from you and jogs a package into the video renal store.

Turning onto 22", you're dwarfed by the crystal towers of the Oakford Sireet
Mosque. At the end of the tree-lined sreet you sce Knock siting at Poppin Ramen’s open-
air bar, holding a bag offrozen peas over a swollen eve. What do you do?

SCENE OF ROBBERY
Street is average for South Iadelph: mostly rowhouses and & couple bundos.

Knock thanks the main characters for whatever shoes they brought him, and laces
them up as he describes the jackers - three blue-skin goons, one real tal, one fat, one.
short but yoked. They held up Knock, and when he slugged one of them they
smashed him out and ran his pockets, jays, and watch. He was only holding about
530, but that watch belonged (0 his brother Reggie who died last year. The jackers
Slid west and turned south on 23+,

Powerchef: Poppin Ramen cook. Gives Knock a length of chain (offense s4) if the
main characters didat bring hin 8 weapon.

‘Rowhouses: the only door that answers is a huge dude in 3 luchadore mask. In the
background two other luchadores do pro wrestling moves on cach other, theowing
cach other through furniture and off the stairwell. None of the luchadores saw
anything, but wish the main characters good luck.

Following the Jackers: as the main characters round the corner of 23 and Tian
they're nearly it i the face with rash s a gang of raccoons ife through a dumpstr.

"The raccoons wear ratty purk vest, sudded up and sewn with patches of d-beat
bands. They speak English in o gravelly voice, are helpful cnough but drunk litle
mooches, and confusingly refe o most human-made things s tush

They say some blue people passed by not ang azo, and threw this rash in here
(they hold up Knock's walle: sill has everything except his cash in i). One of the
faccoons says he clearly remembers one saying “The Golden Q for sure has one that
Works.” because that's a weird thing to say. Anybody from South ladelph knows the
Golden Cue i pool hal on 24* & Tasker,only a short walk

Golden Cue Pool Hall

Soundirack: Arsonists - Backdraft Instrumental

You descend a concrete staircase to an old-style, belowground pool hall. Rows of vintage
stained-glass lamps hang above half-dozen mostly unused pool tables. A fat bartender
leans s taps while business is slow, a chick in acid-wash overalls lazily browses @

jukebox, and the clack-thud of a sunk ball sounds from wo yetis shooting pool at a fur
table. What do you do?

Bartender: heavy white ladelph accent. Cranky if nobody buys a deink, fi
tipped. Says he’s been in the stock room mostof the afternoon.

dly it

Vetis: one wearing 2 Cubs jersey, one wearing a polo and silver figaro chain. They cold
shoulder the main characters

Jukebox Chick: chews on a massive wad of gum, doesn't stop browsing or look up
While talking. Says she overheard some man-children at the nearby quarter machine
arguing about whether Hulk Hogan could beat up Super Mario or some shit. They got a
fuckload (maybe $40 worth) of quarters and Iet dbout ten minutes ago.

“The first main character that s 1o go sees a wall of white fur has appeared i
front ofthem, and hears “Are you geting fresh with my girl bro?” A second voice behind
them says “Are you getting fresh with our fucking girl bro?" The yetis antagonize the
i characters until fght kicks off

#Demo Fight: Yeti Goons
Soundirack: Above the Law - Untouchable Instrumental

I you're brand new, the basic ight scene rules are all on page 132.
Stats: offense s2.// defense 0/ merk 15 / move §
OFFENSE TAKEN

Cubs Jersey Yo Polo & Chain Yot

Tactics: attack each main character equally (so nobody gets merked right avay).

Merked: Xs over their eyes and birds flying around their heads or whatever (but if
they die i’ all good since they're just Cubs fans). Can confim there were three.
blue-skinned loudmouths in here about 15 minutes ago. Pockets contain $24 toal.

Where next?
Lt the actors figure out what the jackers would need that many quarters for

+ 16 way t00 many for laundry / vending machines / payphones
+ Thete are no parking meters in ladelph
+ Video poker machines al have dollar slots
Answer: an arcade. Anybody from South ladelph knows the nearest one is Pagoda
‘Arcade on 29 & Wharton. Only have Knack nudge the main characters to the arcade if
they're all the way stumped, or sbout o follow the wrong lead

10
Chapter Two: Jackers

‘Avcade, big igh, Burito Furioso,checking out eads

Pagoda Areade

Soundirack: Digable Planets - Cool Like Dat Instrumental

cherry tres,you're met by a feast of light and sound — a kno o ocals watch o young
bouls batte on a Chiling Spree 11 cabinet, old heads bullhit around rows of clssic

Tengu: only speaks Japanese, but point to various English signs (*Prizes for #1 hgh-score
only” /“Bathrooms upsiaies”/ et). I someboy has a least one bar in Japanese,the Tengu
Vel them the Blue e they describe are on the second floor most days, but haven't shown
up today yet. Tengu powerful (level 5), but docsn't move to stop fighs unless arcade
machines are geting damoged.

Investigating: the jackers aren't here, but regulaes confirm three blue goons are here
every day, usually on the second floor (haven’t seen them et today).

Every arcade machine on the second floor is new enough to accept bills except the.
Shitfaced Laser Lizard Brothers machine, where the hgh scores are alljust three different
Sots of intials. No question this one is thei shit.

“Time to Kl it should be obvious the jackers are on their way (here all the time, just
scooped a mess of quarters but haven't shown et today), 50 s just a waiting game until
they arrive. In the meantime, let everybody know that doing well at an arcade game can
ook them prizes (next page)
Arcade Machines
You see all the classics — Tae Kwon Don', Chilling Spree II, Poser Disposer Dozer
Blazed Detective, Studio Thug, Shitfaced Laser Lizard Brothers, 50-0n-50 Full Court
Jam

Simulate cach arcade machine by playing a mictogame with standard S2-card
deck, actor vs. Key Narrator. Each actor can play once (actor chooses the game). If
the actor bats the Kes, they can cop one of the prizes on the opposite page.

2 Tae Kwon Don't: classic pinball able commissioned by the anti-martal aris counci.
Winners don t do spin kicks and shi

Gameplay: cach player gets 4 cards, face-down deck of cards in middle, fice-up discard
pile. Playerstake turms trading in held card for a new one from the deck or the discard pile
Firs player with a sequence wins (examples: 3,4, 5, 6//7 8,9, jack). Aces low or high.

4 Chilling Spree 11 (Terminally Chill: play an unstoppable chiling machine sent
back in time 10 rent a movie, make a snack, maybe see what the friends are up 1o
Gameplay: each player gets S cards; fest 0 create a one-story house ofcards wins.

2 Poser Disposer Dazer: this glass-topped arcade table has you running down pixelated.
pop punk fans on a righteous purifving rampage.

Gameplay: cach player gets 3 cards, face-down deck of cards in middle, face-up discard
pile. Players take turs trading in 2 held cord for a new one from the deck o the discard
il First player with hand of 24 wins. Face cards are 1, Aces e 1 or 11

£ Blazed Detective: this green arcade booth covered in cannabis leaf decals runs a
pussle game where you iy 1o rementher what you were trying o remember just, like, a
few minues ago.

‘Gameplay: neuteal actor makes § paies of cards, shuflles, and lays them ficedown 4x4.
Players take tums tuming over two cards (50 that both players can sce), then tuming thers
back downficing. I a playertums over a pair (o jacks, two 5 etc), thy keep th pais and
o sgain. First player totake five pains wins.

2 Studio Thug: this arcade machine bristling with an arsenal of colored plasic guns
et you play through Black Sheep's “U Mean I'm Not?”

‘Garmeplay: deal deck by reds and blacks: cach player ges a color Fi
cands by st and rank (cithe diection) wins.

player to sort their

Shitfaced Laser Lizard Bros. tis arcade cabinet runs a beat-em-up of iresponsibly
drunk lizand brothers fighting: bouncers and other never-do-wells on the way 10 drunk-
dial their ex at a payphone.

Gameplay: deal entire deck evenly between two players. Players tum over top card anto.
table simultancously. When matching suits are tumed, the it player (0 say “fuck you
takes ot piles of face-up cards. Automtic ile oss if you say “fuck you when the uits
don't mtch. Frs plyer to take 3 opponent piles n row or hold the hole deck wins.

2 50-0n-50 Full Court Jam: uagh, uagh, head fake, uagh, ugly shot!
‘Garmeplay: deal deck by reds and blacks: cach player gts @ color Frstplayer to sort the
cands nto irs wins.

Optional: i everybods's having good ime, various side characers (page 145) from.
‘around th arcade challenge the main chardcters, et cash o ntresting iems

PRIZE COUNTER
17an actor beats the Key, they can choose ane of the following

Oakland Raiders Jacket: this big pufly Starer jacket gives you +1 defense.
Team not negotisble.

Band Pin: gives you u +1 to your choice of primary when worn, but you gotta
‘come up with a band name that makes sense or the bonus.

Pony MVPs: Rickey Henderson cditon. These dope whie hi-tops give you an
extra move action once per figh,

Matchbox Motoreyele: fits in your pocket. When thrown o the ground becornes
n octual functioning 250ce Honda Super Drear. 1 thrown at an enemy, causes
56 offense (can only be used once per fght).

Once mictogames finished and prizes collected

Jackers arrive: three blue skin dudes — one fat, one short but yoked, one @l (6bvious
Teader,voice lispy). Fat one wearing Knock’s Jordan 6 hi-tops, but o watch in sight.

Fight With Blue Jackers
Soundirack: Tha Alkaholiks - Likwit Instrumental

Stats: offense s4 (unarmed) / defense 0./ merk 15 // move 5
OFFENSE TAKEN

Tal Fat Short

(Remember 10 adjust enemy stats if you're playing with more or less than 3 actors,
or experienced heads who know how 10 set up more powerful combos)

Merked: the jackers realize they're outmatched and give up resisance, now eager fo get
offthe main characters” shitlist.

Packets: S360 between them, an MC Floorwax demmo tape, no watch. The jackers say
they ran into a local dealer named Candy Dan and traded him the watch for some ecstasy
e didn’t scem that nto it but must have been in a good mood. The jackers don't know
Wwhere Candy Dan lays his head, but i there’ a ave, Candy Dan’s definitely there pitching.
He's a tubby white dude with along beard dyed green, can’t miss him,

- Each main character gets § SP for tuning up the jackers
Healing Up: Knock says he knows a spor, the bombest burtito in South — always heals
him back up after a scrap. Only thing is the dude who runs it s completely unhinged, he
just got icked out of prison again for fighting t00 much, and even some of the mailmen
around here are scared of him. He's called Insane Pedro around the neighborhood, but
you don'tcall him tha, and don't make any sudden movements or anything alright?

Burrito Furioso
Soundirack: DJ Krush - Mixed Nuts

A small wooden cart with signage reading “Burvito Furioso” sis dle on the sidewalk. A
String of lile flags Rangs under its awning, and blackboard lists the day’s special
barbacoa cactus burrito with cilantro sour crean and pickled habaneros

The cart’s warmers are on, cashbox unlocked, but Insane Pedro s nowhere in sight As
the main characters turn t© leave: you hear a nearby manhole cover jiggle, then siide
away: A heavy-set Latino man in @ Coogi sweater climbs out,yelling and shooting a 38
down the manhole. He drops down a grenade, throwing the lid back on just in time to
contain a muffled blast that rocks him up an inch. The man dusts himself off and calmiy
walks over 0 the cart, a farge smear of blood now obvious on his face tes on an apron,
and cheerfully greets you. “Bucnas, see the special for today?

Insane Pedro (Juirense accent, easygoing) answers any mention of the blood on his face
with something like “A don't worry it's not mine.

He fixes each main character a burrito (55) that's s0 perfect a single tar rolls down
their cheek. Everybody cating i fully healed. Food taken 1o go loses it healing povie.

‘The Championship Ring (optional): ss the main charactersfnish cating, Pedro asks
i they have any ideas shout this hand he found in the necropolis under the ity pulling
out skeletal hand witha 53 NBA championship ring on the pinky finger.

“The hand is clenched in o powerfl fist that cannot be pried open. If attacked with a.
e or something, the sthetc hand simply catches it and throws it into the nearby
sewer grat, iving the Dikembe finger wag. Unaffected by fe. The hand communicates
mosly by ipping off Pedro, but wil lso zive the thumbs up, poin, gesture, bold up
umbers offngers et bt only if addressed respectfuly.

‘When the main charactes gt the supernatural ing, P puts it o and triumphantly
blass massive plasma beams out of it into the sir. He thanks the main charactes by
saying they cat fo fee a his cart, and with $444 ofnickel in & 6-quart prep container
that weighs shout 100 I, The banks are closed today (Saturday) and the house is i the
opposie dirction of wherever the main charseters are going (1's funnier if you make
them cary it srounds s one of the crews an page 33 might ry and rob them).

As the main characters are leaving, spin 4 for Insane Pedto

taes intensely into space, completely oblivious o all surroundings
2: Brick and trash fight with rude passerby. Mailmen show up so he ges in @ grenade
auncher duel with the (probably locked up in Eastern Stat fora while)
akes 4 nap in the street
ays “take this, it will help you” and hands a grenade t0 & main character. (Hold up
ot hands and start countng down your ingers until they ealize the pinis gone)

14
Tracking Down Candy Dan

Soundirack: Black Moon - Who Got Da Props Insteumental

The artficial sky of the dome has turned 10 night. An ethereal sea of stars hangs above
the bustling venues and neon-laced clubs now opening their doors 10 the evening air:
How do you start with finding Candy Dan?

(Remember, if there’s a rave Candy Dy

s there slinging)

LEADS
+ Techno Record Store: find it in any phoncbook, “Sweaty Records — Electroni
House / Techno — open latel” The listing says they're up in Ritienhouse Square, about a 15
minute walk from the arcade. Clerk s a crabjawn (humanoid with red armor, ltle black
e, pincers for hands). IF asked about any raves that night he says something like “Sa

you don'tlook like ravers. Are you posers? ITyou're a puser you have (0 ell me, hat’s the
Taw, otherwise i’ entrapment,” nd maybe requires a bribe before telling them sbout a ave
atthe Crescent (bottom of page).

+ Worldliness: if a main character has at least one bar in worldliness (major skill), they
Know that techno record stores are the spot (0 find out aboul raves, and they’re pretty sure
they've seen one i Rittenhouse Square (above).

nding a Flyer: anywhere believable — head shops, crunchy cafes, general record stores,
oo woo supplerment retailrs te. Most of these are gonna be t the bottom of South St
abouta halhour walk.

* Stumped Option: if the main characters don't figure any leads out, have them eventually
spot a raver Kid they can ask. I they don't grease him fist, he looks them over and says
something like “PIT who's your ovorite DJ you fucking poser? You look like you only
Histen to Phil Collins Christmas albums,” and “Tel you wha, | got something i the air for
You tonight” before raising both middlc fingers - yea one for you snd your mama.”

- Whichever lead they chase, the main charactes learn therc's a
Fave happening that night at an abandoned hotel called
“the Crescent” on the water just south of Reed St

Option:
s you walk 1o your lead. the conversation’s turned to favorite spos around.
adelph — new spots, secret spos, spois 100 blown up 10 hang o at amymore,
ariist warchouses, boxing gyms, DIY spaces, subaguatic spots in East Hiadelph,
Subtervanean spots under the city etc. Where are cach of you a regular at?

Prompt: o the way to a lead, bash out the ollowing prompt

Use this promp to build out the seting, asking questions about the Iocation cach
actor brings up. Take notes on anyhing you might wanna use lter one.
The Crescent Hotel

ling o smal sy, raming wild Saturday ight

Chapter Thre

Navigating a shandoned hotl

Hotel Exterior
Soundirack: Neck the Exotic - Turn it Out Instrumental

You walk through South Hadelph towards the waterfront, the night taking on a new
energy as people who don't have 1o work tomorrow start 1o hit ther stride. You pass
crowded venes and dive bars, old heads i the park playing chess and young heads
pumping boomboxes, a two-headed giant pauses outside a T shop 1o catch the lus few
minutes of an Eagles game. a few mummy skate punks take turns risking a brutal sacking
ona wonky handrail.

s you round some crumbling tenements along the overgrown riverside you spot the
Crescent, a twenty-sory old world hotel buil 0 resemble a Turkish palace. s tarnished
dome and slender towers loom over the tranguil waters of the Delasare, showing at least
adecade of abandonment. What do you do?

Busheraft 1+ anybody with at least one bar in busherat notices two Rabygil
mushrooms groving longside the hote. These impart powerfl regeneration, healing.
10/t thestartofthe cater’s every turn for an entire figt scene. Move action o cat.

Entrances: the rear srvice door and garage entry are both sealed from the inside (srong
3 or demolition tols to force entry). The grand enryway out front s open

Inside: long shafis of moonlight full through the canopy of the hotels overgrown plaza.
Stepping through towering brass-handled doors fixed hall-open by iy, you enter a huge
lobby fill of dilapidated antigue furniture. Eddies of dust race your footseps across the
fine marble looring, and the fuint sound of oont= oont= rash music can be fuintly heard
through the tallceiling. What do you do?

Getting Up
cked up and unpowered. Can be fixed with an advanced repair Special

2 red.carpeed grand starcase ascends a the lobby’s far end. A cracked
satue of a fat man with a long-necked stringed instrument s posed at s landing.

Living Statue o stae of a fat 15 century Turkish man. I6s been brought to ife by
Somebody with powers to Keep non-ravers out. When the main characters ascend the
Stircase the statue says (voice: resonant), “Whoa there young people, private party. I'm
‘zonna need you to fuck off" Unless the main characters are dressed as ravers, he Sttue
tells them no enty. I tsted, he steps ofFhis pedestal and uses his saz (long-neck stringed
instrument) a a club, attacking any intruders untl they g0 back down into the Iobby.

Possible Solutions

Dropthe statue down a large hole in the lobby’s floor where it shaters in the basement

- Jump ravers and take ther embarrassing outits © Distract statue with llusion

= Just ight the statue (rough one though: 50 50 chance of newjacks losing the fight)

= Creep past statue (everybody makes a diffcult spin unless they have 1+ bar in stcalth)

= Use flght, grapnel,or astolen personnel lf from nearby construction site (automotive.
1 to hotwire)to et to higher floor’s window

Foree elevator doors (strong 2) and use service hatch (0 aceess shaft’s mounted ladder

16
Fight Scene: Cracked Statue
Squab with a living statue of a fat Turk holding a long-neck stringed intrument (s52).
‘Wil back offf main characters stop tying to et up stair. Can'tbe bribed or persuaded.

Stats: Offense s8 / Defense 0/ Merk 50/ Moverment 6
OFFENSE TAKEN

Fail State: main characters merked by statue and tossed ino overgrowth of entry plz,
Starting o oint below merk.

Second Floor
Ascending the grand sarcase and enterin the second floor's obby, the main characters see a
Festaurant, gym, shop, and spa. No other starways e visble.

“The ndarby clevator doors can b forced (trong 2), revealing unpowered cas on the floor
below and servie ladders bolted o the wal of the shaf.

24 RESTAURANT: dusty and cobwehibed dining arca. Above the marbl-topped cockiilbas are
& paie ofcrossed, omamental simitars (ully funcional: 6 + stong, block 1, one-handed). Small
‘winecellarwithdusty botles offne wine labeld "2 ME T249C . When drank, pin 59, 1
{astes very bad, ke ot gatoade and cverclear. 2 tastes grat, dinkee invisible for an hour 3
riker S* allfo an hour (atacks dal only 1 offense). 4 drnker's size doubled fo an hour (<2
merk,defense, and atack offnse). Two botles p main characte (one efect per botle)

£ GYM: full of sburd excrcise machines from the 70s (powerthruscr, o I, glue deck, et
s the usua e weights. A loaded barbel can be seen bobbing up and down on s awn. AS he
crew approaches the sound of shouting sowly gets Iouder and thy sec i’ meathead ghost
ariding outsome ugly low ba squats, caged on by other methad ghasts.

‘Meathead ghoss: gnore main charscers unles it ssms ik one of them s, o just starts
Hiftng, Have that main characer make 3 versus spins (36 v 56 o defatthe ghosts a3 difernt
Hifts 1 they win at east 2, the meathead ghosts accept them as one of her own, tling them
‘where the sars ar at (e box below), and iving them packet of supermtura ammonis salts
(3 atack offense for one tumeyele, no action ost 1 us).

24 INTERNATIONAL SHOP: a small labyrinth of near-<py shelves of old snacks and soaps
i forcign labels,a couple magazine racks, soueni shirts on wire hangers, etc. When s main
charsctr passes 2 nasty drink cooler,they hear it pen behind them and tum fo e 3 fving
‘mold creature eaching for them (offense 4 scid gip / defense 0/ merk 15/ move 3). When
defeated it splaters all over and leaves a small uneut cmerald worth $200.

£ SPA: fine mossicwork pols. A brss chandelie hangs above s dried-p wateefll founain where
@ uman-shaped ol f waer i unsuccessflly ying 10 unplug the spout with a paperlp
Water spirt:says (voice: wavy) he'll help he mai charactes with whatewr i they help
nplug this arificial watefll spout. When they igure ou & way, he waterall cxudes 3 cascads of
supematurlly pistine waie.The water spii fes p joint, which immediatcly extingshes inhis
st form, and. psses i, sying s name s Kssss kT and b owes them o . He docsn'
now where he siais are a,but they can gt hold of him by sckin thei head in the Delaware,
or sometmesjustyellng it 1. H xis by jumping p ot te sprnkle sysica.

— Stalrs Gaing Ups the min characters i the i sas i the st ofte above areas
they explor. Asthy climb the widespiral stirase they pass 17 floorsofhotel.
ooms, the disant thud oftechno music growing lowder and loudee

7
Crescent Ballroom
You ascend the wide spiral saircase of the Crescent Hotel, glimpsing through towering.
‘windows the lights of South Illadelph spravling far below you. Emerging onto the highest
floor you enter a massive ballroom of decaying old-world splendor: Beneath the priceless
oop chandeliers and domed ceiling, a sea of foul bodies move around 10 thudding
techno music
This might be the worst place on carth: you pass a group of five gross ravers with
neckloads of colored beads all making out with ach other. a dude in giant panis with
straps asks if you like Magic the Gathering, and the DJ wears a pair of furry cat ears
turning knobs on @ miser that isn’ plugged into anything. What do you do?

Healing: while searching near the DJ booth, the main charseters spot a small ice
cream cart (*Cold Lampin With Flavor”) pligged into the gencrator. A big green
frankenstein in & rotng Discharge shirt is making money hand-over-fis servng up.
ice cream, and waves the main characters over if they're not dressed as ravers. He
inteoduces himself (voice: surprisingly normal) os Big Zug and says he's stoked 10
fun into some normal people. giving cach of the main characters 4 free cone and
chating them up. 1f snybody says “Uh well technically i’ a Frankensten's
monster not frankenstein,”they take S offense from being a nerd.

—» Everybody cating fully heals
(anything taken to go mels and loses is haling pover)

Candy Dan can be found behind a strobe light making hand-offs, beard dyed green
exactly like the jackers from the arcade described

Side Character: Candy Dan Voice: rolling
Chubby dude wearing a too-tght zebra print tankiop. Pupils like saucers and chewing on
icks of gum, he's clearly rolling his balls off. Says shit ke “Haha yea you guys are
my new rave family, here pet my fluly boots” and “Haha yea that’s so plus”

When asked where the watch s, it takes him a second o realize what they're alking
about before he runs into the crowd. As the main characters pursue, the ravers strt
shouting “Protectthe plug! Protect the plug!” and attack:

Fight Seene: Droppin Many Ravers
Soundirack: Ultramagnetic MCs - Poppa Large Instrumental

‘Three ravers for every main characte. Surprisingly hard to hi since they're spun on
uppers, but go down with a single landed shot. Candy Dan halficay join in the fight

Stats: offense s2 / defense 2/ merk |

OFFENSE TAKEN
Forcach raver, draw a slash /), and when they're merked cross the slash (X )
Candy Dan Gives up Lamar the Bird

Soundirack: Artifacts - Wrong Side Of Da Tracks Instrumental

Dan says he met up with a local wigsplitter named Lomar the Bird carlier to buy an
ounce, and Lamar seemed real into the waich — Dan just gave i (0 him since he didn’t
eally want it in the frs place.

AU least one of the main characters (most bars in Worldliness or just from South
Iladelph) know of Lamar the Bird as areal wild type from Grays Ferry

Lamar the Bird: o small bird who lives inside the cage-head of & powerful
tobot body (human shape and size). Lemar is known for being completely
unhinged, completely foul, and shameless flosing - lighting tiny blunts with c-
notes, carying stacks because he knows nobody’s gonma try him etc. Feel free 10
make up 4 story about him robbing an old folks' home or burning down & dog.
shelter for the insurance money.

(King shits wrie the sbove paragraph on & note. Before the session, hand it 1o
the actor's who know about Lamar s they can el i in their o words)

Dan is unable to set Lamar up o even contact him, saying he just meets him Saturday
afteroons at the same bando for the same re up (“Keeping low like that is just good
practice.) He never heard where he hangs out at or who he runs with, but Lamar
mentioned he's lying o NYC tomorrow. While most people ust take the rain 1o NYC,
Lamar forsure mentioned he always flies. Follow this lead on the next page.

Loot: if the main characters haven't ateady tumed his pockes, Candy Dan offers them
his night’s proceeds ($800 for each main characte) o buy himself offthir shitls

+ Each main character gets 5 SP for bagging Candy Dan
Plotting on Lamar the Bird
Knock says they can check the phongbook at his spot and call the skyport for tomorrow’s
lights to New York. The main characters know he just moved t0 a loft near Dickinson
Square, about a ten minute walk form the Crescent.

Knock’s Apartment
Soundicack: Herbie Hancock - Tel Me a Bedsime Story

You step into a small loft with slanted ceilings. The low walls are lined with a small
library of ju== records and a vintage stereo. Knock puts on a Herbie Hancock LP and
says 10 make yourselves at home while he pours some drinks. 4 flag emblazoned with
“Hladelph Worker's Party” hangs above a shelf crammed with volumes by the likes of
Bobby Seale, Thomas Sankara, and the Liberation Theologians. Knock returns with a few
drinks and a phonebook tucked under his arm, and says “Alright, whar' the plan? "

Afte dialing the skyport, the main characters are informed there’s only one fight © the
NYC dome tomorrow (low volume since most people just ake the armored train t0 NYC),
departng at 3 pm from gate B7. Ample seating stll availabe, tickets are $30 ach.

“The main characters know there are multiple routes (car, rain, bus) and enrances ino the
ladelph skyport, o the only bottleneck Lamar for sure has (o pass through is the gate
and the flight itsell. Let them figure this out on their own, but the only two ways
forward are:

A. catch Lamar at gate BT, or
B buy tickets and just catch him on the flight

(0 they're hesiant about the second opi

them it only a two hour fight)

Common Knowledge:

+ There's only one skyport in lladelph, at the southwest end of the dorme

+ The skyport i all blimps and zeppelins (space inside the dome i t0o limited for
sprawling runways, and planes are too boring for this seling anyays)

+ Security is minimaland there’s no contraband Sereening. You could show up with
‘@ machete in each hand and be seated on your fight i two minutes.

Hardware: tel the main charscter's who know sbout Lamr they also know he’s a beast —
they'll or sure need to upgrade ther weaponry in case (hings g0 sideways. Pawn shops are
the best option by far: Grandmasters on Point Breeze (closest), Palace Pawn on South St
Monsicur Gentleman's Pavabrokery in Ritienbouse ete will al be open in the morning.

Knock thanks the main characters for riding with bi
all of themn in 3 major way. I tickets are boug!

on this, and says he owes
he covers the cost.

‘Oakland Photo (oprional seed ): mestion 1 one of the main characiers they sce a
fiamed photo, & shot of 8 younger Knock camying an M240 and ammo belts aver his
shoulde, rasin his fists with & dozen othe ddes n dusty fatigucs and rd berets a
armed 1 the teth. 1 asked about t, Knock fust says “Batle for Oakland - long tme o,
nd svoids tlking sbout i futhr. Thi sccdpicks up on page 67

Saturday Night

Soundirack: Junior Mafia - Get Money Instrumental

Set it OFF: with tomorrow's plan locked in and nothing 1o do unil morning, the main
characters have Saurday night free. They shoot a round of tequila (or whatever) and
write “PAWN SHOP AT NOON" on the back of ther hands in sharpi.

Function: one of the main characters has a fiyer for an event put on by some connection
they want o make (local celebrity etc). Have them describe this person. The event they e
hosting is a fundraiser for a it bul shelier, held at Killing Season skatepark where a fow
local btte rappers will be spittng gas for & grand prize

Killing Season Skatepark
quarterpipe is black granite ockjann (which i a person made of sone) in @ Mobl Decp
oodic.ripping a mic as showgoers et raucous and mill around the ramps

Select a main character. Somebady at the function starts roasting them (past beef, ex’s
new boyfriend, just an asshole cte) and keeps acting foul until they drunkenly turn into @
Were-clephant, an §' human-shaped being with an elephant head, and a fight jumps off
Offense s4 (switchblade held in trunk) / Defense 0/ Merk 20
Tomorrow morning. pick a main character that go cut; there’s & 50% chance snot got
10 their stsbwound and they contracted the were-clephant virus (+1 strong, hard, and
defense when in were-clephant form, but hilariously uncontrollable in carly weeks).

Into the Night
Now cu the main characters loose using the below prompis. I you need side characters
on the fly check out page 145. Remember improvising is a skill: spend some time
treading these unknown waters and learing how to gt the riffs lowing.

AFTERPARTIES
(Have the cto describe th e who invitd tem. Pai afceparty with a happening below)
+Friend's band playing show in abandoned chemical taker (bve them deseribe the b too)
+Carmeet + Boxing match (can has ol weight clsses,all spesics) » Gallery premicre
*Pinball umament + Birthday party atadive bar + Bike joustor alleycat rce
Friend hosting open mi (make prize fo best performance somehing you know an aice wans)

~ House party in West where a WCW-style wresting match breaks out

HAPPENINGS

+ Hostof the fundraiser notces the fight tha jumped off, thanks main characters or kicking
outthe wrecker, and invites them o one of the above aterpartes

+Two cholos mistake o main charactr fo local apper Gastank and hook it up al night, A
erew of dogman loansharks show up, try 10 cllect from the cholos theie crew.

+ A friend who i likable but kind of fucking insane shows up, cts insane (shows up witha
pringles can fll o mad dog,sats scalig shit, el Wors person possbl amal characie wants
et digis, barces clothes fodrugs, blckmails barender) + A bump scene from page 33

+ Vice-president of the vampire flm club levitates over to main character, saying they find
them disturbing, sepulsive, and want them 0 sar in theie next indie ilm. Pay negotiable

+ A pai of party girls relentlessly hit up a main character, rying o get them fucked up and
take them home (shapeshifting sewer siis that sl ne of ther finger, lesve the in dumpser)

2
Chapter Four: Lamar the Bird

G some weaponry,move on Lamar, sick boss Gght,clsing senes

Sunday Morning
Soundirack: Q No Rap Name - iladelph Sunday Morning

(Everybody wakes up fully healed, daly Specils rstored)
Go around the clrcle and ask how and where cach main character wakes up, idally
i through some hlaious pos-blackout hangover Scencs. Best scene wins 2 SP.
-
Pawn Shop

Soundirack: Tomm 11l - Still Pimpin Instrumenal

Whether they g0 0 Grandmasters on Point Breeze, Palace Pawn on South st or Monsieur
Gentleman’s Pawnbrokery n Rittenhouse, the main characters are i time 0 meet Knock.

What a treasure trove: glass cases of chains, rings, waiches, Sega Genesis and Super
Nintendo cartridges, shelves of VHSS, stacks of stereos, instruments and amplificrs. As
the chimes over the closing door jangle behind you a worker at the counter says, "Hey

ow are youse - have something in mind or just browsing today?”

When the main characters ask about tooling up, the clerk clicks lifle remote and
curtains on the wall slowly roll back revealing racks on racks of gleaming weaponry.

- The pawn shop has all weapons on page 134, shields on page 135,
‘and the instruments below, all available for their listed prices
(emerber rcarms ae extremely are insid the dome)

o around and have cach actor deseribe their new equipment in detail (they find any
aesthetic within reason). Knock picks out a kanab, a long metal cudgel with spikes all
around it bashing half (offense s14, block 0, two-handed).

INSTRUMENTS IN STOCK
An instrument is weapon that amplifies some supernatural force into destructive cnergy.
‘Alvays two-handed (2h), always adds user’s smart scoreto the atack's ffense

Freezing Shacklez 56+ smart+ 1/ range 5/ 2h/ $2,700
" Puirofhesvy gar-link bracles thst e wereeblast bl ofcokd ot thei palms. Inbecat 1

Wave Twister S8 + smart/ range 2/ 2h/ S600
= For thos cgegious posers who haeat wtched DJ Qhet's hi hop masepiec, wave twistr
i wat with tny tumtable st of s clockfac. When sershed withgood eshnique, it

Blasts an e of clecricitya th arget. Bunt nsiumeat (closr ange but Highe ofense)

Exccutioner’s Mic 56+ smart/ range 5/ 2h/ $900
~ Taret slashed withbladesofsonc cnergy s wieldersips i supeenatural i I you acually spit
shor, high-fTrt rosst o the argt s soan 5 yous ur starts, gain 1 Your atack'sofease

Eye ov Annihilation S8 + smart/ ange 2/ 2h / $5.250
" Thin ey that s bearer widd void cegy. Burst st Dbl ofense when an § landed
Pyrotechnical Workers' Union Card 36+ smart/ range 5/ 20/ S500

S0 Tomg s you Bavethis card i your wallc you ca shoot supematral ks out your ngees
and ke il pyrotchoie detonation whre you o 1U430 Itenationl candunsgnable
Bump Fight: From Below

Soundirack: Jeru the Damaja - Come Clean Instrumental

(This is an optional fight not significan t the plot)

“The main characters have a decent walk from the pawn to the nearest subway station. AS
they pass a construction site digging some old pipe out of the sireet, one of the main
characters is grabbed by the ankle and pulled down into the pit, where a flesh-eating
ghoul immediately atacks them. Several other ghouls run towards the snatched main
characte (but oo far out 10 attack on their first ),

£ Ghouls X5: offense s4 / defense 0./ merk 10/ move 5

OFFENSE TAKEN

Hesdiess Rebarthruchest Shaptosth Cowboyboos Spclunker

Special: Hem In (+1 offense for each other ghoul adjacent o target)

Ghouls: not zombies but close. Ghouls are more agie. just smart enough (o use basic
Weapons, and are sometimes mutated by necromanic forces. Might bite but won't give
youa virus or whatever.

Merked: ance there’s only one ghoul lefl, the construction crew working the site come
back from thei lunch break and mob the last ghoul with hammers and shovels. One of
them firing up a bulldozer and erushing a dozen ghols climbing up from the

the far end of the dig sitc.

Fail Sta

onstructi

erew (above) come back earie.

Spelunker Loot: ghoul with a headlamp, backpack, harness traling a climbing rope etc
Inside the backpack s
*+ Large golden elephant figurine (S1200 it pawned)
+ Dagger with a blade of black crystal and an inherent +1 to offense (so s4 +1 4strong
or fast / block 1/ S600 i pawned)
+Setoll of pictographic text (worldliness 3+ to recognize Akkadian: can’t be sold so
makes a solid future plot seed)
These are not only a fair reward for a fight scene unrelaed to the plot, but an indicator
that the catacombs beneath the city are stufled with loot and worth exploring.

E
The Illadelph Skyport

Soundirack: Higroglyphics - Oakland Blackous Instrumental

sy o the ancint woodlands of FOR Park

expans ofthe Hiadelpt siypont: dosens of blimps and blloons are tehered 0 he assy
minascul ar trafic ignales diecting it owardsa oading by in he fed b
plaforn, descending a grond stircase nto e marbie lobey of the Hadelph Styport

Why no planes? Not enough space inside the dome for runways and sl that,
where blanps and zeppelins can jus float straight up through the portmouth. Also
airplanes e toa boring for this stting.

Skyport Interior
Help Desk: o massive receptionist desk where several toucan ladies can give you
directons, check fights, sell you tickets te. Today's only flight to New York leaves at
thiee, round-tip ickets ae $30.

Healing: there are several restaurants in the skyport, but the main characters know Okey
Dog i the spot. Today’s special is a twelve-layer nacho mountain (20, fully heals crew,
eals hangovers, food taken 10 go loses healing power).

Security: almost no presence. One guard seen

Jobs Board: mention the main characters see a large corkboard flled with temporary
Security positions, mostly escorting blimps and zeppelins through the gnarlands. These
jobs are widely known to be high sk but also high pay:

A he only has a supersoser.

Departures Board: only one blmnp to New York today, on time to leave at 3 PM.

GreTs
Knock says something like “Shit, 1 almost forgot — check these out” and hands
cach main character a ghost apple, a bizarre purple fruit that looks sort of like a
small apple and heals 20. Move action 1o cat. Optional: once caten, that main
haracter realizes the name comes from this exotic healing fruit being about as hot
s ghost pepper.

2
Boarding (bought tickets)
Tickets $30 round-rip. The main charactes are free 1o board ther blimp tethered out i
the airfild. Passenger deck has no assigned seating, no securiy visible on board

Announcement: as the main charactes make themselves comfortable, they hear the
Tollowing ssnouncement over the blimp's tinny speskers “Good afiernoon
passengers, his is your captain speaking. We're looking at stormy weather outside
the dome, might be closer io two and a half hours before we land at the Manhatian
Styport. Also, a quick announcement: 1 have lost a bt with my co-pilot, and would
ke 1o inform all passengers that I'm a weak.sesually inert litle manlet who pulls
s pants down round his ankles at the urinal. | formally apologize for beting
against the Sixrs: L only did it because | have a penis the size, and shape. of bugle
chip. Thank you or your attntion, and enjoy your flight

Lamar the Bird Arrives: out a passenger window, & main character sees Lamar rol up

o the back of a golf cart, clearly wearing Knock’s watch and sipping a tiny ghss of
champagne with a straw. A steward guides him down a red carpet and through a fully
unnecessary velvet rope into the blimp's VIP entrance, Lamar throwing a wad of
crumpled 205 athim as he passes.

A toucan-headed flight attendant is happy 1o answer any questions

+ VIP lounge is downstairs (S1000 extra) + Passengers free to move around the blimp.

*In-flight movie is a bone-chiling documentary called “Home Alone” about a depraved
Young boy who torments two average and normal Jets fans

Nudge: if the main characters stay put, Lamar shows up on the passenger deck sbout a
‘minute afler lifoft. He interrupts whatever the flight attendant is doing with something
like “Hey, hey eyes on me. I need a refll on my Courvoisier and somebody (o watch this
thing” (slaps robot body) “while I take a shit Let’s g0 ¢’mon,” and tosses the steward his
tiny glass.

“The opportunity should be obvious 1o your actors, but ifthey don't bite have Knock

out this is obviously the best chance they're going to get. (If you wait 00 long, the
flling fight is ofthe table until the Manhattan Skyport)

VIP Lounge: large and balls ut extravagans - flamingos splash in & marble fountain and
a live strng quartt plays soft classical music. Lamar’s cage-head is empty, robot body
sprawled on a massive throne-like recliner next 1o a hookah and antique ice bath filled
with champagne bortles. The main characters recognize the lounge’s steward as one of
several Lamar has been 4 huge asshole to.

As the main charactes approach, Lamar the Bird hops up the spiral staircase ot the
bottom of his robat's cage-head. Seeing the armed main characters, be says (voice: way
deep) something like *I don’t know what 1did o you, but I'm not sorry and you can lick
my bird ass.™

- Head to Chase Scene on page 27

2
Passenger Gate BT (didn’t buy tickets)

The large blimp to NYC s out in the airfield, no sccurity present. Whilk the main

characters are in the boarding area they sce Lamar the Bird outsid, rolling up (0 the

the back of a golFcar, clarly wearing Knock's watch and sipping a tny slass of

e with a sraw. He throws a wad of crumpled tentis at the driver (Thank

you, Mr.the Bird") and is guided by a seward along a red carpet towards the blimp and a
Tlly unnecessary velvet rope.

—» When Lamar the Bird catches sight of the armed main charactes approaching (sll out
of range of Special), he gives them a suspicious look, calmly walks over 1o the teher
anchoring the blimp, ushooks it, and hops on board a the blimp begins to loat upwards.

Cue chase scene soundtrac
Cypress Hill - T Ain't Goin® Out Like That Instrumental

Sprint to Blimp Prompt: say “reflex test” and quickly put both middle fingers on your
Torehead. Lastactor o follow your lead loses the prompt and has to drop one seeapon to
grab the edge of the ising blimp,

Through the door is an over-the-top VIP lounge, where flamingos splash in a marble
fountain and a live string quartet softly plays classical music. (Continue on opposite

page)

Side Character: Lamar the Bird Voice: way deep
A small bind who lives inside the cage-head of a humanoid robot body he
contrls. Foul, unhinged. lives (o lex. Wears two gold chains, a fourfinger ring,
and Knockswach s s e e on he FnalFgh pag. Anyhcy il
in mealworking can infer weaknesses in Fuckules” mechanical form, ga
offense per skill ba.

%
Chase Scene
Soundirack: Cypress Hill - 1 Ain't Goin® Out Like That Instrumental

1. VIP Lounge: Lamar grabs a sheathed sword form his luggage pile and bolss, pushing
a'sewardess out his way and powerbombing a prieless glas ice bath filled with a hall:
dazen champagne botles, widely scatteing ice and broken glass behind him.

‘Mechanie: cach actor spins 1o jump over (easy spin if at least 1 in strong or fas)
‘Anybody trying to tiptoe through falls behind.

= Suecess: leap over 1o problem, gaining on Lamar

© Failure: fall short, eating shit n ice and broken glass for s4 offense

2. Stairease: sprinting up a saircase, Lamar snatches a wiry litle steward and throws

him down at the main characters.

Prompt: “If you catch the steward you'll take some offense. 1 you et him fall he'll

definitely be fucked up. What do you do?”

Any main character is free 0 catch him (and take 54 offense). Their decision will be
importans ater

3. Conch: Lamar runs into the passenger deck, grabs a big snack cart from steward,

‘and whips it a he closest main character

Mechanie: the main character gets a free atack on the snack cart, 1o if they dual-

wield.(Ifthy jump out the way it just hits the main character behind them.)

“ More than 6 offense: obliterae snack cart, snacks flying everywhere

© Less than 6 offense: owned by snack cart Fall to back of the pack but take only |
offense; the real wound is (o their pride.

4. Kitchen: running into a small Kitchen, Lamar pushes the solitary chef out his way

and into a large pan of frying mirepoix: the back of the chef*s jacket goes up in flame

‘and he panic, helplessly trying to bat out the raging ol fie.

Prompt: “Do you stop to help the chef?™

Any main charactr i free 10 help, easily puting out the fire, but i then excluded
from the next prompr. The decisio fo el this bystander willbe important late

5. Ree Aren: Lamar weaves theough the crowded recreational deck, past lit-up
Karaoke stage, vaults over a massive foosball table and then sldes under another.
‘Prompt: main characters all spin 4+ fast: whoever has the highest resul fnesses the
obstacles and gets free attack on Lamar.(1f ted for highest, both get & free attck )

Chase Developments
+ I Lamar Caught: if snybody uses a movement Special or whatever (o catch up with
Lamar they can cop a free atack, but ind restraining hin impossible (chase continues).

+ I Chase Somehow Ended: do your best to keep the chase going (*Lamar’s hand folds
away 1o reveal a tiny rocket luncher tha blasts away the obstruction” etc), but if the
only believable result s Lamar caught and restzained. a grenade falls out the ass of bs
Fobot body and destroys whatever floor they’re ali on. Skip to “Falling Fight” on the

next page.

Viewing Deck
Soundirack: [silence]

You chase Lamar into the viewing deck, a large room at the way back of the blimp with
walls of owering windows. The surrounding sky slowls darkens s the blimp floats up into
the lightning-wracked stormelouds outsde the dome, the drumming of rain slowly
overtaking the silence. Clearly at @ dead end, Lamar turns i anger, draving his sword.

Final Fight: Lamar the Bird

Soundirack: Cypress Hill - Clash Of The Titans Instrumental

+ 1 Turneyele: Lamar sets it off by throwing a wooden stool from the nearby bar for 4
offense.

+ 29 Turneyele: fightscene as norml,

+ 3 Turneyele: Lamar pulls out a prenade, says “Fuck all ya'll” and spikes it, the
erenade bouncing erratically and detonating for 54 offense to cach main character, The
Viewing deck’s floor is blown away and everybody is sucked out the bottom of the
blimp, now in freeful.

FALLING FIGHT
As the sensory overload of being i freefllclars, i becomes obvious the main characters
are lned up 1o all on top of & supermassive cargo blimp about 2000 feet below, most
likely with minimal injuris. Any relif they might feel s punctured by Lamar ripping past
‘main character nd slashing them for 56

“The fight scene is still ongoing: make clar the min charseters can fight and move
s normal by initively leaning their body to fll in & particular directon. Launcher and
thrown atacks are impossble, othervise don't worry abaut the physics. If snybody
disarmed Lamas, he grips a fulling piece o jagged metal as a weapon.

+4" Turneyele: Lamar starts it with the above slash (s6). Mention them fllng through
dark clouds and heavy rain as they batle,

+ 5 Turneyele: they fall past the raging atmosphere outside and into the brillant
sunlightof the dome’s artificial sky.

+ 6% Turncyele: mention wisps of immaculate white cloud flying past.

+ 7% Turneyele: at the top of the urncyele, mention the ground is geting close. They're
il lned up above the huge carga blimp, but only have e for maybe one more
swipe cach.

+8% Turneyele: they hit the top of the blimp with a body.-ratling WOOME,the massive
cushion of air imparting only s4 offense, weapons probably lying few strides away.
It takes & move action to stand back up. The carga blimp is moored to the ground but
sill about 60 feet tall,

+ 9" Turncyele: as he charges at one of the main characters, Lamar makes a massive
slash n the blimp, causing it 0 slowly collapse 1o the ground (collapses evenly due (o
seinforcing mesh). Fight continues on top of massive sinking bimp.

+ 10% Turncycle and On: fight continues on grassy airield unil Lamar merked.

Remenier these ighs were balanced for 3 beginner actors. Give Lamar +50 merk € your
actorshave layed befoe. Give Lamas +50 merk and +2 ofense fo cach sctor beyond 3

Lamar the Bird

Offense s6+1 (dope sword: when he lands a6, ree tleport within 6 srides)
Defense 2 // Merk 120

OFFENSE TAKEN

SeeciaLs
- Caught: free atack on anybody that atacks but deals only 1 offense (unlimited)
© Heavy Armor: ignore the offense of one atack (once per fight)

© Heat Vision: thermal vision reveals invisible characters and conceled weapons

Tactics: attacks cach main character equally (stops him from immediately merking
one main_character). If anybody ties (o attack Lamar himself, shutiers of
bulletproof glass shoot up on the inside of his cage-head

Metal Vulnerabilities: anybody skilled in metalworking can infer weaknesses in
Lamar's mechanical form, gaining +1 offense per skill bar

Fail State: i the main characters spin s0 shitty it looks like they re al gonna get merked,
have the last main character standing automatically merk Lamar on theis next attack. In
turn, infliet loss: the frst main character merked has 3 broken hand (can only wield o
one-handed weapon for a month), and the second main character merked had major
ligaments intheir knee severed (-3 move, | move healed per month)

Lamar Merked: as his robot body fuils him, Lamar the Bird just opens the door of his
cage-head and flis avay, saying “Sleep with ya eyes open.”

Loot
Lamar the Bind can be merked at any point in the ight, just make sure you give the main
characters a chance t rifle through the compartment in his tobot torso

+Knock's timepicce +$2,000 for each main character

+Dope Sword: offense 6, when a 6 landed wielder gets a ree teleport anywhere they can
sce within 6 srides. Onc-handed, block |

+BLAO four-finger ring: once per fight, blast n adjacent trget a nummbes of strides equal
1o yous smart score (no action cost) also dealing offense equal (0 your smart score

~Gold Rope: this chain with & pendant of a brick house supermaturally proteets the wearer:
110 defense when worn « Herringbone Chain: worth S1,000

- VHIS: Warzone bootleg of Lord Finesse vs. Perce P at the Paddington Projects

+An old handball: hidden inside is a2 carat diamond worth $12,000 nested in paper towel
Don't hand them this one unless somebody mentions playing with the handball or
investigating it (squeezing reveals small I, bouncing produces fuint clck, throwing

o)

reveals abnormal heaviness

+ Knock doesn'ttake & cut of the oot; he only wanted his brother's watch back.

E
Vietory Montage
Soundirack: K Solo - Leterman Instrumenal

As the main characters inish looting Lamar the Bird’s obot body, they notice the colored
Sirens of dozens of skyport emergency vehicles closing in on their location. Keep the

in characters of guand via medis with trauma kits and 10 wezpons approaching them
e, asking if they e alright, what happened etc. To keep the transition ( the next scene
smooth, just have securty stafT pop the main characters with tranquilizer guns

Cut o a shot o an offce door with *
a huge dude with gold fronts and an emerald
chats wih the main characters, whose wounds are neatly bandaged (crase offens.
One ofthe staff shows up with stack of security tapes and slots one into a VCR

i Ren, Head of Security” on a brass placard Inside,
en Randall Cunningharn jesey (Big Ren)
aken)

- The conclusion your actors get depends on the bystanders they helped
(dhe steward thrown down the stais & the chel who caught fire)

if they helped both bystanders, Big Ren is clearly impressed, thanking the mai
cters for protectng everybody on the blimp and putting an <arly stop (o Lamar's
He pours some flutes of champagne and offers & oastto zero casualtes — s they
lasses togelher, we smash-cut 10 a closeup of Lumar’s picture going on @
corkboard with the notice “wanted for assauliing skyport employees™ A fight attendant
hangs o Lifetime Super-Platinum VIP Pass around the neck of cach main character
(permanen fre Mights and VIP deck access from the ladelph skypor).

Ones if the crew helped just one of the side characters, Big Ren thoughtfully nods at the
footage and shakes each of the main characters’ hands, thanking them [or putting a stop (0
Lamar's rampage. We sce a closeup of Lamar’s picture going on a corkboard with the
words lifetime bun: extreme security huzard”.

Neither: Big Ren simply reviews footage of the main charactes instigating a fight with
Lamar and endangering his coworkers. To pay for damages, stacked securily guards take all
the loot except Knock's watch. Laughing it up, they toss the main characters the okl
handbl and say they can hold onto that.

#Crew Ambition Complete: Get Knock’s Shit Back
Level Up: ll main characters receive one level for

doing the only thing a ral s frend would do.
(Ao snd them t0 page 136 to spen thir loot)

30
Leaving the Skyport
Media Bitz: withthe backdrop ofa purplish sunse, the main charactes xit he skyport.
A few reporters and dudes with big camcras notice them and jog over,abandoning an
orange-vesid skyport worker mid-iterview. Promp them with questions ke

©“Lisa Zee with Channel 6, i it true you just survived a ull ofseveral thousand feet?”

+ “Comrade Darius with The Daily Insurgent, witnesses say you were also in a physical
allercation i i e your foe was & bourgeois decadent and known class traitor?

« “Jeanifer MeShameless, Channel 24 News, | know you fine but how you doin?”

As the media crush gets cbnoxious, the main characters ae rescued by two big rockjown
security goons who say their boul is offering them 4 ride back info (own, gesturing (0 &
dude sliding a oad case into the back of a ental van:

Side Character: Pressure Drop
Voice: graff Pucro Rican accent i you know horw

Hictop fade. Wears a fat “boricua™ chain over a Chicago Bulls windbreaker.
Superlyrical MC from Humboldi Park, Chicago, in town for @ show a the
Vanishing Palace (main characters invited) promting his first album. Fluent
Spanish and English.

1 you decide 10 keep the game going aftr his are, Pressure Drop's thread is
a solid Way of setting off scason twa (mission sarls on page 56)

Pressure Drop introduces himself elling the main characters he's gotta hear the story and
inviting them 1o hop in the van. As they pul out the skyport he frcs up o blunt and asks the
imain characters £ i’ true the dude they were fighting blew out he bottom of thei Might
with bundle of dynamite, going on (0 ask who he was and how the beef stried

“Try and get your actors retelling their favorite scenes from the arc
Relfy them as a group by Drop asking “So does your crew have a name?”

(For the sickest crew name, have everybody show up 1 season v
il e ideas bestname by vote wins 3 SP)

Outro: Slidin

Soundirack: Casual - We Got It Like That Instrumental

You ride along the layered highway, stereo bunping, lungs ful of spring aiv. the van
raucous with the elevated moods of people with major plans for their cvening As the
clear night sky grows heavy with stars and the Iladelph skyline siides onto the hor

you Lok out at the sea of lights all across your city and think, you know, it actually
been a half-decent start o the day

31
+0n Last Week’s Episode

Soundirack: Three Times Dope - From Da Giddy Up Instrumental

Start cach new session by going over the events of last session, finishing by seting the
scene where you lefl offat.

*Closing Ceremonies
Soundirack: Rodman - Ton

Da Night Instrumental

Just the standard thee categories plus a classic fourth

1. Tha Golden Domez: go around the circle and award each player 2 SP.As ifs swarded
the group gets to decide what it for (1 presen o you tha Golden Dome award for
Worst Plan Humanly Possible” etc)

2. Key's Choice Award: favoriteperformance of the session (2 more SP o thatactor)
3. Completed Ambitions: give SP for any Ambitions wrapped up
4. Got Em: if anybody made the Key laugh so hard they shed actual tears they get 5 SP.

B
Bump Scenes
These scenes can be dropped ntoany sesion o change up gameplay o add length

Junkie Puzzle: a skinny white dude with o backpack ries o sellthe main characters
paieof front bike wheels for 500, seying Louis Armstrong used them (0 win the Tour de
France. When they say no, he tries 1o sell them a scarsb fgurine for S0, bargaining
down 10 a single dolla and annoying them until i worth the S1 1o make Him bounce.
‘When they cave th junkie calls them mark asstricks and does an endzone dance.

“The 4-inch scarsb figurine is actually beautfully crafied, defniely bollow,
has eyes of black glass, and i indestructble 1o any smashing. ls belly has the tiny
insription “exited, correct, scrawl, ceremony”. As one of the main chiracters examines
it they aceidentaly press one of 1 eyes and relize i’ a button.

‘Solution: inscribed words are synonyms — exited (1), correct (right), serawl (write),
ceremony (sit). Press the lef eye, then the ight eye three times.

‘Win State: the scara's wings snap open, revealing ol of bils ($400), a gold carring
(gives wesrer merk +5: S600 ifpawned) and an cighth of Jamaican chocolate.

BUMP FIGHTS
Soundisack: Pete Rock - Rumpage Instrumental (Hardcor o the Head M)

2 Bump Fight I as the main charactes walk 1 4 new secne, cligue of nudist goons

kg . llowin them and vty i 1 o h
Nudit s : ol 4 e 0. ek §

i

i k

Slonmkmiis iy Twb Seicwn G

Reward: & pack of Glm it 4 stiks et Fullem descipion o page 136

4 Bump Fight I1: whether one of the main characters s a skeleton, or a dogman gets

Dogmen 4: oflns .1 defease O/ merk
:
£ comeis ooy | Swmwma Flanl

Reward: phantom sichblade (s4 + st o s, block 1, surpasss tagets defense)

2 Bump Fight I cinder blocks with ams and legs bop out a bl i and hraten
ik main characters withbroken botls, demanding hey dop thei wallesand fuck o

Brickjawns x8: offense 52 / defense 0/ merk 2
Immune 0 sharp trauma (slashing and piereing offense)

Reward: norhing You set nothing.Just playing,the bickjawas deop S1

— These fghts were blanced for thecarly chapces of e are. 1 playing aftertooling
p (start of chapter 4), double cnemy merk and increase their offense a il

3
Keep it Rolling
If cvrybody wants to keep the show going, tis secton i sl outines for fuure Crewe
Anbitons. Remember to iate Key Narators, snd DON'T BROWSE T0O MUCH s0
Jou don' spoi an are somebody ele dcides forun et on.

4 The Sphinx: a popular side character shows up a the house one morning and asks the
‘main characters 1o help him Fight his way to the West Hladelph Sphinx. They tske the trin to
the Pyramid Distriet and ane of the jackal-headed shades gurding the Sphiny’s palsce
explains (otherworldly voice) that the all-knowing Sphinx orly answers one question a day.
To get yours answered, you have to fight the other crews tying o ask 4 question fo the
Sphinx’s amusement, then answer o queston from the Sphinx. (Make clar to the mai
characters that i they ever hit narative dead end, they can always get a substantial hint
this way in the future.) Create a couple equal-sized and tactically interesting crews for the
‘main characters o ight. When they win the Sphin says:

Il giv yous 99 problems in 36 chambers,plus 2 black eyes for ll 36 New York Rangers
1 g0t the magic number for Plugs One through Theee, and always 100 fo the unknown MC
Lot S for KRS | ot § for Kane, pour one aut for cach link in the Wo Tang chain”

(Unlimited guesses. Side charactr can help i they re stummped stunped) Answers: 3745
356447249+ 100+ 5 + 5 - 10. Page 153 for full breakdown. Props to Monik Bee
for inspiring this one. Check his masterpicce mixtape series "l femining” comping the
ereatest female rappers of the 90s underground, a house favorite here at Bull Press

The Sphin approves the snswer, the side character approaching climatically nd then
asking something hilaious like “What's the name of that one Montell Jordan song where he
s lke “his i how e do it a bunch oftimes’

= Crew Ambiton Value: SP. major favor from side character

4+ Jacking the Blade of Infinite Dopeness: o main character hus their favorie
possession stolen and replaced with business card for Knuckle Up Boxing Gy in Queen
Village. They find this is the front business of notorious dogman shotcallr, BIoodschiager
(doberman, voice: German accent). BlGodschlager is surrounded by armed goons,including
a diamondjawn (iterally invincibl; main characters will know not 1o fuck with him).
Blsddschlager says he will give back the prized possession when the main characters get
him the Blade of Infinite Dopeness, a supernatural sword that belonged 10 Kosht, 16°
century sword scholar. Bloodschlager’s goons have already cased the spot: the sword s on
display at the Verkes Private Collection, in the armory wing on a pedestal surrounded by
motion sensors, posed with Kashi's sick gusoku armor. This final phase just needs skilled
operators to hefst the sword. Solutions: bibe & guard, cut museum power o disable motion
sensors (1 bar in lectronics), impersonate curator, stal security guard uniforms, e

Kosha's masked armor i posed with one hand gripping the hilt of the sheathed Blade
of Infinite Dopeness. As the main characters get near, the armor's fingers noticeably tighten
on the swordhill. Fist characte to get within a sirde gets slshed for s12. Fight scene:
Kosha's possessed armor (offense 812/ defense 4 // merk 100 //if a 12 lunded when

iacking,can move 1 sride and then attack again for free)

As the main characters speed off i their getaway car, they're suddenly chased by &
ruck with 3 spiked plow driven by the amed diamondjawn, 4 balf-dozen dogmnen
wigsplitters in the back. The chase Mies down the wide strets of the parku
Bloddschlager's goons trying to board the main characters’ car and gank the sword without
payment. Back at Knuckle Up Boxing Gym, Blsodschlager is shocked 1o see the main
characters alive and only has two goons with him. The key around his neck s o reinforced
storage unit containing the main character's prized possession plus $40,000.

. Crew Ambition Value: 3 SP, S40k,the Blde of Infnitc Dopeness (sas above, S10k if fenced)

34
+ Rent's Due: atleast an hour before the session sarts,tell everybody 1o show up with o
short montage of what they been up o the past week - best montage wins 3 SP.As always,
ask questions about anylhing interestng they bring up both to build their main character
and gather potential plot fcl,

When the montages feel done, tel them i’s snother fine Sunday morning when one
of them notices on their calendar rent is due foday: If they don't come up with box of
jelly domuts (specifically from Caputo’s up in New York), Landfucker will almost
definitely show up at their house and shit down their hinmney or something. Any courier
services called are booked up for the next day of 1.

Getting 10 NYC: whether the main charactes take the train or a blimp, a game of cee:
o jumps ofFin their ca / cabin between some cyclops headed for Astoria and a Baltimore
hardcore crew: headed 1o a Crown of Thornz show. Persuade the main characters o hop on
Vi tems you know they want appearing in the pot (simulate dice rolls by spinning s6
three times)

Fight. sometime on the walk 10 Caputo’s (Carrll Gardens, Brooklyn) the main
characters walk by some college kids with & small mountain of suifcases ouside newly
uilt luxury tenement. One of the sudents snaps his fingers at the biggest main character
saying something like, “You, carry these bags up,” throwing a few 1005 in their direction
When they don't comply the student screeches, “Do you even KNOW WHO MY DAD
IS The students draw rapiers from their bags and atack, clealy looking 10 teach these
unuly peasants a lesson.

Fight with private school fencing teams six comically armogant and surprisingly
evasive gentry (offense s4 +1 // defense 4 // merk ). Towards the end of the fight,a cab
Suddenly slams into the last student and sends them flying. The cabby (blue skin dude with
a heavy Bronx accent) thanks the main characters for their community service: those
sociopaths have been trying to make the locals into thei personal serfs for weeks now. He
offers them a fee ride the rest of the way a5 a fow residents applaud the main characters
rom thir fire escapes.

Caputo’s Bakery: the gravelly-voiced gargoyle a the counter (Caputo) says they're
S0ld out of amost everything since it’s o late in the day. I brbed, he says he’ ltrally a
gargoyle so he docsn't understand the concept of money: he bakes for fun and he doesn't
el like baking anymore tody. After some persuading, he eventualy offers to stay after
Hours and bake & fresh batch of jelly donuts, but only i the main characters go find him a
powerful alchemical ingredicnt he's been looking for:some adult virgin hair. Adult virgins
can be found many places, but go with the Tunniest option the main characters bring up,
and run through whatever plot they think of to gt some hir off one of thir heads.

“The lock of hai i inspected by Caputo, who adds reagent with a small dropper that
causes a huge gout of purple smoke. Coughing and turning on a hood fin he says, “Woof,
this poor fucker’s never even touched a chick’s elbow — powerful st and proceeds 1o
bake the main characters as many boes ofjelly donuts a they want.

Montage their trip home and the sun seting just as they arrive o the PNB tower,
home of Landfucker. I you ned o fill out a litle more time in the session, sk them how
they g 10 the top of the privately owned tower (a flying or climbing Special, use a crane
from a nearby consruction st call friend who can fly. brbe a PNB security guard et).

Landfucker, chainsmoking as always, cracks open the box of jelly donuts, hefling
and inspecting them, maybe mentioning something about Caputo’s making the most
explosive pasris in the game. He misremenbers a main character’s name half-assedly
hanking them, then butchers it worse if they correct him before just completely ignoring
them. As the main characters leave they sce Landfucker carefully dropping jelly donuts
onto pedestrians belov.

Crew Ambition Value: 5 SP

35
+ Beneath the Waters of East Iladelph: dude with a dookie chain, wrists full of
gold, and giant security goon behind him shows up at the house one moming, asking the
imain character who answers the door if they're [that main characters name]. When they
answer yes, he osses them a grand and says they can have eleven more of those i they find
Sehoolly D and get him to Hunt Park by 7 o'clock tonight ssk for somebody from Hillop
Hustlers, nd make sure he's in good enough shape to headline the show. Scholy was last
seen o nights ago at the High Dive. The label rep immediately leaves, saging he's got
more crews to ip

“The High Dive: a dilapidated four-sory dive bar (with an actual diving board on the
o0f) at the end of an overgrown pier near the bottom of Arch st, known as 4 popul
meeting place between land-dwelling Iladelphians and their squati counterpats i Last
ladelph. The bartender is an allgator-head man with a southern accent, Crowbar shirt, and
arms covered in jailhouse ttt00s. T the main characters buy drinks / p him, he tels them
e wasn't thee but heard tha night was fnsane: Schoolly D and his erew were geting real
fucked up and buying everybody shots, Schoolly heard MC Lo
lladelph MC) was i the spot so he happed on the Karaoke stage and stared trading bars
‘with him - they nearly blew the roof ffthe place. Schoolly gripped the mic on the way out
and said he's doing a surprise guest spot an MC Looptid's shovw that night — his people
bought two kegs of Gillixer snd half the bar followed bim out. A flyr on the High Dive's
billboard advertises MC Looptid's most recent show at the Trident Theater in downtown
East Uadelph, just fes hundred yards nto the water

Technical shit quick: the mast accessible way 1o breathe underwater s a formulation
called Gillxer, common 1o East Hladelph bodegas and clubs; it costs 550 a botle and le
you breathe underwater Tor four hours. Swim speed is hall your normal move speed (round
down). Attacks have half offense unless i’ a thrusting weapon (sword or spear). Fi
Specials don't work, and electicty Specials have double offense. Fight scencs are in 30
(map stylecan sl be done by sacking checkers under character markers).

“The Trident Theater: diving down into the water, the main charscters quickly see the
luminous towers of Downtown East below them, vibrant with sealife and busting with the
imany subaquati peoples of East adelph going about their day. The Trident is casily found
under massive searchlights at 4* and Market, venue stffsating o set up fo tha evening's
red carpet. event Inside, the main_characlers nofice major renovations o repaies are
underway. The firs employee they tlk {0 brings them o thei boss, Joe Gold, a basketball
sized toad tha rubs his hands and tlks with a heavy goombah accent. He says Schoally D
puton a real wild show, liteally instructing the crowd (0 riol, and somebody’s gotta pay for
the dumages. When the main characters don't pay, six tigershark-headed sccurity goons with
aseball bats show up and a fight jumps off. Once defeated, a cowering Joe Gold says he
eard Schoolly went to an allerparty in Whitter Village, where Joe sent o of his guys
ey never came back).

“Transi: asking any local reveals Whitter Village i at the end of the green line — just
wait at the stop on 7" and Pine, hop on the back of the SEPTA leviathan (fae is a ssack
hrown into bis giant maw; no snack, no entry)and g off at the very lastsop.

Whitter Villige: 8 few dozen domed bubble-houses i & scenie valley between
underwater dunes. Long pillars of sunlight fll through the clear wate, and vibrant seagrass
wafts in the white sand. The locals can all point to Gug's trashed house, the obvious party
Spot. Gug s a crabjawn (humanoid with naturalred armos,ltle black eyes, and crab claws)
siting on a wrecked couch in fron oF a tble ful of bones and empty cans, and is currrily
anbelievably blazed — eyes pink and lids heavy, mouth slack, and an atention span tha ends
Talfivay through somebody talking (including himself). He has no dea what's going on, says
and asks shit only an unbelievably stoned person would, and frustzats the main charsetr
for a5 long as i’ funay, eventually describing Schoolly leaving for an ater-afterpaty at the
Olatunji Estae i Esstmont, about & 20 mint swim from bere

36
wji Estate: Eastmont is mosly colored rowhouses along harshly zagging
edge is vibrantcoralreefcresting over a small, glowing volcanic vent. Locals
will identify a huge mansion buill onto the ede of the vent as the Olatunji Estate. Al the
marsion’s gate a buller’s voice answers the intercom and says Mr Olatunji isu’t in, nd his
uests don't wish to b disturbed. When the main characters swim over the gate, four lava
spris fuming vapor and bubbles emerge from the volcanic vent and attack the intruding
muin characters (also cause 54 offense per tum (o anybody adjacent). Inside, Schoally's
people alon with two tigershark-headed swordsmen from the Trident)are lid out around
the mansion and devastatingly hungover, unable o be roused. Schoolly is passed out hlf-
inside a piano with only one hi-top, a few empty botles, and 4 chick tha looks like the
creatue from the black lagaon. He makes sound ike he’s been punched in the stomach and
asks if this i the hospital.

Montage the main characters carrying the viciausly husgover Schoolly D back to the
susface (can bribe a passing whale for a rde if they e short on time) and geting him up 1o
Hunt Park in North ladelph, where Hillop hand the main characters their promised 11
stacks, and VIP passes if they wanna say 10 watch 3xDope and Lux rip the mic before
Sehoally's se.

. Crew Ambiton Value: 1 level, VIP at the Hunt Park Junts,

sreets. AL

i $12K tota bounty

the South ladelph Red Guard declares war on a ral estte conglomerate called
hat's buying homes from underncath ladelphians and tripling ther rent. Knock
joins up and convinces the main characters 1o ride with him. They're sectioned into their
own squad along with a gnarly old head named David X.

The headquarters for Edifice are the (0p theee stories of the P1 Tower in Center City,
Known to be crawling with mercenary patrols. Four Red Guard teams enter disguised a5
custodial and maintenance sl masking up once it time (o move, the A-Team sabolaging
the elevators and holding the stais. The main characters’ squad is the D-team, assigned 10
clear the penultimate flor. Firstarca:offce batle with six mercenaris.

Second area: break room fight with three robolic sentinels. +1 offense for each bar in
metabvorking. Electronics 1 or higher knows spending main acton to pry out and break
specific wire in sentinel’s neck will cause it 0 atiack whichever combatant i nearest,
including alies.

“Third aea: panic room. Fire exit disgram shows you must pass through this oo to
access stais (o ighest floor. Somebody watching on the CCTV system locks the main
characters i the panic room as so0n as they enter, but there’s a medical bay inside where
they can full heal. There i also a 9-number keypad on both sides of cach door. Escape
solutions: set offfire alarm t force doors open Unseal (advanced) | deduce alphanumeric
sequence of Edific is 496935 ( s 5" etter of the alphabet, D is 4, 1is 9% elc) and enter
into keypad — ifthey figure this last o out, everybody gets +3 SPat the end of the session
Once free, Knock und David X charge up to the top floor without wating for backup.

“The boss fight i in the P1 Tower's extravagant penthouse boardroo where a golden
ol to mammon looms in the background with pils of cash t s fct. Five businessmen in
ten-thousand dollr suits st at the long table and can only speak the phrase “we have an
obligation 1o our sharcholders” in different tones, slowly rising [0 battle the main
characters’ squad with powerful demonic magic. Afler wrecking the boardtoom and
cleaning out the vaull 1o retur the cash o the extorted renters, the South Mladelph Red
Guard blow out the huge glass windows and parachute down into the ity below, throwing
Off their masks and custodial jumpsuits when they it the ground to evade any pursuers
King shit: dras up a gridded, tactically interestng combat map for allthree fight scencs.

. Crew Ambition Velue: § SP and a favor from the South ladelph Red Guard

B
death metalhes
(friends, fiends-of-fiends, coworkersetc) hear they know theie way around a ightand offes
thenm security work for a fest they're organizing n & masoleum beneath the city. One of the
lead organizers, Shawna Bodybag, sets up a meet a the rocker bar Liquid Death to give
therm the pith.

So every Iladelphian knows the Low used to be & supermassive catacomb: an endless
labyrinh of ancient tombs and lavish burial chambers, bizarre shrines and mysterious
temples extending miles bencath the city. Some years ago the dead started coming back to
lie and the Low became infested with ghouls, zombies, mummics etc. As it became more
and more dangerous, cults,criminals, adical groups, and various weirdos started calling the
Low home, and the common wisdom ossfied that anybody headed down that way is taking
their e into their hands. When Black Thought rapped about the Never Never Tunnels,this
s where he was talking about — just never, never g0 down there.

Anyways the contract is $1000 for ach main character and the fest is stacked: Autopsy
from Oukland, Suffocation s headed down from New York, Obituary’s already on ther way
o the Tampa dorme, and even Bolt Thrower is coming from a fucked up fog-lad island

ross the sea. The main characters just have to show up the day the fest stats, get their
security passes, and hold the gates of the mausoleum as sound levels loud enough o walke
the dead attact waves of lesh-ating ghouls and hulking sbominations. A volunteer medic
‘will b on hand and o couple grenades il be rationed for cach main character, but beyond
hat they e on thei own,
~» Crew Ambiton Value: § P, $1000 each, VIP treatment at the ofical atrparty

s somehows connceted with the main characters

4 Caverns of the Warfungi: the scssions strs with everybody off doing their own
thing that morming sk wht each main character is p to around own. When the s actor
finishes, el them a few skate heads including their old friend Ronaldo run nto them and ask
1o collecton the major favor that main character owes them. They £010 & rashed rowhouse
in the cut where somebody’s practicing drums in the attc, and show the main character
impressive blueprints for & skatepark. They've scouted the perfeet locaton but i's 4 re

fucked up spot in the Low, and they need some heavy hites to clear it out. The city won
ive them a permit for anysvhere else and keeps bulldozing every underpass park they pout.

Ronaldo gives the main character 3 hand-dravn map, warming then the spot is & cove:
inhabited by a sl army of warfingi,giant mushroom sbominations created by a psychotic
alchemist to guard against the other inbabitants of the Low - dude’s long dead but his
murderous warfungi securty ive on

Gettng There: following the map’s instuctions, the main characters head to West
ladelph and into the Woodlands Cemetery, where they fnd & tomb masked “Unknown Am”
with sneering lion sculpture above the door. When they turn around the head of the lion,
the tomb's door slides open. The sarcophagus has no corpse but instead stirs leading into
the Low where they take a shitty boat along @ sublerrancan river, maybe fighting a o
mutted bats before emerging into a groto dimly it by bioluminescent moss.

“The Caverns: a seies of fights through beautiful bioluminescent caves sgainst
foot mushroom sbominations that take double offense from fire Specials.

The Swordgrawer's Sanctuary: the alehemis’s black marble microfortres at the fir
end ofthe cavern contains a small library of ncieat books, an Orange OR 120 be amp, and
alab wilh 3 fow bars of alchemical gold. In the fa back of the fortres is & issure where
long shards of crystal grow. In & neasby workshop, one of these shards has been wrapped
forming a hilt and given a crossbar, indicating thei function as swords. (S crysal swords
{otal: o one-handers, two light swords, one two-hander; ach has an inherent +1 offense).
~» Crew Ambiton Value: 3 SP, $12k in general loot, and 5 crysal swords (each worth S6K).

ieht

B
4 The Tomb ov Lady Marrowgrinder: the landline rings ot the house on a luzy.
weeknight. The callr introduces himself as Demetrius and specifically mentions 3 side
character riend of the main characters, saying they recommended the people a tis number
forsome freclance work. IFthey re interested he'll be t Cafe Worldpeace in an hour.

Cafe Workdpeace: Demetrius (hin, glasss, scholaly vocabulary) it near the fseplace
with a stack of books, notepad, and laté cup of coffee. He runs through a few bookmarked
pages, showing how he deduced the location of a semi-mythical cul leader’s tomb decp in
the Low Known only as Lady Marrowgrinder,she's ecorded by primary sources a5 a blood-
erazed transdimensional entiy, driving her followers 0 savage war with he other deatheults
Of the Low, her powers growing substantaly with he bodycount. The Lady was entombed
in a sealed temple many cenlries g0 with the spols of her long-reigning butchery, hidden
away from the countless enemies she fostered in hr time on this plane of existence.

Dermetrus says he needs combat-capable patners t help him get through the Low and
rip the tormb's artifcts — they provide the wreck, Demetrius provides the knowledge, they

the payout. He has conncetions at more than one local museum and they're
ing at least five stacks for each of them, plus the main characters can just keep any
weaponry found since the museums are uninterested and Demetrius doesn’t know how to
fght

Getting 10 the Torb: the best entrance is o
North ladelph. They'll have to stcalh through small catacomb oceupied by fee juzz
culists (easy enough since they're almost always mid-rital), and pass through two massive
tunnels, each with 2 S0% chance of containing & small hoard of | merk zombies. The main
characters at last come 0 & bottomless chasm (“Told you it was hidden away™), where
they"ll have o rappel down one by one {0 the tomb’s entrance cut into the rockface iy fect
elow. This is a good time to build tension with shambling undead slowly closing i on
them,

“The Tomby: the entryway of wide stairs and colossal, inticately wrought columns is
carved direely into the face of the chasm. Inside s a brooding temple of crimson marble
with towering ceilings, archilecture of strange geometies, and cracked altrs ltered wit
ancient bones and desiceated gore. To reach the burial vaull he main characters must de
a series of chambers, each with a rap, puzzle, rddle, o spiked suits of amor that come 1o
i and batte any nteuders.

“The burial vaul s fled with gems and omate artifucs. In the middle is an obsidian
sarcophagus with a lid hat's nearly impossibl o pry ofT but contains a human skeleton
sustounded by ash, and a jet black rod engraved with Flamite Cuneiform that Demetrius
Iranslats ss roughly reading “Death’s Seepter” instrument: 6 + smart ffense / range S
once per fight, can cause a 6 + smart offense missma storm o ll enemes in the fight
scene).

Optional Boss Fight: ifthe main charactes still seem fresh /unchallenged s they reach
the burial chamber, the bones of Lady Marrow inder arise from the sarcophagus and form
into a skeleton, the fine ash cascading onlo it and weaving inlo @ cry-youself-to-sicep
beautiful woman who's at least 63", her long haie billowing as she slowly levitates into the

Her reverberatng, otherworldly voice asks the main characters which cult sent them and.
promises many creative tortures as she ies around bornbing then with spell and elemental
energy. At alf merk she tums into a large demon covered in bone spikes and wickling an
energy sword

On their way back 10 the Norh Iladelph ravine, the main cha
merk 1 zombies, which Ies them one-shot the entire horde by trying out the black rod’s
once-per-ight Special.

2 Crew Ambiton Value: 1 level and S10k worth of loot for cach main cha
Seepter (above)

e at the botom of a trashed ravine in

fers un into @ mob of

E
4 The Inheritance: start the session by teling exerybody they'se off doing ther own
thing that morming - visiting friends,checking out an event etc - nd ask what cach of them
5 up o, briefly playing out anything interesting they bring up.

Pick the main character who woukd be most hilarious to interrpt (in a quiet movie
theater, during the close of a date,taking a hit, observing a moment of silence at memorial
1) A bonded courier smashes ino the scene on the back of giant winged tiger with a third
eye truling psychedelic energy, and loudly tellsthe main character b necds then o sign for
package. 1 anyhody interferes he casually paralyzes them with powerful psionics or tells
thens to invoice his employer's billing deprtment at 69 Yomama Sircel,

“The package contains a legal document informing the min characte they're the closest.
living relative ofthe renowned professor of antiquites, Gabriel Romero Garcia-Ramirez de
Rios, and need 1o head 10 the presiding law firm's Hladelph office in Centes City for a
reading of the Professor’s last will & testament. Up in the higher floors of a skyseraper,
Professor Rios' attomey informs them he. put the last of his considersble weallh into
renovaing his home, a small castle of Mexican Gothie architecture in the city of [city you
want branch out (0, page 0], which he ef 0 the main character

“The atiomey hands them ring of skeleton keys, and recommends flying out (0 the
esidence and filling out the paperwork s quickly s possible: the city has o major ghost
problem right now, and the longer they leave the caste unclaimed the greater chance of i
being fllad with cannibal banshees or someting when they get there. Also some silver
Wweaponry wouldn'tbe bad dea (normal weapons pass hrough ghost).

When the main characters arive they ight group of shades with bizarre spears that
can attack two extra strides (Ibrary), a pair of teleporting phantasms (kitchen), and a giant
polteeist that Lashes the with heavy chains hanging from it shackles (Ibeater). The fnal
encountr s with a single invincible, non-violent, and incredibly annoying ghost. Take your
time and amuse yourselfcreating a ghost uniquely isitating o your cast.

Draae o map of the small casle, and ask how the main characters make it their own
(installing a gym, VHS libary,laboraiory, venue et), and what each of thei bedsooms look
like. Montage them renovating this new HOQ and the ghost being hilariously fucking
annoying — waking them up i the middle of the night 0 ask wha they're thinking about,
appearing when they're taking a leak, rambling about thei insane opinions etc. If one of the

t's many ghost exterminators is called, he informs them he can blast wraths, shades,
banshees, polieryeists, specters and phantasms, but this is an appariton: the rare type of
host that is fully intangible even 10 silve and destructive enerzy . also that'll be $300.

Eventualy it comes out that the ghost i stuck on this plane of existence because the
favorite show never got signed for another season and they fel tormented without narmative
closure they could even sette for asingle epsode, even an amateur production

“The main charactersrealize they have o write and perform an cpisode of the TV sho
1o get this fucking ghost out of their new HQ. Make the show something your actors would
e fumilas with - Fr cinfeld, Martin, Twin Peaks etc then actually make them
wrte a short “lost epsode” of that show and do a reading. The ghost loudly snacks n the
dusty basement theater and demands on-he-fly changes, bt thankfully dis dies at the end,
inally atpeace with the world.
~ Crew Ambiton Value: small caste, | o 10 SP depending on lostepisode qualty

4 Greenglass: add this one to fll out the end of a session that rn short The raccoons
from 23 & Titan (drunk, patched up crust pusk vests etc) show up at the house. Ther leader
introduces himself as Greenglass and says they've been knocking doors for the last cight
days tying 1o find the main characters. Greenglass says he feels they've established a
professional rlationship. and now him and his crew need work — paid work o they can
afford bette trash. The raccoons specalize in recon, item procurement, and shooting people
with a pitball gun they found. They refuse to leave unti hey feel mployed.

a0
4 The Jazz Conelave: a sectet network of the most powerful Jazz-wiclders in this
dimension. Thei headquarters s the Taj, @ floating palace of golden age Indo-Islamic
architecture on the telluric rings of a distant planet, The only nearby gate to the Toj is i

the abandoned Pearl Theater (real jazz heads know) on Ridge ave in North Iladelph,
activated by whistling the opening ot of Herbie Hancock's Cantaloupe sland.

The Conclave are as active as their limited numbers allow, working behind the
scenes to obliteate forces of subjugation and predation. This makes them a bottomless
source of plot fuel forthe main characters, who can be recruied at lower levels by mid-
level Jazz-wielder offering work on the Conclave’s behalf, eventually inviting ther to the
T where they can access libraries of secret knowledge and inerdimensional gateways.
a main character decides to become 4 Juz-wielder they slowly stop aging and are
eventually unable 1o die from nawral causes. Stoke social gameplay by giving SP
discounts if they hunt down and learn from Conclave members who specialze in a power
they're trying to lean.

When a main character becomes powerful enough (level 10+) and stays involved
it the Conclave, they re almost definitely elected 1o the supreme council (currently Art
Blakey, Lady Day, Jodo Gilberto, John Colsane, Dave Brubeck), and will have a hand
shaping is operations and straegy.

"o really ignite some plotfuel, give the main characters a mentor like Sunny Murray
or Mulatu Astike, a liksble swordmaster who actively works against the Five-Point
Circle (below), then have that mentor killed in a clever ambush by the very founder they
were hunting. The mentor leaves their sword 10 the main characters, supernatural blade
hat gains a permanent +1 offense for each founder it kil

+ Annihilation of the Five-Point Circle: the Five-Point Circle i a sectet council of
the last emaining founding fathers, powerful transdimensional entities who covertly pull
many strings within ladelphian institutions. Wielding profune forces, their bodies
contnue o rot even though they're unable to di from natural causes.

Exactly as evil as they were in our world,these depraved white supremacists (sbout
Half of whorm held slaves) sought 1o create an oligarchy of unworking rich white men
They convinced the working people of thei country to fight a revolution for ideals these
founders immediately betrayed, and when the Second American Revolution jumped off
(misleadingly tied the “Whiskey Rebellion”) to defend the ideals the people just fought
a grueling war for, the founders murdered them and went to work codifying their idesl
class and racial hicrarchy. For the record George T aso did lots of evil shil, but a least
he signed legislation abolishing slavery.

Anyways, the ulimate goal of the Five-Point Circle s 10 seinstate their class
hierarchy and racial caste system exactly as it was in the late 18° century. Tactics are
mostly inserting slecper agents into major Mladelphian insttutions like the mail cartiers
and weatherbastards, and assassinating the heads of various egalitarian groups. Their
greatest enem s of course the Jazz Conclave (sbove),

Fortunately, two-hundred years of Machiavellian politicking have led o most of the
founders kiling cach other. Only five remain (thus the name), though with their
consolidated power they'te arguably more dangerous than ever. Each founder is
somewhere between level 12 and 15, and worth 5 SP when killed or banished from this
dimension. Even when the main characters are lower in level, wrecking the schemes and
agents of the Five-Point Circle makes for solid plot fuel and longform sorylines.

a1
+ The Vile Ruins of Camden: before the session starts, secretly tel one of the actors
their main character has frend who works the night shifl atthe lldelph trash catapuls,
sed by the city to launch all thei garbage across the iver into New Jersey. If they ever
needed o get large cargo across the river in an emergency, this is the way (0 g0

Start the session by telling the main charaeters they decide 10 20 out o one of their
favorite spots tha night. Prompt them where they go. and wht they get up to (random
side characters . 145, bursp fights p. 33). Aflr running through a short scene or 1o, the
main charactes are briskly approached by a professorial looking woman with a colored
kavistyle headscarf who asks if they're [popular side character]'s friends. When they
answer yes, she says she's been desperately trying 1o track them down and needs thes help
this very minut - there’s a deluge of cash n it for them if they agree.

AS they leave the spot and head down the stseet owards an idling woody wagon, she
introduces herself a5 Professor Lunchcastle, and explains (0 the main characters her team
does artifuct rerieval for the university. finding and extractng items from the mysterious
Camden nins just outside the Nadelph dome and piccing together what caused its
destruction al those centuries back. A few hours ago one of her colleagues, Professor
Cakehater, betzayed ther team: lomorrow they were going (0 etsieve the priceless private
library of lost hermetic society they've been investigating. but Professor Cakehater went
missing along with the all department’s maps and hot air balloon earlier his afiernoon.
“The small collction of lchemical books would be worth a fortune if sold, dealng mostly
Wi the lost technology of aether-interfucing devices, and more saliently would be a
Serious fucking lisbilty in the wrong hands.

“They hop into the woody wagon and gun it south. Professor Luncheastle says they're
eaded for the skyport where they can charter hot air balloon drop into Camden,
Cakehater has & major head stat on them, but i they can beat her to the private library and
retum it safely (0 the university, she can promise each of themn $10,000. She has a loosely
sketched up map of the three probable locations of the books, @ few signaling freworks,
and silver weaponry in the trunk in case the main characters run ino any wraihs

When the main character mentions the information you gave them in the frst
parageaph, Professor Lunchcastle pulls a skidding u-turn through an intersection and steps
on it towards the Mladelph trash catapuls, saying they can go on ahead and she'll scoop
them in the hot air balloon from wherever they aunch their signaling fireworks. Prompt
who the main charactr's riend s that works the night shift and run through a quick scene
wih them that ends with the main characters getting loaded into colossal garbage-
rebuchet and thrown across the iver into & mountyn of relatvely soft rash right in the
middle of Camden (56 alling offense each).

Camden: way more grandiose at its height than in our meline, Camden now
resembles a lost Turin or Krakow: cobble strets wander beneath crumbling renaissance
facades and marble satues mossy with centuries of neglect. The air s laced with a faint

inematic fog, and o clear night sky thick with sarsis the only source oflght

Luncheastle’s map details the theee potential locatons of the hermeti society's library:
© A Shiner's hal overlooking Johnson Square
+ A mansion on the waterfront
* The Whitaman Library's sub-basement archives
Each are about a 15 minute walk from the trash mountain. Whenever the main characters
2010 new location, have them spin for stealth (easy if they have 24): i anybody fils,
they're atacked by wraith in transit (number of wruiths is number of fuled stealth spins
X2). The book collection i n the second location the main characters decide the check.

2
Chance Encounter: if the main characters are jumped by waiths while headed to
another location, there’s 10% chance a 1967 droptop Cadillac Devill olls up,a gunman
in the passenger side spraying up the wraith with a H&K UMP loaded with silver bullets
and telling the main character to hop in. The gunman introduces himsel as Erick [Sermon]
and the driver as Redman. They re down from Newark looking for a legendary slver sword
for Redman's approaching ducl in another dimension. They give the main characters @ ride
1o Wherever they're going and gifl them sawed off(page 135) and belt of 20 ilver rounds.

"The first location the main characters visit has @ batle with pair of shades wielding
swords of white actherial firc, and 3 Specd: Interupt teleport once per twneycle. The
second location the main characters visit contains the collection of books, as well as the
resh compse of Professor Cakehater and her hired muscle. The powerlul wriths of the
emetic society appear in thei robes and armin caps, eliding around and blasting the main
charactes with searing aetheril energy. Afler bout half he wraith are merked, one of the
main characters is thrown inlo & complex contraption of brass and rhodochrosie crystls,
Knocking it onto the ground where it breaks and releases o shockwave of energy that
obliterates the emaining wraiths (mi characters and surroundings unharmed).

When the main charscters exit with the books they can see hundreds of wrsiths
treaming lowards them, aleted 1 thei presence by the contraption’s blast. A chase ensues.
i they're surrounded and forced to make st stand at the end of a collapsed bridge,
launching their signaling fieworks. They fight wave afler wave of wraiths, Professor
Luncheastle ariving in a hot ar balloon at the lst possible second, the main characters all
grabbing onto a rope ladder as the balloon glides by, thousands of shricking waiths now
gathering below thern

“The university pays the main characters and builds a small rboretum in ther honor,
throwing a grand opening party where they ge 10 decide the arboretum's oficial name, and
one of the main characters has to make speech giving advice o new studens
~» Crew Ambition Value: | level, S10k each, contacts at the University

4+ Tour Life: a frend of the friend of the main characters named Keith cals, seying he

eard they can fight. He hos o tour coming up to promote his first album and needs a

security team. He only got small advance from the label he signed with, but an ofer them

52,000 each. Dor’t bring it up untl they ask, but he MCs as Kool Keith/ Dr Octagon.

Use this Crew Ambition t bring the main characters o a chain of four cites (page S0)
with major event n each, allin one sssion. Some ideas

1. Keith parties way too hard and needs a hangover cure consisting of several ulira-rare
ingredicnts found throughout the ciy before he can geton stage that ight.

2. Some transdimensionl goons ry and snatch up Keith at a record store meet-and-greet.
1s revealed Keith is a cybernetic surgeon from Dimension PPS (which makes sense.
since he’s extremely strange), sought by various groups waniing surgical augmenttions.

3. Grarlands raiders (page 53) atack the armored tour bus in a mountain pass. In @ high
speed batle, the crew defend with mounted guns & rockets, then repel waves of borders.

4. Dan the Automater (Keith's DJ) disappears in a chain of afterpartes.

5. Main characte visits their cousin who lives in that city only to find they need 1o be
escued from apai of giant mants “debt callctors’

6. Keith thinks he's in love with an obvious socialclimber (maybe under influnce of povers).
7. Lacal promoter offers main characte jont that turns out to be laced: they hallucinate
the other main charactes are superdimensionsl funcrushers and must y to fightther,

8. A cligue of old school pyrite (which is like cubic gold) rockjawns in Kangol tracksui
keep making trouble during a show, acting foul owards anybody 100 new school

—» Crew Ambition Value: 3 SP and $2000 each

a
+ The Wissahickon: in the north of the Iadelph dome is a bizarre woodland know:
as Wissahickon Valley Park where the fabri of reality is thin, and the desper you go the
more you run nto strange hypernatural wildiie and M.C. Escher-like physic.

Premise: some bike punk acquaintances of the main characters ge in touch, meeting
them at Sharkfin Cycles near the Halian Market, Cracking a light beer to chase offth last
of the morming’s hangover, a courier named Birdshit explains a South Iladelph bike punk
named Masco's been missing since the ReLoad scavenger hunt a fow days ago. He was
last seen riding into the Wissahickon (loaking for an acorn 10 score big poinis), but a
major sarch effort yesterday wasn't able to turn up any sign of him. The oy place left
10 ook is deeper in the woods, where shit starts 0 get dangerous and fucked up, and
since the main characters are known as local wigsplitters, they seemed like the best
people (0 ask next. Birdshit reveals he passed the hat around st night, so he’s able 0
offer them 43 dollars and a case of Keystone lce if they ageee to find Marco somewhere
in the heart of the Wissahickon.

Into the Woods: the main characters take the scenie trails through the sun-soaked
Wwoodlands, a cool summer brecze siing boughs of fragrant pine and birch. As they get
nearer the center of the park, they run nto a small herd of skulldeer (iall deer with no
eads or necks, just a flating skull where their heads should be) grazing dircetly in theic
path with no visible way around. Once the main characters get close, a sort of deranged
looking dude in a obe with twigs and shit i his beard jumps out and demands to know if
they're trying to fuck his skulldeer. This strange person explains he’s just doing his job,
that the druids stop citydwellers from sneaking into the woods and fucking wildiife,
which has never actually happened before, but you can't trust people from the city. If
asked about Marco, the druid says he hasn’t seen him but he heard from an ow! friend
that a citydweller with a two-wheeled contraption got jumped by some awful wooks in
the big maple grove, just downriver from where they are now. (For those that don’t know,
a wook is an upper middle class decadent living that flower child i, going from one
music festival to another to hoover up designer drugs and maybe watch o few bands by
accident)

"The Maple Girove: i a main character has at least a bar in busherafl, they re able to
see consistent tracks around the grove, and can stealhily follow them t0 the fur side past
a wook ass lookout ot doing his job, shere some even worse wooks sit around a white
dude with flp flops and dreadlocks strumming an acoustic guitar, oblivious 1o any
potential attackers (surprised enemies always go Last and have 0 defense until they do). I
none of the main characters have a bar in busherafl, they're ambushed by the awfl
Wooks once they cnter the maple grove.

Wook Fight: three axe wooks (offense 5§ / defense 0 // merk 10) and three bow
Wooks (offense s6, range 10,/ defense 0./ merk 10). Diffeentiate by each type of wook
having cither a drug rug, tie dye shit, or glowstick jewelry. Their leader the white dude
with lip flops and dreadlocks (offense 512 // defense 2 // merk 20) call off the others
once he's merked. He says they snatched up Marca and traded him 10 @ group of hemlock
spiits for some opium. The hemlock spirits liv in a ravine deep in the Wissahickon,
about 20 minutes due norh,

“The Heart of the Wissahickon: shit sarts to get outlandish - there ae strange plants
of impossible geometrics, lowers that are a color no main character has ever seen before,
and bizarte hybrid beasts widely thought to be stictly mythical. A fow water spirts can
be briefly seen talking in an ancient-looking gazebo along the river before spotting the
main characters and receding into the water. If anybody has at leas a bar in busheraft
they spot a cluster of five ultra-are emerald pitchers, trumpet-shaped herbs that heal 20
(move action to consume).

As the main characters enter 3 grove of tulp trees bearing orange flowers, gravity
suddenly tuens sideways, causing those in front {0 fall forward between the trunks and
branches of the grove. Have them make a diffcult spin: suceess is grabbing o branch to
stop their fal, failure is falling a good 30 feet between the tlip trees and slamming into o
it the far side of the grove for 510 offense. The main characters can walk around on
the cliff like s the ground, but once they step off the side / over the top, graviy returms
o normal,

The Ravine: between tall il of shale, a narrow, tiered waterful glowssilver in the
sunlight and feeds a tranquil pool where few beautiful women rlax in the water, fine
‘mist from the small cascade half-concealing cave mouth behind them. Purple-lcaved
plants with clusiers of tiny white Hlowers grow along the water's grassy edge (anybody
with busheraft 1+ can identify this as hemlack), The three women invite the mai
charactes to come relax in the Water with them, suspiciously sidestepping any questions
asked untila beaming Marco appears at the mouth of the cave and says “Sup ladies, who
are these people? one of them responding With “Food, you fucking hueco.” and the
Women stat blasting at the main characters with bears of clemental cnerey

Fight scene: three hemlock spirits (ofTense s, range 6, can be fire or ice or lightning
energy I defense 0 / merk 30). The clearly hypnotized Marco joins in, bashing the main
charactes with bike lock for s4. Towards the end of the fght, one of the hemlock spiits
s a main character into a bird. The actor can choose what type of bird, still use
Specials, and talk s normal, but they are defnitely stuck being a bird until they find
Somebody with the power 1o change them back. Once merked. the hemmlock spiits shriek
and burstinto tiny white flowers,

Marco returns to norma, dazed and asking who the min characters are, where he is,
Who he is etc. Briefly montage them walking back through the woods, Marco slowly
remembering some awiul wooks ambushing him, and some nice ladies rescuing him and
lettng hin live i 2 beautiul cave with them, bringing him al types of food, like, maybe
to0 much food, but it sort of al fecls like dréam anyays. When they get Marco back o
Sharkfin Cycles, 4 rager jumps off and everybody immediately starls geting
irresponsibly hammeed, a convoy of bike gangs and mash trash rollng from one shithole
dive bar o another. The main characters are awarded the Golden Chainring, a rare bike
punk artifact tha can be returmed 10 any of the extremely drunk and violent bicycle clubs
in Acknickulous Land in return for & major favr.

- Crew Ambition Value: 5 SP, $43, case of Keystone lee, Golden Chains

(above)

4 The Big Time: by level 5, the main characters have racked up a near-mythical
eputation. A local ilmmaker approaches them and offes them o massive amount of cash
o make a movie about thei time as a crew. Once a deal is inked, they sit down with
few scriptwriters, developmental editors, and the director, and are asked questions about
their tory and what they ant 0 nclude i the film. Write down the big takeaays.

A few sessions later, open with a red carpet premier and screening party where you
read them a high-effort summary of the film you wrote (complete With casting choices
and indusry indulgences). This has gassed up storyielling potential since it revisits
everybody's favorite scencs, rifs, characters, concepts, and storylines over the last §
levels of riding together a a crow,

Afterwords let them enjoy being the nexus of the aflerparty where they can rub
shoulders with big names from other cites (see below) and Faorite side characters.

> Crew Ambition Value: $200k (movie rights), main characters now famous;
one side character of thir choice no matter how powerful, inaccessible, or scretive

a5
4 High & Low: Fridsy night. The main charscters are laid back a the house playing Sega
and listening to Street Beat with Lady B. The lucky listener segment comes on snd Lady B
reads offthe winmers for this months drawing: Ray Ray Marshal,Jessica Flooch-Williams,
and [main characte ful name] — cal the Powes 99 holine 10 claim your prize. IFthey ask it
they even submitted an entry form, keep them off guard by saying practicaly everybody in
the city enters Powes 99 rals.

“The prize is an allnclusive air cruse to HeavyFest in LA where Big L and Pun arc
eadlining an insane two-day lineup. They can bring up 1o *thrce frends (make sure enough
1o include all main characters, plus one side character). Montage dropping by Power 99
(zotta confirm idenity), picking up the ickets and meeting Lady B who snaps 4 polaroid
Wit them and thanks them for being listeners and part of the community, then ariving a
few days laer a the Iladelph skyport,siepping onto a luxury passenger z¢ppeln called the
Low End Theory,and drifing up into lear skis outside the ladelph dome.

“The first aflernoon on board there’s a trivia contest (actually run a game of sivia your
5 would enjoy, prize: $500) Tollowed by an open mic night (best performance wins a
are Coogi sweater giving defense +1). Day two has & contest f srength (s4+strong best of
3, bracket style, winnes takes $500), followed by an arcade tournament (pick 4 game from
page 12). Design a couple itereting passengr side characers for the events (page 145)

I the middie of the second night, the ticket-winning main character is woken up by &
Knocking on their window, barely audible theough the heavy glass and drumming of light
ain. When they pull the curtain asid, they see note readig “The 2000 entry forms were
worlh " The note fies away inthe wind revealing Lamar the Bird with a il carpal tunnel
brace on s talon, both middle fingers up, and a razor in his beak. Within seconds, alarms
blare throughout the ship. When the main charoctes reach the deck they sce engineers with
jetpacks frantically jumping out ino the rainy durkness, flying up o the balloon and rying.
1o patch dozens of long slashes. The blimp slowly sinks as the decks roil with the barely
contained panic of passengers and Staf, tinny speskers sssuring everybady on board that
theirrate of descent is decreasing enough for & controlled anding.

“The Low End Theory crash-lands on a snow-clad mountain of jagged black stone. The
captain stands on some wreckage 1o announce the mixed news: no significant njuries nd &
rescue mission s already on the way from a neasby patrol station, but looking a teir maps,
they mayhe might have landed in the worst place conceivably possible: Frend Huhgg
Mountain, which transltes from Giant as “Plce of Immense Torture”. The local species of
giant is congenitally psychotic, blood-crazed, cannibalstic, and worst of all, French. They
consider themselves gourmets (whatever that is) and enjoy cating exatic foods like five
people and tortured huma legs. The plan i to take the radios and flare guns, find a place (0
Hide, snd ideally survive unt the rescuing blimp gets here around dawn. As hey're leavn,
220 foot tall giant with foul semblance to human features, yelling in French and wearing
nothing but a paie of sambas and one of those tall fur Napoleonic soldier hats, climbs up
onto the plateau and atacks. Stts: offense 12 (huge chain) / defense 0/ merk 100,

“The second fight is with a giant ying to ride the dead body of another giant down o
snowy slope lke a snowboard and eating shit on @ rock, the dead body flying offthe side of
the mountain and the lve giant face-skidding to withing smellng distance of the humns

“The main characters find a fantly glowing gorge. Inside is the eniry court of @ lost
(humansized) temple carved into the dark stone, where & gant roasts a abob of tree goats
over a bonfire. Snow falls cinematiclly in the roonlight as they batle the final gia, this
one wearing birladay party hat and armed with a pine tree lub (516). The temple'seniry is
small enough o keep out giants, and big cnough inside for llpassengers and crew.

As dawn colors the horizon, a heavily armed war-blimp rom [eity you want the main
characters to go to] is successfully hailed by flareguns and lands in the temple courtyard.
Once in the cty they're honored with medls for saving the passengers and crew:

» Crew Ambition Value: level, city accolades (Order of EA.LA. first class)

6
4 The Tape: this one i for sel-starting actors wha like plotting and open-ended scenarios
Star the session by asking each actor who the lust non-housemate they hung out with was,
and what they were up 10 (they're fee 10 make somebody up). Secrely choose the most
interesting side character they mention

“The main characters sre at the house watching TV one aftermoon when the landline.
sings. A distored voice tels them [side character you chose] has been snatched up. IF they
want them o liv, they need to hand over the rare colletor’s VHS they took off he bird
named Lama (Warzone bootleg of Lord Finesse vs. Percee P). They're instructed (o pack
the tape inside a backpack filed with padding, zet on the bus departing from 15th & Walnut
1o West lladelph at exactly 3:10 PM (two hours from now), and throw the bag o the
‘window when they sce somebody waving 4 white bandana. The voice gives a final reminder
hat i the tape docsnt show is fake, is ucked up, o there’s anything sketchy at all, their
riend gets thrown o the 62" sory (Velick*)

I the main characters do indeed fuck up, the host
a ghost and continues living their lie as nommal. I they hand over the tape without any
issue,the hostage fiend i et free unharmed.

Solution one: worldliness 2 or higher immedistly knows the tallst building in the
ladelph dome is One Liberty Place a 61 stoies (casy o deduce they're hidden out on the
00f of the tower). They could also call a loal tour guide service oF sprint o the neaeest
librry. Ciy zoning offce estimated hold time is currently $1 days (" you're a licensed re
estate developer, press | 10 speak 10 your pet city councl member now”). If the main
characters fly up 1 the roof o convince a Liberty Place security guard to help them up, the
hostage friend is chained to the central antenng cating o granola bar with ther I
uarded by 3 Kangol-wearing shapeshifler who immediaely urms into o
razor-like metal alons and attacks (botiom paragraph). Uless they have some relevant
Special, each time a main character moves on the sharply slanted roof of the tower they have
a1 in 10 chance of fallng ofTand crashing through the ghass 40 feetbelow (auto-merked).

Solution twa: following the red-headed woman who waves the white bandana is casy
enough until she enters @ subway staion. Desceruing the sairs she clearly muters into a
walkie-alkie, “The lunch is in hand, stand by for confirmation,” and passes through a large
crowd, completely disappearing: there are now no redheads anywhere i the staton. 1
whoever's following mentions they lock for the backpack, they sce an azurite rockjawn
appear on the apposite side of the crowd carrying the sume backpack, walking towards a
platform where they loter for 4 minute. When a train comes down the tumel, the azurite
rockjawn suddenly bounds across the tracks anly 4 few yards i front of the train, changing
int0 a jacked Asian man when he reaches the other side (any pursuers spin (0 follow, spin

sy i they have 1+ in fast: if they fil they take 520 offense from being clipped by the
irain). The (now) asian man with the backpack immediately enters 4 train headed in the
opposite diection, geting out in West Iladelph and entering a pavwn shop on Baltimore
he teststhe tape i a e TV-VHS combo. He sroll down the way into Clack Park,
at case, and mutters into 3 walkie-alkie, “The lunch is real, 1 repeat, the lunch i
real,”a voice clearly responding, “Confimmed, let’s ge th uck outta here.” The jacked asian
man throws the walkie-alkic in 4 trash can and tums into a vulture, awkwardly hopping a
Tew steps before takeofT under the heavy backpack. If grabbed he puts up a wild fight across
Clark Park, turming into a sequence of piant mythical creatures, neasly merking a dozen
chess players, leaving a giant crater in the bowl, and ially turning into a fire-breathing
orila with platinum fur and rystal eyes, smashing at his pursuees with park bench

Culprits: two shapeshifiers (each with merk 100) who change into powerful animals
and mythical creatures with various offense | defense trade-offs and wild Specials. 1f
somehow detained, they say Lumar the Bird was seling then the ape, and whe they came
1o collet he happily gave up the main characters’ description.
~ Crew Ambition Value:side character not murdered and S30k collector's tape

friend s Killed, but comes back as

a7
4 Cactusbrain Arcade Tourney Slayer XIV: Fat Zack, a good frend ofat least one.
of the main characters gets hustled bad at a game of Studio Thug by 4 diamondjawn, an
ancient humanoid being made out of diamond who can in 1o way be hurtor intimidated.

“The diamondjawn (named HEBKBD) agrees to retum Fat Zacks bet and owe the
‘main characters & reasonable favor if any of them can beat him t the Cactusbrain Arcade
toumament i three days. Run through 3 training montage of the main characters geting
amped for the tourney

“The toumament; by nine in the morning there's 3 line around the block for the
arcade event of the year — strange beings arrive from distant ands, arcade groupies lose
their shit as grandmasters come down the red carpe, the media’s running around with full
production crows and their most high profie reporters.

Create a few interesting competitors for your main charaeters o interact with (page
145) and draw up a bracket of § otal players, including Fat Zack, Hhhkblh, and the main
characters. Try and distrbute side characters s0 your main characers eliminatc cach other
asTtle as possible, and put HEhKhh in his own corner of the bracket s0 he has the best
chance ofbeing the final boss. Fat Zack immediately loses.

Have the main characters actually play out games of Studio Thug (page 12). The
Studio Thug bracket takes place over two days: afer the first round they're free o
gamble playing any of the games on page 12 before the afterparty jumps off at @
neighboring club and at least one fight breaks out.

Ifthe main characters a2 able o beat Hhhkhhh o the sccond day, he returns Zack's
cash, and promises (o do one reasonable fuvor for the main characters anytime in the
future (since be’s invineible this fvor i real valuable)

» Crew Ambition Value: toumey grand prize of S5k, save Fat Zack, favor from
Hbkhh. Win orlose all main characters receive 3 SP

4 Crasher: a popular side character needs a couch to crash on after their house s
destroyed by some careless colateral damage caused by the main characters, ideally
something they didn’t think twice about a the time. Quickly after taking this extremely
likable side character in, they realize they need to get them moved out s soon s
possible; when they're not working back-to-back volunteer shifis at the orphanage of
bringing home stack of XL pizzas, this intensely accident-prone side character destroys
everything they touch. Gt them moved out quick before the erew HQ s destroye.
Narrative barrier: whether they find a rowhouse, a riend has a basement to ren, or
they already have a vacation house or whatever somewhere, the one catch is i’ currently
occupied by brickjawn squatters. Brickjawns (offense s4 / defense 0 // merk 4)are iving
cinderblocks with arms and legs that are immune to most forms of offense (slashing,
piercing, fire, clectricity. cold). The dozen brickjawns attack the main characters with
pieces of pipe and other garbage, some falling out of hiding places i the adjacent brick
wall for exta offense
Crew Ambition Value: 3 SP

+ Radioland: for a short session. The Roxborough radio towers, about fifieen minutes
outside the Tladelph dome, are used by 4 coalition of radio piraes 10 transmit everything
from banned music o radical propaganda. A chick named DJ Bernei (voice: R&B) leaves
a message on the crew’s voicemail one moming offering them a 51200 bounty and (o
cover thei jetpack rental f they clear out some human-cating impundul giant ightning-
reathing birds with shark-like teeth) that have made a nest in one of the towers. Use @
checkerboard as a map and stacked checkers to simulate clevation of flying combatants.
- Crew Ambition Value: 3 SP, $1200, and a favor from the radio pirdtes

a8
4 Community Cleanup: s extremist nudist cell (Death Before Dress) claims
tesponsibilty for bombing o clothing outlet in Point Breeze. Whether to avenge the
neighborhood or just for the $120,000 bounty the city puts up, he main characters decide
1o track down the cell's headquartrs and take them out.

“The Site: when the main characters go to check out the scene of the bombing,
cleanup is well underway and an extzemsist nudist slogan (*ALL CLOTHIES MUST
DIE") spraypainted on the building across the sceet is just being painted over. One of the
‘main characters spots a can of barely-used parakeet gecen krylon spraypaint matching the
exact color of the nudist vandalism. When they figure out to check the three hardware
stores in South Hladelph (Catacomb Depot in the Low, Hardline Hardware up on South
. and Trash Talk Supply & Freight who viciously roast the main characters). they find
the only one that caries tha color of krylon rattlecans is Hardline Hardware.

Hardline Hardware: a small shop on South and Broad (just down from Govinda’s)
that blasts the likes of Gatekeeper and Abnegation around the clock. A big dude working
behind the counter and tattooed up to the cyeballs helps out the main characters os soon
as they mention they're after the nudist bombers. He can't remember any suspicious
customers off (0p (“Listen, 1 get extremely strange people in here all day.”) 5o runs
through receipts and security camera tapes with the main characters until they find the
customer - the grainy footage shows him wearing a long jacket backwards with his ass
hanging out and a pair of gym shorts on his head, drawsiring tied under the chin. The
hardware employee vaguely remembers him saying something like “nice day for

1 his way out. He had a blonde goatee and two carrings in is left car

e there are many nudist gangs plaguing Mladelph — Disrobe up in
Chinatown, BARE in Grays Feny, the Free Danglers in West llladelph etc. When the
main characters g0 hunling they're not hard to find or pick 3 fight with. Afler merking
one or two of these cliques they get the information they need: while none of these sreel.
level nudists know who perpetrated the bombing, one of them has seen the dude with a
blonde goatee and two carrings, talking to him once at the Dick Out Cookout where he
mentioned he works security at the Gussied Up, an adult enterainment club on Passyunk.

“The Gussied Up: vibrant neon signage fickers above a big door guy who looks the
clothed main characters up and down and asks if they're sure they're in the right plac.
He checks IDs and denies entry 10 anybody with wespons. Inside, women spin around
poles and seductively put on bunker pants and huge sweaters. A bunch of hooting nudist
perverts shower bils on & woman slowly pulting a parka on over & jumpsuit. The man
with the blonde goatee and two carings in the left car is doing the “no entry” stand i
front of the undressing room. I confronted, a brawl breaks out between the unarmed
main characters and maybe ten security guys (also unarmed). If the main charactes lay
on the spot, blonde goatce finishes his shift in a few hours and walks to large rowhouse
about ten minutes northwest.

Death Before Dress HQ: luxurious rowhouse of three stores, barred windows and
doors, backyard with a pool and wide balcony. Lights on and silhoueties in the windows

ndicate at least a few people home. Possible ways in: pose s pizza delivery, pose as
visiting nudists, g0 over the top, talk neighbors into giving backyard access, blast 4 hole
a toof et. The cell is mostly in the backyard with a dozen other nudists having a coked
up karaoke night, Allfve core members have fiearmms, one firing from the balcony. Most
visitors lee excapt @ cyclops brute who runs wild with sledgehammer. Afler merking
the call, radical propaganda, counterfit cash, and bornb-making supplies can be found in
the basement. Neighbors and a few mail carrirs enter the house to see what the noise is,
securing the nudists and agreeing 1o hold 4 community tial in the approaching weeks.

Crew Ambition Value: $120K bounty

9
The Wider Setting
‘Acknickulous Land, Parallel Earth 33, Permanent Year 1994,

So most of Acknickulous Land is just the bizarre and uninhabitable Greater Midwaste,
buta few major cites thrive within massive walls and protective domes.

Other Cities

“The Twin Cities 54 Phoenis, &2
Detroit 55 Boston &
Chicago 56 New Vork Cily &
New Orléans 58 The Dominion of Greater Coscadia . . . 66,
Adanta 59 Oukland &
Houston 6 Los Angeles 68

(0ot istd, definily design an utlandish prallel of your own ity

AlThat Is Good
Acknickulous Land was written o span genre, allowing for any type of materia to be
Slotted in: high tech and space travel woulds't feel out of place, camp and pulp
seamlessly, subculture in-jokes and hip hop references shine like diamonds, historical
fgures and mythological beings both work jus fne, and wild surrealis shi you thought
of after three cups of coffee s ight at horme.

50
Getting to Other Cities
“The usual routes are blimp or amored train, but don't seep on al the monsier truck
caravans, flying creatures, amphibious yachis, mi-subs, double-decker tank-buses etc.

Never Skip Over Travel
Listen, since travel lakes a few days i’ a total fucking goldmine of character
development scenes and relaxed B-plot interludes. Some ideas for narratve fuel

Side characters (page 145 for generator). Get them interaciing: they have info or an
object the main characters want,they share 4 common abjective, they're an intereting
person in need ete. Equally important: have them talk with the main charactes like a
el person would, beievably gettng (o know them (develops characters both ways).

< Events put on by the vessel: open mics, game tourmaments, contests of strength, teivia
nights, phony combat ele with prizes you know your main characters wan.

+Personal projects: the trick here is o A. ask questions (o get @ cinematic picture of their
process, and B. actually reward time spent and attention to detal (this shows actors you
et what you put in narratively): completed item they crafted, a payout for creating
salable art & couple SP or skill bar for raining or learning from side charoctr et.

Travel interludes also give a sense of passing time, where shitlike “you step onboard the
tsain and there’s a propeller cutayiay and now you've reached your destination a week
later” completely shatters immersion.

Mid-Travel Fights
The Greater Midwaste s chock full of radical idealists, exiles, biological oddites,
undead, creatures from various mythologies, scavengers, aiders, sbominations and other
entitis out o prey on travelers. Some quick ideas

* Boarders: the casiest setup. Enemy vessel / vehicle pulls alor
party into the main characters”vessel/ vehicle

* Reseue mission: disress signal from nearby rescarch bus under sirborne assault from
drooling, depraved Steelers fans (luckiy about 80% forgot 10 open their parachutes). On
board s renowned professor will highly desiruble connections or a eucial sub-plot key

* Goatbastards in rickety 19208 biplanes fire on the blimp, merking a few security and
forcing some of the main characters to hop on unoccupied grenade launcher turets

A deathlord blocks the tracks with an army of highly expendable undead: even if only
onein ten actualy make it on board s & smal horde for the main characters o fight off

Jetpack battl: with securty heavily outnumbered, the main characters ssap on jetpacks
and dogfight the massive roc, sky leviathan, or living stormelouds attacking ther vessel
(use a checkerboard and stacked checkers to ereate a 3d map)

* Insider sabotage strands the ladelph-owned iriple-decker cross-country bus in an
ancient oak forest until repais can be made, forcing the main charactes 1o rebufT waves
of libertarian guerrilla fighters whose warery is public transportation is litrally
enocide. A helpful passenger finds lage shipment of fireworks in the bus's cargohold

Gnarlands Security Gigs: job boards inside skyports, habrs, tain stations tc offer big.
paydays for dangerous work patolling towering gnarland highiways, retreving jettsoned
cango, protecting buses full of tourists and luxary yachts and carrier blimps et. Just make
sure your series of fights are aesthetically and tactically interesting (monotony Kills),
have actualris (lmbs or items lostif merked), and give 4 satisying payoff ($55 but also
ateresting dropped items from encmics or new connections to plotrich enites).

side and barfs a raiding

st
‘The Gnarlands / Greater Midwaste
15 fucked up and dangerous outside the cities: nature is hypermutated and otherworldly,
Voracious abominations and undead run Wikl raiders of every type plot on vessels that
move berwveen cities, and settlements of strange creatures and endless ruins equally dot
the bizarre landscapes.

Environmental Anomalies: physics dor't always work right out here, and nature isn't
what you'd expect. There are flying islands, angular megaforests, guardian spirits and
mythical beasts, laylines, impossibly-shaped geological formations, crystal cavens
leading down into the hollow earth, permanent storm regions, low-gravity zones where
charactes can bound 20 feet at a time and unsecured light objects just float away.

Acid Storms: on any given day in mostregions, there’s 1-in-8 chance of blacker-than-
black, lightning-wracked clouds gathering into 3 storm that just pisses sulfuric rain on
anybody outside cover (56 offense per tumeyele), and gives a 5% chance of being struck
by lighining each tum spent out in the open (s20 offenso)

Ruins: dangerous, fascinating, and fucking everywhere. Remnans of lost civilizations
lace the Gnarlands; while the truly ancient hold the most mindbending histories and
artifucts deep within, the more recently desteoyed cites are icher in sccessible loot and
salvageable material.

There are also countless soliary structures throughout the Greater Miduast:
Tost tombs and temples, observatories, towers of reclusive eccentrics and forresses of
like-minded idealist, ol bases, adical libraies,scientfic outposts and teting sites.

EXAMPLE RUINS
Hypergarden Biodome: lush, overarown aeboretum with stone paths and crumbling satuary.
Peychotically angry, impossibly jacked dudes with huge swords atack the main characters,
dealing massive offense butther hearts lcrally exploing out of their chess t the end of thir
third tum. The entry seps t0 the innee sanctum is 3 boss fight with three inbumanly yoked
mutsted humans. The most interor garden they were gusrding has frce weights and clearly
lived-in tents, but more notably trees with D-Bol wblets and HGH vials growing on their
ranches. The main characters figure out any non-supernatural, non-lving thing they plan in
the sl of this hypergarden will sprout tre bearing fruit of the thing they planed

“The Ruins of Miami: o aiju who ate a Colombian smugglers submarine ull of coke came
out of the sea and compleely fucked thisplace up i the 80s. The decimated remins quickly
illed up with outsiders and weirdos, the beaches became warzones of crabjawns shooting it
ot for the best spots, and the palm tres have mutated (0 smash anything that gets close
enough. A jobs b at the Tampa dome offrs work i the Miami ruins escorting academic
types. Valusble ra aterils, and rescuing missing artifuct hunters.

Exploded Corpse Stronghold: made by the giants o previous con,the ruins of his colossal
mountain forzess are nov mosly held together with baling wie and ruled by Lord Poser-
Impaler, merciless goatbastard warlord of the Calorado wastes, curently at war with a
coaliton of ppsed goathastards over the valdity of Dungeon Synih as & metal subgenre,

The Lighthouse: a settlement hires the main characters to deal with some riders who have

the night. It rains during the first raid, allowing the main
Characters to casly track the attackers (o a nearby sbandoned lighthouse, towering over o
Seaside Gl hammered with endless szure woves. Inside are 8 colony of degenerated
iroglodyte “umans” wearing New York Islanders merch who attack on sight and do sit ke
st md-ight 1o lick s nearby docrknob, or pull the pin on a grenade and forget o throw it
blowing up themselves and a randomized srca in the gt scene. The boss is a spherically ot
motant who can only yell “Let’s go sles” and swing a chain with a giant spiked bal at the end.

02
Inhabitants
Just e 0 gt your head lexing. As always e r 0 slot i your own reations.

Goatbastards: idenifisble by their goat heads on human bodies and heavily patched
studded up black metal vests, this mysterious people bast the likes of Odiumm or Vinterland
up o top snonwy mountains doing black metal poses fo hours on end. Goatbastards lie in a
sate of etemal war, riding around in tanks and APCs hunting their enecs and raiding
various setlements of the Gnaslands. I they have no common enemy (0 fight, Goatbastards
are notorious for mmediately dividing into subgene factions and fighting coch other

Undead: so the Greater Midwaste s full of dead bodies from all the cons-old necrapolises
and lost ciies o carliercivlizaions. Pars of the Ginarlands have the supermatural property
of giving comses 4 sort of vile automation, leading 10 all types of ghouls, mummie
Zombies, skeletons, ghosts, shades etc who wander the Midwaste seeking (0 destroy
anything living. Necromancers (alchemists who raise the dead) also g0 absolutely fucking
nuts out here, animating corpses for manual labor, guarding lais, and malevolent plots.

“The Deathlords: big dick necromancers who command enire armies of undead, undying
‘warlords endlessly batling throughout the storm-wracked mountins and loomy bogs of the
deep south. If you see undead with 4 branded cret on their forehead, is the mark of the
deathlord who commands them,

Truckbois: the nomadic truckboi clans mostly ishabit the dunes o the southwest. The
defining features are being about 5 tall and toally inseparable from thei deathrigs, monster
trucks with spiked srmor and mounted weaporry built mosly from serap. They are by f
the most active raiders of thei region, diven by a ned for fue, inabilty (0 hunt or forage
and being pissed off about something one of them probably made up. 14 trckbos warlord
manages o capture setdement, aceremonial execution follows of anybody tallr than b,
‘which is usually everybody:

Rockjawas: people made of rocks. Mostly chill. Enjoy basemens, chasms, mines, clifs
mountains etc. Generally speaking, th raer the sione, the rarer the sockjawn and the higher
the defense (don't Tuck around with diamondjawns).

‘Some types you'l sec around Acknickulous Land: sandstone, turguoise, alabast
szt fulgurit (from when lightning stikes and crystalizes a large chuni of carth), ruby,
thodochrosie, marble (all shades), chalk, slate, magnciie (sFows i pyramid shapes and 15
indecd highly magnetic), obsidian, onys., coal, sapphie, aquamarine, pyrite (Hke cubic gold).
pumice, larimar (wild shi; looks like tropical occanwater), fire opal, black lightning opal,
quart, toumaline (pink and green watermelon crysa), jade, dolomite, cmerald, wulfenite
(briliant yelloe-orange cysals with s “rosetc hbit” which means it gcometry of growth looks
like a bloom of flower petals or whirpools of plates), phantom amethyst, cubic luoit (decp.
puple with a cubic habi, bloodstone, unclassfsble metcoric minerals from space,
Iransdimensionsl precious stones ithcolor and geomery never before seen n this settng.

Mythical Creatures: guardian spiits and legendary beasts. There are some normal animals,
but most of them get changed into giant, mutated, hybrid, or just bizarre versions of
hermselves by the inexplicable supranatural proptiesof the Grarlands.

Gun Merchants: small timers usually set up shop right outside the domes, buying and
slling depending on which way you'r headed (prices on page 135). Maxed out caravans of
self-declared merchant princes travel from dome o dome, offering that real premiumm shit:
atifucts from the hollow casth,tanks, blimps, ullra-fare supermatural tems, deeds 1o lating
islands, nd every man-portable weapon from AT2 anti-ank mines to Zastava M93s.

Normal Peaple: explorers, exiles, academics studying neasby ruins, eccentries and recluses,
traveless, idealist communiies of every stipe (ranging from eerly ulty 0 genuine ulopias).

5
‘The Twin Cities
Shrouded in an uncnding megablizard, the Twin Ciics are blessed with cavironmental
procction from the abominations of the Grarlands, and cursed with anly being sble (o g0 outside
like ane week out of the year. While St Paul is sprawling, majestc rin, Minncapolis has
ccome something of a uopia: lush arboretums in glass domes, clevated walkways between
buidings, and sky-piercing towers make up an indoor metropols, & massive hibermaculum
hidden i the frigid oblvion and shricking winds of the nother wastes,

The Universal Parliament of Hip Hop: in an crs when too many major labelrappers chim
the underground despte having a ramed picure of thie ARR they kis before bed every ight,
the Minne sene desrves creditfo acually saying independent. The othe cdge of that sword is
they're st hosting shovws at coffechouses and llegal warchouse patis and shit, and badly nced
a spoL of thei own. Tuwo showruners, Ralph X and Siddig, stop by where the main characters
ar saying and offe them work cleaing out the spo thy had in mind: an sbandoncd palace of
black stone and bizarr architecture jus ousside th ciy:

Whether it was built by humans, goalbastards, yeis, or something tha came befor, the
palace is now inhabited by a massve obsidian cenpede and several giant spiders who can
potentally be wmed aganst cach other. The gant spiders can frecly wall-valk, slow mai
Characters with web projectles, and have & poisonous bite. The giant centpede either docs huge
offcnse crushing wilh s pincers, or breathesacid tha causesoffense 10 al Lrgets n ln.

— Crew Ambition Value: 4 SP.sentint AK47 with an inherent 2 offense found held by
skclton (personaliy” sarcasti Rousian but looks outfor wiekder,has enhanced bearing)

Marked Up: the main characters are calld by a frend ofa frend named Houa Gorccandron,

local death metal musician and atoois. She recently opened up a studio on 27 Ave, and yet

goons have been roughing up hr clents snd demanding she hire thei protction. Insead she's

Hiring the main characters to handle the goons. However the main characters track them down,

the final fight s it ciht yeti with uzis snd machetes at ther sheisy auto shop front businss.

— Crew Ambiton Value: cach main charactes gets 10 SP o spend in tattoo form, but thy must
came up with tatton asthetc that matches that Special

The Guard: fora shart sesion. Minne i in drk sge of skating: with no indoor skteparks and
an ctenal blizzard outside, the only spots ars e parking ramps tghtly patrolld by sccurty
guards — some are decent gys just caming paychec, others are mini-Musslins who only
daydrsam of macing teenagers, A cigue of local kate rts offr the main chrseters$12.58 and o
cup of high-quality ramen o kesp th secuity guardof ther avorite parking ramp distacted and
oftpremise for one hour. The only prp this scssion really necds s making a security guard
intcrestng and orfunny crough o dive the plo forward interact with for that long.

— Crew Ambition Value: 4 P, §12.55,cup of Indomic mi goreng (the Cadila of nstant noodles)

Second City: s some type of prty the main characters meet a dude named BBQ who i just o
pai oflegs and a head, and also having 2ero trouble geting shitfced desitc no having ams.
BBO says e used o be an atifuct hunter who explored the St. Paul ruins, once coming across an
insan stash — weapons, cash, ecords, (e you know a main charater wans] on the top floor
of this half-destoyed skyscraper which apparely belonged t0 an undying, bat-winged skeleton
peyehic who imimedistly cursed him to have only cigh vertbrc and then powerbormbed i
{nto s cardboard dumpste 100 fet below. You wouldn't think there are people ctually lving out
in e ruin but you'd be suprised: BBQ usd o spend his mornings having a coffe on his one
abandoned rooflop with grea view, aking a massive dump down the chirmney cvery moming
o weeks before he realzed bunch ofseentists wre living thre.
1 the main characters seem ineresed i the stash, BBQ offrs t show them the way for 1

10% cut, geting drunk and hiting on every woman h sces cn rout. The main characters batle
e e spiritson a long,scenic bridge flanked with dope stone staues, merk a horde of zombics
in atunnel, igur out how 10 ge o the top floor of the tower, then have asick fight with th ba
winged skeleton psychic who fis around basting therm with 3 MAC-10 and various povers.
— Crew Ambition Value: S20k i generl lool, one-hand sword with offense 2 and a blade of

Supernatural ice pump hi-ops (+1 st when wom),cne tem you know 4 main character wants

st
The D
Motor City. IF you ever ell anybody you're headed o Detrit they'll warm you up and down
it just a clustr of fucked up bandos where people say hello by shooting you in the ncck.
There's sctually some evidence that the mayor and Detoit High Council have been
intentionally spreading these rumrs o prolect against gentificaton, bul cither way it all
misinformation: to pass from the freczing wastes of the northwoods snd nto the Motor Ci
Dome is to behold 3 vision of wide boulevards, dizzying art deca towers, lush parks, and
masterpicce mid-century architccture. The city is immaculaely clean, everybody’s friendly,
and there’s always a stacked show, car meet,or hous paty to hit up. The D fucking rips, but
‘whatever you do don't el snybody.

Mythsysizer: i the main characters are over level 7 when ariving t the Motor City Dome,
they're invited o a sccret audience where Mayor Dillaexplains the ransdimensional archpsion
Known as Pet Rock s days late retuning from his mission in the Hollow Earth locatig the
Niythsysizer. Magor Dila offers them $50.000 to find and etrieve Pete Rock.

e netvork of quadmuple-sacked, cightlane overpasses that
perplexingly loop and brsid sround cach othe, weaving between tovers and high-rises. The
Labyrinth 5 a world oF s own, home (o every type of custom car and bizarme auto project,
gearhead gangs, sliders, hordes of bikers,suicidal drag races and time trials, car meets, party
eets,and the occasional high-speed shootout.

“The main characters are approached by a lanky dude named Cayado (Vucatecan accent,
Boogic Down Productions longsleeve) who owns a record store called Lyri Fathom. He
explain since the Redwing Guard and local heavy hites have been tied up with the undead
crsis beneath th ciy, he and 4 few other small busincsscs on Bagley have becn geting fucked
wilh by biker cliqu calld los Poscidos. They're all 00 broke from the shakedowns o offer a
al bounty, but i the main characters can neutsalize the biker, they Il always cat for fee on
Bagley St The mission itsell s fist geting some type of high-speed automobiless, then
tracking dovwn los Poscidos n the Labyrinth, and of courke 140 mph chase and fight sccnc.

— Crew Ambition Value: 4 SP. Free food, hotel stays,and records amywhere on Bagley St

CTYC: banned from lcrally every single venue in the cit, Cold As Life ar organzing a
hardcore fest inside a massive abandoned waterlower (you wouldn't belicve the fucking
acoustcs i there) and nced a B-team 1o hlp clear out a cannibal achemist and his warfung
{eizht foot mushroom shominstions tht take double ofense fom fire) who curently inhabit .

Devil's Nights the High Councilis known to lose contral of the ity for period of about 12
Tours every year on the ight of Halloween. While some ar just out (0 make mischief, others
use the chaos a5 cover for revenge plts or even wbitrary sadism. As the fetivites of
Halloween day spill into the evening, community defense patrols start rising baricades,
crews tool up and ride out 10 seck their encrmis, and as night fls, dozens of ominous smoke
columns can be scen across the cityscape. Power is almost ahvays sabotaged, leaing entire
neighborhoos in the confusion of primordial darkness and it anly by buming houses

‘A smal, working class community in West End ssks the msin characters for help. The.
night's defenses operae aut of a smal centally-located church, the main characters running
around fighing costumed pillagers trying 1o bum and loot houses, einforing any of tree
besieged barricades, and finaly merking 3 gang of gostbasards rying 1o torch the church.
— Crew Ambition Value: 4 SP,supermatural weapon dropped by leader of goatbastards

Redwings (One Word): s peacckeeping organizaion of clite wigsplites who spend more of
their time rescuing cats from tres than actually having to fight anybods: They snswer diretly
10 the Detroit High Councl, and can be scen patrolling the dome in sick e armor, immediately
recognizable by a giant par of funcioning avian wings growing out thei backs.

1 the Redving Gused find outthe min characters both have ighting skils and a morsl
‘compass, they Il recrit them for ucrative undercover work investigaing rumors of secrel
banker cults who ar trying o enslave th ciy's poor through economic arangements.

55
Chicago

“The uminaus basion of the Grester Midwasc. Massve wall capped with heavy areilery trcts
trace. ring round theoutr neighborboods, Chicago'sspawiin cityscape and is-clad glss towers
e 1t open ir. While under 3 sky disinetively fce of acd stonm, megahal emains & major
problem:on stomn days” (1 in § chanc)th city’s sonic ant-tail cannons hunderaround the clock,
Ciizcn apped ndoors s agged shands of shtiercd ce pour down fom th .

‘Comupron: srcsing the whecs i jut part of ay-o-day i n Chi_ Don't lea out the min
charctrs, but defntely have people s fo bribs wheneve would b funny, ke a seversaying
e can et those sodas out ot f M Washingion maybe showed up at the bl or 4 bus dever
sying e iy gcs kst withot her Tiend Honest Abe, angily devin the bus nt the ke i e
imain characer do't play ba

The Pressure Estate: the main charctes are lid bck at te house on siny Saturday moming
waching some reals when he andline rings. Prssure Drop makes smal k. with whoee picks
up,saying 2 Io has happened his past weck: on of his racks gt some air tme hee n Chi and his
phone started inging ot the hook. He inked @ majo deal with Lyrical Assasin Records a few days
50 and ity bough house,a fullyfumished mansion ight on Division Szce. He went 1o
£0 move some st in and, you'rs nol gonna beleve his, e got jumped by some fumitue. Drop
knows the main characters. can wrek ifthy come oul o Chi o hlp him figure out his house
prolm, they can cach have thei pck ofbedroom i e mansio, this freve rent e

“The main characters link with Pressare Drop and head 1 the house, a wide sht showing
massive thec.story stone mansion withpeaked roofs, five chimneys, o balconics,and on of those
Comer-unts sbove th front snisnce. When the main charscters e they e immedisely stacked
by an umbrlla-wilding foosool (4 offense, ow merk). Minor nuisance fumiur ke this will
come 1 i throughout hal e rooms and atack. Each floor has a mini-boss.

Fist Floor: the grand suircase is on the opposite side of the house, at he far side of an
extravagant dining room; when the main charactcrs ener he massive oak ble prings 1o e and
atiacks, cach tum geting 1o whip 3 chir (56 anged) and belyflop on somebody (s10). The grand
aircas ascendsito huge ibrary wherethe firplace i i and books ar ef outhal-ead.

“The sccond story suircase ascends from a privae ar llry, where hree brass lion staucs
come o life and aack. The main characers héad up and explore the highest level, evenual
findin the mastr bedroom,where they spot many smal, odly featurcles fooprnts headinginand
out of the fireplace. An antgue clock rests on the mantl, and two grehound satus flank the
earh. On inspection,the clock st teking, and the arms rest at 12:45. 1 wid, he greyhound
sclptures” heads roste just above the colls. When the Iet sclprure’s head i set backwards
(amimicking dircton pointed by hour hand)and the igh head i st o the et (dirction poined by
minute hand) the back wall of the ireplace opens, evealing a dowmvard spial saicase.

Sccret sub-basemeat: the main characters follow the sound of rockstcady (Desmond Dekcr -
Iscactis) blasting from a small combo wrmable, cventually sepping into & makeshil bedeoom
lttred with sacks of dancchal and reggae records, wher & pincapple with arms and lgs (b1 50
other human features) is doing an cmbarrassing dance foutine n the mirtor Once he naices the
main characters, he faks ou, surrounding himself with a psychic shield and poiting at o main
characer, uring hem ino a dog in 8 put of smoke (bex paragraph). 1 main characers atack.
Sccond trm he bings » ian dresser 1o e and ol his remaining ums blasts away ith elmentai
nersy. Can't lk but ca be bargained with (vahable housemate), wriing on & otepad “u would
o atack strangers i ur house ifu were a food e, Whethe a oot or & pesce-offrng, e main
‘haracees rceivethe Unfadeable Shadcs, excesily 00s sunglasss that e the weare scelcs.

Diog detils main characiee chooses breed,but s suck that way for o weeks (pincappl ca
undo). Cam stil tlk and use Specials ke nornal, but will have dog urges like chasing cars and
atacking skletons for thirbones. Double move score, bl atack s 56+ strong o fst.

Housewarming party: sclos cach make up one partygoet they meet, giving control of them
e o the Key Narator R ascene with them, nd wie them down (usfulfor plo e
2 Crew Amiition Value: 5 SP. permanet rooms in Presure Drop'ssck mansion, shades (bove)

Sophie: afer asking around,the main charactes har from dde withosrch egs and gorilaarms.
about & chick who can ater forms (ncluding dog 10 human), but she has' becn seen in 4 while
Onec tracked down via a sting of clucs, she's found hiding out from cel of miliant nudiss
targering hee fo runming a clothing pop-up. The mai characers e o help er with hr problem.

s6
Desde Afueras the main characters check out a packed hardeore show at the Firside Bowl in
Logan Square - nsult o Tjuy, Crnial Siucture, Extinction, with Los Crudos headlnin (1 one of
{he man chamters s & hardeore sn, a fried o cousi’s new powerviolence band s plying that
ight and the man charctrsshow out o upport).

At he e of Los Crudos* e, heir vocalst Mar says, “For those who ar new hre, ther are
o cusses: e owning clas and the working class. The owning class gt money by owning things
landlonds, bankers, sharcholders — and the working clas et money by working fo it. Since the
wing clss have allthe money, how docs the working olss fght back? We use ur one adan
superior mumbers, and we form mothcrfcking unions. That's exacly what he workers at Pilscn
Manuficuring did, and the owners have hired th fucking trad 0 targe union members. But gucss
‘hat malparido - this war has o sdes pow. Iy ot wreck, i you got solidrity, and you haven't
Joine up'yet, come find me e the show and el ns the owning clss togeher”

Mariin i casgoing but carful, veting the ma charates and maybe finding 3 common
contac before trading numbers and saying bl call caly tomortow. The main charaters re invited
Dent day 0.3 owhouse on 22 whre s fow dades in hrdcors merch and IWW shirts show p 10l
& huge box downsair, nside 5 twin matess which 5 cut open to eves a dozen frams. The
maincharaters are fee t ake one frcarm cach (any from puge 135 except an ant-tnk i) Marin
xplains the mal they'e moving against are i called 1 £ il 1 Bi NI T “Money Enjoyer
Ciroup™ smal-imers that mostly run oansharking and human rafTicking opections.

“The main_ charactes are designated “Squad T, given ski masks, and reminded (0 take
codenames. Since he knows the city. 4 refigeratorsaed dude named Bumpy who wears siaight
‘g varsity jacket liks with the main charscers. He's Known for his hobby of dispearing mcth
deslrs, an rdes with a pistl s big s sword whose blade i full of o tally marks

Squad 7' frst g i gambling spot on the north id, an unassuming rowhouse hat' 3
majo evcaue Source foe B Mi T Laying on the spot revals punters knocking shve-and-- hairut
Svice and hen geting i down by agoon just nside the door. Tnside st 6 mckjavn wigspliters
in sunglases srmed with SMGs, pisils, and basebal bats. The capo runing the operation is B
Ming, & tall scarcrov. framed man who wicds pistolgrip shotgun withan nerent +2 offense. The
s the i is boked 0 the floor,high qualty, ind contains $20,000

T second round of aperaionsar assigned with he main chracterstargeting Vi the Spider
B M3 Tis 110 pound underboss. The Spide s holed up i hi mansion way out i Fores Glen, The
prmisesare several acres of ver-mintined g0lf coure looking woodland patalled by a f pies
f mod riad wha wear shi ke shiny shis with the (o four utons open. The fnal ight i o the
mansions Highet level with Y0t the Spidr (il s dainger) and bis two frd up were-fhino
bodyguaeds (sledsehamers) in 2 chintzy home diso club complet with ligh-up danceflor. The
Spider gocs on villain monologue about how they e desined t overcome because hey e special
they like money a lot, and ther sty is 10 get more moncy because thy like it Nobody lkes
money the way they d. The Spder’ dsk contains a bundle of dynamite nd 40,000

Outro sccne sacked beneit show in the expo e of the Hollow Earlh Museum rising
money for all the hospal bills racked up i the recent dice action. The main chaactrs a1
introduced 10 a st one ol celbrty nd plot1ch cotact osced thlr next isson.

. Crew Ambiton Valu: 1 level,one frearm cach, Big Ming's shogun (offense 2, $20k, then $40k

Greektown: local say a gang of cyclopses jacked the olive ol soda machine from Kawackis
Poppelboppels”estauran. 1 the main characiers gt i back,he will pay them in masble sates.

Beyond the Wall: s fcnd ofthe fend ofthe main charscters it them up with & job fiding hee
rother Dacwon who went looking for an arifct out i e subusban ruins yeserday b nevercame
ack. Clearly broke, she offrs them $40 up fontand o ki cach of them a cusom sweaer (make
them sctually customiz 0. The oaly I s Dacvon having mentioncd the mall's Rdioshark utle.
“The suburban ruins outside e cty wall et ral fucking dicey, hords of dooling zombies
‘withskinight Led Zeppelin shirs groaning "disco sucks” and atacking anything that scems alive.
“The mal i i the hear of the suburtan s, the main characters batling a few hordes o 1-merk
Zombics before finding Daewon in the mall’s food court sting on the shoulders o large satue in
{he midle o dricd-up foutan, and surrounded by at kast 100 ombics. n is backpack, Dacwon
s pair of fuuristic Jooking gloves he swiped from the Radioshark and juiced up with salvaged
lctronics. He gifts e o the main characters 3s thanks.
— Crew Ambition Value: 2 SP. custom sweates, 5 corp OniGlove (wearer gais +2 strong)

57
New Orleans
A ity of decaying old workd splendor: bombed-out cobble srets, eye-farringly calorfl temaced
ouses, senie canals lined with willow s, usbelcyably haunted cemeteries The Crescent Ciy s
cursed with ctenal sight, and can Kind of feel Tike the fucking spocalype sometimes: with 50
protecive dome and o walls, the undead of e soubera gnarlands frecly wander inio esidenal
eghborhoods and acid huricancs hammer he ity once every e months It dossn't hlp that the
st of the world comes to New Orleans specificaly 1 get coked up and isponsibly dnnk, and
people who v in mansionson e northshore Boove up every penny of weaih crcated by the cty's
orkers. Also, i warning, using candinal dietions i agins the law (seriousy, you'l o t
verything s upriver / dowaive,of st referrd 0 by neighborood

People: th locals slam Yo can have profound conversatons with sangers in lne at the
srocery sore, and make fricnds casy as saying “That's anice Company Flow shir The transplants
are a bizaes mixed bag — oogles,ae school st fund i, unassuming souternces who happencd.
1o have family out his way,and lcoholics wha just want o e somewhere you can drnk all day:

Feast of Saint Confieto: themaincharacers srive o festivaldoy, evelers dresed somewhere
between Hallowecn and a 19° century cult ory, many popping ecstsy o albs at brcakfst and most
shitfaced by noon. Balconics arc stufled with patysoces, people with low elf-stcem run around
withthee prvates out, cllege Kids 3k the main charater fthy can get then drugs, and allthe
oneways in the Quate resloggcd by wasted tourts n golf carts rying o g the wrong dirscion

Ridin Steamer: Biz Boy Records is trowing an award ceremony on an anique scamboat o it
lazes down the Misisipp. Since strtches of the siver re controled by cannibal swamp witches
and e undead soldiers, he main charactes aes offred 4 10,000 contract to work securty on the
lower deck, repeling any scaweed-draped undead who i aboard while the function paps off on
the higher leves. The bos, a auge cyclops skelton,deops & hainblade with an inhercnt 2 offnse

“The Tower: the main charcters are gifed/ sod a 95% disoun the desd 108 stone ower on the
dge of a cemetery with firwarning ' all the way haunted.Tnside they bt a huge poltergest i
ihe form of 4 iving ron maiden: srong defense, massive merk, cach trn swings 4 batleaxe and
e 10 arapple i charate: i successfulthey're stuffd n the ion maiden and uto-merked
Polergeis defeated, the tover is theirs drama-re, complee with 2 dosen ghost servants and
Kitchensafl, and a transdimensional gat i th basement. s dimensional gate is wildy usfulas
higher levls, llowing you o send the msin characterson more ulandish missions, change o the
seting, and offr renewed challenge in dimensions wherethe average person is leve 10,
. Crew Ambition Value: sick ston towes,dimcnsional gate

Promenade of Phantasms: siow-mation processions of 1§ century ghosts have besn appearing
o major boulevards inthe small bours, hyproized locals joning them and going missng. Whether
for a friend o the rapdly incrasing bouny, e main characers ivesigate

Qg Noir: u well-known csked up profesor contacts the main characters, sying his dasghter’s
o off with some aogesfo & povery tout He offers 5 huge ewrd i they can i he and comvince
er o g0 back o her privat fshion college nstéad of geting hepats from 3 sick-and-poke

The Somber Counl: the min charaters eseie & hand-tersd iviation (omplcte with s
scal) 1o an adess in the Garden Distict, offeing "paid assgomen of o clandestine naure”. The
main charactes areive . the appoined tme (midhight, finding 2 goomy villa of Victrian
archiceture, andaxs ld by sevant 1 Hbrary where several xtzemely self-scriou people wearing
19° cmtury gteups with e sleves and shitrela i the lght of a huge fsplace Are they gohs?
Weindosprtending 1o be vampires? Actal vampires? 10 funnr ifyou leae ambiguous.

“The leader itroduces himsef as Count Sadaven, foremost of the Somber Council, and reets
the main characters 1 “daywalkens” He cxplans thei community s undergone 3 recent schisn,
younger members forming 2 cival clan tat dsegards the Old Ways and risks exposing thie
‘community 1 commoncrs. Count Sadraven offrs he main haracees S0 o e his vl clan,
cale the Parlamentof Woe, sical tei prized arifct (an 0pea cape once worn by the snger of the
Cure), and retum it the Somber Councl Actually maks the main charcters come up with gt
alises, fnd the Parlamentof Woc,foin up, and poltethei way it the iner irce 10 scal h cape.
I Cre Ambiion Value: 5 SP S50k

s
Atlanta
1 most cites you'l gt hard looks for bumping your music — some peopl are just joylss and
‘would ratherlsen 0 the noise polution of pasing raiic than the Supremes. You don et that shit
in Atlanta: thee’s a good imes meniality and lust for L here that keeps & boombox pumping on
very comer and sound system thudding i cvery ride. When the workday ends o the weekend
Jumps off,the whele ity stars o fee ke house party peapl 20 visit and meet up. put on events
and check out v spot,even st show roll around and explor the city. The graffsene is vibrant
and overflowing there ar beautfulHistoric churchs all oves,sck parks tha are massiv cosmic
ates o the primrdial woodiand dimension, stacked shows every might of the weck, and every
Single day ecs ke the frst day of smmer.

The Duel: the main characters find themselves at 4 grand opening fo local lael (Pisolgrp
Records). As the night wears on and the abels premice anis ks the sage, one of the main
characers bumps nto 3 woman 50 arEacive thy Want o Fun home and scream nto pillow. She
{mmedistely finds common ground with the main charcte (“Hold p now, is that 3 Quannum
Projct shir” ) and gives them her phone numiber. The next i the main character s around,
a Skinny dude with a i Herdrix bandana and necklosd of chains s Sanding n font of then with
Some i secunty dudes. He saps the mai charate in th fac with a sparly love and says thy v
ioin away the capto of his every affcton, 50 they must duel: the refccing poolat the botancal
andcns, omorrow i mdoight. I they ask round. he mysirous charaie s apparenly “3000°,
yperinteligenttransdimensional swordmaser and tsppet

e main characies don't show, word gets aound and they can't g0 anywhere i the ity
Without seting cooked for wimping out of the ducl. 1 they do show, i's & bomb fight - local
Tuminarcs have shown up 1 specate, Organized Noize are Ding, and the Iight of & huge crescent
moon i the dome’saifical sy casts e lush gandens al i silver 300 s sacked with wild powers
and resetive swond skils, lesving the min charscter oaly 3 snall chance of defesting him. Win or
lose, 3000 expresses respet for the main charcter, saying few would have acuually shown o face
i, He swaps dights wilhthem, and s them 1 lde by bislanar observatoy tower just ouside
the dome’snorhem gaes
—— Crew Ambiton Valu: SP th rspectof Three Sacks

The Beacon Theater: an cocenic flmmaker (Ex Stonchouse, 6°4, plarioum hoops ind
entourage) is opening 4 movie palace snd cvent hall on the Jow, tyin 1o compet ith the Fox
“Thcater and Eeypian Balloom. The spot she's chose is long-abaundoned operabouse haunid by
murderous od world ghots, and shes offring the mai characers generous SAOk contact 0 clear
them out. Theyll necd silver wespony (normal weapons s through ghosts).idealy bissd by s
miister | abb / imam (double offcne 1 undead). There re a dozen o 50 ghosts i over-he op
iking oper. costumes with very eal.feling weapons who aack th main characters o sight. The
massive doors 10 the audtorium are locked,the keys hidden inside & vaul n he diretors offce in
the sb-basement. The vaulthas 13 disl o 2 etsan s fce,appssenly requiing a 3-eter word
1o ulock. The clue i framcd sheet msic of Mendelsoh's valn concerto on the wall the 13
opening notes (BB G E E B G F E C E B) unlock the vault, revealing the keys anda -2 i

‘AR ctrieving the ing of keys and unlocking the audilorum, 4 phanasmal sudicnce
sowly materlizes i the boxes sbove, then troughout all the sudiorum's scts 3 the main
characers more towards he front When hey siep on the stage, dosen [-mek ghosts fy ut of the
orchestr it dessending o the main characters ke ind ofpry 4 they batlethe missio's boss on
laze, high merk saber-wieding duclist with bwo Spesd:Iterupt eeports per tumeyele
. Crew Ambiton Valu: SS0K, i with an nherent 2 ofcnse

Stone Mountain: the Avskening cut haxe shot down s cargo bl just 20 minutes oside the
Alanta dome and the city is ofering 3 S30.000 bounty 1o eteve any lving crw members. The
eavily armed culiss have besn spored around Stone Mounain, a supermasive chunk of quarz
monzonite that descends nine miles o the cath, which th cultits spparendy call “The Tonguc”,
ecause they think i’ the actal ongue of th lving but slumbering planct whih thy believe they
can awaken o cosnic gian, who willsecch out and fly around through space doing space acid
and alo sichly rewand them for the wake up call. To make this happen the cullists require virgin
blood, 50 shot down a cargo blimp it & Dllas Cowboys bumper sucker and wil be cuting off
thei heads on Lo of Stone Mountin during tomerrow’s solr clipse, un then carefuly guarding
them s they don alfuk esch oer nd get away on s echnicaly

Bl
Houston
An an-human car hive. Lush oass of culue, space age echnology, and tranauil lving space are
Hidden away in 8 coneretc megacosm of heavily congesed,octupestacked 16-anc overpasss thick
‘with buning wreckage nd multi-car roadrage shootouts. The Houston Transit Auhority has funding
for one bus, which i cumeatly 1 year, 3 months, 17 days, 4 hours, and 26 minuts ae

How We All Got Tinnitus: te ocal stackons report ity oficial ust put up 50,000 baunty on
the thicves ho knocked ove te cit's ireworks storchouse. They s loase reworks are seious
Kishilit, and if used improperty will ost itizsnsbillion by fucking up e dome's gl ineror

“The man characters maybe st up rap puting o word they want 0 buy the stolen ircworks,
o maybe cheek out the municipal fiworks storchouse Where hey s 4 securily camers across the
et out front a st shop. nsde, the grsssy owner ks how mush th tapes sk worth 10 the,
aying bis prie is 10,000 unles the gy from the cty comes back s, The main characters get the
tapes (deally by fore) and fnd the geavay car wasan unmisakable hotrodded 1933 Ford Phacton,
8¢ diiver having cut hoe inthe op o his sk sk 501 Wouldn' mess up his pompadour.

Whethe the main harscters catch the pormpadou lue nd scour e oskabily s e Upright
Buse, V10 Colfi) ortalk t some ca comtacs, they Icam he crew associated wihtha car 2 gang
of teddy boyscalledthe Whisky Dicks (ibbon tes, pompadours,cropers, camel coats cc). AL he
avorie div, issed off ex divulges they r laying ow at the Nine Sessons hote, el tying (0
e thei haul.An nsane ireork fght kcks o th lob, the main ahasacters btling her wsy
up the grand sstcas as they re blsted from the second floor by more teddy boys with frworks (1
in 6 chance of caching i, can safey jump in massive lbby ountin fom any loor 1o xtinguish).
Merked teddy boyson the fst flor dop firworks the mai charaters ca i ack with
— Crew Ambition Value: S50k bouny.tddy boy bos has gold canine singl cap wih inset ruby

(weare can speak withcars nd motorycle: personlities A and might o star ot cooperaive)

Death to False Grind: the main charscers hear rumorsssound the scen that some locl ollege
Kids have formed o “melodic post-grind” band called Memaries of Her Pecfune, signcd 1o 8 major
label, and are curently recording & full-engih caled Candy Lips and Sinking Ships. The main
characers docide o kill verybody involvs uher out ofthe goodnsss of thei hest,or chasing the
520,000 bouaty postedin Vina Edge Recondssecetbasemcatcouncil hall.

Light recon reveals the band are reconding a1 Gold Jack Studios and saying ina rened mansion
in Montrose. They'e escored everywhere by an ARR guy with a el sime i, and a sucked
security retinue of rare thodochrosite (ike cubic uby) rockjawns. with insancly high defense
Contracted by the label afer dosen of death hecats. When the ight jumps o th band hide behind
eroupis and div behind uriture weakly throwing crpey ot at he vin chractrs.

"Afer the mereiful exceution of thse depraved malefactors the main characers have & rager
{hrown n thee honor a Drowned in Torment Records,wher the crovd demands spech, and some
sl engine guys in Caresss and Repulsion metch git them & custom chainsao named Vioent
Restturon (10183 cngine, semi-chise chan of hader-han-diamond voidstone shards that i nky
black ani-light,rns o malt lguor and bas aninhrcat +2 1 offens: 16 +szong +2,bock I, 2).

- Crew Ambiion Value: 2 SP 20k sccrt bouny, Vielet Resiution (sbove paragraph)

“The Breakup: rescue iksbie b curenly uabinged cousin in 4* Ward fromaightmare breskap.
— Crew Amibition Value: 4 SP (more importandly,brezily gcs th main characers o Houston)

Heavytown: o noticsbly stone ducdes named Shithouse and Fyin rian i the i charscers
for securiy, saying thi dsalist communiy inthe desrt has besn under worscring monthly aacks,

A ruc wtopa, Heavyown is 3 pucblo village with sun-baked adabe church and fountins
‘where Sprngs of cald watr low from aquifrs decp bencath he carth. The locals wear Abhorence,
Sicp, Rippikoula tc merch, and blast hand-made ube amps and Laney cabs around the clock. 1
asked i hey"ve consdered bing a e Quicter might stop the atcks,they v physclly incapable
of understanding. The et two nightsaec uncrentfal,but a the full moon riss on the i, the tovn
s atacked by seversl ampaging jaguar people with razor-ike claws and nsane mobilty. When
merked, they reum o (very ijured) human form and reveal theyre Fom & nearby werejaguar
Talfvay house and must ave gone bersek again. They're invid 1o v in Heaytown instad and
promised t have quie during fll moons. The i charseers callct S10K fo e security work
Nestfll moon, s maicharate esize t the worst moment possbl ha s were-sgu ht lshed
them up must haverecentl groomed tei s, geting heevius-carying sl in e lashwound.

0
Dimension L the mai charactes find a fer advertsing 4n upcoming tea fghting oumament a1
Clu New Jack on G, wih the grand pize of [1ing you Know a main characte rally wans],
and DIed by Srew bimsclt. The mai haracers mop up . e othe crews and take th grand prize
They're invied 1o the VIP lounge where DJ Screw, i C, and & e oter Houstonian hip hop.
Iuminares gesture fo them 10 i in some waltng chlrs. Scrw says he (oummament was Se Up (6
indthe mostcapsbl crew cutenly operstin i he ciy nd 0 ffr then work.

Screw cxplains his man Bun B was recendly pproached by a notorious intrdimensional MC
named Grandmaster Marlnsbout doing some ghost writing on is new album. When Bun efused, he
disappeared from bisaparment with o whole o of signs o strgale, vey bviously snatched up by
Marlis people. Screw and his team have becn dong recon, but thy nced some heavy hiers 1o
acualy cros o the therside and satch bck Bun B from Markn's sronghold n Dimension L. Fat
Patadds that ey cam pull i of, thre'l b 100 grand wasing orthem when they gt back.

1 the main charctes accept, Scrw takes A" wave s o his wrist, saying ' his gt 0
them,that i will give an advanage where eyt headed (nstrament wi nberent -3 10 offense /56
3 smart,rane 5 two-handed).Fo those who bt watched DI Q-Bet's i hop mascrpicce, o
ave twistr i & tiny supernturaltumtble wor on the wrist: when srsched with good tchric,
amar aflectricity lasts ou at your enceny,thismodel fing supeebols ofpurple ison lighting.

“The main charcters are given & pora key snd hesd to 8 scret dimensionl gae i 3 movic
iheater’s custodal clost, merging i 4 intermediary dimension calld the Stirway, which is a
iare Iabyrin of grand saicases wilh inconssient physcs Jading 1o hundreds of dimcasional
eats. The main charactes ollow a map Screw drew for them, navigate 3 o graviy pussls, and
dal with some 4, inexdimensional anomalics Who lock lie i the light that shines through
taincd glss windows were person that could walk sound. The voiceles #4453 point 0 a tem o
on ofthe main chracters,aving them i peace ' iled 0 them, and atackin themfor i if ot

On e back of the map is & waming sbour Mortalty Rat, the gusnian of Dimension Ls
estway: the main charscters will nesd itk of hisblood 0 dr no the mouth of the sttue that
Sands hefore e dimensional gate 1o activate it Moraliy Rate 1s 2 10°1” purple-scaled humanaid
withthe face of a vampire bat and the homs of a gazelle. He wears @ Dearow Records bucke ht,
black Raiders hoodie, nd 8 platnum shain of cuban inks (worth S10K i pawes). He'sof aversge
intelligence and pen 1o brbcs, but does' understand or care what maney i 1t main haracers
iss i off, Mortalty Rate atks withhis gian samura sword.

Dimension Ls gateway leads to small moo. The landscap is white nd gray ik out moon,
and o thin atmosphere eaves the sky & permancat inky s of night. The gravty i low, doubling e
main haracers move scores, and allowing them 1 jump the i disance they move i 4 tum. In
the sky there ar a fow variously sized slands of fosting rock. The main charetrs later eam &
mineral callod arait s srongly repalsed by th moon's mlien cor, sometimes loose veins will b
iolently discharged out o spce, ut when v of st unsthrugh body o rock jus dense
and light cnough. i simply Bovers i the mon's o ravty.

“The main charctersfnd he warning on the back ofthe map of “ai reatable, il adjstment
1o be misicading as they hyperveatlte and puke for S minutcs, thee bodics slowly aclimating (f
they try and eenerthe gae hey i s inActve fo sbout S inuLS e coch pSSOEE).

“The main charscters s lights i the oothils o the ncarby lunar mountains, which tum out o be
sl stlement of poop ha ook ke bronze satucs it ey of bsck lass who call hemselvcs
L-Duellcrs. They sy Grandmaster Marln is 3 huge ashole wha lives in bizare palace on one of
the foatin isands, and maintains @ small army of locals both for protetion and rnsdimcasional
Taid. The best way 1o get up there s o just (ke & munerbin,u giat con-<olore ik ercature
Wit menacing bladed talons and 100 many cyes. While they usually dont murder (probably jut cat
Jour s and eysbals), the main charaters will defnitly need t pead 8 coupl days i own
bonding with teir munderind bfore rying o rde them (ask what they et up (0, and have 3 fow
intcrestin prompts / happenins side chractersfo them 0 teract with).

CGrandmaster Mari'spalac i a shot fight away and crawling with L-Dwellr gustds. They
‘ield SMGs and weapons made o black volcani slss uique o this dimension which esonacs t o
iequency that cahances cutting power (ihersnt +2 offene). Ther metali sk gives them hgh
defense, b iso maks them take doube ofens from clctricity (wave tvistr cleans up). The boss
ightis n the theone room wih Grandmaster Marln, .66 yoked dude with the head ofa marin who
refuss 0 wear i, and wields baschall bat made of hypersee forged ina primordial black ol
Bun B and several MCs from othr dimcnsions a nsde nuby cells wit lasma-bea brs,

—— Crew Ambiion Value: 1 levl, 100k, DI Serew's Ly wave wiser, G’ hypersee ba (+4)

61
Phoenix
Whil it fels lke walking around in a microwave outside,the climate contolled Phocnix dome
is @ paradise of teraced gandens, tranquil waterfals, nd diled-n balmy westher. Life beyond
the dome st all bad though - the scenic desert andscape is doted with Jush oases where
bullets lcrally grow on tecs, and is laced with the enigmatc ruins of a lost, highly advanced
civlzaton a east 20,000 yesrs ol

Seeds of Discord: pnicked desertccologss etum 10 th ity with srim news: e Truckbol clans
(pase 53)have discovered a Monstr Jam VHS and sopped fighing cach other. A gathering o the
clans has been calld s0 9 warlond of wrlonds can be selected 0 lead thei unified forces in szing
he nearst dome i scrch o anyting elted 1o Monster Jam —that dome is Phocnis.

“The ccologiss ar geting the run-around at ity hall, and tei paperwork fo an audince with
the Phocnix Terarchy won' clear for another weck. Ot of desperaton they find the main
characers, explaining (0 themn th only thing hat keeps the ruckbois a minimal theat is their
consant riding of ach other's clans:. now that they hate 2 common goal, they could become an
apocalyptic force, 1 the main charsccrs could somehan estore n-ghtng beoween the clans, i
Would very probably save th Iife of everybody in Phosnix over 4'11". One of the ccologits,
Professor Scatuvs, gocs with the main charactes since she knows th region, borrwing some dir
ikes from a frend,stopping by the gun merchants ousid th dome,and, i thy don' know hov,
icaching the main chaactes how 10 use RPG-1 shoulder-fied rockes (can cary two cach).
Camping i the deset the first nigh,Sicatuva breaks down e ruckbolclns

© Shortstacks: the smalestand angristcln (wlord: Furio Pillw- Scrcarmer)
Droolers: degenerated truckbois without language who subsist on roadkill (walord: Glorch)
Shitkickers: yeshav types who realy like frewarks (warlord: No Hands O'Brien)

Jovwbois: mutant truckbois who lve ana ake o txie sludge (warlord: Lawson Teo-Heads)
Truthsayees: masers of the completly made up s stry (warlord: Don Juan Pussygeter)

“The clans are gathering at the gassy foothills between two platcaus of pale stone. Light recon
reveals variously sized convoys of truckbol deathrigs egularly dive to nearby oases or water and o
Sarsh or settements worth raing

Howev the main charscters decide 1o sow conflit and suspicion between th clans, the arc
must have 1 least o buckild bigh-speed shootouts cross the duncs and cliffs o the Sonoran
Desert, and ideally ends in boss fight with one of the warlords who catches on o what the main
characers were up o, o simpy o fame anaher warlod for th assssination.
- Crew Ambition Vlue: | level

Friend to Glants: o 9" cacusjawn wearing layers offckets entersthe Phocni dome looking for

uman-sized people o retrieve a cactusjawn juvenile who went missing around some uin 10 s

for adul cactsiawns (0 enter Not undersurding the concep of money or even bing tansaction

e docs't offr 8 reward, bt tssches the main charsctes 3 cactugann pover tht will trn the

murderous sand guardiansof the nearby rins no glass.

22 Crew Ambidon Value: Solar Hammer crew abiliy: onc per day main characes can all e thee
i acton o he same ey tocreste & pulse of sunfe tht dels 20 all cnemics i it scen)

i the morning pape,one of the maln characters scs 50,000 bouny posted
by theciy fo the recapture of anabstrvatory on Goathor Mountan, sized by tuckbals st night
Set st the pesk of rod sandstone mountain, the Goathorn Observatory i Surrounded by
iruckboi deahris (anybody fom th region /familiar with truckbois can ety Truthsayer clan
Constructin; s bove). The couryard of the observatory s aucous with two teams of tmckbois
ing dodebal withthe bones o the resident aszonomers (moderte ight).
“The frst fevel hus a rcently deccased truckbos surounded by hl-drank ot of cleaning
supplics (keys in pocket unlocks fourh loo). The second level i circe o twuckboss tlling cach
othe the st outof pocket toral bulshit sories imaginable (casy fight with lemcat o surpris).
“Thind level ha & magnetit roekjawn hired by the Truthsayer clan (nsane defcnse, anyihing metal
‘ithin iv tides instantly flcs acros oom and sicks o him unil he's merked). The fourh el is
massiv clan chief (upernaturl xc; below) and a few itk Lmerk sycophants (scorpion SNGs)
using e observatory’s poweeultlcscope 1o ry and findladicsthey can pecp on.
= Crew Amibiion Vlue: 50K, diesl-powered to-handed axe with blade o e (43 offens on 14

&2
Boston
s before becoming an unlivable yuppy tech shithole, th cit of Boston was an unlivable
industrial shithoe. There’s really nothing of inersst here except the port which allows the
imain charsetes access 1o regions across the unknowable asten se.

Geting into the dorme by land is difficul, since immediately outside the city are s unique
species of blosted semni-human troglodytes whose curreney sysiem is seraps of paper with
shitily drawn naked ladics they trad like bascball cards. Things slowly get bettr as you head
west, and ance you're past Worcester i’ basically just New York state. Ao i you're from
Mass and any of this offends you, know the author of this page is lso 8 native Masshole so
you canfeel fee 10 g0 fuck yourself,fuckin prick.

Daily Events
For every day the main characters spend in Boston (including the day they aive),
spin s10 forth ciy's events:

1. Fans roting over Bruins loss 2. Fanssioting over Bruins win
3. Fans rioting over Celtcs oss Fans riotng over Celics win
5. Fans roting over Red Sox loss 6. Fansrioting over Red Sox win
7. Fans roting over Pts loss 5. Fans roting over Pts win
9. Normalstyle rot 10.10% ofFat Dunkin

Boston riots are fullblown citywide chaos: burning buidings, fliped cars, roaming.
cliques of shitfoced thugs. Residets still atempt 1o do theie jobs 2 normal, but f the
imain charsctes ever have o buy anything theres probably some looting or ighting in
the background. ft's Dunkin Day,th city is 8 utopian vision of harmonious iing,

Riot Fight Scenes

*Goons in Bruins jeseys with hackey masks and machetes sceuse the main charscters of
liking a non-Boston team based on a color they re wearing (blue shirt = Yankees an )

Power forard sizd yclops with chainsas wha's insanely racistagainst humans

Hammered Red Sox funs unning around with stlen dynamite blwing mostly themselves up
but also buildings and bystanders. Each has » countdown and blast adius

< Heavily ammed, red-sweatered socialist grandamas lorching banks with molotov cockiails and
passing out pamphlets o the visues of credit unions

+Some children i solen APC sereaming Ace Ventura ipressions v is loudspeskers and
naling people with tar gas canisers (1hoon). Starts following main characters, roasting them
and rying 0 potshoot them with crowd control weapons (rads merk S0, weaponey merk 50)

Kraken Scrap: if the main characters ever leave for foeign lands, they encounter a sea
monster on thei joumey: a gian, color-changing squid-like creature with glowing eyes and 4
massive pointed mantle. It wraps the vessel with two tentacls, nearly capsizing it

Sts: adjost for main character strength, but default i merk 100 for cach tentacle (5
tentacles), and merk 400 fo is head. Defense G, takes double offens from lecticty.

Tactis: cach tum the krsken gets two 516 offense entacle smashes, and can grip one
combatant tight cnough they can'tact, raising them high in the air;once 20 total offense done
1o that tentacle the gripped combatant is dropped for 6 fulin offnse but then free o sct a5
normal on theie next tun. Fleesif bl s tentacles are lost, o dis i ead goes past 400 merk.

S0/50 Split: & troupe of boy scouts throwing a cop off an overpass notice the armed main
charscters and jog over, saying they knowe where car dealership owner lives and if thy take
out hissecuriy ogether,his safe should be fucking loaded.

Fair Warning: the colossal Madonna Queen of the Universe satue in East Boston cormes to
I and says she’sseen in the weaving cosmic pattems of causality a glimpse of the Boston
dorme being stacked in five days by a desthlod (page 3)and his army of $55.555 undead.

&
New York City
Pr-dsneyficaion, and sill just cuty cnough to kep the st fnd ypes ot of the good
ighorhoods. Py 300 3 mons 1 b i 8 warchouse Wil your oher g fricds, g 1
Manatan at non, st drunk very dy t you o i’ 908 NYC bay nobody v s

Peopic ity gl bl and ey mor seighborly ha hos ucking s kil n New
Engtand 163 o Tldelph, bt 1 o pinch

‘The Rugged Lands of Shaolin: gone are the days of “Saten Island softus smils”, the il
borough now 8 mecea for wandering clans of Kung fu b-boys batling for stylisic supremacy: A
cousin of ane ofthe main charaters calsthe house one aflsenoon i s panic, sayin the Blood Moon
Clan just kil his master, and arc coming fo Him next. He hs o bol, bt i they meet him at the
Morningsids handbal ourt n Upper Manhatan t midnight hey might be n e 0 save s L

“The cousin says his only lead i the Blood Moon Clan being Ied by MC No-Flow, who scenty
released his first LP. When a copy s tracked down, i's amazingly b (spit a e ilriously shity
ar) and the address to Stopwalch Recording Stuios is lsted in the lnce notes. On the way there
the main characters batle 3 crew of small-umers (“Feh, ladelph Syl is no match for Bromx
Style”). and find s way o convinc the studio cngincer (0 give up where MC No-Flow hangs at. I
hey rest o take dtour hey e jurped by quad af Blood Moo Clan assassin.

Blood Moan Clan HQ is a club on Bay Stretclled Ninth Charber.Tnside, MC No-Flow sis
in the VIP balcony popping botles and roping sroupies. The cousin shtierste record spnning in
the DI booth with 3 throwing dagger and bellows nto the silence “MC No-Flow, you killed my
master wiped out my clan, and disespected my manaon your lbum. repare 1o dic
2 Crew Ambition Value: 3 SP. “Drunken Phocni” (s stca and telepuic vo-hand sword with

offnse 2 and a wastoid pessnsiy), 3 for cah main character that docsa't ake the sword

Luminous Ruins: a grandfuthcrly Hsdic dude named Yaskel (potbelly, bssa voic) offrs the
crew job rereving s e component n the uins of & powerpant upstats (s ust nor of White
Plins) inhabitd by hypee-violent clectricy spisits wha mwait th fretold eturn o endless power.

Desperate Measures: afrend's fiend hits up the main charactes, sying s name is Eddic and
e heard thy have peopl-inding skils. His bandmate AJ weat o scor some dust afe 4 show i
Bond Sirect st night and ncver came back.His only Leads are AT'sdealer being an insane lub kid
who drsses up as psychedelic moth, and AJ saying e washeaded fo Arsocrscy Gardens.
Arisocricy Gardens is the worst place on carth 4 playground for the children of the
intermarional ulra-wealihy who 50 1 the nearby private aet schol. Go buckvild designing & ail of
drugacd ou la ids and hufly ae sudents who ae cnitled o the point of pychoss.
~ Crew Ambition Value: 3 SP. MAC-10 (ery legal) A found whilehe was fuked up on PCP

The Gothie Knight: this siange person shows up intermitently whenever the main chascters
arein NYC. He wears a medieval meta helmet, black cape, no shil, black caher pants, and a bt
with various implement (pencil sharpenc,soup ladlc ctc) Always speaking in 2 gravely voice he
intrrogates people ke cop and says shi like My dad gave me billon bilon dolars o1 ue it
10 sncak sround a aight and bt up poo people.” Offnsc s/ defensc 0./ ek 3.

Native Tongues: atr resching level 10, the i charscters are nvitd 0 s privat “sosalcl”
in New Vork called Native Tongues,a seceetsocity of people with supernaural powers a war with
idden culs o high level bankees who are ying 1o cnslave the world theough ccanomic
atangemens. Native Tongues nocd capable peopl 1o operue and kecp an eye i ladelph i the
main charactrsjin up they e fre 1 take increasingly balls out misions uncovering arious cels
of th cul, busting up ther lan, and btling e profane mercenary forces.

For the young heads: Native Tangues is 8 NY C-base hip hop collecive consisting of A Tribe
Clled Ques,Jungle Brahers, De La Soul, Moric Love, Queen Luth, Black Sheep, Chi-Al and
many stelte members. I the carly 905, when te all-comptng influence of money sarte tuming
artists towands individuaisn and spiting cmbarsssing kingpin famases, Native Tongues showed
crews were sl ing, chose axt ver geting pad, and the proved the formul by elcasing he bt
mUsic 0 eve come outof the genre — ot Just house-shaking party jams, but sonic at sbou real
Srugeles and wisdom to conquer bard times. Of the many wildly takted s, crews, and
collcivs that emerged fom he hip hop golden age, Nativ Tongues i the st imporiat

6
The Mirror ov Ethereal Visions: the min charscters wake up confused snd cogulfed in
colossal blankets, cventually Iooking down and eslzng they e . Have cach of then deseribe
what thee rat form Iooks ke, They al have a meta colla resembling a huma ring around theie
neck: s unabl o b removed or akered,and mskes shapechanging of any type mposile.

Introductons: two dozen batle-scared rats with gnarly weapons ke momningstars, baded.
chains, spiked hammers and SMGs gathr the main charactrs. Thei leadr, an alino 1 with &
curly-staw sl itroduces himslf as Cofinsludge, chief advisor 1o is inexorable majesty the

Rakind, may he rign a thousand generatons. H isher 1o deliver the appy news
characiers have been gified temporary rathood and the privilge of advising the
Emperor’s cour. Coffnsudae explains the Emperor ha decreed a great public work, an casorcelled
mirto o deligh his people, though a ialactvating stcp emain, defying the inelec of ratdom's
eratest minds bu known t e umbering human peoplesofthe aboverorld

Rat form details quick: all gear also shruk dovwn. Stats and Special snd wesponsy sl the
same (just chang larger enemics o have way higher stats). Can understand rats and smila vesmin
‘while i this form bat human speech ust sounds ik “blugh slugh blught Rats all have names ke
Spincbreaice and Splattcrbrains, and greet cach other like “What's up Corpsgrinder how ya
Squeakin™T'm just Squeakin by " nd think ' the absolte unnicst shi.

“Travel Montage: the rats ake the main chractrs past a crack i the wall and along @ few
peious rafles, hrough a musty basement, mossy tunnels, and into he sewer,bosrding 8 warship
made of an old et wrapped i barbed wie,severalrts maning bol hrower et and ising
the flag o the Rat Imperium. They float along a slow-moving sram through th sewers, gliding
pust centric-old brickowork and grea cascades fling from drsinge pipes. The at al jee and
hrow trsh as hey pas hissing ca

apital of the Tmperium: the warship is grected by parollng rat guards riding bats, and
escorted it the port of tiny bustlingciy n the heart ofthe sewers. Ratsof every brecd and color
0 about e da, hanging clothes out 0 dy on the balconis of masive owees,spping coeesout
front ofcafs, ogeing rickshaws of tash down winding cobble srets. Insde the Empeor's fotzess
the main charctes re shown the Mirrr ov Etberal Visions, insiantly recognizing 55 TV. I's
ook up t0 8 VR and Super Nintendo, il plugged into an ingenious tubine pawercd by the
alling waler f narby drsinsge pipe. The gathered Alhernists & Seholrsof Human Witchery (ol
weaing botlecap htsto mark thle sation) explain there i a sceper required 0 actate this mieor,
thoush none ofthe many they've acquired have proven sutable hey gestue 10 @ earby pie of
remotcs, sl the wrong brand snd model. The man chrseters are asked with using thei -
Knowledse to decipher and rewive the proper septe;, upon reum they shall receive many honrs
and b restored 1o theishuman forms should they so desie i, (They are forbidden fom rtuming 1o
uman forn untlthn, and any st iding the isks excution )

“Afe the main characters fgure ou the brand and model (Zenith H-9190), cut them lose 10
figure out how 1o get & comesponding remote (pas o TV shop solid). As they head out, they're
introduced o the Emperor's champion: Jucelord Fox-Kill, a hulking gray-costed rat with a sear
e whers his et cye should b and a gap n his righ car.He wiekl 3 at-szed 1z and crossent
moon axe with wicked spike: he will ide ith the maicharacers on thee jourey o the surfce.

“The Excurion: consuliing a crude map, the main characers and Juicclond clmb trough
narow, shoddily excavated tunnels and up polly-sleators back o et evel, batling a e wasps
5 they nea the surfce. They find the paw oF TV shop withthe emote s alo the terory of &
oeighboring bodega cat,and must gurs out how to re hr awsy or drug her up or whaever. The
emoe Fequies two rats 10 cary it On the way back, he mai chractrs are crosing trough a
subway tunnel when they hear 8 hiss, locking up o s @ massve clectri-blue serpent descending
over th far exit (boss High) Spin i the st of cach combatant’s tum: 1 in § chance of & rain
Coming down the tracks, destrying anything on the il (onc-tumeycle warnin).

O returming, the main characters and Juiclord are hung it colorfl grlands of rash
paraded hrough th capta bck 1 the forizes. The Eperor coa lack s sabled night and sraks
of gray a his temples, wearng 2 crown of hammered gold tinkes, dubs them Blood-Chugeing
Knight Commandos of the Rat mperium, and il tem rings of honorary rathood (unlke thie
previous colla,tisrin i fecly removable: whca put on theis human finger hey tum o 2 2t
wesing the i as colla,and whe removed from heir rat neck hey etum 0 their humnan form).
2 e Ambition Valuc: 1 level, tumed back ino humans, ings of honorsry athood (sbove). it
of Blood-Cuugging Knight Comimandos of the RatImperium (saus o ny egionlcourt af rakind)

65
The Lottocratic Dominion of Greater Cascadia
A massive i i the Paific Nortwestunder an open <y, a egion niquely fs ofthe more
nishing veathr nomalic. Smll owns ac the iy s wooclands ot 0 the sunny San
Juan sands, and the capial sty of Sl busics i (he ity open it the oot of Mi Raiir
Sillniucho by the shitmida toh cploion Satle remain gy and s, ull o Sy
bars,bandos, and el venies. 1 you v th et o o, um i e light

Dopethrone: idylic villages do he lush countysid of the Cascadian Oasis, bouses often opped
‘with ani-aieraft and heavy machine gun urets incase aiborne aiders ar focking around that day.
One of these towns i called Sornniloguy. A resident there, an old head stonce named Sabdragacr
Maxwel (Austalian aceen), ha come to the capital looking for securiy professiomals, iding the
main charates. He cxplains graverobbers have besn pilging ther cemeiery and various burisl
plots fo weeks, and ofes the main chaacters a 86,000 fe the own raised o i them.

Somniloquy: scenc old world town near @ towering cvergreen forest. The main charactes
investigate over 3 few days, eventually uncovering tha lcal members of the Dopethrone clt are
chind the disappeaing corpscs, an are gradually asscmbling a smallarmy of the iving dead for
their masters who il e retuming hat very night from the dimension they were banished to.

The main characters hesr an carth-shaking drone from the woos. Following the sound they
‘come 104 tor (e a stony hil o tiny mounain), where hooded culiss drone on downtuned
uitars in ciele of megalithic full stacks crowncd with 1,000-watt tube smps, the sheer sonic
force cracking the profane alar where 3 culit s sacriied. Under blood moon the main
Charactes batle twenty low-merk undead. guards, unable 1o stop the sonic rital that opens &
dimensions! gatc. Thice archnceromsncers with weed lauels sep out and the culists bow to
them. A boss fght folows with the rchneeromancers wha have altypes of buckwild fucked up
powers and a supernatural sword (below). When all three e mevked, the moon appears 1o melt
and the culsts” flesh tums t thick plumes of soke, lesving behind oy charred boncs.

- Crew Ambiton Value: 5 SP, S0k, Ivixor s t-handed sword whose blad s Iyseric paterns
When s Tlly beals wiekder when 12 landed, eren 2 0 ffnse)

Clean the Seene: o fo the young heads reading,thre was war i the 90 1o Kick naz punks
out of the hardeore / metal scencs — you'll sill ra into ol eads at shows who Tought n this
conflctand have a plae in thei skul o maybe a gant stabwound scar 0 show for it One of the
most vioknt frons was th Pacifc Northwest sinhead wars of the 905, where the main characers
ind themselves iding with rad skinsand sharps aganst hammerskins 1 whie power metalheads.

POt City: those lungfuls ofbriny Seatle air ar courtsy ofthe Puget Sound,a major et of the
Unknovable Westen Ocean. While the Sound makes Cascadis rch with trade, pasenge vessels
10 forsignrealms pack th docks, everything from seaplanes o submarines avaiabl fr hir.

Drunk Punk Mash Trash: the main harsccescath a yer ata sove / paty / dive adertsing
sood pay for thiry minutes of wrk. A Seatle bike gang called Dead Baby Bicyele Club i puting.
‘o' downhil and e corkers o obtrut motarists while rcers boml theough ntersections.

“The main characters are atacked firs by a ruckfll of hicks with shovels whe scream about
eing lte 10 the iy ba, thn a acst (at-human) emerald rockjawn withan nsane defase score
who wassomchow cramimed nto & Volkswagen Rabbit, then an e tou bus fll o glam bands.

A he aftcrpartythe various ik clubs get imesponsily shifaced (the only known cue for the.
Seate Freese)and est a licral bufe of experimentl drugs. A cee-Jo game pops ff with an fem
You know a main character wants in the pot, 3 coupe shity d-bext bands play. and the main
Charscers ar approached by dude named Jsks One sbout inding & mythi ecord cllction
- Crew Amibiion Value: 3 SP $400, ancentbass dropped by gam roker (1 20 wes stk oa 1)

Moss & Lichen: socrussare diflerent out here, more lkely (0 be an ato mechanic o custodian
than an oogle guting consirucion sits for copper scrap. On ofthese crusts, a socky asian dude
named Bloodpis, heas about the main charactes and mests them at GLC (Georgetoun Liguor
‘Company, abjectively the bet bar in Cascadia) o it them job: knocking over ill .
Bloodpis says he has definie informaton on major rgional supplies headguarieed in the
Tush and otherworldly Hoh Rainfores, where they' clarly banking on its hyperdimcasionalty
and bizart apex predatorsseving s natura prtecion. He cstimats he lab holds at st SK0K.

66
Oakland
San Francisco s the dystopian dome of Acknickulous Land,rled by the technofeudalsts,architcts
of the most dangerous concept of this er: stomization. When poope sk fogether, they e in ther
natural sae — theyre mentally beally, happy, and have the power o procet themscives because
they'e patofagroup. Psopl togtherar st people sone are smashabe e fngers

“The drcam of the technofcudalists was 6 make he world subservient o heir wil, 1o dissove
every mjor socil institaton, make esch ciizen soliary and hopelcss and unabe 0 organize sgainst
Thei rulers, and, st imporanty 1o make them tink it was et des.

“The fint major breaktrough was TV wilh s abilty to crste parssocial bonds: onc-way
atachment 0.4 person who docst know you exst, the ilsion f friendshp with a lkshowshostor
polcal commentator o sports pancl. These pusasocal findships — powered by word-class
Charisma, studio producton,puton chemisty, and rooms of wrirs - were 50 alluring and convenicat
{hatpeople usullyapte fo her over being with thei ctul fricnds,

Everybody in the Bay Area knew e trulh: staing at @ screen made them fel ke st and
being with their people i thie mood. Thei actual friends would ahuays have their backs, and
colcriies they hid 2 one-vay aachment o dd'. ive @ fuck aboutthm. They kncw, but couldnt
Stop from islting,saing t srcen,and slowly disolving the Fbrc f thls own scictics.

As crerything became diset dlivery and the iy became more expensiv [ commute across,
recond sores and cafs and every othe commersal gathring space went unde. Rapily improving
compute games and social mecia and sieams kep peopl out ofthe ral world and willly locked
in thi bedrooms. Bands, athcte clubs, hobbyist grotps, churchcs, nion fatls and al the other
overlapping microcommaritesthat humai hapiness i predicated n began o vanish

Now, half & ccnury atr the tochnofeudalts’ vison 1 complete: the peopl they st ot fo
subjugatc are nw an stomized, miseable, socially incpt, lonely. poweriea poolof disposabc abor,
$49'f every S50 in vlue they cestc going ino the poskets of thei overonds - smashabl lile
ingers who would'tknow how o form.a st i they tred. Welcome ta the San Franisco Dom.

The Second Batle for Oakland: once the man charscters seach leve 5, Kaock stops by the
House for a iy, saing ' eaving soon and might notbe back. H's headed o Oakland, where he
and s comrades waged and ost a war aganst the technofeudalists and theie mercenaey foees few
years bk His man Boots hever e h's been radually gathering il and organing skeper el
ind Knock wanis o be on the font line of his plns fo 2 rencwed ofensive. The main characers
Volunicer despitc Knock waring then i will b a atual warzone.

So the technofeudlist overlonds of the San Francisco dome contol he city’s pe-sncicn
ransdimensional gat, and have ben uing it (0 bolster hei forecs with caies from another
dimension called P=Z2%, crsatures made of inrlocking lengths of metalic polyerysal flcating in
umanish-shaped.graviational field While lacking i the coordinaton o Use launchers, ther
metllic form makes them flly imanune o ullts and sheaprel

Boots recently gained sccess 0 a dimensional prtal and has found the P25 i plane is
sueing mass strvation: since they subsiston what we call din, he technofeudalists have been
rding them extortinately small porions of sl fr unquesioning mercenary service. The plan s o
8601 the PEZ2Z5 native dimension, navigate s perious landscape and bizaee captal ciy, and
asure thie leadersthat i they flip, Boots and his people will sive them ulimitd feedin forever

From dher, malke the main charcters gencrals in command of PEZ223 batalions, fghing
divisions of technofeudalst mercenarics equipped with hand-to-hand wcapoary designed 1o destroy
the mtalic esh of the P==2=5. Mass combat rules are on page 154

A few platoons of Zeagakuren fighters with tei dtintve colored helmets arive from aross
ihe Unknowable Westem Ocean 10 asist in the struggle, the combined liberatoy fores reiaking
control of Oskland, then batding for key infstructure tamghout e SF dome until naly closing i
on the overlonds”sronghold, a massiv coustry club of ey unbeleysble uxury where sick people
e outide the razorwire-topped ates. The main charactes and theie allies batle he last e
merecaary comps into the sub-basemen, & colossal marbe tmple with an ol (0 marmman, where &
oss batle icks offwith the hree gencically modifid and agles echnofeudlist overlords, whose
otech sugmentations have given he pioni poversand llow oo main actions pe .

. Crew Ambiton Vae: varant loot and leves depening on length of war

The Gilman Speed Trials: her i the global capial of powervolense, doorm metal duids sre
planning 4 major atack on a grindcors | mince / powerviolence fsiore fstat 924 Gilman. The
mainshurseers ae ird o defend the venue, and exceute s who don't lsy st cnough.

&
Los Angeles
Land of palm tres and gheto birds, the undisputed mesca of theas, gindeore, and et skaing
“The grafl scen i out o caniol,the hip ho scene is unhinged. i’ ucking balmy every single day,
and here'san veat xery night ofthe week fo whatever weidly speciic it you e o

Whie the local and most of the ransplanis are fine. LA 1s an icsistble magnet o scf-
obsessed sociopuhs and depraved safuckers from around the world, and the hals of power in the
iy are stacked with even wors people cager o exploit them. Whie these legimized mafiosi
openly run the city, the bloodsoaked nightmare creatres that run them are less known, lss
knowable; wransdimeasional demons fecding n he receses of mezamansions and peathouse
boaedrooms, fumishing pover o the highes bidder and contving vl desgns on a maive world

Mint Condiion: Sunday moring. A close conact of & e fiend seeks out e main haracers,
desperse for belp. A new towing aperation calld Evil Syle Towing Serviees s st up shop
Culver City,using rap parking spoces and Iegal loophales o impound cars then ruthlesly extoring
iheir ownces by sending tei rid 1 & pancaker fthey don't pay in 3 days. The contact, Diego, says
Evil Style hs aken his lowride, Mint Condition, a mint gree *63 Impala ragiop withtree pumps
and a trunk fll of redtops tht make i Hop ke a ransformer. He spent oue ycars workinga sccond
Job o build that car, but can' come up it the $5.000 ransom: he'll give the main characers
anyehing i they belp him rseue his ride. The Evil Syl impound i two fghts with a dozen imps
‘who wiehd heavy chains and walk around on th wale nd ceiing (low merk though), and s boss
fight aganst a our.armed abomination i a wicachee jumpsui with four demolton axcs. ARGE hey
icar the gates off the impound they head stight for Crenshaw, spreading ward Evil Syl is don.
Dicgo itroduces the main haractrs o hiscarclub, 3 e poteial conacs o future misions, and.
they ide Crenshaw and Slauson on hree whecl blasing Blowout Corly uni S inthe morning:

~~ Crew Ambition Value: 4 SP. majorfavo fom Dicgo and Trbe o ha Moon Car Clb.

Heavy Bombing: a new friend of the main characters wha writes graffi sccks ther help in o
“dirct action community projet” The leaders of AWR, WCA and K25 have caled mesting of the
crews at the Panic Zone in East LA (th wnicor i sl p, i you know you knw). Dazens of gt
it assemble at midnigh, the new rend ineodocing them 1 thei cew:, MFA (Mackforee Alpha).

Some quick contet:tis is diferent time, an <ea of shity high pressare cans and disinct
resional sylcs, when carrying a pisol 1o proct yoursel fom baseheads wasa't 4 bad iea. I you
i grt, chicks only hought You were weirdo, cops sssumcd you were & banger, te public
ucking haied you - Tie rest i paradise, was cven murdered by vgilanie who only o probaion
Al his made he commnity smal, clos, and suspicious of uisider:

A bomber named Skore docsi't recogniz the main charscters,caling them out even though
MEA vouches for them, and docsa’t It up until cach of the main characters say wha they wrte
(actually make your actos come up with ames) and tg it on & ncarby wal 10 prove theyre nok
cops (ke them tag a iece of pap 3 SP o whoever hs he best lookng tag by cadofscsion).

An obviously respected wicr calld P-Jay spesks, saying s proprty management conpany
caled nodida Corp has bece jcking up en, forcing Angelenos 1o ok over m than they carn or
face evidon. Some fends and fumiy of peole present ars alcady geting extoied nd th courts
o't do it fr them, o the crews are oming together o ealae. Wriers hand out poocopied
lists of Ixodida Corp's propertcs and subsiiary businessc. P-Jay says they e going 1o publicly
shame anybody comnected (o Ixodids, covering cverything they own in messages exposing theie
ehavior unilthey collapsc. Apologics wil ot be aceepld, compromises will no be acceted: the
only end o his i Iodida gong away oreve

"Cut main charseters Ioos to publicly shame Ixodida Corp,deploying thir own sstegis unil
the corporton beievably gocs bunkrupt o cosesisdoors fr 00k
—~ Crew Amibiion Value! |level favor from the LA graf communiy

Hollywood: et ofll, Holywood i piss smeling,cosch inestd shithle lutered with ples of
irash and dead bodics from drunk punk knife ights. A rend of the main characters has becn lured
into this predatory den with promiscs of bing paid or thei at and is now trapped i an npaid
contract, subjugated by cackling ghous disigred by plastic sugery and five-fgure coke habits
Find 0 way it the heavily guarded agency and desioy he contract. Hint: the pychotcally
narisistc ghouls o his rca will b ransficd by any limpse oftheis own eflecion

=X Crew Ambition Value: 3 SP 50K from draer i executc's desk

68
Lord Quas: nex e the i charactces nesd something (e, info cc), hey hea Lord Quas, &
Ko b harscter who hauntsth ins of Oxnard, hs hat exact thng tey necd. They fight thie
sy through the gontbasiard-contoled Sata Monica Mountains o Oxnard and find Quas mid-
Shootoutwith a clique of heaily armed st surferson Sl Stzand Beach

Alexander.san: s localtce s center i sheduled for demalition, i propety sld by the ity to
ocal developer. The developer has posted & notce reading he understands the pushback, and
ecause h's a geatlman and man ofters,he will hapily dbase anybody on e st

A community activist ramed Peng ks the main characers 1o come wih him 1 the
descloper's HQ in Siverlake, just in case the dude has ulcrior motives. The addess is for &
Japancse cate surrounded by exquisit gardens. A bearded whitc guy wearing ingerlss gloves and
a Sk Kimono answers the massive front door and imiroduces himelf, “Watash ka Adegzandero-
S2n” s bows how hethinks Japanese people ba:

“The castle’s ineior s aced with all thetacky trappings of welth, prieless Japanese arfacts,
and countess framed anime postes. At soms pint the main characters notce a acton figurs of 4
Scatily dressed e Iy in Alexander-san's kimona pocket. Alexander.san slernly pours g
of Lipton sweet e ino tny ormate teacups and hands one (o cach main character before policly
Starting the debst (scually make them debate Alexander-an, who scems surprngly TSSEpONE).
“They sroll through the chambersof his caste and it courysrd garden, Alexander xplaiing he's
turning th ten s center o a paring ot and saying obliious si ke just because peopie ke
me have destroed cvery low-income Socisl nsitution in LA excep gangs dossa 't mean you can
bl me for sl th problens that causcs.”

“Afer gmually showing he's unreschable, Alexander-san reveals th tru depths of his
depraviy, saying. " disagzee with your premise. foney is moraliy: 1 could make my fortun selling
orphan ribeages, donate 1% of tha fotune, buy a PR fim o el everybody what 2 good guy L am
for donating, and voila - cverybody really, rly blieves ' a great guy. Think, how do you know
what you know? You heard it from somebody, right? Guess where they heard it: from the media
conglomertes people ke me own ncwspapees, magazines, TV channels, radio station. That's
where the pulic discourse comes fom. Thus e, he owmcraip,decid what peopl think and alk
about 1 were ever womid you might Sar rganizing against s in some way, e Just imsent some
new culur war s 0 keep you all hating each oher and pump it through your TV. To keep you
placated we give you the llsion of control by eting you pick between o politcans we e
letyou ight over whethe you's having a plat of it o ghassof pis for dianer. These pliicians
legislte for us, againt you, abways cxracing wealth upvards, alvays making your lives @ e
worse, and our media tells you that's ot what's happening at all *Finishing his point, Alexander-san
rns the comer ito a golden emple with a massiv idol o mammon t the far end and says,
“Money is ruth, money i mory, money i ey tsc”

Fed up, P snatchs the amime acion igue out of Alexander-san’s pocket, who sreeches o
releas his good lady wife a once. Peng says he can have s action fgurs back when he sars
undoing the damage he's done, but Alexandersan is lready sercaming for his guards: seveal
umarrshaped cites made of colofulflded papr charg in with anigue Japanse wespony.

Fight With Origami Guards: ca't be hurt by blunt ruma st fy back s stride) anly sharp
(ke swords and spears), and ke doubl offense from fc-based Spcials. High defense (cvasive)
ut o meek (pape) and powerfl peyehic knockback Specils that keep th fight moving through
the castle and fying over balcoies tc. Ae the oigami suards are mosly destroyed. mail carices
enter the house 0 check on the sounds o violense. Alexander-san gips richly omarened Katana
off the vll, monologuing that i’ the once-lost Bsde of Incncration, wilded by the lgendary
etiner Okumura Shozo, it hasn' been draen i 8 thousand years, unl this moment of great
vengeance - he draws the blade and s sty incinerated.

e Ambition Valus: 5 5P

Corporation Pull-In: a friend from Metal Blade Records says some foul exccutive at major
label accidetally found out about grindcors and i convinced ' the e big thing. His peopl are
now ryig Lo sig Tertrizer s hei lagship arit fo corporate gindeore impriat. Find 1 stop
Temorize fom abliterating th genre by nking million dolar contsct withthe worst ofthe msjor
lael,and probbly also ight s e carfulls ofthe lbels hied goons

- Créw Ambiion: 3 SP,undying graciude ofthe wordvwide gindeons scene

6
Creating a New Show
IFeverybody wants to keep meeting for sessons, but run a difeent seting or genre, fust
bang out the below sieps

1. Agree on a show concept
Something with 2 lot of narrative potential like uncovering supernatural secrets in the
theiving cities of the Bronze Age, or exploring a small planet of destroyed civilzations
now infested with strange lifeforms,

2. First Key Narrator steps up
Since they'Il be running the show, they now have creative control over the seting. Key,
' your job to come to that fist session with an episode that introduces the main
characters and sets the Crew Ambition in motion. 1 you'ee a first-timer, check out page
141 for a crash course.

3. Agree on a Crew Ambition that will drive the show’s plo forward
Can be something immediate like repelling the raiders boarding the ship you're all
passengers on (*Merk the Raiders”). Can be something open-cnded like o crew of
ongtime friends starting private detective ageney and waiting forther first case 1o walk
1 the door (“First Case”). Can be something longform like finding a lost map and
pillaging the tomb of the tyrant Kashif Sultan (*Ino the Crypt).

4. Actors ereate a crew of main characters
Acast you'd wanna wach an actual show sbout - nteresting group dynamics, beliovable
orthe stting, and ll driven o move the show’s plot forward.

5. Lock ina time for your first session
Seriously, do dhis step now. I£ you kick that can down the road everybody’s schedule is
‘zonna il up and your show probably won't kappen.

i3
Key Narrator Notes

7
Key Narrator Notes
Key Narrator Notes

Key Narrator Notes

7
Key Narrator Notes

7
Key Narrator Notes

7
Key Narrator Notes

Key Narrator Notes
Key Narrator Notes

Key Narrator Notes
51
Main Character Creation
Each actor creates and controls a main character in the game. As long as they fit the
show’s concept and start a level 1, anything goes.

+Quicklist ...

1. Snatch a main character sheet from page 159

2. Concept: name, appearance, backeround etc

3. Pck Specials: page 85 - 97, start with 10 SP's worth (you can starthere if
‘you're sl thinking on a concept)

4. Start with merk 10

. Start with 0 defense (top numberi justalllower numbers added together)

6. Start with a move score of

7. Spend a bar in any major skill or additional language (o bars i flunt)

8. Put one point in any primary
9. Check opposite page for the bonus that primary gives you, write it down
10. Start with $100

- Ready to pla

Start undeveloped: you mostly figure out who your main characte is 5 you play them,
ifling with the other main characters and nteracting with the seting. Leave mad room to
grow

Start humble: remember you're staring at level 1. You're basicall the average person
with a il SP so forget about any master swordsman shit.

Meet your Key at least halfway: they put together @ game for you to enjoy so don't
make & main character named Fred Shitbreath or whatever. The show is only as good as
everybody's level of buy-in

Build your cast cooperatively. Crew chenisry is what eally makes a show jump. Tey t0
think of yourselves not s a proup of individuals, but a a crew, a cast of main characters
You'd wanna watch an actual show abou. You wanna be able o have a slamming paie-off
Scene with any two main characters.

0 of us ply in the sume jazz combo” is good, but to sealy juice a cast, fuck
around with dynamics and archetypes — Seinfeld with four Jerrys never would have
Worked, you know?

Background: defines your main character sure, but also use it o seed your future
storylines and tie yourself to the seting. Some prompt ideas
+ Where and how you grewup A group you belong to % A comrade or contact
+ Your an/ crestve expertise % Vour trade / vocationslexpertise % A ival
+Culure / subeulure/ cnicity A nickname title and how you got it
+ Towo ramors the other main charscters have heard about you

don't specity i e e, or exggertd il coms i game)

Don't bother writing beyond the background box: no amount of backstory will make your
i character fel like lving person (that only happens as you play ther).
Levels
Levels represent a main character's powe. Afler overcoming a sgnificant challenge in the
show, all main characters ain a evel. Leveling up sbout once every 3 sessions i normal.

Startatlevel T with - mesk 10, 1 Primary Poiot, 10 Special Points, | Knowledge Bar

Leva 2 1 Primary Pois, 10 Special Points
Leva3 1 Primary Point, 10 Special Points, 1 Knowledge Bar
Leverd 1 Primary Pois, 10 Special Poinis
Leva 5 110 al Primaries, 10 Special Points, | Knowledge Bar
Levet 6 1 Primary Pois, 10 Special Poinis
Leva 7 1 Primary Point, 10 Special Points, 1 Knowledge Bar
Leva 8 1 Primary Pois, 10 Special Points
Leva 9 1 Primary Point, 10 Special Points, 1 Knowledge Bar
Leve 10 +1 10 all Primaries, 10 Special Points

Levet 11 1 Primary Point, 10 Special Points, | Knowledge Bar

Leve 12 1 Primary Pois, 10 Special Points
Leve 13 1 Primary Point, 10 Special Points, 1 Knowledge Bar
Leva 14 1 Primary Poiat, 10 Special Points
Leve 15 +110 all Primaries, 10 Special Points, | Knowledge Bar
Andsoon
Primaries

“The core stats of acharacte. Each primary amps up secondary featurs, like so

sTRONG
© Every 1 point: +1 offense on all hand-to-hand attacks and throwing atacks

© Every 2 points: +1 defense (put under parry) © Every 3 poinis: +1 move score

FasT
Every 1 point: +1 offense on all ranged attacks and light weapon attacks

+ Every 2 points: +1 defense (put

e dodge) + Every 3 points: +1 move score

HARD
© Every 1 point: +10 merk * Every 2 poinis: +1 defense (put under grit)

= Every 3 points: heal 1 point of offense taken each turn

SMART
(SP) + Every 2 poinis: +1 knowledge bar

Every 1 point: 5 Special p

Your main characte sarts a lvel | with a point in any primary (2
this represents the average p
can mean wise o wity or baoksmar, s

oin the res). Statwise
on. Narrativly, primaries are open o interprtation: smart
gt can be fas-twitch or slow-twitch e

5
Major Skills
Aarative touchpoint for what your main charactr can casily do. Examples listed below
ae still subjet your Key Narrator’ judgment of the stuation, o don't be like “1 do this
immediaely and eforlesly and the book said | can s suck it

Automotive
Examples 1 bar t0 hotwire an oudted model of car or ct brakelines, 2 o outdive 3 pursng
policecrise o esore a small engine, 3 o hotwie recent modelsofca, 4 be able to deduce how
1o operate 3 tank, o outdrive fllscale police pursuit with arial upport

Busherat
Examples: 1 bar 1 build i with no toos or forage cnough foo for ne person, 2 o forage for &
eroup or eximt and braid fiber, 3 to rack survalist ryng 0 evade you or afcly weapanize
Venoms (4 undefendable offnse per tum with Durtion: Combat, single us) 4o knap and bind it
or osidan weapons from seratch (2 offase since made of sone, butcan crete any 1yp of hand-10-
Hand weapon or bow) 0 rete comfortabe setlement with o maintenance pemacuare

Chemistry
Examples: 1 bar o fully desroy fingerprits, 2 to trace origh of & set drug by exraciing
additives, 3 t0 disrecly symhesize batches of mid-rade rcreationsl deugs (400 worth per weck).
410 extract poison (56 undefendable offase per tum with Duration: Comba, single use) rom
Iredacted houschold procuc], § 10 make a frag grenade (page 135) with n hour'slabor and 520
wort o [dacted indusrial products]

Electronies
Examples: 1 bar to disble & sccurity camers or chesp alarm, 2 to safly disarm 3 homemade
explosiv or defea 8 mid-grade sl system, 3 1 projet pirse adio n & 1-mile radius or 1 3
Spcific newhy target, 4 to make pulsc-switching EMP device (mporarly disables neaby
lctronics) out of garbage with thce days” abor, 1o knock out city's powergrid with access 0 4
iransission line, or 3 specific neighborhood with acces 0 2 substation

Gunsmithing,
Examples 1 bar 1o clear jam or assemble yourown ammo (S0% discount), 2 (0 sabotage & fircarm
ith spiked ammo o it cxplodes when next sed (frcarm destoyed, causes isarms offnse 1o
user. 3 1o sally make your own gunpowder (even i he wideraes) 4 to make advanced
amminition (utomatically rspin 15), 10 machine a fireem rom metal stock (weck oflabor)

Medicine
Examples: 1 bar for CPR or t0 stop areial leding. 2o denifya common poson / venom / oxin
or resetand splin & compound facture, 3 o be abe o deduce @ corpse’s cause of deth or seal
Sucking chest wound, 4 fo reatach severed hand or ideatify 8 e poison | venom / toxin, § o
afely grat eybernetc prostheses

Metalworking
Examples: 1 bar 1o make a dagger out of scap or defeat a cheap lock, 2 1o weld bulleproof
armring onio a vehicle. 3 1o make ny hand-o-hand weapon out o seap, 4 0 deeat the door of &
ank vaul, 5 0 make hand-t-hand weapon with a pemaneat +1 offease (wcek of labor)

Nanotech
Each bar is 2 10% cash discount o nante based tch (eprsents being bl to ust create yous owe)

Stealth
Examples: 1 bar o creep past a security guard scroling through his phone, 2 1 piekposkt the
average person. 3 1o crce ap behind s seninl and remove the magazine fom thei ifle 4t defeat
at musem motion snsars, o evade & team of mercenaries rained and suipped fo pursit

Worldliness
Examples: 1 barto know who pulls th ssngs in your local criminal underwrld, 2 10 know the date
of most major historica events of the seting, 3 o have a rendly conact i every majo cit, 4 1o
know s0 many people in bands and abels that you can et n the st of any show o the planct, 510
Know the names and addessesofthe people who acualy klld JFK.

8
Specials
Povwers and unique abilites. Fel fice to change their appearance to fit your main

characte. Here's how they work

‘#Special’s Name [oal P cos]
Acstheic Ho it ooks

Summary: Whatt docs

Effect: The base mechanie (P cost]

Modifers: Opional upgrades to range /ara/ duration et [SP ost behind cach]

Premade Specials

Even f you
this book is completed.

s o ¢

Jow how 10 create your own Specials already, stick to these unil the are in

[

Premade Identity & Ineraction Specials

#Maostly tha Voice [3 7]
Aesthetic You'r talented trplicating voics.
Summary: Perfecly receate iy voice you've
hesrd s Jest 8 dozen words from. Unlmited
Effects itae Voice [355]

Modifiers: X

*Telepath [5 se]

Acsthetic: A private menialconversaion
Summary: Two-way teleputhy. Telspatic lnk
s no range limit onee csablished, and lasts
unil you crete a new link. No_acton cos,
unlimited uses. Effct upgradeable.

Effect: Halkie Tulie (351

Modifiers: X

tred Surge [10 s7]

Acsthetc: Pl feclings of disike in
somcbody

Summarys Tagets disposition tovards
charscier of your choosing . sgnificatly
worsens. The les ntligent the trget the more
they're afeced.

Effect: No Symparico [551]
Modifers: Use” Once per Fight [x2]

+A Name That Rings Out [45v]
Acsthetics You went rom all ity bombe 1o &
well-knoven mural pae, respeced i both
worlds.

‘Summary: Your loal ame ges you ocasional

Effect: Minor Celebriy [45¢]
Modifiers: X

*Word is Bond [1 1]
Acsthetics A supemstral sgrssment that can't
bebroken.

‘Summary: The character's giving thee word
il e physcally undble o break it, and il
now ths beforchand, One-tme use.

Effect Unbeakable Outh (15r]

Modifiers: X

See Itin Their Eye 1 57]
Acsthetics You'se an observant judge of power
and aily.

Summary: Know if gt higher or lower
level, and get 8 vague idea o thee sats. No
Effect: Read Charactr 157]

Modifiers: X

How many times can 1 use cach Special? The defuult number s once per
day. For upgrades, check out page 99.
Some Specials automaticlly have unlimited uses lke Telepath. Others have had

their use mumber uparaded, ke Hatred Surge, but mostof the premades i this
chapter are still t their default of once per day.

85
T

A

T s

Some Real Basic Premade Stat Specials

*Powerlifter 751
Acsthetics You don't ok ke it bt sou can
‘et an adul gorlls.

Summarys Permaent 41 stron.

Eftect: Primary Up (srong) [157]

Modifiers: X

*Wirchead [3sr]

Aesthetic: You fuck sround with clectrnics in
your spar .

Summarys You know the basics of modifying
disabling / cnhancing clectroncs (add 8 bar in
Electronics under Msjor Skl

Effect: Knowledge Bar (clecconics) (3]
Modifiers: X

s E

+Thermal Imaging [95¢]
Acstheic: A dope mutation allows you t se¢
et signatures on to of your norma vision
Summary: Heat vision with unlimied e
Effect: Heat ision 3 7]

Modifers: Use: Unlimited effsct cost x3]

+Sight Beyond [3s¢]
Aesthetics Your vision sealessly lesves the
perspecive of your physicalbody.

Summary: Move your vision anywhere your
acual physical eyes can sce. Can swich back
and frth betwesn exavision and norma vision.
Lasts aboutfve minutes. Efct upgradesble
Effect: Remote Viewing (3]

Modifiers: X

*Elevated Frequencies [10 7]
Acsthetic: You'e supernaturaly attuned to the
Tesoance of your cavironment.

Summary: Yoo hwve an immedate
understanding of your suroundings s if you
ud gone around knocking on every inch of it
Alvaysacive.

Effect: Echolocation [107]

Modifiers: X

N

86

*Quick s the Name [7sr]

Acsthetics You should be boxing with
andspeed ke hat

Summary: Permancat 1 fs.

Effect: Primary Up (fst) (750

Modifiers: X

Traveler [3s¢]
Acsthetics You've leamed s lot stayin in cther
citesand raveling trough the Grarlands.
‘Summary: You have good geneal knowledge
ofthe stin, s peoples,History, curent cvents
<t (add a bar n Worklinss under Major
Sk,

Eftect: Knowledge Bar (vordliness) (357

s
Premade Sensory-Based Specials

E

=Sonic Attunement [45¢]
Aesthetcs Lisen with th tird car.

‘Summary: You have highly cxhanced hearing
n b range and senstvty). Automatically
permanc

Effects Acute Hearing [451]

Modifiers: X

+La Noche 61
Acsthetc: Blackout somsbody’s vison.
Summary: Targt blinded for one fumeycle
No action cos, and can be done n the mde
of others” . 1 used during 3 fight, rgst
Cithe atacks random square, atacks the source
ofatellingsound, or just dips.

Effect: Bind (351

Modifiers: Spesd: Iteerapt [effctcost x2]

Eidetc [45r]

Acsthetics Just tn dolls word fo somcbady
‘i photographic memory
‘Summary: Pertct recall of all vis
Alvays actve

Eftect: Photographic Memory [451]

sensory.

1L L U s 1 0o N
Premade Specials That Twist up Perception

Mlusions las about § minutes cach before strting 1o glitch out, Hlusions that don't
specifically target the use start with & range of $ st e modificr upgrades
till cost the same but dd up from there.

+Plug One, Plug Two [6 57] *Visual Hallucination [85r]
Acsthetic: Vou scem to multipy by . Acsthetic: You exude a_psychic signal that
Summarys Creat an illusoy copy of yourslf aflcts te isual cotexof snybody peshy.

{hatoceupics s square adjcent (o whersver you Summary: Crese say sight you can imagine
move and imities your actons. When first (but no other sensory). Will seem entely real
used, you can immediaely swich plsces with 10 all bystanders. Lusts about $ minues. Can b
your llsory copy fo frc. Capy can' alect upgraded nto Major Hluson.

he world or cause ofense, and goes up i Effee: Crate Visage [§55]

smoke when sk This Special has n0 acton Moifers: X

costand can be used during other’ urns,

Eftect: Gorchacopis x [351]
Modifers: Specd: Intrrups efeet )

=Auditory Hallucination [S sr]
Acsthetie: You exude a psyehic signal that
alfcts the auditory cote ofanybody nearby:

*Umbral 5 sr] Summary: Creste any. sound’s you can
Acsthetic: Some scholars would say you have imagine, including saiees. (bt no. other
hade-ike properes afe retuming from death, sesary). Will seem entiely real 1o al
Summary: Whenever in shadow you have S bysanders Lasts abou 5 minuics. Can be

ars in sealh eectively nvisbe) uperaded into Major Hsion.
Effect: et Iio Shadows 5[5 51 Effect: Crate Sound (551
Modifiers: X

D E A T m
Premade Death & Undead Specials

+1-800-sup-body 3 se] +Create Ghoul [15s¢]
Acsthetcs A ghost materilizes sbove their Aesthetic Slow, chugging desth metal can be
‘corpse 0 spesk with you. heard i the disance a5 3 corpse ariss 10 do

Summary: Chop it up wih the deceased a5 your bidding,
long a5 you have teir body on hand They Summary: You rise a compse (can be any

mainain all their memorics, but arent staic) that obeys your commands. Compsc
uaraniced to be cooperatve. maintains stts, but loses Specials,_igher
Effect: ik Wih Cope (3] intlligence and fine coordnation. Lasts untl
Modifiers: X destroyed. can't b rised again.

Effect: trinate Corpse 1557

Modifiers: X
+Death Essence [12sv]

Acsthetic: Sickly reen cnegy blass fiom your x Definitely For Real Dead [25r]

pulm, roting the flsh of the living and Aeshetic: Though mediaive focus you bring
mending the fleh o the dead you biology o an undetccable minimum.
Summarys Al targts in path of this ra0ged Summary: You play dead s convincigly thl
Special afeced: i ling they ake 58 OfnSE, anybody with Ko than fwo bare n medicine s

ifundead they heal 58 Sicked Lasts s ong as you want but you can't
Eftect: Necroic Energy Blast 8 5] et or s duration.

Maitrs: Kane 23] v oy -50% Bt ol D 2257

ffect cost]

8
AL T E R

AT 1 0 N

Premade Specials That Change up Form & Function

+Skeleton 10 5¥]

Aesthetcs Vowre o skelton. Wild_dogs
Somedimes atack you fo your bones. Why are
you'a skelton? What's your whole dal?
Summarys You do't need to breste,
ik, orsecp,and are immune 10 discase

Eftect: Non-Living (ated by spcifc group:
dogs and dogrmen) (1059]
Modifiers: X

wror- [15sr]

Acsthetic: You have the powe to shrink obects
with touch

Summarys Sheusk tem can go as sl s 3
enth s orginsl size. Any object on your
person (pockets, backpack et) il say shrunk
il you remove i Can't shink churactes,
living things, o aimatcd bjects. Some objccts
can miotain orginal weight and dursbiliy if
Key say . Unlamited ses

Effect: Shrink Object 5 5]

Modifers: Use: Unlimitd [x3]

*lnteligent Lock [5 se]
Acstheic: A supernaturallock wih tlepaty
Summary: You can lock a door, drawer,bole,
buckpack ct. Lock akes strng 3 o are lool
10 orce. Lock can b given condiions ik anly
opening for cerain people, passwords, cerain
times of day tc. Lock can teepathcally speak
with carby charaters (personsity and voice of
an old, exremely cranky Russan man), give
messages et Lock lists untl forced, you
negat, or you ercate & new one.

Eftect: Sal heavy 3 9]/ condiional (25])
Modifiers: X

Gillz 25¢]
Acsthete: Maybe you have 2 minor mutation,
maybe your dad was the creatue from the black
lsgoon.

Summary: You can bresthe underwater for
about a hour t . Effstupgradesble.
Effect: Brathe Undervater (259]
Modifiers: X

=Acid Ghost [155¢]
Acsthetie: You marph into a being of pure
Sulfurc acid, ooving and flowing wihin &
humanoid silhouetc

‘Summary: When morphed, you

have 1 primary pint respent nto hard (+10
merk),

- awomaticaly deal 54 offnse o any adjacent
cncrny that pus offense on you

- can make 0 2 +1 unsemed atscks per turn
For every 2 SP your normal form gains, gain |
e SPto spend in this fom. For every
additional primary point you gain in your
ormal form, gain an addidonal pimary point
in this form,

You have ualimited uses of this Spec
Marphing costs a move acton. Downsides
when morphed, side. haracters. resonably
avoid alking 1 you and you cant wield
Weapons (hoth uparadeable)

Eftect: Morph (v move action uparade) (15 ]
Sceondary Form's Effct: Unarmed Fightng
13 58]/ Weapon Specialis: Unarmed [4 5]
Reaetve Offense 3 (359 Ugh (3 e)
Modifiers: X

The back of the book is a spinner. “s6" means a spianer from 1 10 6,
12" means a spinncr rom 1 t0 12 etc To use it, hold the looped end of o
paper clip or uiar sting triming on the center dot with o pen. Fick the
other end. Wherever it lands n the rng you're spiing for i the resul.
G E N E R

A T 1 0 N

Premade Specials That Conjure & Create Shit

*Encrgy Screen [5 sp
Acstheie: A flickering square of blue force
cncrzy ashes o cxistence

Summary: The ncepy sreen s frm enough to
sand on, hold heavy objects, o use a5 cover
fom ranged_avacks. Can be summoned
anywhere within each, and is fixcd in place
once comjured. Sercen is ne square side and
s merk 10 (Goth uparadeabe)

Eftect: Bubvark 1 (can hover) (3]
Modifiers: X

+Palace Dimension [12 7]
Acsthotc: An_intrdimension
mateilizes before you, sty
architostue visibl on the ot side.
Summary: You have 3 privae dimension, &
massive palace buil in golden age Moroccan
archiccure, complete with impossibly high
colings, & cenal garden couryard of seange
aroves and.glassy steams, suesrooms,
library, @ gallery of classcal Persian painings,
and an inacive tclcporation gate in the sub-
asement with scip you haven' been bl o
deco.

You can summon tis prvate dimension's
gnteway at will, and bring any number of
Charscers with you. The dimension and sny
{nhabitants cxist a5 normal when you'e not in
it. el fiee to customize features and physics,
bt ance designed they're s insone.

Effect Create Dimension (estat) [1255]
Modifiers: X

scvay
Morscean

+Grow Item IS se
Acsthetc: A green sprout eupts from the carth
and grows it a wooden object of yourchoce.
Summary: You permancaiy creae 3 wooden
item by growing 1 ou of & paich of dit.
Unlimited ses.

Effect: Call ood [357]

Modifiers: Use: Ulimited (<3] / Sclecivty:
Open Patch ofDi [ S0% chance = 50% cost]

+Danger Nate [10 sr]
Acsthete: Acrash dummy with a ointy lather
footbal elmetand goggles comes sprining out
of nowhere, down for whatever.

Summary: This _expendable side_character
oheys your commands, and lass for 3 fght
Scone, o dbout 3 minties outside of combat
Has an 52 unarmed atack, defense 0, merk 10,
mave 5. I destroyed, he reappears a5 nomal
when this Special nex used. Voice: high-
piched and maybe e 00 amped up.

Effect Cull Enty 1057]

Modifiers: X

+Cald World Hand Picce [3 se]
Aesthetc: The back of your hand is atooed in
black and gray with a il of frozen corpses in
e snon.

Summary: Inibucd tatoo (5P discountfor
acsthetc qulity). You'e immune t the Frecze
Clfct ke Half offense from cold-based
Specils, nd do fine in weather as ow a3 30" £
Effects Inbue Tutoo: Cryophilic 15551

Acstheties: you'se fec to change the name and acsthetic of any of these
Specials o fit your main character. For cxample, i you wanted to have
privte dimension that's medieval Japancse lighthouse, o a chunk of forest
Noating in the sky, or a bunker ful of secret passages, just take Polace
Dimension and change it name and sppearance.

5
M 0 VvV E

M E N T

Premade Specials That Move & Alter How You Move

#Wind Ride [15 7]
Acstheic: You superaturally s around o
reeze you contrl.

Summary: You can fly / lviate at wil, but
must start s end your turn on solid ground
Effect upradeabic

Eftect: Flight[1557]

Modifiers: X

+Yalikinesis [7 ]

Acsthetic: You contolglass with your mind
Summarys Permanent abily o move
without touching it Range: sight. Can't cause
more than 3 + your lvel affense pe um,

Eftect: Mnesis (slass) (551
Modifers: Specd Move-Equivalent
ffect cost]

[

#Monster Hops [3s¢]
Aesthetics Vetical lesp 120" cach me at the
combine.

Summarys Jup s o as your move score for
o tmcyele. Efect upgradeable

Eftect: i Junper 3 58]

Modifiers: X

+Eldritch Hands [105r]
Acstheics After reaching nto he Miror of
ok, your hands retumed with supernataml
properis.

Summary: Your hands e made of an
otherwridly, obsidan-like substance.They can
eip any surfce firmly enough 0 support tice
your weight, arent aached st the wrist (ust
Sort of float here, and can be cast wp 10
irides away from you ke prchense grapling
Hooks When cast, your hand is sl ehered o
your vaist by an invisible magnetim, allowing
You o sccurely swing o bang. Bath your hands
Can be cast i his way. Can't wield weapons or
old objects with a hand tha’ cas out. Effct
uparadeable. Unlimited uses.

Effect: Grapnel-Shor (2, geip limit ice
wser's weight [1051]

Modifiers: X

*Powerteep [10 7]
Acsthetic: Push-Kick somebody lke Samart.
‘Summary: Target moved backwards up 1o two
Srdes. 1 they collid it snother aret they
both ke 56 offense. Effst upgradeabl. Only
Effect: Push 1o sides,collision 6)[$ 7]
Modifiers: Specd: Move-Equialent (144
effctcos]

=4 New Refutation
of Time & Space [10sr]

Acstheti: A pais of palm-sized wormboles
appear inthe

Summary: Yo crsste two mtching portsls
just lare cnough 0 reach trough (what gos n
one immediaely comes outthe olher). Both can
appear anywhere i sight. Only costs a move
acton.Effct uparadedble

Effect Porat (1051

Modifiers: X

=Justaportation [8 se]

Acsthetic: You rcach out snd touch somcbody,
a subile pulse of force crupting outwards a the
w0 of you instanly swap posions.

Summary: Switch places with an adjacent
characer. No action cost, and can be used i the
middic of other's s (50 you can switch
cnemics int the path of atacks cc). Effct
paradeate

Effect: Svich incluling nos-comrades) (3]

Modifiers: X

Sec Youse on the Airwaves [8 7]
Acsthetcs Flas fom one arisl t snother
Summary: You and your gesr are nsianily
ransportd from an adjacen adio ancnna
any iber radio anemna you can see. Costs 4
Eftect: Teeport Betveen X's (Radio Antennac)
)

Modifers: X
v s

A

6 E

Premade Specials That Alter Modifirs & SP Costs

*Reality Adjuster [3sr]
Acsthetcs Power sscthes ot your form,
shaking the ground and leviting nearby debis.
Summarys Sacriice n unspent Specials for
the day. and use s SP vale to cahance the
modifers (ange, offnse, radius 1) of ancther
Special for on use. No acton cost, but must b
uied on your um. Unlimied uscs.

Eftect: Fhing Vod 3 2]

Modifiers: X

*Destroyer [1 7]
Aesthetic Your hands smolder with destructve
cnemy.

Summarys Sariic an unspent Specialfor the
day: convert s SP value ino poins of ffense
added 10 the Special you wse tis urn. No
action cost,uslimited scs

Eftect: Burn Special 11151

Modifiers: X

M E

+Pyrrhic Supremacy [2 ¢
Acsthetc: You di decp fo cosmic cnergy and
Py @ grucsome tol, ventually puking blood
nd rupuring incenal organs.

‘Summary: You can by addiiona uses of
Spent Speial by putting ffense on yoursell
Yo choose th amoun: 1 offense for 1 SP's
worth of Speial. Ulimied uses. No action
cost,and can be used on rbers” s

Effect: Blood Sub (2]

Modifiers: X

Lifegiver [157]
Acsthetie: Your eyes ake on 4 sublle glov,
‘wallng light when you move

‘Summary: Sacrifice n unspent Special o the
day: convert s SP vale o poins of hesling
added 1o the Special you wse this tun. No
action cos, unlimited uses.

Effect: Bum Specal 1 {151

Modifiers: X

T A

Premade Specials That Deal with Specials

+Cosmic Vision [257]

Acsthetic: For 4 bief moment you pect i 3
Highe dimcasion, bserving any superphysical
forces i your cavinonment.

Summary: Know the exact lcation of any
‘ongoing Specials within sight.

Effect: Derec Specal [257]

Modifiers: X

< Alright Who Did This Shit (3 ]
esthetic A v af 2 Speial's e speaes
o mindcs

Summar When sed an n onoing pecl,
receive shr descption of e s’ e 3
Fieet e tir 3501

Moditers X

o1

*Pinged [35r]
Aesthetic: You fel a sight pop in your cars
when superphysical fores are used ncay-
Summary: Know when somebody uses o
Special around you and the exac ocation it was
manfested. Wom't detect ongoing. cfets o
idenidy properic of a Special Always activ.
Eftect: Feel Manifestation [351]

Modifiers: X

*Mystic Discernment 3
Acsthetics You dicern mesning in the paterns
nd emanations of the superphysical.
Summary: Know the function and some
mechanical et of on Special within sight
Effect: denty Special (3]

o F F

E

N s E

Premade Specials to Fuck up Enemics.

+Napalm Stream [10sr]

Acstheic: A beam of liguid fre surges from
your pa

Summarys All tsrges i path (rnge 12) tske
offnse.

Eftect: Svaight Offnse 5 [45¢]

Modifiers: A Ray [+12 effct cos]
Range 12 [457]

#Freezing Radiance 14 5v]
Acsthetic: Vou emanate extreane old when you
fght, fost crysuls blooming on nearby
Summarys Auto <4 offens to any cnemy who
moves i an adjacent squaee. Abvays acive.
Eftect: Porcupine 3 435]

Modifiers: X

+Spectral Torment [10 sr]
Acstheie: Malevolent shades pursue the et
lashing a them with migsmal swords.
Summary: Targe akes 54 offese, and 54 more
offense at the start of your every tum for the
rest of the fight No acton cost (but must be
wsed on your ur).

Eftect: Svaight Offnse 4 (2]

Modifers: Range 6 3 5] / Duration: Combat
feffet 3]/ Specd: mmediae [+172 effct
cos)

+Chain Lightning [9 sr]
Acsthetics A lah of clectciy fshes through
your encrics.

Summary: Ranged o4 offense. jumps o tv0
additonal argets within 1 stnde of cach cber
dealing 54 o cach I only one arger, they ake
35 offense

Eftect: Svaight Offnse 4 (257

Modifiers: Range 3 [2 s | Arca: Chain (3
targets) effect x3]con jump 1 st [157]

=808 Hit [957]
Aestheti: A brin-ratling soundvave rips
{hrough nessby eneaics and cracks th ground
around you.

‘Summary: 56 offens to il cnemics within s -
e ads.

Effect: Snaight Offense 56 (351

Modifers: Radis 2 effct 3]

*Destructive Infiniy [5 571
Acsthetie: You've acquied hidden knowledge
of the bulefulclements.

Summary: Whenexer you dea offnse from o
(non-atack) Special, add your smart seore 1o
e ol affense

Effect: Engine of R 555]

Modife
+Cooked [45¢]
Acsthetics | You obliersc an enemy’s

confidence, making them casy ey

Summary: Actor must actally oast arger.
Unil the end of your next tum, anybody
atacking / using offensive Specials on masied
arget adds 36 offene. Only costs 3 move
Effect: Defense Down 56 (3 ] (lnstead of
lowering defense, al stackers jus dd offnse)
Modifers: Ranse 21 9]

+Demolition Finger [14:57]
Aesthetc: Your finger (s crackling energy,
nstably detonating when touched 0 gt
‘Summary: 6 adjacent offeae. 1fyou land . 6,
oubi offnse o target and cause 3 offense t0
il cnemies n & S-sirde rdius. Only costs &
move sction,can b used anceper fight.

Effect: Snaight Offnse 6 3 1)

Modifiers: Specd: Move-Equivlent (14
effct )/ Chance: 1 in 6 chance of radius 5 56
ffense (3.57] Use: Once pr Fight total x2]

Advanced Shit: some of these Specials hove the cffect “Straight Ofense”.
This can instead be moved to modifiers (since sisaight offense can be an
effect ora modifer) with the pice remaining the same.

%2
“Saquare” just means square srde. Think of the combat map divided up ike &
chesshoard of squar srides: ths makes messuring out ange, moveme, and

area Specials way casier

+Acid Bolt [145¢]
Acstheic: A lnce of hising acid s towards
e arger.

Summary: Ranged § offense. Only coss
move sction. Canbe usd once p fight.

Eftect: Svaight Offnse 5 [457]

Modifiers: Specd: Move-Equivaent[+1/4
ffect cos] // Range 3 (2 ] 1/ Use: Once per
Fight total cost 2]

+Brain Numb [45¢]
Acstheic: You inenionally say something o
fucking out of pocket that the characer you sty
itto disocites

Summary: Targetloss thei next main acion
No action cost 0 use (but st b sed on your
e

Effect Deny X etion (vaio) (257

Modifiers: Range 2 157/ Specd: Ioumediate
172 efect cost)

#Violent Momentum [10 7]
Acsthete: Your eyes flare wih piyehic
luminance 55 imisble forse slams > an
encmy.

Summary: s ranged offense. This Special has
o sction cost when used mmedistly sfer
merking an cnemy.

Effect: Bloodiut [3 51

Modifers: Ofcnse s [45¢] Range 6 (3 51]

+lee Guillotine [12 7]
Aestheic: You fssh-recz the ambient vapor
above an unsuspecting enemy, fagaed slabs of
ice plummting down on then.

Summary: Ranged 510 olfense. 1 avacking
rom the one-square-wide line dirsely behind
the et they take 2610 offease. No action
cost, but st be sed on yourturn

Effect: Back Anack 1510 [65¢]

Modifers: Range 6 3 5]/ Spece: Iomediate
4172 efect cost]

o

+On One [S5r]

Aesthetc: The mre heads you spark,the more
unstoppable you become.

Summary: Every time you merk an cremy,
in 1 offens o all atacks and Specials for
e estof the ight,

Effect: Death Dealer (5]

Modifiers: X

*Devouring Void [14 s7]
Acsthetie: You blast the arge wih je-biock
Vo s volatil it has chance of taring 3 hole
inreliy:

Summary: 8 ranged offense. 1 you land an
{arget takes 48 more offcnse. Can be used ancc

per fght
Eitect: Saight Offense 58 451)

Modifiers: Range 2 (1 5v] / Chance: 1 in &
chance of 458 mors offease [257] / Use: Once

per Fight [l cost 2]

*Nudist Executioner [3 sr]

Acstheti: You terorze the violen nudit
s that terorize the ety

Summary: 46 offnse o sny atack or Specisl
argeting a mudist. Always acive.

Effect: Offnse Up +6 (651

Modifiers: Dusation: Permaneat [efct x5]
Sclectviy: Nudists [10% chance of fighting
st means 10% ol SPcost]

+Calaveras Explotantes [18 s7]
Acsthetics Colorfu skalls fly towards. your
cncenics snd detonate on mpact.

Summary: You summon 4 dope sugar skuls
{hat ot in your wake. Each skullhas range 6
and dess 56 oftens, and can be aunched 3t
Specd: Intemup (50 launching a skl has 1o
action cost, and can be launched inthe middle
of alhers” turms). Main acton 1o st summon
e skl

Effect: Chambered (ined o) 356 [1557]
Modifers: Rane 3 ]
AT T A

c K s

Premade Specials That Modify or Evoke Attacks

‘What'sthe diffrence between Attack Speeials and Offensive Specials?
Attackingis what you do with a weapon: swinging a swordor shooting 4 .

~ Atack Specils modify o trigge atacks.
~ Offensive Specials (previous section)sre any e way you damage an cnemy,

ke psinic lightning orenergy beams.

+Ince Again [7s¢]
Acstheie: Yot on poins Phife?

Summary: Free atack immediacly_afer
merking an cncmy wih an atck.(ieludes
counterstacks like Blod for Blood and Make
Em Pag and ol obher atack Specials
Unlimited wses.

Effect: Encore (757)

Modifiers: X

+Turn on the Blender [8 sr]

Aesthetic: You rin striks on your surrounding
Summary: Instead of & normal aack, make an
atack on cach adjacen cacmy with cuently
ekd weapon (i dual-wicding, two on cach, bt
remenibr they gt 10 apply thee defense o
o). Eflct uparadeable

Eftect: Spiming Atack (3]

Modifiers: X

+Shock Tactics [3sv]

Acsthetic:You kaorw exactly How 1o exploit the
Splicsccond of fear and confusion when
Runing up on an encrny.

Summarys When fist stacking 3 target
wnavare of your prseace, +3 offense if
atacking ranged, of +6 ofiense if avacking
Hand-to-and

Effect: Surprise Aiack +3/+6 3]
Modifiers: X

+Tighten the Knot [4
Acsthetic: Clos in on an cnemy, watch then
Summarys For one atack, gt +4 ofense for
ach comdeadjacen o th arge.

Effect: Hom In 4 [451]

Modifiers: X

#SHINGGG [1057]
Acstheti: You vanish, reappearing several
srdes away with your weapon taling blood.
Summary: 5 offsnse o one handio-hand
atack, but you must move ina saight i for
your cnire move score This Specal can be
sed onceper ight

Effect: 51 45 557]

Modifirs: Use: Once pr Fght [+

+My House [4sr]

Acsthetie: An cnemy fucks up by trying 0 Just
jozonby vou

Summary: Fce atack on an nrmy hat passcs
{hrough an adacent square (hat's pass throush,
Dot move t0). Effct upgradeabe.

Effect: nercept [45¢)

Modife

*Derailed [757]

Aesthetc: You sing your cncmy right a5 they
load up forabig swing.

Summary: Secrifce your next move sction to
immediately inermupt an atacking cnemy Witk
an stack of your own. I you put offense on
e, they don't et to make the atack

Effect: Siop-Hit (et move action) (7 55]
Modife

«Nemesis [35¢]

Aesthetic: There's no escapin, once my lade
tartsscrapin.

Summary: Each time you atack a specific
cncany in row without tackin ngbody cle,
Jou g 1 offense 1o ll atacks sgaint hat
Cncany This inclades Special atacks (ke any
in his secion).

Effect: Hound [355]

Modifers:

+Make Em Pay [4sr]
Acstheic: Seppin 10 me improperh
maycatch the weaponry,

Summary: Make 3 free and immediat atack
o an cnemy (i range) that atacks you b ails
1o acuually put offense on you.

Effect: Punih [451]

Modifiers: X

you just

*Wolfsnap 91
Acstheics An cnemy fucks up and gives you
their bck.

Summary: +3 offense whenever you atack an
cncmy from the square diealy behind them
(o ranged atacks, must be from the square-
wide i dicely behind them). Ulimited ses,
but ot more than once tun.

Effect: Back Anack 13 (3]

Modifers: Use: Unlimited [x3]

*Boxer [3s¢]
Acstheics You have membership st @ boxing
v and actally show up o te regular.
Summarys Wheneverstacking unamed, mske
o aiacks. Defult unamned offnse is <2
strong or st

Eftect: Unapmed Fighing 3571

Modifiers: X

+Heavy Hands [10sr]
Aestheics You got spooky, touch of death,
Earmic Shavers power in your hands. Don't

Summarys Whenever aiscking wsrmed, your
offense is 56 + strong or fast (defaul s <2
trong or ).

Effect: Unarmed Offense Up's6 (2521
Modifers: Durtion: Permancnt (x5]

The only modifiers Attack Special
* Use: Once per Fight i total SP 2.

Headwound [6sr]

Acsthetc: Encmy rocked from a bigshot o the
dom.

Summary: Atk pls taget loses nest main
acton. This can 1o be applied to nterupt
atacks like Blood for Blood, Deraied, My
House, Make Em Pay e

+Big Swing [10sr]
Acsthetic: You ssike more than e cnemy
it a single aack.

‘Summary: Whenever you land @ band-to-hand
atack on an enemy, make an additonal aack
o' diffrent adjacent snemy for free (0
atacking the same targer more_than_once).
Effet uperadeable. Can b used any nunber of
imespee fght/ um

Effect: Follawthrough (1057]

Modifiers: X

SExit Fee [45¢]

Acsthetic: When an_enemy discngages they
Icave mulipl openings, and you know them ll.
Summary: Frec and immedite hand-o-hand
atack on an cnemy tat moves out of an
adjacent square

Effect: Chusing Anack 4]

Modifiers: X

+Blood for Blood [6 7]

Aesthete: Tag em back.

Summary: e and immediste stack on
cncany that puts offense an you with an atack
Fin range of curently eld weapon).

Effect: s Back (657]

e allowed to have are Use and Duration.

- Use: Unlimited i total SP x3

+ Duration: Combat i total SP 3 (can use any nurmber oftmes n one fght)
Duration: Permanent i ttal SP x5 (unlimited uses and any number of uses per urm)

95
D E ¥

E

N S E

Premade Protective Specials

+Smash Block [2¢]

Aesthetic: You give an nerny's swing a small
detour it theiscomrade’s ce.

Summary: Redirct @ hand-to-band atack that
targets you t0 o diffrent character adjscent o
he cnemy swinging on you.Can b used n the
middlc ofothers turms,no acton cos.

Eftect: St 11 2.55]

Modifiers: X

+Winds of Confusion [2 ¢
Acstheic: A sudden storm of erati, gusting
wind keeps your encmies wincrsble il they
aiack ts sour

Summary: All ncavics on the ficld ke an
exta 4 offease per atack | oflnsive Special
unil they atack you

Eftect: Fuckvithne 1 (4 defense: insead of
reducing defense, cach aacker just adds +4
oftense 2]

Modifiers: X

+Psyehic Updraft [45r]

Acsthetics You creste an sibag of peychic
encrgy to safly fal though, landing on the
eround ke you're sepping of e bus.
Summarys Never ke offense fom flling, no
mate the distance.

Eftect: Fallroof 45v]

Modifiers: X

+Goon [5 sr
Acsthetcs ou know how 1otk a unch, and
aret ealy bosbered when you do.

Summary: Permanent 1 o defnsc

Effect: Defense Up 1[15]

Modifirs: Duration: Pemne efet 5]

*Unyielding Sphere [6 s7]
Acsthetics An orb of force energy materisizes
round the et

Summary: You or an adjacent trget are
Surounded by a sphercal shield tha prevents
any fore from entring o cxiing (s0 this can
o be used lensivel; preventing an enemy
from atacking through the sphers). Can arget
an object o characte, and will move wherever
e targt moves. Lasts 3 tumeyele. No scton
cost, and can be wsed in the middic of others’
Effect: Perfect Shell (3511

Modificrs: Speed: Iterrupt [effct cost x2]

+Emerald Skin [10sr]
Acsthetc: Being born i stone or erysalline
Sk o' unheard of where you'e from, but
semstone skin's 8t rarkty.

Summary: Permanent 2 o defnse

Effect: Defense Up 2 2]

Modifiers: Duration: Pesmne efet 15]
HOE A

Premade Specials to Reduce Offense Taker

+Resonance [10sr]

Acsthetc: Healing soundwaves shake he
{arget' by
Summary: Ranged 54 healing. Only coss

move sction. Can use oncs per .
Eftect: Svaight Heal 11 57]

Modifiers: Range 3 [2 5v] / Speed: Move-
Equivlent [+14 effc cost] 1 Use: Unlimied
oot cont 3]

+Sanctified Palm [6 57]

Aesthtic: Motes of golden light float up pust
Your hand a you hold i above a slowly closing
wound.

Summary: Healan adjacentcharacte for 8 No
action cost (bt must be used on your ).
Eftect: Svaighs Heal § 14571

Modifiers: Speed: Immediate [+112 et cos].

+Encrgy Bleed [95r]
Acsthetic:Phantasma ifeforce srcams ot of
the target and nto your hands.

Summarys s offese o target, and you hesl

the sam smount. No acion ost (bt must be

used on your ur).

Effect: Ljjack 8 (6]

Modifers: Speed: Immediate [+112 et cos].

L

1 N G

wHeal Em Al [3 7]

Acsthetcs Giftd with the haling.

Summary: Whenever you use o healing
Special, add your sman score o the toal
amount hesied. Unlinied uses.

Eftect: Engine of Mending [3 1)

Modifers:

*Night Vibes [Ssr]
Aesthete: The nigh s on oy mind.

Summary: 11 i nigh, reduce your offcase
{aken by 2 at the start o Yourevery tum.

Eftect: Regeneration 2 1051]

Modifiers: Scectvity: Night Time Only (112
tota cost)

=Sequential Healing [6.5v]
Acsthetics Luminous waves slowly emanste
from the point you touch, wounds scaling shut
in ther wake,

‘Summary: Adacent target heals s, then heals
4 more at the start of your next two tims. No
action cost (but st b used on yourturm). Can
e used onee pr fight

Effect: Stgger Healing Qs o 3 ) (257
Modifiers: Specc: Immediste 112 et cox)
1/Use: Once pe Fight total cos 2]

Advanced Shit: some of these Specials have the effect “Straight Heal”. This
can instead be moved o modifiers (since straight healing can be an effct or
modifer) with the price remaining the same.

o7
Building Your Own Specials
Pick out an effect(pages 100 0 131), and give it a name aeshetic. That's it

Upgrading Specials
Just add modifiers opposite page) o give your Special longer range, more uses, bigger
offense ctc.

o8
Modifiers

“These upgrade Specials
*USE

Once per Day default

Once per Fight otal Special cost x2

Unlimited" total Special cost x3

(bt ot e than ance er turn)

*RANGE
1 strde: default /1 2 stides: +1 SP /1 3 svides: +2 SP
6sirides: +3SP /1 12 strdes: +4 SP /) 20 strdes: +5 SP

+SPEED
‘Main (costs your main action) default
Move (costs your move actior effect, healing and offense cost x1.25
Imanediate (n0 action cost) “xLs
Interrupt (no action cost & usable on others” ) “x2

#OFFENSE: 1 SP per +1 offense
Spinner: 1 SP per half the spinner’s max. (Example: 5§ of offense would cost 4 SP)

#HEALING: 1 SP per +2 healing
Spinner: 1 SP per quarter the spinner’s max. (Example: 8 of healing would cost 2 SP)

*AREA
Radius 1 stride effect, healing, and offense x2
Radius 2 strides,| “x3
Radius 3 strides, “xd
All enemics or comrades in ight scene x5
Ray (al enemies in Special’s path afected) effect, healing, and offense x1.S

Chain (effect jumps through multiple targes): effect, healing, and offense x maximum
number of targets + 1 SP per sride between. 1 no additional targets, final taget takes ll

«DURATION
Turneyele defult
Combat (or about S minutes outside of combay . effect, healing, offense, and area x3
Permanent X8

4SELECTIVITY: Reduce Special price by co
Would cost 50%. Only on the undead (sbout 10°

iion. Only at night (half the time)
Fyour enernies) would cost 10% et

+«DEFENDABILITY
Undefendable (surpasses alldefease) offense x1.5
+10% offense cost per each of the below defense faciors ignored:
Armor /1 Shield // Block // Dodge I/ Parry /1 Git/ Specials

#CHANCE: add something good, like an exta 20 offense when you land a 10 on an 510

spin, which would anly cost 2 SP (10% chance means 10% cost: 10% of 20 SP is 2 SP).
You can also use this modifier 1o educe the Special’s price by the chance of ilure.

9
Effects

What a Special does. Newjacks, don't even look at this section. G

st

Attack Effects
(Can't have modifers added except Use and Duration (end of secton). What's the diffrence.
between attack effcts and offensive effcts? Attacking is what you do with a weapon
(swinging s sword, iring pistol). Attack efcets modify or tigser an attack. Offnsive cffcts
(nextsecton) are any other way you cause offense, ike psionic lightning or enerzy bears.

Spinning Attack: make a hand-to-hand atack on al djacent enemics in place of your normal

attack ths turn. Attack path can't pass through comrades (without attacking them). 1 dual-

wielding: you can make an atack with cach weapon on all adjacent cnemnics (but remember

they get 10 apply thei defense o both ttacks). 8 SP.

= Step: you an move one stride, atacking al ncrmics adjacent to your two-srde path, +10 SP
+ Bound: you can move two srdes, atacking all nemics adjacen 0 your thre-stride path. +10
P (and musthave previous upgrade)

Followthrough: when you put ofense on an enerny with s hand-to-hand ttck, you can make.

an immediate bonus attack (same weapon) on 4 different _enemy adiacent © you

Followthrough path can't pass through comrades (without attacking them). No attacking the

same enemy more than once. Auomaically Duration: Permancat. 10 SP.

»Step: you can ake fre ane-stride scp o followthrough on an enemy. +15 SP

+ Reach: you can followthrough with reach weapons, but must maintain range (50 if nial target
2 siides away, any subscquent targets must lso be 2 scides away). Can inscad followthrough
108 second target direely behind an niial adjacen arge,but thn end there. Can'scp (sbove
upsrade) when using this upgrade. +10 S

Shooter Persccutor: make a free sccond hand-to-hand attack on sn cncmy that only has @
bayonetles frcarm or launcher weapon (ke bows, lings, crossbows) equipped. I the arget
pulls & hand-to-hand weapon this effct can'tbe used (both dropping and pulling & weapon has
o sction cost, and can be done at Specd: Interupt). § SP.

Lunge: increase hand-to-hand weapon range by 1 stde for one attack. You can lunge trough
occupied space, unless your Key says otherwise. Can be used in conjunction with any other
sttack Specisl, butonly llows ome targetper se of unge. 2 SP.

Reach Weapon Twofer: when wielding a reach weapon, you can atack two i
range ofa single thrust for one attack. 1 SP.

Chasing Attack: free hand-to-hand attack on an enemy that's moving ou of an adjacent
square. Automatcally Spe: Interrupt. 4 SP.

Intereept: free hand-to-hand attack on an enemy that's moving through an adjacent square
(must pass through, not mve to). Automatially Specd: Interrupt. 4 SP.

*Stop target ifyour offense is higher than thei defense: +3 SP

et in the.

Punish: when an enery makes an attack on you and their offense is ower than your defense,
make one free and immedite attack on them (i inrange of curently equipped weapon). 4 SP.
Bust Back: one frce and immediate atack on an enemy that manages to hurt you with s
attack (ifn range of curretly cquipped weapon). 6 SP.

Riposte: one free and immediat attack on an enemy hat jus atacked you, regardless of
success (oly i in range of currntly equipped weapon). § SP.

“Squarc® just means square stride. Think of the combat map a5 @
chessboard of square strides. This mokes messuring out range and
moverment way caser
Unarmed Offense Up: increase unsemed offense fo one tum (defult unsrmed offense is 52),
st SP “sois2SP isis3SP
Unarmed Defense Up: you have a defense bonus when unarmed. 4 SP per point o defense
Unarmed Fighting: when atacking unarmed you can now make 6o attacks pe turm. You can
attack two different taets, o the same tasge twice (remember they gl 0 apply thei defense
10 both your sirkes). When upgrading wnarmed offense (unarmed offense up. weapon
speciais, 1), it applis 10 both unarmed attacks. Your primary bonus (you can add strong or
st also et sk 10 both atacks. Automatically Duration: Permane. 3 SP
* Hybrid Style: ifatacking with a one-handed weapon and your other hand i empty, you can
o make an unarmed attack withthat hand (Automatically Duration: Permancr): -3 SP

Shicld Bash Offense: increase offense when atacking with a shield for one tum (default

hild bash offense i o4). Remember that shied's defense unusable unl turn afe shield bash
sais 1 SP sis2SP ~41033SP

Shild Push for one atack, shield bashing pushes the tanget back 1 ssde. 2 SP.

+2 stides: 2 SP. + Knockdown (akes a move action t stand): +2 SP

Collision: i pushed enemy colldes with another enemy, bot take offense. 1 SP per point

Thrown Offense Ups: increase hrown weapon offens for one tur (defuul s 4).

“sois ISP “ssis2SP C03SP esl2isdSP
Thrown Range Up: increase thrown weapon rnge for one tum (defult thrown weapon range
153 strdes). 1 SP per +1 range

Barrage: sacrifice mave action to make a second (non-firearm) ranged atack at half offense
(round down). 5 SP.
Distance Shot: increase firearm or launcher range forone atack. 1 SP per +3 range.
Beat Cover: this ranged atack surpasses any cover the enemy has taken (his includes being
behind other characters). To b clear,thei defense score sl applis. 6 SP.
Cautious Shot: your ranged stack (inchudes thrown) this tur can safely pass throgh space
occupicd by comrades. 3 SP.
Disarming Shot: instcad of spinning offense fo an atak, you can disarm a arge i range of
your cumently held ranged weapon. (launcher, fircarm, or thrown). Key decides where
unhanded weapon lands. 1 SP.
« Trade nest main acton for a Specd: Interrpt disarming shot (includes shooli
thrown weapon alrady mid-tie) +1 SP
*Trade next move ation for s disarming sho: +2 5P
+ Trade next move action fo a Speed: nternpt disarming shot (includes shooting down s mide
i throwing weapon): 3 SP
Plercethrough if you successfly put offense on a arget with o ranged atack, spin a free
bonus atack on a targt behind them (make sure to maintain lne of fire). Must be a percing
projectile (arrow, aveln, bolt,bullet etc). 2 SP. + Thid target ina line: +2 5P
+ Overshot: don'thase to actually wound a arget to make 2 bonus attack on another target
ehind them: +2 SP
Sipe: taract must be unaware of you,and within range of your curretly equipped frearm or
Inumher weapon. For every canseoative tara you spend obéerving them, you rantiply he total
offense of the next shot you take on them. IF they ake cover o become unobservable in some.
way, the muliplier seses. For example: if you spend one tum observing them, the shot you
take’ on your sccond tm will have double offense: if you spend thre turms observing them,
the shot you tske on your fourthtur il have quadrpl offense. Lt of 5 offense. S SP.

down &

Weapon Spes s o offense when stacking with 3 speific type of weapon: sword,
haftarm, polearm, flex weapon, unarmed, luuncher, shortarm (pisols / SMGs), rile, shotgun,
throvwn, shicld, borst instrament, nstrument. 1f dsl-wilding your chosen wespan type. you
add the offense bomus from thi effct to both attacks. Automatically Duration: Permancnt. 4 SP
per 1 offense.

101
Knoekdown Attack: make an atack s normal: i aso knocks down the target (it takes an
entre move acton to stand back up). 3 SP.
Roek: make an atack as normals it also causes the target o lose thei et main action. 6 SP.
Stop-Hit: scrifce your main action next tur to immediately make an atack on someone (in
range of your currntly equipped weapon) that i about o attack: i your offense s igher than
their defense,they do not atack. Automatcally Speed: nterupt. 3 SP.

+ Only sacrifice move action: +4 SP
Beat Backs instead of making o hand-to-hand attck, push the target back 1 srde. 1 SP.

* Make hand-to-hand attack nd push target back: 14 SP.

Hound: cach tme you atack a partcular enemy in a row without attcking another enemy;
you gain +1 atack offense on them, Like this, atack 2 +1, atack 3 +2, ttack 4 -3, e
Special atacks like barrage, stop-hit, punish, bust back, ripost, ctc ll count towards his
effct. Automatically Duration: Permanent. 3 SP.

Overwhelms cach fum you stk o particalar cnemy in a row, you get 8 +1 bonus o stack
offense on them. Like this, turn 2: 1 tum 3: 42, tum 4: +3 te. You can taret other encimis.
will attacks and Specias, just as lon as you make at last one attack on the overwhelmed
target per tum. Docs no stack with hound. Can overwhelm muliple targets simulancously.
Automatically Duration: Permancnt. 5 SP.

Hem In: for one stack, gt & bonus o offense for cach (combat-capsble) comrade sdjacent to
the tangel 1 SP per +1 ofense

Surprise Attack Bonus: bonus offense when attacking an enemy unavare of your presence.
Offense doubled if attack is hand-to-hand: 1 SP per +1 ranged offense / +2 band-to-hand
offense

Load Up: skip main action this urn o doubl you offense when you attack next tun. § SP.
Blitz: bonus to hand-o-hand attacks offens, but you must move in a stight line for your
entire move score. 1 P per +1 offens.

Encore: after merking an enemy with an ttack (includes counteatiacks and other attack
Specials), make an immediate fre atack on an cncny in range. Unlimited uses. 7 SP.

Back Attack I bonus offense to one attack made o an enemy’s back. If hand-to-hand: must
e aceupying the square dircetly behind the anset. If ranged: must be occupying the 1-square-
‘wide line dirctly bebind the target. 1 SP p | offnse,

Back Attack I: for one tum, atack a econd time for free when attacking an nemy’s back. 11
hand-to-hard: must be occupying the square disecly behind the targel. I ranged: must be
occupying the 1-square-wide line dirctly behind the target. I you slsa use back attack the
offense bonus only applies 0 one ofthe attacks. 7 SP.

Shadow Attack: for one stack, atacking somconc’
actual body: 2 SP.

Criical Hit: you have the chance to desl extra offense wilh o specifc type of weapon
(automatically Duraton: Permanent). Pick a number on your chosen weapon's spinner;
whenever you and that number, you dish out extra offense. Here's the math:

[honus offense] x

hance of it happening] x 4 = total SP cost

Soif your chosen weapon i @ spear (polearm, $10) and you want it to do an extra 20 offense
(20 SP) whenever you land a 3 (10% chance), you're just taking 10% of 20 (3 SP), and
moliplying it by 4 total SP cost is 8. Easy shil. No increasing your critcal ange past onc-
quarer o the spinner'stotal numbers. Tnstead of offense, you can spark an effect when you
land a criical

[SP cost of effet] x [% chance of it happening] x 4 = otal SPcost

Citea hits are one of the best holers for your dolar: you
sive vy atack spinthe chance of a massive bons.

¢ paying almost nothing in SP to

102
Charging Bonus: +1 offense when charging. Automatially Durston: Permanen. 1 SP per
pointof offense

Charge Counter: +1 offense when spinning against charging enemics. Automatically
Duration: Permanent. 1 SP per point of offense

Ranged Charge Counter: if you're wielding a ranged weapon and spin higher than the cnemy
charging you, they stop a number of sirdes short of you equal (0 the offense you bea them by.
“Thisincludes thrown weapons. Automaically Duraton: Permancat 4 SP.

Shoot Charger: when wielding a ranged weapon, pop a charging enemy (who's charging
someone els) tat pases through your range. Automatically Specd: Interrupt. 4 SP.

(Charge Knockdown: when you spin higher offense than an enemy during a charge they're
Knocked dovn (it takes a move ation o sund back up). Unlmited uss. 3 SP.

Grappling Bonus: +1 t ssapple spins. Automatcally Duration: Permancnt. 2 SP per poiot.
Cerebral Grappling: add your smart score (instad of your strong o ) to your grapple
spins. Automatically Duration: Permancr. 3 SP.

Grappling Throw: when you win a grapple (doesn't mater if you initiated 0, you can theow
hat enemy a square in any diretion (from the square you currently occupy). Target also
knocked prone. If you did iniiate the grapple and choose 1o throw, you can't also hold the
target in place. Unlimited uses. 3 SP.

*Two squares: +3 5P

« Collson: if thrown enceny colides with another enerny, both take offense. 2 SP per point.
Grappling Offense: whenever grappling (win or lose, doesn't matte if you initaed i) you
exert a clinch, choke, lock, or slam that puts offense on the enemy you'ss grappling with
Chosen grappling primary i sdded tototaloffense. Unlimited uses. 3 SP per point of offense.

“The only modifiers Attack Specials are allowed to have are Use and Duratio

Use: Once per Fight ol SP2
Use: Unlimited (but ot more han once pe turm) total SPx3
Duration: Combat (can use any number of times i ane ght) toul SPx3
Duration: Permanent (unlimited uscs and any numbes of uses pes tur) . t0tal SPxS

103
Offensive Effects

Straight Offense: 1 SP per | offense. Spinner option: | SPper half of spianer’s maximur (s0
3P for 56 offense, 4 SP for s offense et). This effec can also be made into & modifes atany

Mop Ups iftaret i sid out when this effect s used on the, double your offense. 2 SP.
Offense if Sill: cnemy takes offense if they don't move at least one stride their nex turn.
Target will be e of the ffect, 1 SP per 2 offense.

Offense if Mabile: enemy takes offene if they move even a single
their next . Tanset il b aware o the effet. 1 SP per 2 offense
Back Attack I11: double offense when trgeting an cnemy from behind. For example, if you
spend S SP giving this Special $ offense, it deals 10 offense when attcking an encmny's back,
but S offense from any other angle. If adjacent: must be occupying the square directly behind
the target 1€ ranged: must be occupying the 1-square-wide line directly behind the target Base
effectcost i 1 SP (ading offense is sual price of 1 SP per | offense).

e before the end of

Deluge: this effc gives you s bons for every attack or offensive Speeial used on your arget
since the end of your st tum. 1 SP per offense. (Exampl: if you spent 4 SP on this effect and
3 of your comrades attacked the targe since your lasttum, you would then deal 12 offense to
the taget)

Stagger Offense: splt offense of Spe

ial so that it happens cqually over multple tumeyeles.

‘Occurs at th beginning of your tum. 2 tumeyeles: P costof offense is 25% les.

+3 wmeyeles: 33.3% less
No Cover: this Special supasses any cover the cnemy has taken (includes being behind oth
charscter). To be lear, their defense score still applics. 2 SP.
Power Up the more acion costyou pay, the more povwerul this Special gets:
) Speed: Interrut — 14 this Spesials default offnse, B.) spend only move sction = 112
offense, C.) spend main action = normal offens, D) spend both main action and move action
X2 offense, . spend this main action and your next main action — X3 ofense, ) spend your
main action and move action this turm and your next tum = x4 offense (rleases on second
tum). Always round up offense. 2 SP per | defaultoffens.
Chambered: user can divide up this Specials toal offense however you want. Using &
remaining porton of offense has no acion cost, nd can b done i the middle of others” turns.
For cxample, after you pay the action cost of & chanbered Special with 10 offense, you can
nail a target with 3 offense ight away (o action cost), then blast a different target for 2
offense (a0 action cost), then use that remaining 3 offense on another trget (6l no action
cost). o wat until after your turm and interrupt an cacrmy with hat remaining 3 offense. To
eiterste: A) you only pay the sction cost of ths Special once, B.) using any emount of
remaining offense has Speed: Inerrupt, and C.) you can use as lile o as much of the
Special’soffens cach time, unil you've expended the entirty of the Special’s total offense. A
chambered Special lasts until the end of the fight scene, or about five minutes oulside of
combat_ 1S SP per | offense.
+ Fixcd divisions: chambered offense divided into predetermined amounts (For example, 9
offense manifested as 3 blasts of 3 very time, or § offense divided ito 4 jots of 4 every
time,et):-25% offense cost

“The back of the book is @ spimmer. 6 means s spinner from | to 6, 512"
mcans spinner from 1 10 12 et. To use it hold the ooped end of paper clip
or guitar sring trimming on the center dot with a pen. Flick the other cnd.
Wherever it lands n the ring you're spinnin for i the result.
Bloodlusts this offensive Special can be used a no sction cost immedisely afer merking an
cnemy. 3SP.

Death Dealer: cach time you merk an cnemy, you gt a stacking <1 bonus 1 al offense. This
bonus luss he rest ofthe Figh scene. Automatically Duraton: Pesmanecnt. § SP.

Lifejack: you heal the same amount of offense you put on an enemy with ths effct. 3 SP per
2offense.

* Siphon healing toself or any comrade inrange: +3 SP

Recoil: also deals offense to user (surpasses defense). Sublract Special’s offense cost by the
offense caused to the user

Mine: once you pay this Special’ action cost, i’ locked onto a location or object within
range. You can detonate it at will, or assign it o trigaer when there’s movement within a
certain prosimity. You can detonaté the mine rom any distnce. A placed mine lasts about a
day. 2P

~Mine undeteetabe o cnerns: +2 5P
‘Trade Defense for Offense: lower your defense score, nd increase your offense by the same
number. Must be in sctual combat: tarzet shooting or kicking down a door won' be affcted
Capped a1 3 defenseloffnse per level. Offense bonus applis to all offense for cxacty one
wmeyele (s0. both strkes i dual-wickling, counteratacks, all offensive Specials_etc).
Remember anegative defense score docs that much exta offense o you. No ation cost. 2 SP.
Kinetic Charge: give n everyday item the offense of a classical weapon. Reach weapans
most_acually have reach (ke a broom) and two-handed weapons must actually be
functionally two-handed (ke a guitar). Kinetic charge lasts for a fight scene (or about fve
minutes outside of combat). Weapon specialist doesn't apply to kineically charged weapans,
but effects ke dhrown offense up and reach weapon nwofer do. No acton cost to kineially
charge an bicct. § SP.

encmy (it tskes an entre move acton to stand back up). 1 SP.
Srides next tum. Target can il refsce, move the ret of ther body
‘move acton for something clse (ke 4 Special with Speed: Move.

Equivalent) 1 SP.
* Can't reface: <3 5.

- Superlack: target is compleely immobile unil the cnd of ther next turm (no defense, no
actons): +7 SP

Deny X Action: trget loses ther next move action: 1SP.

* Targe loses thei next main action: 2.SP

+ Target loses all sction: unable o sct until the cnd of their nex turm (o i action, move
action,or Specials with no action cost: 4 SP

Porcupine: whenever an enemy moves into & square adjacent 10 you, they instanly take
offense. Automatcally Duraton: Permanent. 2 SP per | offense.

Reactive Offense: whenever an enemy puts offense on you, you instantly deal this efects
offense o them. Automatically Duration: Permanent. 2 SP per 1 offense.

+ A enemy within 2 strides (maximum upgradeable range): <2 SP

Defense Down: decrease defense in target for | tumeycle. Default i Speed: Move-Equivalen,
and all specd modifies cost 25% less than their usual price. 1 SP per 1 defense. (You can
instead have this effec give an offense bonus of the sume number 0 anyone attacking or using
offensive Specials o the target, since the resul i the same cither way. Choice must be locked
in before Special inalized.)

Offense Down: decrease offense in target for | tumeyele. Defiutis Speed: Move-Equivalent,
and al speed modifiers cost 25% les than their usualprice. 1 SP pe | offnse.

Move Score Dowa: decrease target’s move score. Defuul s Specd: Move-Equivalent, and al
specd modifies cost 25% less than their usual price. Automatically Durtion: Combat. 1 SP
perstride

105
Disarm: currently held weapon's (ncludes instroments) o
~ Weapon stripped (snd immedistely wieldsble: -2 SP
+ Launch tangets weapon soes flying $ srides dirctly back. 1 hand-to-hand wespon,
s offense s caused {0 the ist charseter in s otk 43 SP
Deshield: currently held shield oftarget is dropped. 2 SP.
isarm Punish: when an enemy makes a hand-to-hand
lower than your defense, disarm them of whatever they at
weapon lands). Automatically Specd: Interrupt. 2 SP.
+Can stip then immediaely wield arget's weapon: 1 SP
*Target's weapon gossflying S ssdes dicetly back. 1 hand-o-band weapon, is offensc s
caused 0 anyone i i traectory: +3 SP.

et are drpped. 3SP.

ack on you and their offense is
ck with (Key decides wher

Sick Move: fo one atack or offensive Special, gain an offense bonus of 2 per level, but you
must specifically narmate how you gain i - clever use of the cavironment, weakness you
clocked in arge,jus a cinematic surge of power et Auomatcaly once per fight (can't ave.
umber of wses upgraded, o buy multiples of his effct). § SP.

Burn Special I sacrifice an unspent Specials fo the day. For every SP you sarifce, add a
poiat of offense o the offensive Special you use his tum. No action cost Unlimited uss. 1 SP.
Swap Offense Type: pick an offense type (fire, cold, clecriciy. acid, pionic, cxplosive.
blunt, shar, void tc). You can now change the offense type of any other Special You have (0
this offense type. Bach time you buy this effet is for @ different offense type. Unlimited
number of swaps, no ation cost 2 SP per offense type.

Engine of Ruin: whenever you use a Special hat causes offense, add your smart score 10 he
offense caused. Docsn't apply to Specials that use atack effects. For effets that cause
recuring offense (chambered, stagger offense, offensive Specials with Duration: Combat, tc)
add your smart score every time offense s dealt. Automatcally Duration: Permancnt. S SP.

Defense still applies to Special.
Special’s offene - targets defense

ense put on target
Defensive Effects

if uscr attacked by an enemy flanking them direcly opposite another enemy.
immediaely using this Special il ediret the atack from the usr 1o the enemy flaking
opposite 2SP.
Slip 1: if user attacked hand-to-hand by an enemy adjacent 10 another enemy, immediately
using this Special will edirct the attack 1o the enemy adjacent o the attacker. Automatically
Speed: Interupt. 2 SP.
Projectle Shell: make one squure invulnerable (o all incoming projectles physical or
supermatural. Can uncomfortbly squecze two average-sized character in this shell (possible
actons probably restrcted) 3 SP.
Perfect Shel: taset s sumounded by a forcefield that prevents any force or matir from
enteing or exitng. Target can be a fixed ara. I targe i insead an objeet o character, the
shel il move with the target. 1f used with Duratio: Combat during a i, the sbsolute shell
instead lasts about five minuies (les if the user vants). Can uncomforiably squecze two
average.sized character n this shel (posibl actions probably resricted). 3 SP.
Bulwark: conjure an unmoving force / shicld sbout one square stride (big cnough fo cover, but
100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it
Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP
into this effect, you could conjure A. o wall that's 1 square with 40 merk. B. a wall that's 4
squares with 10 merk cach, or C.a wall that's 2 squares with 20 merk cach). Bulvark must be
plantd on the ground (can't be knocked over). Speed: nterupt cost i x5 nstead of usual 2

+ Bulwark can be suspended i the air+4 SP.

+All offense from the attack or Special that merks the bulwark is compleely absorbed

(remining offense docs not pass toany target behind): -2 SP

Fallproof: you aren't hurt by falling anything less than 3 stories. Automatically Duration
Permanent. 1SP.

skt by a all of any distance: +3 5P
Immovable: target can' be moved against thei will for 1 tumeyele. No action cost 2 SP.
Move Frealy: target's movement / position not affected by Special (unles they want it 0 be)
for I tumeyele. No scton cost. 3 SP. Any SP spent on immnable can be espent on hiscffct.
Juggernaut: arget can' have their move action or their main acton taken from them for |
fumeyele. No ation cost. 1 SP.
Knoekdown Immunity: you are permanenily usable {0 b knocked prone. 4 SP.
Kip-Up: when knocked down, no action cost 0 rturn o standing on your tum. Automatically
Duration: Permanent. 1 SP.

Immune to Deshield: you can't be deshielded. Automaticaly permanent. 1 SP.
Immune to Stat Alteraion: you can't have your sats alered by anylhing except your own
Specials, o leveling up. Automaticaly pesmanent. 4 SP.

Immune to Mental Intrusion: social effcts fom the manipulation block (insaniy 1o plant
memory) don't wark on you. Automatically Duration: Permancat. 4 SP.

+ Know when somcone tris 0 use one of thse effcts on you, and wh it was: +2 SP
Detect Mental Intrusion: user knows with certainty i a social effct from the manipulation
block (insaniny to plan memory) has becn used on the trget. 2 SP

« Know identty of mental ineuder: +2 5P
Rupture Shapechanging: tarset stays in their original form for one tumeycle (aso protects
from shrinking and enlarzing). 1f this ffect used on 3 target whose form has been changed by
someone kower level than the user, they immediately revert to their natual form. Default is
Specd: Move-Equivalent,and all specd modifers cost 25% les than their usual price. 2 SP.
Rupture Stat Alteration: within the target aea,al stat aherstons tht re less than Duratio:
Permanent o neged. 2 SP.

107
Intercept Arrow: target bresks or sntches one arro, blt orsimila ammunition hey re the
tangetof, o that passs through thir occupied square. Automatically Speed: Interupt. 2 SP.

* Current square o adjacent square: 2 SP
Divert Arrow: arzel redieets the trjectoy of one areow, bolt, or sl ammunition they're
the targt of, or that passs through their occupied square. The line of frc can be moved one
siride o s e o ight, and maintais s normal offense. Auomaicaly Speed: nterupt 4 SP.

*+ Current square o adjacent square: +2 SP
Intercept Bullet: tarzet stops ane bullt, photonic bolt o similar ammniton they're the
tangetof, o that passs trough their occupied square. Automatically Speed: Interupt 7 SP.

* Cursent square o adjacent square: +2 SP

ivert Bullt: target redircts the tmjectory of one_bullet, photonic_bolt, or similar
ammonition they'e th target of, o tha passes rough ther occupied square — the traectory
can be redireted one stride (0 its Ief or right, and maintains it normal offense. Automatically
Speed: nterrpt. 10 SP.

- Curent square or adjacent square: +2 5P
Divert Special: taget redircts the tajetory of one Specialthy're the targetof, o that passs
through thei aceupied square, up 0 a ceran offense amount — the line of firecan be moved
ome stride o its e or right Automatically Specd: Interupt. 1 SP per 1 offense redirected.

« Curent square or adjacent square: +2 5P
Reflect Special: target relects offense from a Special they were the taraet of back o the
Character that targeted them, up to the offense cap of this efec; the remaining offense is taken
a5 normal. Effect not reflected. Automatically Speed: Interupt. Base cost: 3 SP, +1 SP per
offense eflcted instead of taken.

+ Mirrora Special tangeting current square or adjacent square: +2 SP

~ Mirro toanother cnemy in Special's isted ange: 3 SP

Store miored offense unil atr um, targeting any encrmy within the Specialslisted range

(sputters out by cnd of igh: +4 SP

- Will mitror back any cffeets ss well as the Specials offense: -SSP
Absorb Offensive Special: when targeted by a Special that deals offense (including atack
‘Specials),tha offense instead heals you up to the imit of this effct (the remaining offens is
taken as normal. Automatically Speed: nterupt. 1 SP per | offense healed.

Cursent square o adjacent square: 3 SP
Bail Artst: give up nexttum to compleely dodge an attack. Must decide 10 use this Special
before enemy ofense s spun. Automalicaly Speed: Interupl. 2 5P

* Dodge atack or Special: +1 5P
Dive for Cover: trade your entire next move acton (o immediately (Specd: nterupt) throw
vourseprone. 2 5P

+ Also move one stride: +2 5P

Fuckwithme 1 an enemy witin sight tkes a penlty that lasts until they atack you. No
action cost. 1 SP per -2 defease /1 SP per -2 offense.

Fuckwithme I1 al enemies i the ight scene face a penalty until they attack you. No action
cost. 1 SP per-2 defense/ 1 SP per -2 offense.
Take One for Yas user tskes the offensc that was dirceted towards & comrade. Automticaly
Speed: Interrupt. Adjacent comrades: 2 SP.

"+ Any comrade in sight: 3 SP

Delay Wounds: use tis effectimmediaely afle the targe akes offense o delay tht offense
one tmeyele. Automatcally Speed: nterrupt. 3 SP.

"~ Two tums: +4 5P,

Blood Buddies: two consenting targets split all offense taken equally between themn
Automatically Duration: Combat. 2 SP.

~Every addiional blood buddy: -2 5P

108
Cryophilcs you handle the cold well. You A. aren't affeced by the effct ieeze, B take half
offense from any cold-based Specials (round down), . aren't affcted by cold weather, cold
water, or anything less than about -80 degrecs Fahrenheit, and D. can't take thermoplhilc
Automatically permancat. S SP.
Thermophilic you dig the hea. You A. aren't affected by the effect hear, B. take hlf ofense
from any heat-based Specials (round down), C. aren't afected by hot weather, scalding wate,
or anyibing less than about 200 degrees Fahwesheit, and D. can't take ervophilic
Automically permancat. S SP.
Immune (0 Offense Type: for ane tmeycle the tanse (and thei gear) are immune (0 &
predetermined offense type. Since every seting is different n offense type commonness, Key
approval is required. Defult is Speed: Move-Equivalent, and all speed modifies cost 25%
less than theie usual price. Priced by commonness of offense ype.

~ Dominant (nearly all enemics in the seting use 1§ SP

+ Common (sbout half of llcnemics use - 3 SP.

+ Uncommon (a minority of all encrmies use ): 2 P

* Rare (se it in maybe | outof 10 ights)- 1SP.
Resistant o Offense Type: you have a permanent resistance 0 & predetermined offense type.
Since every seting s dilferen in offense type commonness, Key approvl is required. Every
poiat spent on resistance 1o an offense ype can be pul towards purchasing immunity 1 it
(above effect). Prices by commonness of offense type (cxamples ars f our world was the

cing).
+ Dominant (lke bulets): 3 SP per 1 defense.
+ Common (ke sharp s knives artows / machetes ctc): 2 SP per | defense
+Rare (ke clecrciy): 1 SP per | defensc
~Offense you esist with this effct is tumed to heling, 1 0 1: 1.5 total SP

s defense in tanget fo 1 tumeycle. Defaul s Speed: Move-Equivalent,
and sl speed modifiers cos 25% les thn their usualprice. 1 SP pr | defense.

Trade Offense for Defense: for every point you lower your offense, you increase your
defense by a point. Must be in combat. Capped at 3 offense/defense per level or masimum
offense you can deal in single acton (whichever lower). Lasts one tumeyele exactly (50 if
used at the start of your tun, it Lsts until the stae of yous next ur; i usd t the end of your
turm,Lsts until the end o yous next tum) No action cost 1 SP.

Offense Ups increase offense in targe for | torncyele. Defalt is Specd: Move-Equivalent,and
ll speed modifcrs cost 25% les than their usualprce. 1 SP per | offnse.

Move Score Up: increase targets move score. Defsult is Speed: Move-Equivalent, and all
specd modifiers cost 25% less than their usual price. Automatcally Duration: Combat. 1 SP
persrid.

« Permanenly increase move score: 3 SP per stide

Extra Move Action: give an extra move action (taret can only use it on the tum). Must be
wsed 1o move - no substituting Speed: Move-cquivalent Specias. Automatically Speed:
Inermupt. § SP.

Healing Effects

Straight Heal: 1 SP per 2 points healed. Spinner option: 1 SP per quarter of spinner's
maximum (s0 2 SP for 8 of healing, 3 SP for 512 of healing etc). This effectcan also be made
into s modificr o any ime.

Stagger Heallng: split Specials haling s0 it appens equally over multple tumeyeles (starts
immediaely). 2 tumeyeles: SP costof ealing is 25% less.
3 tmeycles: 33.3% les
Transfer Wounds: user akes on any amount of the target’s offense taken. 3 SP.
ou heal the same amount of offense you put on an enemy with this ffect, 3 SP per

* Siphon healing toself or any comrade inrange: +3 P
Regeneration: you aulomatically heal at the sart of your every tm (no action cost).
Automatically Duration: Permancat. S SP per | healing
Fount: divide up this Special’s ot healing however you want. Using a remaining portion of
healin has o action cost, and can be used in the middle of others turms. For example, after
you pay the action cost o a fount Special with 10 healing, you can heal a target for $ right
away (o acton cost),then heal a different trget for 2 (no action cost), hen use hat emaining.
3 healing on another target (st 5o action cost),or even wait until afer your turn and heal
Yoursl right befors an incoming attak, etc. To reiteate: A.) you only pay the action cost
once, B.) using any semaining healing has Speed: Interrapt, and C.) you can use a litle o 25
moch of the Spcial’s healing cach time, until you've expended the entirey o the Special's
total hesling. A fount Special lasts until the end of the fight scene, o about five minutes
outside of combat — if unused at the end of the duration, the remaining healng just gocs.
owards the user 1 P per | point o healing.

+ Healing divided into predetermined amounts (For xarmpl

of 3 every time, r § healing divided into 4 jolts of 54 very

. 0 haling manifested as 3 blasts
ime,etc): 25% healng cost.

you ully it any mon-supermtural sickness form th taget. 1 SP.

Neutralize Bioactive Substance: 2 poison, oxin, venom, hallucinogen, intoxicant, medicine,

e is rendered inert, even If already ingested (user can choose a specific substance i they
e substance’spust efects (ke offense taken or haled etc). 3 SP.

: fully resore someone 1o thei pre-death condition. The detils of

life - sre up o

the Key. One-time use. 10 SP.

Burn Special I: sacrifice an unspent Specialsfo the day. For every SP you sacrifce, add a
point of healing o e healing Special you us tis turn. No action cost. Unlimited uses. 1 SP.

Engine of Mending: whenever you use a Special with healing, add your smart score (0 how
moch it heals. For effects that cause recurring healing (foun,stagger healing, healing Specials
‘with Duration: Comb, tc - but not regeneration) add your smart score every time healing.
occurs. Automatially Duration: Permaner. 3 SP.

1o
Stat Effects

Primary Up: permancaily incr
the S borus SP) 7 SP.

Merk Up: permanently increase mesk. 1 SPper +1 merk.
Knowledge Bar: permancntly purchase a knowledge bar. 3 SP cach.

s primary by 1 point (I increasing smart, don' collect on

Offense Ups increase offense in target for | turneycle. Defaulis Speed: Move-Equivalent, and
ll speed moiferscost 25% les than their usual prce. 1 SPper | offense

*+ Permancnt ncrease: § SP ps pointof ofense

Offense Down: decrease offense in target for | tumeyele. Defitis Speed: Move-Equivalent,
and al speed modifiers cost 25% les than thei usualprice. 1 SP pe | offnse.

Defense Ups increase defense in tarze for | tumcyele. Default is Speed: Move-Equivalent,
and al specd modifirs cost 25% les than ther usual price. 1 SP ps | defense.

* Permancnt increase: § SP per pointof defense

Defense Down: decrease defense in target for | tumeycle. Default i Speed: Move-Equivalen,
and all specd modifies cost 25% less than their usual price. 1 SP per 1 defense. (You can
instead have this effect give an offense bors o the same number 0 anyone attscking or sing
offensive Specials on the target, since the resul is the same cither way. Choice mustbe locked
in before Special fnalized.)

Trade Offense for Defense: for every point you lower your offense, you increase your
defense by a point. Must be in combat. Capped at 3 offenseidefense per level or maximum
offense you can deal in a single acton (whichever lower). Lasts one fumeyele exactly (50 if
used at the start of your tun it Lsts until the stat of yous et um; i usd at the end of your
turm,Lsts until the end o yous next um.) No action cost 1 SP.

‘Trade Defense for Offense lower your defense score, and increase your offense by the same
umber. Must be in sctual combat: taget shooting or kicking down a door won't he affcted
Capped a1 3 defenselofense pr level. Offense bonus applis to al offense for exactly one
wmeyele (s0. both strkes i dual-wickling, counteratacks, all offensive Specials_etc).
Remember a negative defense score docs tha much exia offense 0 you. No action cost. 2 SP.

Move Score Ups increase target's move score. Default is Speed: Move-Equivalent, and all
specd modifiers cost 25% less than their usual price. Automatically Duration: Combat. 1 SP

crease arget's move score. Defultis Speed: Move-Eauivalent, and all
specd modifies cost 25% lss than their usual price. Automatically Durtion: Combat. 1 SP
per stride.

Ruptre Stat Alteration: within the target aca, al stat aherstons that
Permanent o neged. 2 SP.

Randomization: bow much a st is altersd dossn't have to be a fixed
sumber. To randomize, the SP cost is just half the spinner's highest mumber.
Example: to increase your offense by 312 for @ turneyele, the cost s 6 SP. To
permanently incresse you merk by s10. pay § SP.ctc.
Movement Effects

Extra Move Action: give an extra move action (target can only use it on the tum). Must be
wsed 1o move - no substituting Speed: Move-cquivalent Specias. Automatically Speed:
Inerrupt. S SP.

Move Score Ups increase target's move score. Default is Speed: Move-Equivalent, and all
specd modifiers cost 25% less than their usual price. Automatically Duration: Combat. 1 SP
perstride

« Permanently increase move score: 3 SP per stride

Split Move: for one tum you can move, use & main sction, then move sgsin, not exceeding
vourtotal move score. No action cost. 2 SP.

Puashs target moves one stride dircctly awsy from user 2 SP.
Target pushed an extra srde: =3 P
+Push moves taget in any dieeton (not just away from user): +2 SP
+Collision: if target is pushed o another characte, they both take offense (Key decides
where second enemy moves). | SP per point of offense
et also knocked prone (akes a move action 0 ge back up) +2 SP
Switch: switch places with a comrade (remember default range is | stride). Auomatcally
Specd: Interrpt. 4 SP.
" Can target non-comrades: +4 P
+ Switch two characters: 4 SP
Convoke: you and a target move o the two, centermst squares between youse (¢an il i rare
instances of extraheavy orsecured angets). 2 SP.
~ Can choose which o the two centermost squares you land on: +2 5P
Slide: you move (slide step/pivot/ i) one stride afer a cetain rgger, not more than once
per tumeyele. Automatically Speed: Intrrupt.
+ After atacking (avoids counteratacks): 3 SP
After cnemy moves into an adjacent square: 4 SP
ive for Cover: trade your entie next move action o immediately (Speed: Interrupt) throw
yourslprone. 2 SP.
+ Also move ane stride: 2 SP

Lock: arget moves zero strides next tum, Target can sll reface, move the ret of ther body
normally, and use their move action for something clse (lke a Special with Specd: Move-
Equivalent) 1 SP. + Can't efsce: 43 5P

apelock: target is compleely immobile unil the cnd of ther next turm (no defense, no
actons): 47 SP
Deny X Action: tarset loses ther next move action: 1SP.
* Targe loses thei next main action: 2.SP
+ Tarzet loses all action: unable o sct until the cnd of their nex turm (o i action, move

acion,or Specials with no action cost): 4 SP

Fallproof: you aren't hurt by faling anything less than 3 storis. Automatically Duration
Permanent. 1SP.

+Unhurt by a full of any disance: +3 SP
Immovable: fargetcan't be moved against ther willfor 1 tumeycle. No acton cost. 2 .

mavement / position notaffcted by Specials (unlss hey wan i 10 b

can pick and choose) for | tumeyele. No action cost 3 SP. Any SP spent on immovable can be
respent on this effect

Knockdown Immunit

o e permancrtly unsble t be knocked prone. 4 SP.

Knoekdown: knock down an enem (it akes an entire move action o sand back up). 1 SP.
Kip-Up: when knocked down, no action cost 0 rturn o standing on your tum. Automatically
Duration: Permancnt. 1 SP.

nz
I umper: ump up o the full disance of your move score fo one tum. 3 SP,
Jump the ntirty of how far you move in atum (s0 1l covers double-moving): +3 SP
I Climber: climb on any surfuce untl the start f your next tum, moving up o your toal
move score. Can use ane hand for non-climbing shit. 3 SP.
I Swimmer: swim as fist g5 your move score (defult s half your move speed for
swimming). 3 SP.
Allsurface: walk and function on any surface ike
m. 5SP.
Grapnel-Shot: launch 3 rope | line 1y stach to a surfsce or objr
(without harming i) From there vou can swing, hang, yank shit towards you, and detach the
grmbbing cnd at will. Lines lenth i fxed once grapnel secured (upgradesble). Line can hold
Just over your weight. Automatcally Use: Unlimited. Base range: S strides. S SP.
~Can'shaot and hold wo lines simultancously: +3 SP
~Exery additonal 5 strides of length: 1 SP (ifyou have two lines, applics to both)
+ Freely deractor extend theline,recing yourslf up or down i (or recling n outa grabbed
object) with pefect control: +5 SP.
* Line can hold twice your weight +2 5P
Line can hold 1000 bs only +3 ifprevious sub-efeet aleady bought): +5 SP

s the ground until the start of your next

Glde: glide at will 1 this effec s actve you can't be hut by falling. Automatically Duration:
Permaneat. 10 SP.
Qing-Gong: also called wire-fu. You can jump like you have ill fumper (sbove) and glide
around ke you're in low graviy. Can no longer be hurt by falling. Automatcally Duration:
Permancnt. 15 SP. (Any SP spent o gl can be respent buying his cicr).
Flight: starts limited: you gott begin and end every tum on sold ground. Default light speed
is your move score. Automatically Duration: Permanent. 15 SP. (Any SP spent on glide or
in-gon can b respent on thi effect and s sub-cflcts).

+ Unlimited flight / levitation: +10 SP

+Can ly carying another average-sized character o cqual weight +5

Faster fight: -3 SP per sride (permaneat)

Projection: eater & trance-like stte to move and sense through an inangible phantom of
yourself. Projection can speak, and appears as f th user i acualy there. Projction has merk |
Projection lass until destroyed or user ends. Nothing suffered by projecton passcs fo user
Physical body incapactated and unpesciving fo prjection’s duration. 8 SP.
~Projection inisible when unmoving: +5 SP
Projection can manifestanywhere you've been before: +§ SP
+Projection can very slghtly affct the physical world (exrt 2 bs offore): +4 5P
+Projection can use sngle Special before immeditely vanishing: +5 SP
Projection can have any appearance or identity (deceives identifcation Specials, but can be
defeated with unscramble n the socil effects section): +3 SP
Sense Projection: within your normal range of sight hearing you can detect any projection
wilh cerany. 1 SP.
Banish Projection: projection destroyed, consciousness retumed 10 projector's body. 1 SP.
+ Create a projection-banishing 7one up 1o about the sze of a chamber (endures until used on
another arca: +2 5P

Pass Through X: you (and your gear)ar sble o move through a solid substance. You're fully
intangible to that substance, o i will aso pass through you. Remember default duration i one
ey,

+Metl: 1S SP« Earth (stone / soil / concrete): 10SP+ Wood (lving or dead): § SP
+Glass:SSP + Textle (naturalcloth orsynthetic fabrics): 25P +lee: 1P

n3
Teleport: you (end your gear) are insantly transported anywhere you con sce. Defult is
Speed: Move-Eaquivalent, and all specd molifers cost 25% lss than their usl prie. I you
add offense o his effct it can happen from the point you tleportt or the poiat you teleport
from: same with added healing. 14 SP.

+ Anywhere you've been before (no sight required): +7 SP

Transdimensional: +5 SP

*Teleport other: 7 SP

*+Bring an adjacent character: +4 SP

+ Teleport small group (yous erew plus two; must be adjacent): +12 P (only +8 SP if you

already have the previous sub-ctfct)

Teleport Between X's: you (and your gesr) s instanly transported from an X to another X
wilhin sight Default is Specd: Move-Equivalent, and all speed modifers cost 25% les than

their usual price. *Trcs (lving and planted inthecart): 7SP
+Flowers (living and planted n the casth): 6 SP
« Radio antennac: § SP « Shadorws (wide enough t it your body): 10 SP

~Bodies of water st least s wide s your shoulders: 6 SP
+Badiesof water a east thesize of a tcacup: 11 SP (S SP f you have the previous su-cfect
« Corpses (large than a house ca): 6SP » Fire (a leust orch-sized): 6 SP
+ Between any curently lt frges,freplaces,or irepis you've seen before: 11 SP (oly § SP
i you alsady have the previous sub-effct)
« Mimors at least a wide a5 your body: 6 SP.
+ Asigil hattakes a a0 inscrbe (no defense that tumeycle though): 10 SP
+ A complex sal that akes 10 misutes 1o insribe: S
No-Teleport Zone: create a zone up 10 about the size of @ chamber in which telporaton is
mpossible (endures until used on another area): 2 SP.
+ Create a zone up t0 about the sze of chamber in which tleportation and portal ormation
are impossible (endures ntil used on another area): 12 SP
Portal: two portals manifest anywhere within sight. Portals last until wser decides o close
them or create a new pair. Defuul is Speed: Move-Equivalent, and all speed modifirs cost
259% lss than thir usul price. Fissized: 10 SP. * Persansized: +5 SP
+ Portalcan lead anywhere you've been before: +10 SP + Transdimensional: +5 SP

Microkinesis: you have a permancnt (but minor) telekinetc eld sround you, active only
wilhin armr's reach. Yoo can levitate smal objects, move them around mimby; but not with
enoush force o damage anyibing. 3 SP.
Telekinesis: you permanently have the abilty to move small obiects (within sight) sround
wilhout touching them: 12 SP (only 9 SP i you alscady have microkinesis)
+ Megakinesis: human-sized tems and human-sized characters (ofa lower level). Can't case
more than 3 + your levels worth of offense et tum: +10 SP
kinesis: you permanently have the abilty 0 move a speciic substance without ouching it
Can'tcause more than 3 = your levels worth ofoffense per tun.
“Wood: 12 SP +Gold: S SP »Any metal: 30 P +Fire: 13 SP +Glass: $SP +Paper: 4 SP.

square within range takes e strides 1o pass throvsgh. Automatically Durstion:

Bulwark: conjure an unmoving force shicld sbout one square stride (bi cnough fo cover, but
100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it
Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP
into this effect, you could conjure A. o wall that's 1 square with 40 merk. B. a wall that's 4
squares with 10 merk each, or C.a wall that's 2 squares with 20 merk cach). Bulvark must be
planted on the ground (can't be knocked over). Speed: nterupt cost i x5 nstead of usual 2

« Bulwark can be suspended inthe air +4 SP.

+ All offense from the atack or Special that merks the bubwak is completely absorbed

(remining offense docs not pas toany target behind): -2 SP

na
Increase Gravity: up o tiple gravity in one square. Moving through a square with doubled
graviy takes the equivalent of 2 ssdes moved; theough tripld, the cquivlent of 3 stides. 2 P
persride.

Diecrease Gravity: aslow s quartr gravity in one square. 2 SP per stride

Call Wind: a lasge area suounding the user is subject 10 & wind that blows in a fixed
dinccion. Any charactes moving with the wind gets 4 on stride bonus to movement, and any.
asainst takes a one sisid penalty. Firing luncher weapons any directon but with the wind
causes half offense. The wind will also speed alons fying and sailing vessels, power wind
tarbines, blow away gas, fog, clouds, swarms, eal light bjects etc. Automatically Duration:
Combat. S SP.

Solidify Air: you create an unmovable solid shape that defis graviy and can beas about 1000
Tbs for every level the user has. This shape can take any form (a plte, ring, bar etc), and can
only be destroyed by passing it weight imit, the user ending i, merking the use, o using
upture. The shape of the soldificd sie i visible, and can have any (predetermined) sestheic.
Default duraton is about fve minutes (Duration: Combat). Priced by size imit. Max size
aboutaverage human hand: § SP.

~Max size about an average hurman body: +7 SP

+ Max size about achamber. +5 SP

Ambiguously outlined effects (“the size of a chamber”, “Key's call” cc)
keep the game moving and gloss over uninteresting detsls. Remermber that
stopping gemeflow to get into glasses-adjusting mmm-well-did-you-salculte-
the-radius type discussion is not fucking fun.

ns
Social Effects

‘Walkie-Talkie: creste a 2-way tlepathic link with any one consenting characer, Lasts untl
you create & new ane, or one of you ends it Target must be in sight at use, but ance link
established it has no range limit. Unlimited uses. Automatially Speed: Iterrup. § SP.

* Tanget docsn'thave o be n sight but you must know them personally): +2 SP

- Additional charscters: <1 cach * Transcends language barier: +10 P

Misive: you send 2 short, spoken message (0 anyone you know. Automatially Specd:
Incrrupt. 1SP.

Private telepathic message only the intended recipien will pereive: +1 P

- Visual element sddsble: 1 SP ~ Anyone atal: 12 SP

Trace missive: know location of sender (a ime of missive being sen). 1SP.
~Know identit of sender. +1 SP

Imitate Volee: rplicae any voice you've heard at least dozen words from; doest nclude
vocabulary, personality, or other non-sonic characteisics. No it 10 use. 3 SP.

Instantly Learn Language: you are immediaely and permanenily fluent (o bars) in a
language of your hoice. One-time use. 6 SP.

Speak any Language: for about 2 minutes you can fluently spesk any languase. § SP.

“Talk With Corpe: targt not uaranteed 1o be cooperative though. 3 SP.
“Talk With Ghost:chop it up with somene who's passed o, no body required. IFlon dead, a

valued poscssion of the deceased or presence in a place they'd most i
required. § SP (only 2 SP if upgrading talk with corpsc).

Talk With Statuc: ISP Talk With Gemstone: 2SP. Talk With Building 5 SP.
Talk With Tree: 3SP. Talk With Body of Water: 3 5P, Talk With Cloud: § SP.

el haunt may be

Unbreakable Oath: the oathiake will know that theyll b physically unabl {0 break the oath
theyare about o make. One-time use, o lesst some el rquired. 1 SP,
Deteet Lie: know when a specific staiement made within carshot was deliberately misleading.
Can detectsomething said a few seconds in he past Automatically Speed: Interupt. 4 SP.
Detect Malevolence: ping the nearby aea for anyone that means you harm. 3 SP.

+Kaow exactlocaton of charactr’ that mean you hrm: -2 SP

Tracking: plant an intangible tracker. Exists until ruptured o user creates another tracker
Tracker can only be sensed with irue viewing, detect Special, and he st effect 3 SP.

: ping the nearby area fo he above efect. 1 SP.
iscreely relocate supesnatural tracker 1 SP.

Good-Looking: you probably st hit on a ot (fo beter or worse), and tend 10 get your way a
litle more than the average person. 3 SP.

Ugly: not even close o traditonally good-looking, but somcbody's thing no doubt. Good luck
outhere. 3 SP (that's 3 extra SP tospen on any other Special, since you acualy had to work
ard and develop a personality — good on you

Phobia: you have an irational and overwhelming aversion o something. Requires Key.
approval -1 SP 1o -5 SP depending on commonness: -1 would be something lke doctors, a3
something like dogs, and 2 -5 something ike bodiesof water.

Minor Celebrity: you'e a big deal in & small communiy: the neighborhood you came up i,
or maybe a small scene not a lot of people follow (ke @ world-famous powerviolence
mosician, & lendary graf aris, a national handball champion, a local folk hero o rightcous
gangstr ec). 4 SP.

16
make o side character with o lower smart seore temporaily insane. Key desides

nature and duration ofinsanity. Smarter characters will sll experience minor symploms. 4 SP.

Notion: you pive side chracter with a lower smar scorc 3 v dsir or inclnatin. S SP.

Sympatico: make the taraet more friendly tovards you than they currntly are. The less

intelligent the tanset the more they I be influenced (this inludes non-humans). Key decides

duration (usally longer th les ntellgent hey are). § SP.

No Sympatico: make the target less Triendly towards another side character. The less

intellzent the targe, the more they'll be influnces (his includes non-humans). Key decides

duration (usually longer th les ntelligent hey are). § SP.

Wimp'd: seciously dial down the courage and mental foritude of the arget. Less inel

targetsalmost slwsys run in fesr, bu limate level o cffect ond duration is Key's call. § SP.

No Filter: make the targetobliviously blun, just saying whatever comes to mind. Key decides

duration the lower their smart score the longer t1sts) 3 SP.

Read Mind: momentarily abserve surfuce thovghts o target 3 SP,

+ Ascertin specifc memory or knowledge (arget will be aware of this sub-effct being
onthem): +12 SP

e previous 14 effects (nsanity o plant memory) don't werk
on you. Automatcaly Duration: Permancat. 4 SP.

+ Know when someone tris 0 use one of these effcts on you, and wh it was: +2 SP

Detect Mental Intrasion: user knows wilh certainty if an effect from the previous block
(insaniny to plant memory) has been used on the taet. 2 SP.

~Kaow identit of mentl intruder +2 P

Read Character: know if a charactr within sight i higher or lower evel than you,and get a
vague idea of their stats. No action cost 1 SP.

Idenify Object: gain detaled knowledge of an item within eyesight: Key Narator must
describe the make-up, function, and some recent history of the object S SP.

Idenify Character: sin some knowledge of a charactr within eyesight: Key Narator must
el you e namme and ashort descripton of whal thei i is like. § SP.

Seramble Identty: give targeta bullhit dentit that will be fed 1 anyone trying to idenify
the tanget throgh supernatural means. Unlited uses. 1 SP.

Unscrambles you are permanently able o detet scrambling. Key must offr you some type of
purre to decode that represent the scramble (includes projection and.inhabi corpse sub-
efects). When pusale defeated, Key must reveal the information hidden on the other side of
the scrambling. 2 SP.

n7
Sense Effects

Photographic Memory: perfectly recall any image or sight you've witnessed. Automatially
Duration: Permanent. 4 SP.
Phonographic Memry: perfectly recsl sny sound. Automti

ly Durstion: Permancrt. 3 SP.

Distance Vision: scc dbout as far a5 fulcon (automatially permance). 3 SP.
sce hea ignatures for one tumeycle. 3 SP.
selectivly see through mater for one umneycle. 3 SP.

Echolocation: Like a bat. You have an understanding of the surouding area as if you had
one around feeling out and knocking on every inch of it Always active 10 SP.

Acute Hearing: your snse of heaing i (permancaily) a keen asthe average cat’s. 4 SP,
Scent: your sense of smell s (permanently) s powerful s the average dog's. 8 SP.

tove your vsual vantage point anywhers your atual physical eyes can see.

can be an area or character. Once vantage point i sel, i can rotate but is otherwise

locked onto taget (10 be clea, will Tollow mobile tasgets around). Can be sensed with rue

viewing, detect Special. etc. No action cost, default duration is about five miutes (Duration:

Combat) 3 SP.

+ Anywhere you've been before: 45 SP

*+ Vantage not fxed; can move around at ser's ase move specd: =7

Remote Hearing: move your sonic vantage point anywhere you can currntly s Target can

e an area or characte. Vantage locked on once used (1o be clear, will follow mobile argets

around). Can be sensed with true iewing, deect Specia, etc. No action cos, defuult duration

is bout five minutes (Duraton: Combat). 2 SP.

+ Anywhere you've been befor: +3 SP

*+ Vantage not fxed: can move around at user's ase move specd: -2

(CCTV: create a fixed vantage point (both visual and sonic) you can check at any time, and will

eamain unil you crate snotherane. Can be sensed with true viewing, detect Secial st 3 SP.
illables create & zone up to sbout the size of & charber that nobody can remotely

observe through thepreviaus 3 efeets. Endurcs until used on enother area. 3 SP.

Blind: take away a characters sght for @ tumeyele. If used during a fight scen
attack random squares,run off o ttack the source of any teling sound. 3 SP.
Deaen: take away a charactr's hearing for a umeycle. 1 SP.

. they cither

True Viewing: forone tumeycle you're immune to visual illsions, inisiilty, blinding, snd
e supermaturally concealed phenormena. S SP.

“True Hearing: for one tumeycle you're imimune o sonic illasions and deafening. 2 SP.

Anti-llusion Zone: create a zone up 1o about the size of o chamber where llusions don't

work propesly, ideally malfunctioning lariously. Endorcs untl used on another arca. 10 SP.

Detect Lifeforms: getan des of sl nearby biological ife. 2 SP,

Alarm: create an inangible tripwire that can range from the width of a single stride to the
perimete of a chamber-sized area. Alarm sgnal can be visual o sonic, ranging from loud-
55 cacophany to 8 st chime privae to the users mind. If offnse i sdded to this effect it
will be rigacred when the alarm is tripped, and only applies to the square that was breached
“The alarm isef can be sensed with true viewing, detect Special, and the nes! effect. Lusts until
isipped, user negate, o use creates anew alarm, 3 SP.

Detect Alarm: sutomatically Durtion: Permanest. 1 SP.

Juke Alarm: discreetly relocate, pass by, or otherwise altr supernatueal alarm. 2 SP.

s
Ilusion Effects

—lusions lat bt § minutes, and star with range of S stides (can be upgraded from
there). Size /area e limited by complexity andthe Key's good judgment.

Minor lusion: vessatie but wedk. Create soft music, a sring breeze, a pleasant fragrance, hot
garbage reck, a fake wound, a single minor facial feature altraton, confet bursting around &
basnerthat reads “his i s, tc. Unlimited uss, bt only on illusion at a tme. 10 SP.
Create Sound: any iteration of o sound the user has heard, Can sccursely recreate 3 voice,
even holding an enire conversation (mus have heard voice of oiginl speaker). § SP.
(Create Visage: any sght the ser can imagine. Docs not gencrate sound o other sensory. The
¢ visage the more dificult it s to pull off. For example, i the uses
ires o maintain an claborate disguise while concentratng on a ask,or project a whole brigade
of charging cavaly,there may b glitchy inconsistencics viewers can spot. §SP.
Major Hlusion: combines various complex sensory input. You can create an llusory chest of
silvr that is beavy and clinks and shimmers and i cool to the touch, conjure a wellspoken
Customs officer that smells fuintly of temple incense and has a firn handshake, project &
sturdy-looking rope bridge over the perilous gorge elc. As always, the more complex the
illusion the more diffcul it is o maintan. 13 SP (any SP already spent on create sound or
create visage can be respent buying this effct).

Gotchacopies: a fullllusion ofthe tanet appears nex 0 them indecipherable from the target
I the instant thi Specal is used,the tarzet may choose 0 switch places wih ther goichacopy
for free. The gotchacopy simultancously imities whatever hei orgina i doing,only lighly
diffrently (sometimes bizarely), and says in an adjacent square. A zotchacopy will 0 up in
smoke when struck, and won'" stop (o even slow) projectlesor spnming attacks. o be clea,
gotchacopies are ntangible, have 0 offense, and can'taffect the world. 3 SP per goichacopy:

Counter ¢ aller someone else’s lusion in a small way. To b clea,this effect works on
any other llasion effect. Automatcally Speed: Intrrupt. The characte that initally conjured
the illusion mintains ulimate control nd is fre to dissppear your counterilusion 8 soon a5
they notce. 1 SP.

Countercounterillusions instant and undefendsble offense towards any character tying to
‘counteillusion any of yourllusions. 1 SP per 3 offense.

Know Iocation of counterllusionist +2 5P

Anti-llusion Zone: create a zone up 1o about the size of a chamber where llusions don't
work properly, ideally malfunctioning hlariously. Endorcs untl used on another arca. 10 SP.

Invisibilty: other characters can sill hear the tasget, smell them, see how they affect the
environment, see shit thrown on top of them ctc. Slightly visble when moving. Targets
cquipment lso invisible, but notanything thy hokd or equip affer becoming invisible. 10 SP.
Invisibl even when moving (+3 1 offense and defense): +15 SP

Melt Into Shadows: you get 3 borus to stalth whenever you're i shadow. Automatically
Duration: Permanent. 1 SPper +1 to stalth.

Cloak of Verdancy: you et s bonus 1o stealth whenever you're in a ree, a bush, tal grass,
seaweed, or other folage. Automatically Duration: Permancnt. 1 SP per +1 o stalth

Cloak of Mist: you get a bonus o stealth whenever you'te in the mist, foz, or clouds.
Automatcally Duration Permancnt. 1 SPper +3 to seal.

Cloak of Tides: you et a bonus to stcallh whenever submenged (V4 or more) in water.
Autommatcally Duration Permancnt. 1 SP per +3 to sealh,

Chameleon Skin: at will your skin changes color o blend into your surroundings. You can
also frecly change it o whatever color/ patten you fecl. Automatically Duration: Permanent.
3 to stalth when nctive. 7 SP.

Silences all noise in target area s completely suppressed. Area can be fxed on & character or
location (remember the default area for Special i | square). 3 SP.

1o
Death Effects

Animate Corpses tum a dead character ino the undead and put ther immediotely under your
conteol. Aimated comses use.their_pre-death stats, minus Specals. Higher itelligenc
memories, specch, and the coondination required to make ranged attacks are lost. Offensc
taken restored 1o zero. Once destroyed as undead,they cant be reanimated. Corpse must be
reasonably whole: if immolated, dsintegrated, vaparized, absolutely buichered ctc, hey are
umsnimatable. 15 SP.
Blood Animata: for every | offense you put on yourself, animate 4 merk's worh of compses.
No mater how many comses are animated, s done all i the same action. Corpse must b
reasonably whole (sce animate corpse sbove). 3 SP.
- Don'tneed to max out comse’s merk to aimate it (but they start with offnse taken): 5 SP
Make Corpse Un-Animatable: automatically Use: Unlimited. Won't un-animate any corpses
that are already animated. 2 SP.
18P per § merk's worth af jacked undead.

: if you hase wounded undead under your control, ransfer any amount of
offense they ve laken to yourself, 2 SP,

Energy Blast: halsthe undead, wounds the living. SPper 4 healing offense
~ Spin-based option: § SPper 8 healing affense
Necrotic Energy Well: any encmy you kill immedistely begins 1o radite necrotic cnergy
(heals the undead, wounds the lving) n a one-stride radius. Offense | healing occurs as soon
a5 character entrs that radius, and again at the beginning of their cvery tum for o long s
they remain. Automatically Duration: Combat. 1 SP per 2o

Rattle Undead: any undead in the Special’s area that ars belows the us
permanently affaid of the user (il run from them). 1 SP.

* Larger rudius: 1 SP pr srde

Anti-Undead Zones create an area tht undead camnot ot
100 ssides, Lasts ane day. 3 SP.

~Larger are: +1 SP per additonal 100 x 100 srdes
Anti-Living Zone: create an area up 1o he size of a chamber that th lving cannot enter
Default duraton i about ive minutes (Duraion: Cormba). 38P.

level are nowe

Maxiamum area s sbout 100 x

: fully resore sormeone to thei pre-death conditon. The detils of
life sre up o

ou have a chance of instanly killng the arget, regardless of evel or power (below
Special i sole exception). 1 P per 2
Stash Lifeforee: user permanently transfers ther merk 1o an object. As this object tkes
offense the wer s wounded. The user can t othervise take offense. The user will sl age and
even rot as normal, even if they can't dic. One-time use. Usage time automatically at lesst an
hour 30 SP.
« Every additonal object +10 SP. (Can b done any time ale the iniial transpositon, but
ot the orginal and new object must b present)
Halt Aging: can be resumed at user’s will If undead, prevents decay: One-time use. Usage
time automaticallyat last halfan hour. S SP.
Prevent Decay: preserve acorpse, severed body part, dead plant . 1 SP.
Instant Decay: bring compse, severed body part, dead plant etc to s final stage of
putseaction n a matter o scconds. 1 SP.
Reverse Decay: instanly restore a compse, severed body part, dead plant ctc to pre-
putsection. Must have majority of trget (even if only dust o bones) 3 SP.
Kill Plants: end the lfe ofall plants n a square. 1 SP.
Revive Plants: resore the e of llplsts in square. 1 SP.

120
Talk With Corpse: target not guaranteed 1o be cooperative though. 3 SP.
“Talk With Ghost:chop it up with somene who's passed o, n0 body required. IFlony dead, a
valued posscssion of the deceased or presence in a place they'd most ikely haunt may be
required. § SP (only 2 SP if upgrading talk with corpse)
Know Mortality Status: detce if anyone you know (or have leamed a lot about) s aive or
dead.over any disance. 2 SP.
Fake Deaths appear dead to anyone tht docsa't have medical expertse, or a Special with an
et lke e viewing o irue hearing; Uses bas limited perception and éan't act, but can also
op th effct at will 1 SP per knowledge bar of medicine you can deceve.
Inhabit Corpse: emporarly ranspose your consciousnes to a corpse, which you can act and
perceive through. Corpse retains full mobility and all pre-death stats, minus Specias, higher
intelligence, and the fine motor skill required to make ranged attacks. Consciousness will
retum 10 uder ance corpse s destroyed or user abandons . Corpse must be larger that 4
songbird No limits on corpse's ange. 6 SP.
« Use one Special through the corpsc: any backlash, identification, or tacing of the Special
‘will apply only to the nbabited corpse: +5 S

— Undead (or any other etit) under a character’s control
‘actimmedintely ofter that characters turn.

121
Alteration Effects

Repair:restore smple object (u pipe, a guita, a wheel hull etc) o functionality. 3 SP.
- Ora complex objec (a car, house,a compuler ic): -4 SP

Hea: cause inanimate matter o become 00 ho to ouch safely. Can arget a sngle tem or a
square of ground. A heated object causes offens 1o anyone touching it at the begioning of
user's next tumn. If Duraton modifir is bough, that offense s taken again every tumeyele
contact is maintained. Weapons and other implements can be dropped or thrown fieely, but
armor takes an enire tum o remove. 1 SP et | heat offense.

A target taking heat offnse from this effct has tha offense repeated for every heat and
fir-based Special they're targeted with that turmyele (does not nclude this effet): +3 SP
Freeze: cause imenimate matte to become t0o cold 0 touch safely. Can tarset & single tem or
a square of ground. A feczing objcet causes offnse to anyone touching it at the beginning of
user's next . 1f Duraton modifir is bought, that offense s taken again every tumeyele
contact is maintained. Weapons and other implements can be dropped or thrown fieely, but

armor takes an enire turm o remove. 1 SP et | freczing offnse
A target taking freczing offense from this cffect ha tha offense repeated for every cold-
based Special they're argeted with that tumeyele (does not inlude this efect): +3 SP
Sticks you make o surface slippery and difficul o gri. If flat, that surfuce can be an cat
square:if nt (especaly i moving) that surfaceis smallr. 2 SP.
Sticki you make a surfice highly adhesive snd glucy. I fla, that surfce can be an catire
square: i no (especally i maving) tht surfuce is smaller. 2 S.
Bind: otach two non-ving surfuces thatsre currntly touching. Bond unbreskable as long as

‘Special lasts, but bonded objects maintain theirdurabiliy as ormal. 2 SP.
lncludes living surfaces +4 P
Increase or Decrease Item Weights by as much as 1000%. 5 SP.
Shrink Object: imit is 10% it original size. Whelher weight or durabiliy is maiiained is
subject o stuational fuctors the Kes'scal. No characters or animated objects. S SP.
Enlarge Objects limit s 1000% s original size. Whether weight or dursbiltyis maintsined is
subject 0 situational fuctors the Key'scal. No characters or animated objecs. S SP.
Lengthen / Shorten: you casse an object no thicker than 6 1o extend it length up 1o 50
ids, orshorten s length to 1 millimeter (slightly thinner than a dime). Only length can be
modifcd, no other dimensions. Mainains relative strength and flexibilty of orginal object
Some extended objects can be used as sl (offense: 4 + strong or st/ block 2/ ange 2/
2-handed), brace, battering ram, pole vaul, staight up elevator etc. Each us of this effct
purchased allows both one lengthen and one shoren per day. 14 SP.
Decontaminate: blierate anything harmful in food or water. 1 SP.

Seal: you lock a door, window, bos, botle, folderetc. Seal lasts unil user negates, seal forced,
o Special used again. Ssenath of seal based n SP spent

- Simple sal (can be forced with smal toolor strong 2 cic): 2 SP

+ Heavy seal (can be foreed with a arge ool or strong 4 etc): 3 SP

« Advanced seal(can be forced with demmolition tools or ston ctc): 4 SP

+ Conditional seal: scal will anly open for certain people,forcerain passphrases, with cergin

e present tc. Canalso display messages o smple images. +2 SP
Sritchscal: elepatically sce person that fucks with your scal. No range limit +1 SP
Unseal: unlocks doors,cars, lockers et instantly and silely. Will defeat any seal effect that
has a lower SP value. Unlocking power is based on SP spent
imple locks (that would otherwis take 2 strong or small ol o defat): 3 SP

ey Jocks (that would otherwise take 4 strong or large tool to defat): 4 SP.
Defeats advanced locks that would therwvis take 6 stong o demoliton tool): S SP.

122
Shrink Character: shrink yourslf as small s 10% your original size, but also have a
‘comelating % of your merk and strong. Lasts unl you neate. 4 SP.

* Allied character (hey choose when effect s negated): -2 SP

+ Nonalled (ower level) charsete. +2 SP

Shrink sl or alled character s smal a a mote of dust: <2 SP
Enlarge Character: enlarge yoursell up o thece times your original size. Your fast scor is
rduced 1 0 and respent between your sizong score and hard score however you feel Default
s Duration: Combat,or sbout five minutes outside of combat. § SP.

+ Unlimited uses per day (can ol target sel: +12 5P

+ Every exta point ofsrong or had (fxed): +3 5P

Can targetother characters (they choose B to respend thei fstscore): +6 SP

Breathe Underwater: breathe underwaterforsbost | hour, 2 SP.
Permanent: +2 5P
Eliminate Biological Need: automatically Duration: Permanent. Your body functions a5
normal withoutany of the followins (can have more than one in he same Specil)
~Food: 25 ~Water: 25 “Slep:SSP + Air 6P

Non-Living: you're s cybors, undead, automta etc. You don't need to bresthe, ca, dink or
slecp, and are imimune o discas. 15 SP.

— Trade-offs: hese give you back some SP. (Can later be bought back for same SP value )

~Parwered by the sun (24 hours with no sun = merked un eturned o sunligh): - SP

« Merked when submerged in water: 4 SP

+ Minoroffense from diret sunlisht (1 undefendable offense per minute) 3 SP.

+ Maior offens from dieet sunlight (1 undefendable offense per tumeyele): -5 SP

Hated (hunted?) by patiolar groups: 5 SP.

+ Take massive offense from rare material: 5 SP.

* Struggle 0 understand the living, theis cmotions,incentves, etc: 3 SP.

Sl need t0sleep, recharge, trance or otherwvise be unconscious for § hours a night: -5 SP
Immune to Disease: avtomatcally Duraton: Permanent. 2 SP.

Halt Aging: can be resumed at user’s wil. If undead, prevents decay: One-time use. Usage
time automaticallyat last halfan hour. S SP.

Prehensile Extension: a tail, tendsi, floating hand, eusk, tenacle, mid-wing fingers like o
bars, a ridiculous tongue like an sntester's, or whatever. Can hold snd menipulate light
objects, but can't attack or wield shields. Automatially Duration: Permanent. § SP. per
preensile extension.

* Every additonal stide you can tretch you extensions: +3 SP.

Body Elastcity: your body is supernaturaly stetchy. Your imbs reach an extza stride, but
you can'teffctively attack with weapons while stretching them (upgrade listed below). This
effct docsn' add any inherent defense, offense, or otherwise alter any stats. Weight never
alterd by this efect 7 SP.

+ Every additional sride you can stetch your imbs: +4 SP

+ Can squeeze your body theough aspace the size of your skull:+4 P

+Can attack with weapons while stretching (mited o one strde ofreach): +§ SP

“Transpose Consciousness: permanently transfee your mind from your curent body 10 another
vessel: undead, an animated suit of armor o statue of olher automaton, another animal oF &
supermatural crature, some kind of Frankenstein’s monster you put togethe

maintains wsr's Level, but respends all primary poinis and SP. As ahways, ben
paid for (no free defense bonus for sturting @ 4 stae). One.time use. Usage time
sutomatically at leasta day. 15 SP.

123
‘The remaining alteration cffects are automatically Duration: Combat unless
the use cuts them short. I the cffect turns charocter into another form A. their
equipment gets morphed along with them, and B, they can't et bigger than twice
ther normal size, or smallerthan tenth theie normal size.

Morph: shift between your normal form and a secondary form. Half your SP and al your
primary points are respent in your secondary form, but once spent they're locked in plce.
User can permanently transfer SP from ther normal form to their sccondary form. Neither
form can s the other’s Specils. Form benefits stil gota be paid for: your sccond form
can have wings, but you stll ave 1o buy flight 0 acually fy; you can have rhino skin but you
Sll have 1o buy the extra defense. Secondary form starts with merk 10, move S, and an 2
unarmed attack (lke any other character). Secondary form can't cquip weapons, intruments,
shilds or armor (upgrade listed below). Unlimited uses, but can only morph once per
wmeyele. 10SP.

*+Secondary form can equip weapons, nstrumeats, shields and armor: +15 S

~ Morph ot Speed: Move-Equivalent: +5 + Morphat Specd: lmmediate: +10 5P
Omimorph: you can ake any form, but your stats are imited. You get 1 levels worth of SP
and primary poins to spend when you shifl o 3 new form. Can't access normal form's
Specils from omnimarphed forms. Unlimited uses, but can only omnimrph once. per
wmeyele. 30 SP.

« Additional levels of SP and primary points: +15 SP cach
« Ommnimorph at Specd: Move-Equivalent: -5 SP

« Ommnimorph at Speed: Immediate: +10 SP

Shapeshift tum nto any entity you can imagine. Can respend all of your SP and primary
points every tme you shit. Can't sccess normal form's Specials when shapeshifed, Can't use
weapons, instruments, shiclds o armor. Main acton (0 shapeshifl. Use: Unlimited. 80 SP (any
SPspent on omaimorpl can b respent buying this effect)

- Shapeshifta Speed: Move-Equivalent +15 SP

Turn Into Liquid: sbout the sume volume of liquid as your body. Can't access any of your
Specials whil in this form, and can stl take offense as nommul. Speed is the same a5 your
normal form. 7 SP.
Turn Into Smoke: or similar semi-gascous stae (mist, fog, cloud etc). Can't sccess any of
vour Specials while in this form, and can sl ke energy offense (immune 1o physical
offense) Flying speed is your normal move score. 18 SP.

* Faster movement: +2 SP persiride

Body Permutation: aler your body — change bone shape or muscle size, change your hair
coloror facial structue etc. A body permuation can also cause one bomus o peaalty 0 a stt
alte offense (up o 2 points), altr defense (up o 2 point),aller move score (up 10 3 sisdes),
cause offense or healing (up o 2 points pe tumcycl). Can only cause ane permutation per use
Of this effect, but remember the defuult duraton of all effects i this secton is Duration
Combat. 15 SP.

+ Double any of he above sta ranges: +15

« Can trget other characters: +10

Rupture Shapechanging: turzet stays in their normal form. IF this effct used on tarke
whose form has already been changed (by somcone lower level than the usr), the tarpet
immediaely reverts o theie natural form. To be clear, this offct also ruptures shrinking,
enlaring, and body permutations. Default s Specd: Move-Equivalent, and allspeed moi
cost 25, less than their sl pice. S SP.

124
Entity Into Entity: tum a lving being into a predetermined form (lamingo, by, animatcd
football with arms and legs, et). IF hostl, weget must be lower level. Merk and strength
decrease to size % of original form. Stats can't b increased by this ffect. User can end at
wil 10 P,

- Altermative forms: +3 SP each

Eatity Into Object: tum into a sngle predetemmined type of mundane object.Fully maintain
perception. Zeno defense and can' take sctions. Merk unchanged despte substance of form.
User an end at will. 4 SP.

* Very limited mosement (half move score): +2 SP

« Can taet other characters (must be lower level if hostie): 6 SP

* Altmative mundane forms: 12

Obiject Into Entity: must maintain relative size. Can be any enity from exising seting.
Targetcan't be larger than user. Key entirly controls (effcts ke sympatico can stll be used).
(Can't use weapons, instuments, shields or armr. Each time this effect used, spin s4: if you
land a4 the transformation is permanent. 6 SP.

Object Into Object: transform & non-supernatural object. Transformed object keeps same
materal, and volume can't be increased. Can be used to replicote 5 model object with o
similr object, but the model object must be present for use (0 observe. Can't form anylhing.
‘complex like clectronics or machinery. Targetcan't be lager than user. User can choose to
imake transformation permanent at no extra cost. 6 SP.

Animate Object: target objcct sprouts arms snd legs G it doesa't slready have them) and
tars moving around. Key controls and determines personality (ffects ke symparico can sill
e used). Target can' be larger than user. Move score S, ofense can't b higher than us
level. Can't use weapons, instruments,shilds o armor. 3 SP.
Command Cordage: animate a ength of rope, whip, or cable. I can'tlevitate, but can lith
around, weap tself sccurelyaround objects, swing, 0op, 20 ST as a wooden pole,coil up etc.
‘The animated cordsge can also set independently, lushing sn cnemy (b + user's smrt per
tum),or grappling an enemy (saight $10). Acts on user’s tum. Range limited 0 user’s sght.
Max cordage lenth 3 strides: 15 SP.

« Or chain (5§ + smart offense,also add user's smart o grapple spin): +15 S

« Mas lengih 10 strides (can grapple o enemics at a ime): +10 SP
Recrait Statue: animate 4 satue from the surrounding scenery 1o fuck up your encmies or just
do chores. Can help with general labor or engage in combal as dirceted. Default merk is 10 x
user's level, defaul offense is 58 -+ use s smart per tum, but stats will vary by tatue. 3 SP.
Recrait Tree: animate tree from the surrounding scenery. Large deciduous tees can atack
enemics (36 <+ user’s smartper tum). Vines and villows can grapple enemies (510 + us
smart). Defoult merk s 100 x usr'slevel. 7 SP.
Grabby Plants: plan ife witin the ight scene grbs at your cnemics. Wesk plans like shrubs.
and vy will anly halve movement (costs two stsides o move through ther square). Sirong planis
Hike vines and surface roots will grappe adjacent cncmics (510 + users smart). 7 SP.
Solidify Air: you create an unmovable solid shape tha defis graviy and can bear about 1000
Tbs for every level the user has. This shape can take any form (a plte, ring, bar etc), and can
only be destroyed by passing it weight imit, the user ending i, merking the use, o using
rupture. The shape of the soldified sir i visible, and can have any (predetermined) sesthetc.
Default duraton is about five minutes (Duration: Combat). Priced by size imit. Max size
aboutaverage human hand: § SP

+ Max size about an average human body: +7 SP

+ Max size about achamber. +5 SP

125
Generation Effects

Companion: an caity permancaly becomes your loyal companion. Stats with mave § and
merk 10. You choose thie narrative origin and asthetc, but practical benefits gotta be paid for
(ihey can have armore skin, but you have 1 buy any defense boruses;they can have wings,
but you have o buy lght te). You can permanently sive them SP from yous own pool (1 SB
10 1SP), but they can't take any of the effects on this page. Can't se weapons, insruments,
shields ar ammor (upgrade lsed below though). Merked usually just means KO'd. bu they's
ot unkilabl like a main characte. 1 a companion dies o s otherwise no longer played. their
P toal beyond the base priceisretumed o the main characer.Base companion price: § SP.

« Can use a lamguage or olherwise communicate comple deas: +12 SP

« Ca make an unarmed atack cach turm (tarts at 2) =5 SP

« Can use weapons, insrumens, shiclds and ammor-+15 SP

summon o fxed, predetermined enity that obeys your commands. Can frecly
in any one of users known languages. Strts with move 5, merk 10, and an 2
umarmed attack. Can't use wespons, nsruments, shields or srmor. User decides aestheti, but
pracical benefits gotta be pad for (they can have ammored skin, but you have 1o buy any
defense boruses; they can have wings, but you have 10 buy flight etc). You can permancrily
ive them SP from your own pol (1 SP 1 1 SP), but they can't ake any of th effcts o this
page. If mesked, called entity disappears n 4 cinematic flash (wil etum as normal when e
Summoned). Default s Duraton: Comba (o about fve minutesoutside of combat. 10 SP.

« Can summon acsthetically similar entity, but with espen sas cach summon: +15 SP

~ Can summon and unsummn entity at wil: X2 toal SP

Ride: conjure a fied, predetermined entity 0 give you a if Can carry cargo equal 0 a L
Tnuman. Stars with twice the user's move score, half the wser's merk, and can't atack. Use
decides aesthetc, but practical benefits zota b paid fo (hey can have armored skin, bu you
have 10 buy any defense bonuses; they can have wings, bul you have (o buy the Might sub-
et below etc). You can permanently giv them SP from your own pool (I SP o | SP), but
they can't take any of the efects on this page. If merked, summoned ety disappears in &
cinematic Nash (will return as normal when next summoned). Hangs around untl unconjured,
merked, purged., or maved more than few srides from user. S SP.

« Base move score four fimes ser's: 5P+ Can climb any surfo: 410 SP
« Cam swim as fast s move scor (defaul i half): +5 SP.
« Jump distance of § strides: 13 SP “Glides 5SS+ Unlimited fight: 20 SP

« Ride massive cnough o carry whole squad plus twos +5 SP
* Ride can bring severslsimilr rides (enough for the whole rew): +10

Helper: conjure a fixed, predetermined entity (o help with merial shit. User insiucts, Key
conteals. User decides acsthtic, but an be no bigger than small uman (lke 2 stone golem
you raise from the carth), or two small forms (Hke a par of spder monkeys in Mels jerseys
that eck of dich weed), or mess of eal small forms (ke a crew oftiny hosts represented
by chiel foreghost) Stars with haf the user's merk, move S, and can't atack. Practcal
bencfits gota be paid for (they con have srmored skin, but you bave to buy any defense
bonuses; they can have wings, but you have 10 buy fight etc). You can permanently give them
P from your own pool (1 SP 1o 1 SP), but they can'ttake any of the efects on this page. If
merked, heper just pops like soap bubble (il retum as normal when next summoned). IF
the aesthetic is muliple helpers they each have half the users mesk, but all disappear as soon
a5 one is merked. Helper hangs around uniluncoured, merked, purged, bored, or moved out
ofusers sight. 5 SP.

Quick reminder: the default mumber of uses for a Special is ance per day.
For upgrades,check out the moifiers page (right before this section).

126
Supernatural Weapon: ot will, materialize a weapen from thinair Can be aclassical weapon,
instrument, shield, or launcher (ke bows and shit, o fircams). Weapon can have any
acshetic, ven being formed o destuctive energy (ke blade that's & capured lighining bol).
(Can have its own Specal (eritical his tc). To be clea,the same weapon is summoned with
cach use o his efect. User can unconjure at will Speed: Immediat, unlimited uses. 7 SP.

« Can simaltancously conjure asecond weapon 1o dual-wield: +3 SP

« Conjure supermatural weapon at Speed: Interrupt: +3 SP

+ Unlimited smmo. Amimo simply appears when fiing, and can have any sppearance. IFused

on a throwing weapon, it retuns o user’s hand afer ach throw: +5 SP
Supernatural Covering: o will, materalize an tem of clthing from thin sir. The covering
can have any appearance (o homned mask that changes color, a closk of molien zold), but s
locked in once the efect is bought. The covering can look ke armor, but any actual defense
bonus (o other effects) have o be bought like normal. Paies of shoes gloves / e count as a
single item of clthing. 2 SP,
Bulwark: conjure an unmoving frce shickd sbout one square stide (bi cnough fo cover, but
100 small o flly obsruct most doorways). The bulwark has 10 merk for every 1 SP spent on it
Size can b increased a higher SP pries, and merk is spread evenly (example: if you put 4 SP
into this effect, you could conjure A. o wall that's 1 square with 40 merk. B. a wall that's 4
squares with 10 merk each, or C.a wall that's 2 squares with 20 merk cach). Bulvark must be
planted on the ground (can't be knocked over). Speed: nterupt cost i x5 nstead of usual 2

« Bulwark can be suspended inthe air +4 SP.

+ Al offense from the atack or Special that merks the bubvark is compleely absorbed

(remining offense docs not pass toany target behind): -2 SP

Create Dimension: generate a new dimension of your own design. s form, physics, weather,
flors, e are lacked in once this one-ime cffct is used. Size abways upgradeable. Means of
eting o the dimension (satewsy, iem, fustappearing ther €tc) up 10 you, but you'l alvays
retur to the exact spot you lftfom. Usage time a least an hour. Pricing by size
“Trunk 4P+ Chamher7SP »Estae: 12SP +Idand: 20 SP
* Continent: 30 SP+ Small planct: 60 S+ Large planct: 90 SP
«Starsystem: 240+ Galaxy: 1200+ Nebula: 10000 - Universe: 100,000

: enter a microdimension of your own design. Dimension only exists
‘while user inside. Othe characters are fre 1o (g alon, but anybody lef inside when the ut
leaves is thrown into another dimension (Key's choice). Means of geting o the dimension
(sateway, iem, just appearing there etc) up (0 you, but you'll always return o the exact spot
you lef from. Can't (via his ffect) add anything able o leave the dimension, alte stats, or
provide sustenance. Pricng by size

+Size ofa small room: 3 5P+ L

ceroom: 4SP +House: SSP + Estate: 6SP.

Imbue Tattoo: create a tatoo that gives its bearer a Special. Costs as much as buying o
Special normally (1 SP to 1 SP) BUT Key Narmators are requird (o give discouns for sick
‘concepts. Tis i a mandatory rule, but remember the Key has fnalsay on wha they think is
dope and how much of a discount it carns. One-tme use

Imbue Artifact: insill an existing item with a Special That Special costs 75% its normal SP
value. Remermber the item you imbuc into can aways be barteed, stolen, destroyed, or even
used against you. One-tme use.

Endow Sentience: give an objector place consciousness. User determines personality, specch,
intellcct, prnciples ete. Key controls. Can freely communicate, whelher through specch or
telepathy. Price can be negotiaed with Key given certain propertics. For cxample: a ncedy
weapon that sarts making trouble when it hasn't killed recenty should et a big discount, and
an implement that can sprout arms and legs and move around on it own should probably be
double price. One-time use. 4 SP.

127
spernatually inseribe text or symbls on any surfuc. Can't be longer than a short
paragraph. Acsthetic is up o the user - mundane, colored, ashing, nvisible tc. Effcts ke
rue viewing and detect Special are able 1o sec past invisiblity. Text lasts until ruptured,
negated by user, o effect used again elsewhere. Unlimited uses. 3 SP.

+Can be fixed i the air including the air around a taget (moves with target): +2 SP

Call Light: can summon, unsummmon, and dim @ supernatural light at wil (unlimitd uses).
Acsthetc up to user (hed item becomes luminous, handfl of flame, brillance in your eyes
o). Pricd by brightness: Dim: 2 SP-

+ Thoroushly lightup a chamber: +1 SP

+ Thoroughly lightup a villsge: +2 S
(Call Darkness: create an inky blackness about the size of a chamber that overpowers every.
non-Special soure of light. 3 SP.

(Call Testiles permanently conjure textile or fibrous object of your specifcation. Acstheti up
10 use (spun from nearby raw materals, woven from ather, just barfed through a one-way
portal etc). 4 SP.

- Complex clothing orshelir: 12 SP

Call Wood: permanently coniure a wooden object 3 SP.
+ Abouta dozen (dentical) wooden implements: -1 SP
Call Stone: permanenly conjure astone object. 3 SP.
+ Abouta dozen (idenical) stone implements: <1 SP.
Call Metal: permanerily conjure a meta object Must b sngle picce of metal: no complex
items like machinery, fireams, amor etc. § SP.
+ Abouta dozen (dentica) metal implements: +4 SP

Call Fire: about a handful, can't deal more than | offense. User has full control of the.
‘conjured flame within the square they occupy. Flame endurcs as long as user has a free hand.
Acsthetc up o user. 3 SP.

Call Blectrciy: just a respectabl jolt or minor continuous stream. Can't deal more than |
(direet) offense per use of this ffect 2 SP.

Call Water: conjure a smal amountof water in any form: 1 SP.
A very large amount of water (can't deal more han $ otal offense): +4 SP.

Call Liquids conjure » snal smount of any non-water iuid (sslfuri acid, bleach, cooking
ol lmon juice, soda etc). Can'tcase more offense than user's level: 3 SP.

Call Winds a large area surounding the user is subject 10 & wind that blows in a fixed
direction. Any charscter moving with the wind gets & one stride bonus to movement, and any.
against takes a one siside penalty. Firing launcher weapons any directon but with the wind
causes half offense. The wind will also speed along fying and sailing vessels, power wind
tarbines, blow away gas, fog, clouds, swarms, eal light bjects etc. Automatically Duration:
Combat. SSP.

Call Weather: uin, wind,sun, snow, moderate storms etc. Not enaugh o cause destruction of
any kind. Lasts a leas a scenc. 2 SP.

Call Plant: a plant of any variety crupts form the car. Can be food, medicine that hess 56,
poison that deals 56, fools or vincs that prevent 4 argets next move action, or any plant
common to the seting. 6 SP.

Call Food: a stacked meal for one person, 4 few snacks, or a single mind-blowing dish
Acsthetc up o user,and mst be described vividly withcach use. 1 SP,

« Enough for all main characters, plus a o joiners: +2 SP

« A maxed-out feast with no liiton ingredients or presentaion: +2 5P

« Ehereal servants to serve and clar dishes: +2 SP

128
Call em: make a single existing item permanenly summonable. Form i fixed: tem can be
altered or destroyed once called, but will seturn in ts usual form when effect is next used.
(Can't summon mulipls of the same item: using this effct wilhin the duration of 4 previous
use simply resummons the callabl iem. This effctcan never cause more total offense than
SP price (s0 a 3 SP effect could cause 3 offense once, o | offense three times). Works on
‘consumables (food, drugs, holy ofls etc), but they lose their practical effct (nourishment,
intoxication, stat aleration etc). Defuult is Duration: Combat. Buying Duraton: Permancni
llows you to srmon and unsummon the it atwill. Priced by size

* Pocket-szed: 1P +Deskesized: 8 5P
- Catsized: 3SP +Carsized: 12 5P
+ Average human-sized: § SP *RV-sized: 20 SP

+ Unpurgable (can'tbe unsummoned by th below effects): +3 S

Purge: immediatly vanish anything summoned by an effct in the above sction (fom script
10 call tem) o a summoned entity (call entty, hlper, ride). Must match SP cost of punsed
et in bumes Special, which can be sacrificed at no acton cost (similar o fling mod in
usage effects) 2SP.

Purging Zone: create anarea up o the size of o charmber where i's impossible o surmmon an
object (from serip o call iem) or being (calleniy, helpe; ride ). 1 a called object o entty
from the above effects cntrs purging zone, they immediaely vanis. § SP.

Summoned items (supernarural weapon, supernatural covering, cal ftem
ctc) can have effcts added (o them (endow sentince, offnse up.etc)
without paying any additional SPfo fuson (bottos of the next ection).

120
Meta Effects

Feel Manifestation: know when someone iniiates a Special nearby (won't detct ongoing
efects). This docsn' give any knowledge of he Special eI, st cerainty of where it was
manifested. Automatically Duration: Permaner. 3 SP.

Detect Special: pinpoint actie | ongoing Specials anywhere in usr'ssight. 2 SP.

Ldenify Special user knows the function and some mechanical deails of one

sight 3SP.

Trace User: know idenity (short descripion of ther e at present)of acharacter who used o
Special. Can be deceived by scramble identty, inhabit corpse, snd projection. 3 SP.

Rupture: undo an ongoing Special. The Key. must offer some type of puzze to decode,
however difficull, 1o represent the complexity of the Special. Time spent on the puzzle
transhtes o real time in-game. Only the octor of this effets user can work on the puzzle.
Key: ideal puzzlesare blls of knotied up sting and stacks of cards sorted by suit and number
~ both make it casy 1o gauge and deliver diferent levels of diffculy. 3 SP.

Mimic Special: temporaily copy another characters Special that costs equal to o les than
the amount of SP spent on this effect. Must witess use of Special. No action cost. User
maintains mimicked Special until this ffectis used again.

Fasion: create Special ith mre than one effct. Some effect combinatons leave space for
interpretatin, so make the unction clar on creation. Key spproval is requird. IfYou put two
et nto the same Special that would work the same if you ust bought theen sepaately, you
don e 0 buy this effect, +25% the base SP costofal ffcts.

pecial witkin

130
Usage Effects

Burn Special I sacrifce an unspent Specials fo the day. For every SP you sarifce, add a
poiat of offense o the offensive Special you use this tum. No action cost Unlimited uss. 1 SP.
Burn Special I: sacrifice an unspent Specials fo the day. For every SP you sacrifce, add a
point f healing o the healing Special you us tis turn. No action cost. Unlimited uses. 1 SP.
Subs sacrifce an unspent Specials for the day and put their SP value tovards additional uses
ofa Special you alrady used up. For example: sacrifce a 4 SP Specal and a 3 SP Special
(making them completely unusable unil tomorrow), and you can cop a second use of an
already-spent 7 SP once-per-day Special. Leflover SP can'tbe saved fo lter tums. No limit
on uss, but must be uscd on your turn. No ation cost. 2 SP.

st offense on yourself for an additonal use of a Special you've already used up,
1'SP's worth of Special. You contrl exact amount of offense. No limit on uses,
but mustbe used on your tum. No action cost. 2. SP.
Fiying Mods sscrifice an unspent Specials forthe day and then use their SP value to cnhance.
the modificrs of another Special. Leflover SP ean't be saved fo late turns. No limit on uses,
but mustbe used on your . No action cost.. 3 SP,

131
Fight Scenes

Where gameplay is normally feeflowing and conversational, fight scenes ae turn-based.

How They Work ..
1. Every combatant gets a tum

2 Whorve swings st goss st

3 Tum onde gosaround el (Key decdes which wiy)

. Encniesand sde characters g0 0 the Key's

S A'um consss of A) 3 move acion and ) mn action

Move acto:move yo e charace,Ca b doe before o g

7 i actiosahac with weapon, s aSpcial, o ke scter move stion
5. Once offens ake highe han e, youe ou fhe s ('t ct)
9, Figh nds when on sk s merked o v U

Attackin
Costs your main action. Every weapon has an offense spin (lke 58 for a handaxe)

‘Weapon Spin + Primary Score? = Atack's Offense.
st for ranged and light weapons / szon for hand-to-band and troven)

Defense

Reduce all incoming offense by this number. Defense, like all stats, is just an abstraction;

if some nerd s like “Well technically armor can’t realy protect you from fall damage,
the ules alow you to kill them in eal e

Merked
Once offense taken gets higher than your merk, you'te KO'd (can'tact for the rst of the
scene, even If healed). Start next scene poit below merked, but able o act. Main
charactes can't actually di until their actor wants ther to (but don'tactlike an unkillsble

asshole because you can tll get your arms chopped off and shit.

The Back of the Book is a Spinner: 1o use it hold the looped end of a paperclip
or guitar string trimming on the center-dot it a pen, and flick the other end. The
el is wherever the arm lands in the s-ing (56,512, $20 ete) that you'se spining.
for. You can also instll o spinner am permanently by holding it in place with a
brass fustener: just make sure the fastener head isn't 100 low and pinching the
looped end of the arm.

Distance & Moving
Measured in sirdes. Default move distance is 5 strdes. Half move score (round dow) for
swimming and climbing. Entire move aetion tostand from prone. Can feface at the end of
your turn. Normal-sized characters oceupy one square siride (think of the combat map
ridded up like a chessboard). Can move through o comrade's square but not n enemy’s

Gameplay Option: Map Style

When a fight scene jumps off, lay out a chessboard and use pieces to mark each

combatant. Each square is one strde X one stride.

© Pros: distance casier to measure, visual representation satisfying, fight scenes.
more tactically iteresting

© Cons: needs board and pieces, transitoning into. fight scenes not as smooth
because of set-up time.

132
Misc Attack Rules
Dual-Wielding: any character can use two one-handed weapons simultancously, maki
an attack with both each turn. (f atacking same character twice, remember they get (0
apply their defense to both atacks).

Light Weapons: hand-to-hand weapons that et you add your fustscore instead of s
Shit like unarmed strkes, daggers, rapiers, staves, chainblades, meteor hammers etc.

e

Ranged Weapons: cach ranged weapon bas its own lsted range. Targeting beyond costs
“50% offense per sirde. Reloading has no acton cost (unless sated otherwise).

Thrown Attacks: thrown weapon offense s 54 + fast o strong. Range is 3 srides. Both
these can be upgraded with ranged attack Specials. Hand-to-hand weapons and shields
can be used a5 thrown weapons (but base offense sl 4)

Surprise Attacks: if target had no perception of a threat, they have zero defense unil
their first turn.

Attacking Unarmed: default unarmed offense is 52 + sivong or fast (once per turn)
Many upgrades in Attack Effects

Charging: an optional full-tum action that lets you move twice and then hand-to-hand
atack. Tasget gets to make opposing atack; subtract higher offense from lower and the
loser takes the difference. Charges must move in a relatively straight line and cover more
than the charger’s move score.

Attacking With a Shield: sce “shiclds” in equipment (next section).

Grappling: main action. You and the target spin $10 + strong or fast. If you have the
higher result you can cither A. disarm o take something clse from target,or B. hold target
in place (they gt no move or main action) untilthe star of your next tu. If the character
initatng loses they aren't then grappled, but it stll osts their main action. Respin tis.

“Tell the Story of the Numbers: even a quick 1 slash him for 5" s fucking miles
better than “uhh 1 do $ offense to this dude.” But ideally go in: *1 spin past his
last attack and slash the side of his head for 5. Keep it cinematic, you know?

‘Newjacks, use the level of success as a jumping off point, like I jump
forward and run my sword through him for 14.” Instead of I atack this dude and.
fuck landed 17 try something like I give him a testing jab for 1"

Key Narrator Notes
Keep it moving. Don't et actors wait unil thei turm 1o decide what they're gonna do and
then ublh and umim for 1w minutes. Keep heads in the game with a tight pace and the
Irenetc feel of a fight

Remember fights are just s much a part of the story as any other scene, 50 always narrate
that shit and bring it o life. Bug your actors to narrate their attacks, and prompt them
with “Tell me what that looks like” when they do something ineresting.

How many fights per session? Start with one and experiment from there. Every crew of
actors is different: some will wan just one real meaningful fight every few cpisodes,
others will want three squabs a session.

Check out page 146 for ools and theory on creating gas fight scencs

133
*Classical Weaponry
Real common since frcarms are nearly imposibl 1o smugele ito the dome. Example
weapons fo eachtype lsed n parentheses beneath,

Swords
Light sword 54+ strong or st/ black 1/ 1h, Light/ 200
(This would be like a dager, machets, shortsword,raper, rench knif, smallabe, etc)
Single-hand sword 56 + strong / block 1 /5300
(Scimitar,broadsword, Khanda, saber,yatagan, jan dao, katana, messer

Two-hand sword $12+ strong / block 2 /5500
(Changdao, rweihander, amberge, odachi, grobes kricgsmesse, greatsword)

Haftarms
Single-hand haftarm 58 + strong / block 0/ 5250
(Warhammes, handases, nzapp, doloie, mace, kama, sickles, raven's beaks)
Two-hand haftarm S14 + strong / block 1/ $450
(Seythe, greathammer, waraxe, momingstar, macuabuitl, i, kanabs)
Polearms
sttt 54+ strong or fast/ block 2/ 2h, Reach, Light / S150
(Or anything staf-like you can ge yous hands on)

Halfpole 54 4 srong / block 0 / 1h, Reach / $200
(Trident, shortspear, javelin, harpoon)

Polearm 510+ strong block 1/ 2h, Reach / $300
(Spear, hallerd, naginata, yar, partsan, guandao, poleaxe)

Flex Weaponry
Single-hand flex weapon 4+ strong or st/ block 0/ Reach, Light /5350

(Chain-dagger, kyoketsu-shoge,fuicbian, urues,razorwhip)
Two-hand flex weap 58 + strong or fast / block 0/ Reach, Light/ $500

(Chainblade, kusaigarma, daggerwhip, scourge, a mothefuckin metcor hammer)
Launchers
Range means effctive range. Can targe farther ot -50% offense per siride
Stingshot 52+ fast/ Range 6./ 1h /530
Shortbow 56+ fast/Range 10/ 2h/ 5300
Longbow S8+ fust/ Range 20 /2h /5500
Crossbow (ke main acion o reload) SI2+ fust/ Range 20/ 20/ S500
Mise
Baseball Bat 54 + strong 11, s8 when held 25 /block 1/520
Chainsaw 416+ sirong /block 1/ requires stcong 1 and gas, loud as fuck / $1,100

56,510, 512 ete: the offense a weapon deals when you attack with it The
short for “spinner” (see back cover). 56 means 110 6, 514 means 1 10 14, et

Block: The bonus to defense you get from wielding this weapon.

Light Weapons: hand-to-hand weapons that Let you add your strong or fast o the
attack spin. (Default is o add your sirong score to hand.-to-hand attacks.)

Reach Weapons: hand-to-had weapons with an extrastride of range (lke a spear).
1 /2h: & weapon is cither one-handed (1h) o to-handed (21).

134
+Firearms
Very illegal in the city (stray bullts can seriously fuck up the dome’s fragile interion),
and thus hard to smuggle inside. Listed price is for outside the citics; inside it's usually
about x10 as much, plus a serious charge i the Mailmen catch you with one. No action
cost 10 eload (racking ammo st interesting).

Handgun S6+ fust/ range 6/ 1h/ S600
= Supremely conccalabe.

Submachine Gun / Machine Pistol S8+ fust/range 4/ Th/ $1.200
. Offense s12 and double range when used two-handed. Concealabl,

Rifle S14.+ fast/range 20/ 20/ 51,000
— Can vary by range and concealability (carbines vs sniper rifles etc)
Anti-Tank / Anti-Material Rifle 458 + fast/range 40/ 20/ $5,000
" Main acton to move, move action o rload, cannol be fired standing (bipod attahed)
Shotgus S16.+ fust/ range 8 /20 /3600
~ Offense halved (s§) afer two siides.

Samed-OfT S8+ fast/range 4/ 1h/ 600

. Offese halved (54)afer o stsdes. Conccalable

Under-Barrel Grenade Launcher 58 n a 1-stride radius / rnge 10/ mousted $1.000

~ Single shot, move action o use, main acton 10 rload. Uses 40mim specialty grenades
(550/ea) which must b tracked

Bayonet 54+ strong /range 1/ mounted 5250

~ Can be detached and sed 2 a combat knife (54 strong or fast / block 1).

Grenades
Main action to theow:

Frag Grenade 56, radius 25100

Concussion Grenade 8, radius 17550

Clinger Grenade Stcks o target, detonates on your next tum, 6, radius 1/ 5200

Flashbang . 50% chance blinded (will atack random square)fo 1 el Radius 3 /3200
— Effectve range S strides + ast.

+Shields

Buckler concealable, +2 defen

Shicld 13 defen

* Saerifice shield: aflr someone spins offense against you, you can scrifice your shield
10 ignore that offense

© Spun defense: instcad o a fxed defease, you can spin for a shicld's defense agaist any
iven attack: spinner' max s ice the shied's defense (lsted abov).

* Attacking with a shield (aka shicld bashing) deals 4 +strong offnse, but you lose that
Shild'sdefense until the stat of your next tun. Can sl atack with offhand.

+Instruments

These are mystic / psychic / supematural weapons: blasting orbs, third eyes, wave
wisters, powergloves,rods and erystals, otherworldly devices and il jewelry - any object
that would amplify supernatural power fnto destructive energy.

Instrument 56+ smart offense /range 5/ 2/ $500
Burst instrument S8 + smart offense /range 2/ 2h / S600

135
Supernatural Items
These can b bought, butanly fom rare specialis merchants, I's more ikl any of the beloe
ioms ar buried jn the s of & ost chvlzation, o held by 3 wispliler somewher in

‘Acknickulous Land.

*Weapons
Weapon base sas lsed onprevious two pages.
Glaciers oflee: mythic o handed sword that
adiaes cold, ot forming on anyhing neary:
Iatered by original man for 100,000 years in 3
lcial toml. When 2 12 landed,a blas of cold
radiaes outvard, causing all encmics in he
ight scene 1o lose their next tm. Has an

ol (o acton cost ange 12)
Phantom Tongue: onc-handed sword with
shostlike blade. Atacks with this weapon
ypass the targersdefense $15.300
Cise Star AK: 1 custom-eagraved AKA7 with

tinum grp plates of @ sylized hammmerhead
When a 14 landed. take nother tm - $12.040
Jaws ov Deaths swed-off. Two floating ubies
orbit e rapor grp. Mark the resuls of your
spins during fight scencs; when you s a fll
st of all numbers 1 o 8 (over any number of
fights), Jaws ov Death gains a permancn 1 o

oftensc 55600
Sprayway: crysal wi. When an & landed,
immodistely aick agai (any target) . . S8200

“The Truth: intlligen two-handed washarmer
inhabitcd by a i spirit named FahHbAp who
can detest lies and will cal people out (hates
Hirs). Hommne hesd bazes with supernatursl
flame during fights: when 2 1 landed, arget
catchs fire and akes 10 affnse t the st of
the wieder's every urnfo the est o the igh.
Inberent +2 10 offese S10.450
Exergic Seythe: once per fight,can sbsorh an
incoming offensve Special (not atack Specal,
and add tht offense o next tack . - S13.450
‘Acid Cleaver: one-hand haflarm. Oozes acid,
aling S offense o wielde cach tum. Once pet
tmeyele, can make o free and immedite
couneratiack with this wespon 52250
Latyes [l-sor-iks]: legendary spea tht is 2
captured. lighining bt Insicad of auacking.
can throw lighaing srike (520 offcns) t ny
cncmy insight,butcant use Laty for the rest
of the fightscene. Respin 1sand 25 $19,300
Vasparing Slaughterous Chainsaw _ ov
Warlord Spinebreaker: lon:bladed chainsan
it a chain of diamond-hard impundal tecth
3 strong or higher o wield. Bestows unlimicd
s of the atack et fllowdhrough with e
step uparade: 524100

136

+0dds
Blay Chain: figaro chain with a dope bid
peadant Speed: terupt teeport. (anywhere
ihin S siides) nce perscene . $32000
Black Rook: chess picee. When thrown on
open ground tums ino an actual blck sonc
tower. Five storics, fumished, lighning spieit
buter, welspring insu-bascment .~ S80.100
Giims a -pack of supermatual puple gum that
1es the chewer speak any language for 3 long
asthe flavorlasts (about S mimutes) - - $1.640
Geedorah Ring: 2 10" wide hoop that can b
locked in space, defies gravity. and can't be
moved by anything les thin 5000 pounds or 3
level 10 paychic. Can be frcly unlocked from
space by orgina placer 513500
Oblitration Stone: a tiny orb that ves off
powertul clecrc sensations. When swallowed
ives user x3 offense, 3 defense, and 3 merk
for ane fight scene, followed by’ ane week of
coma 540000
WX Timepicce: an olbervorldly watch with
four arms, wnanslaable hyphs, and stange
enominations of time. Whenever wester s &
once-per-day Specal,they spin $20. 1 hey and
15 or higher, they ain an addtonal s of
{hat once.per-day Special 36000
Ninki Nanka Eg i shatered, megablizard
crupts from the cay cauwsing 1020 freczing
offense ina 10-sride radiu. 17 kept, it hatches
nd grows into 8 masive fourlegged antersd
creature coverd in blu seals, with long legs
and bind-like talons. This creatue can fump 20
fect at 2 time, breathe pure cald (513 + level
offcas inside a 3x3x3 trangle) one per igh,
has an 58 + level claw atack, and is oyal 10
whosver s it $98.000
Intllgence Ageney Floppy Disk: uscr gains
o fee knowledge bars 1 day of sudy. Disk
wipes el immedistely afer S6.000
Plazma Fronts: plasinum fonts tat ket he
‘weare brcthe beam of whit ho plasma: 10

vel 0 sl targets i lin, range 10, once per
fight, no acton cost 21000

roud of Iiwad Awale: 3 supernatral full
body oo iven by a powerul (and hard 10
find) grandmasier_tatooist that completly
proccts the bearer from bullts __ S60.000
Champ Ring: tis one a 92 Kbuki Baschall
World Seres ring for the Stong Ioand
‘Shotallers. Tums nto 3 bashllba (10 sction
cost) with s inberent +2 o offnse. . - ST.020

*Threads
Nonsucking: you can only wear one
supermatral shin at & time, only one
Supernatural hat at e, ctc.
Raw Heat Hoodie: whenever wearer takes
oftense from fixe or heat, i€’ fully converied to
ealing instead 510000
Cold World Hoodie: whenever wesre tskes
offene from cold or ke, i's fully comvered 1o
ealing instead 510000
Pony Grav-Is: dope hi-tops that et the wearer
walk on valls and celings (ke they're the
round)for one scene per day S13.400
Ox Mask: +20 merk when worn . $20,000
Liquid Mirvor: 3 shiekd (hase stts o0 pages
back) that lets the wielder reflet an cncry-
bascd Special back at an cnemy once per fght
When not in use, i fust o band of flowing
auicksilver floatin around wrist 512200
Suapback X: a Balimore Swichblades (ninor
gve team) cap hauntsd by 5 unknown but
insightul previous wearer. Communicaes by
wening wearer's head 1o look at shit, and
nodding yes oo, S0
Elevated Bucket Hat: dope buket bt wih &
ildstyle tag reading “elevated” Gives weares
the ging gong cfect once per day . - $14.500
Down by Law Crewneck: allows wearer
switch plces withany ally in the fightscene (a1
Specd: Internup)once pr fght 57000
Carcass. Longsleeve: legend has it the
drummer bled all over tispice of merch afer
A pariculaly violen: show, imbuing i with i
power t give a fight-ong =2 offense fo cach
oy you merk ina fight $10.000
Guess XXL: violeny. repels meal (wearer
can't equip o carry anything meali). +10
defense v metal weaponry. Siss0

Instruments
Instrument base stats listd two pages back.
Only burst instrment f specificly noic.
Powergloves: & pair of hiech aloves that
‘xude ares o lghtning from the fingers. Burst
instrument Respins 1s 52350
Acid Mic: when atacking with this insturnns,
bols of acid sppear around you and lance st the
arget. 1F you acually it a (shor high-<ffort
ot of the targe a5 so0n s your tum sars,
add your leve 0 the ol offense . $2.800
“The Havoe: 3 supermatural mic ik above (and
same bonus fo spting),buta burst insirument
{hat slices up te tanget with blacker-thanblack
void enery. Double ofenscon an §_ $5.600
Stay 1 Cald: tvo fou fnger rings ihat blast &
. of feczing cncrey. Double offense

and cold Specials while cquipped . - S
WReAAN: & small rectnguiar plate of
wansparent metal with ancient text_and an
engraving of two birds. Whoeter passcsis this
artifict an tam moisture n he si nt birds of
seaing vapor, diecting them 1o attack with
complex hand_ gestures, When a6 landed,
immediaely ake anoter um. 530,000
Astro Frog Wave Twiste: for those who have
ot watched DJ QBest's hip hop mastepicce, a
wave twiscr i . tiny supematual able
worn on the wrst that blasts snemics when
Sertehed with good echnique (s model fres
blue plasima bearms) When ' 1 landed, the sus
bass from Cosmic Assassins blsts out causing
S8 oftense o all cnmics inthe fight - 54,550
Burning Shacklez: » paic of gold Cuban link
braceets that et yo last i from your alms
Once per fight can cause & 33 festorm (5
offense to il witin, costs & move ction)
anywhere withia 10 stides s8600

Goods & Services
Since Hladelph is 5o similar 1o our world, you don't need s o el you how much it coss for a

otel room, or used matorcyele, orto hire & mar
sing about how his dick is smal.Just ke
your Key and they Il st a fur price. Here's some

Clunk of fying istand iases: 90000
Large RV o ourbus w! tank trre: §75,300
Flyng s donk lasic ca. 140,500
Dilapidated owhouse iy $50,695
Undervates mansion: 230,000

Fortres castle palce: $480.000

Heating Foods: dishes o well
el roased squash potstckers, woodiie pizza,

« Heals 10:510
* Heals 30:$300

Heals 20

137

= Heals $0:$700

ischi band to follow your fiend around and.

in mind you can buy anything you can thiak of sk

Shit to et your gears tum

Dive b o other sl business: $65,000

Blimp with living quarers: 520,400

Tansdimeasional gae: 33333

Pro bodyguard (evel 31 5100/ e

Lab or workshop (156 o relevan skl spins
done on prenise; sk the highety: S10.000

rafted they supermaturally restor: yous lfeforce — scorpion pepper

dragontut soda. e, Take 4 move action 1o

50 Heals 30:5100

Heals 100: 51,000
Example Gameplay
Every game i gonna ook difren,and there’ noone.right way torun . Lets just drop i
he middle of asesion - actr ., ator B, acor C, and their Key Narator s deep in 3 show
ahout warin secret soccie n the 22305, curealyina city on Mimas, small moon just
outidethe rings of Saurn,

Key: The lights of the skyscrspers and suspension towers glide by hyprotically as you ride the
layered expressway: You peel off your exi, and pass into the lck before the Mainzer Biodome -
you've been through enough fmes to know securiy willssrch your car at the gate. What do you
do?
Alight, you know the drill —guns in he duffel
Lpull my pisol and drop it n the bag
L slide my AK intothe bag. Whers are we gonna stash these?
We don't got ot 1o work with. The lock's ust arond, ight?
Key: Right. 1€ a curved roaday leading o e biodome
C: Honm. What's it lok like? Any greencey? Trash cans?
Key: There's a sidewalk along the median with a few bins, but all the gras is rimmed low
There are lm tees heoughoot the lockway, the type spliced with bioluminescent genes o their
leaves glowe st night - common sreet lightng practce n this distric. The lows rtifcal sky is
drizlin, il on s day cycle
Sowait, with the rain . ar thre any drains along th roaday?

or sure. They s spaced outalomg the median, and look ke the type you can pull out by

Ke
hand
That's gott be the play — th tres are too obvious, and if i's rash day we could end up
running around unarmed untl we gt back o the safehouse

Right
C: . Would it be possble o, lke, i the grate, lower the bag, and then clos the grae 50 it
clamps down on the ssp of th dufie bag?

Youo
Key: That makes sense, yea
B Alright,then once there aren't any cars coming | hoof out and try o clamp the duffel stap in
oneof the gates
Key: Works like a charm. I grips tght, and th tp of the strap is concealed under all the dead
leaves sround the drsin
B Sick
Bet, we pull around o the e
Key: You get o the gate and you're waved nto s marked space lke always. Blue sheets ofight
elide and spin over the car, s an armored guard spends s suspiciously long time ... squinting st
i console - before locking up. ‘and waving you trough

ou fucker
Key: A sof tone rom your onbourd signifies the ol was ust deduced from your account
C: How much?
Key: Ubhh jus en redits

“Alright lemme sertch ten off my shest b
Key: So you pull nto the colossal biodome and the first thing you see are the rings of Satum
above you, unimaginably huge, impossibly clos, arcing through th infnte might sky of pace.
The dome's ransparnt panels refract the fesbles lare from the distant sun

Fucking wild e, 11l never gt used 1o being offworld
Key: As you crest the entrance trail, you sce the biodome below: four different ccosystems all
buit nto the massve Mainzer Crater Whatdo you do?

‘Swiss Alps biome right’ | head that way
Key: Alright,you ta
A¢ Also P'm keeping an eye in the rearvin, docs anybody s to be aling w2

138
Key: Ubh o, ther's nothing suspicious. Nobody's even behind you
A2 Good, good
Key: You roll thronigh o bamiboo forst and cross a bridge ino the Alps biome, quickly fnding
the spot. The camera slowly pans dowen through some aak boughs onto rel scnie clearing 2=
you pull up. Ji's red SUV i already ther, no far from a steam fed by a small wateral. What
doyou do?

One of these days we're gonna be the first 0 fucking show up 1o something
- Lhop out and pop the trnk
Key: The red SUV's doors swing open, exh
clasical music

Any I 'would recogize?
Key: You do sctualy. You're prety sure you played i for » ala or maybe a wedding gig yoars
back — i’ checks noes] a chamber apera called “Renard" by Igor Sravinsky
Honmum, decp cut

& No-Sleep Jin, tree massive goons, and faint

seye
o-Slecp Jn says something in Korean to her crew and walks over o you. A breeze stirs
the claring, swaying the osk branches snd ruffin the gras a3 she extends a hand in grctin.
Are you bringing the case?
¢ Do she have the cash?
Keys You e one of er guys hand a bagoff o B
T counting that shit
Then | bring the case fom th trunk and hnd it over
Key: So one of her goons takes i, and you notice she waits unil he's out of carshol before
esturing over (o the watesall suying she has something (o run by you
Alright
: Do any of Jin's people follow them?
Key: Nah, one’ inspectin the case. The ther two ar hovering near the SUY, pulling out packs
of Lucky Strikes
+ How familiar do they look?
Key: Ubh, you seen them a thelat e drops you did with Ji's people
(C: Alight, 1 step over and light e of ther cigarsts. “Sup cousin, you seen a skinny ltle guy
like this around? Cybernetic eyes, buzzed head?” — and 1 show him that sccurity footage we
jacked
“Think these mouthbresthees would know? They probsbly spend most of this time folding
Ji's laundey
Can'thurt What otherfads do we have?.
: Fair point
Key: S you g0 up o the taller one and he watches the footage Loop a few times, draging on his
cigartte,the says with heavy aceent “Actually .| blicve we have.”
* Liald you son!
Key: Tallgoon says something in Korsan o the diver, beckoning him with s wave. As he walks
overand clarsth fron o he car,you s e's carying a aked machete —
What
Key: Tall goon says “Hands." You look down to sce trnch knife has sppeared i his offhand.
What do you do?
‘Are you fucking serious?
o you say hat?
N, {just - fuck .. guess | rase my fucking hands
Dol notice any ofthis?
s mane, No-Sleep hasyou turme s you're i the weteefll
Fuckin doin s gresy.

Ko

139
L raise my hands millimeter above my head, palms i, and then rase my middlc fngers
Key: Short goon moves towards you B he's gpping 2 long-handled hatchet. With the other
hand he pads around your pockets and puls ot your swithblade
B When he's rooting around | ask i his chick knows h's ito this ype of thing.
Key: Hahaha I'm sory but he pops you with the but o his hatcht for . 2 offense, ighton the
forchead
What s rude man
S would anybody notce if | charge up my elecroshock prostbetic?
Shit | fogot all shout tht thing.
i | gucss i would glow but s 100 beightout for anybady t notice
“Alright | sset amping up
¢ How far away'sth car? The ba' il i there right?
s you remermber it being in the trunk. The car is sbaut four sirides avay fsr waring
. shor goon'sdefiniely close cnough (6 chap you
B The trunk's open thagh right?
Key: Ubh -
Ve from when | grabbed the case, | defniely would have Iet it open
Irght fine, unk’s apen

Sick
Amcharged up?

+ An arc of clecrcity blasts out of my pal o tll goon
Irght give me a number
Ticks spinner] 12 motherfucker let's gooo!
ang ok, the bolt of elecrcity makes il goon vielently convulse and drop like a bag of

rocks, deinitcly merked. B, you're geting chopped by shortstack

Fuuck

flcks spinner] he swings the axe up nto your b for 5. C, th drivr brings his machcte
down on youfor [ Tlcks spinner] 2 ofense
C: Ldodge no probem, he only hits
Key: Your tum B.A, you finally heard what's oing on s0 you'se on deck

How to Key

We run theough the basies quick, plus a few moves for your toolbel,

Writing an Are
Lock in the Ambition fes. The next stepis thinking on the most ineresting path 1o that
Ambiton bring the main characters through fghts,socal seenarios, problem sovi et
all s i cinematc places and laced wilh intiguin side characers. 1F you'e sumped,
ik on your fvorie storylines from movics. TV and what made thems favorits

I you did’t run the are in tis book, scanning through it wil give youa feel for the flow
of an e, and what's important for the Key to know. That said:

Only draw up one session at a time. You never know which way your actors are gonna.
0. Don't get atached to any partcular outcome: you're just putting your crew in an
interesting situation and playing to see how it shakes out.

Start small: plan on a humble two o three session
newjack starts like a frs-time prizefighter, putting on an ineredible performance but
completely emptying their gas tank the first round, notceably slowing the second round,
and by the third they‘re just surviving. Set a hard limit of three sessions for yourslr

at for your first are. Almost every

Always introduce a scene with a brief description o immerse your setors in it. It helps.
o emphasize sensory (the aroma of temple incense, the ambient noise of moring
birdsong, ete). This brief intro doesn't have to be pre-written: a couple off top lines will
do just fine. Always end with a prompt (like “What do you' do?) to maintain smooth
gamello.

Key Narrators don’t get a main character, If you're sartng a new sho, don't make

one until the next Key tags in. If you're tagging in o somebody else, find a good reason

for your main character o sce to some other shi until the end of the arc. You have an

entie seaity o simulate: trying to also play as an actor i a shity distaction, and (more
mportantly) ruins the ffect o you being the Key Narrator.

Weite for your actors: this is not & one-person show — you're creating ieresting
situations for your actors 1o make story out of. Include narrative promps for them o
develop their main characters, and points of interactvity that will actually engage them in
the scene. Leave the most interesting blanks for your actors o fill i

“This is only areal loose guideline, but the average sessi
*An ineresting problem to be solved
oA fightscene
+ An ineresting side character / social scenario
Adjust to tase for your specific ators and what gameplay gets them stoked.

Number of players: 3 is deal, but up (0 6 is solid if its a crew of guiete actors — any
more than that is a fucking mess. The number of actors also determines ho fast you go
through the are: not only are more actors trying to veer in diffeent directions, but just the
Volume of riffs and planning will make scenes last way longer. Expect a crew of two
actors 10 tear through this are in four short sessions, and huge crew of six actors to take
closer to ight sessions.

Consistent narrative progress: every session should end with the fecling “We just got
closer to the Ambition.” Resist the temptation of irelevant side-missions. You want o
clear series of narrative steps to the Ambition so your actors never ask “Why are we here
again?”

141
Prepping a Session
Session prep i just immersing yourself n a fictional location long cnough that you
can make it feel real to your actors. You steep in the reality of the session’s seting,
thinking on how side characters would act, how evenis would play out etc, and i's
actualy really fucking ransportive — arguably the best pat of conversational games

Don’t over-prep: coming up with all types of optonal shit just because it could happen
s 2 huge waste of time. I’ way easier 1o instead make a straightline of just a e scenes
hat you can really tighten up. Since the main characters are chasing an Ambition, you
aleady know where they're driven 1o 2o, making that ssaight line completely believable

a

Don’t under-prep: f you start your sssion with “Wait what happened last sessior
then just improvise some bullshi, nobody’s showing up nex tme.

Punching up scenes: if you already have your interesting fight / social scenario
problem to be solved, you can make it more immersive by
+Nesting it in & more interesting location (“the bar” into “the rooflop bar at the top of the
Banpei Tower™), o omamenting that locaion (*Ray’s house™ into “Ray’s house, walls
lined with lluminated tanks of sare tropical ish")
- Sharpen up the scene’s into. Contrast the immersion of these two.
“You enter the chapel. Your contact i there. What do you do?”
“You enter the coal air o the chapel, stained lass depictions of saints glowing with the
morming sun. A lone figure at prayer crosses himself and stands to an alarming height of
4", He asks in @ Salvadoran accent “were you followed?”™

Interactivity is crucial. The most fascinating scene in the world is meaningless if it
docsn’t prompt your actors o engage with it social gameplay, problerm solving etc)

“The abjective of being Key i to reate the conditons for the raddest time possible.

Areides ne spring 10 mind, just think on the arc you would most wanna act in. I
youre just in a creative dead end, try working on the soundurack fist — you'd be
Surprised how much that musical headspace can clear up ceative logjams.

Stay on the gank: freely take everything you like from movies, TV, books, comics,
history. Once you put them in your setting, they'll be an entiely new thing,
untecognizable Trom their source. You've been unconsciously racking up a colossal
library of trope and story ideas your entce ife by just waiching movies and shit,and the
more you pull from i, the more efTorless accessing it becomes. Just don't ruin it by
telling your actors what the source was: et it be its own brand new and unigue thing.

Advanced shit: spotlighting is wriing a scene for a specific main character’s strength or
Silset, s hard to braid into a session on top of your normal prep, but when you do, it
always makes the sessions for the actor you spotlight

Gt the ship sailing itself the show's intro s where the actors buy in and the validating
feedback loops of interest start. Think on an interesting way to introduce their main
characters, and ineresting ways (0 get back-and-forths olling between them,

End srong: there’s a reason you always end an album with like the third or fourth best
song - that's the impression you're leaving listeners with. Deliver the s promised
narcative payoffs, and give some falling action and satisfying resolutions.

Fuck nerves: the friends are getting together 1o iff and bullshit with each other - they're
‘zonna have & good time no matter what you put on.

122
Running the Game
“The alpha rule s having a good time, seting up the best time for your actors. All other
ules bend t0 this one

Prompts: these are your most important tool, basically just questions that move the story
forward. Here's the best one:

* What do you do?

Use prompis to build the story and visualize scenes

- You unlock your safehouse for everybody: what o they sce a the door slides open?

+ A vwide shot pans seross the house party - whl are cach of you doing when Kana arrives?

Use them to focus attention

- So what are you gonna do about those camerzs?

+The courier sems eager to bounce - da you say anything to him?

Some prompis aren’t questions,just something that urges response

~ Everybody hears glass shaer upstics.

+ You'sec from cover that the mercenary leaves his radio and sidearm on the desk as he
stepsinto the bathroon,

But yea, prompts are usually just a question, and always passive, s0 it never feels like

you're prodding in a specific direction.

Interludes: never skip over traveling or laying low — these e arguably she most fertile
ground for main character development. Ask what the main characters get up 1o —
training, some type of hobby or passion project or personal crusade, spending time with
side characters, blowing thir cash from the lst arc e

Intefudes skam for both the long-term (*A month bas passed since the last job;
everybody give me a montage of what your main character's been up to™) and short (“As
You wait for No-Lobe t0 show up, late as usual, you all gt in n argument — not a serious
one, but aver something fucking rdiculous. What i it”)

“The pait-of: rocket el for character deelopment. Firs,pai up min charactrs for a scene
or interude, then guide them nto finding and exploring that thing they have in common.
“This creates @ new, unique dynamic between them, like how the bassst and drummer of a
band are just a bassist end a drummer unil they start calling themselves “the rhyhm
secton”, sifying their bond as o concept. This is maybe the best move in the prestige TV
playbook: a well-culivated bond between every main character is naraive lectricity.

Emphasize sensory: when introducing a new scene, bring it 0 lfe by deseribing not just
how it looks, but at least one other sense — the ambient sounds, aromas, how the ai feels
on the skin, the emotional atmosphere etc. Take that immersion shit seriusly: your job as
Keyis simulating a more interesting reality for yous actors,so rally bringing thern there

Mention shit that has nothing 1o do with the main characters or their abjective: routine
happenings, locals going about ther day, the foghorn sounding out in the harbor etc. If
you only mention shit related to the main characters the world feels small and
uninteresting, ike the camera following them around has tnnel-vision. Settng the scene
like this not only creates more living world type feel, but gives your crew options for
narrative threads they might wanna pull on. Chekhov’s Gun is wrong and bad.

The Key is the editor: when a scene feels done, don't ub and um out of i, but prompt
Where they're headed next, or just cut 0 the next scene of nterest. Keep it moving

Show, don't tell: classic fim trick. Instead of saying “The party’s host i known to be an
unbinged pychopath” s show i rowing guet T blony o i with
on Asistotl or whatever. Never give 4 f you can give 2 + 2.

153
Side Characters
Don't seript: you can have an idea of what they’ll say and do, but you sill want
improvising them to come naturally. You wanna give the impression of interacting with o
eal person, you know?

There are two ways o run side characters:

1) Voice acting: voice acting side characters i the fist person i more immersive and
makes them feel more present. Having a unique voice for cach gives them more
personality, makes them easier 0 act, and you'll never have 10 say who's alking. Don't
et goofy with it (seriously), jus give them a minor accent or speech pattem change.

2) Not volee acting: some people don't like voice acting because they're shy, bad at
Voices, or think it’s comny or whatever. I you're not nto it, don’t sweat i, you can just
say “Knock brings up the brass casings you found carler” and it conveys the same
aformation.

Don't over-think mior side characters: they only need o
(next page) just o make them memorable / easy t reference.

ngle distinguishing feature

Major side characters: always give them a personalty, and a voice if you prefer voice.
actng. A unique physical feature makes them memorable. Make them feel a ltle more
el by giving them ife outside the main characters (lke a goal o passion). Making
them of the seting goes a long way — from an existing cullure or fuction, affeced by major
Sting events ete. Just rememmber 5o amount of information dumping will make thern fecl
eal, that nly happens as they're interacted with.

You can also start with a favorite charactr from movies / books / TV and think
o what makes them a favorite (stay on the gank). Subverting stereotypes is always good,
like a scarred-up goon with a love for classical poeiry, or an insanely hot woman who's
also insanely gross, eating old sandwiches out the trash etc

Last trick: reveal a wild rumr sbout an established side character. Is it true?
Even more wild? Only an exaggeration? Just made up shit spread by their cnemies?
Decide the answer depending on the actos” reactions. Either way it's an casy injection of
dramma i the shov.

Names: give nicknames to side characters. They're both A. casier 10 remember and B.
more evocative,saying a lot sbout the side characer in a single word.

You can use them in conjunction with given name like “Balogun the Saint”,
which lets heads just call him the Saint unilhis given name sticks.

Two side characters with similar names is dogshit writing: if your show has o
Samantha and a Sandra your actors want o kill you.

Almost everybody's favorit part of conversationl games is social scenarios / interacting
\with side charactes. Just sayin they're worlh a ltle extra creaive effot
Side Character Generator
Bookmark this page to make a side character on th fl.

- 3rd Bass Hoodic - Short e
- Keth Haring eewneck “Tall - Goutbastard
Chokehold longslecve “Fa © Rockjawn (p. 53 for types)
“Neon windbreaker “Thin - Doghead person
~Ratty death metal vest *Yoked < Tigerhead person
- San Jose Sharks frsey Limb o cast - Alligaorhead person with
~Seate § -old Southern accent
~Detoit Young - Crash dummy
~San Fran 49ers fersey = Cactusawn w/ manyjackets
- Pufty holographic jcket s -~ Cyclops
~De La Soulshir - Big bat wings
~Ripped up jeans ~Talon feet
- Camo panis Talking,hyper-intllgent
~Zubaz * Eyes o different colors fishcaried in bowl by 3
“Neon sharts - Powerfl unibrons bodyguand
~Oversls i srap undone = Glases “Tu heads
< Doc Martcns & thrildrcss < Probably (oo good-looking = Undead (skeleton, mummy.
Flannel(ied around wais?) = Neon makcup fankenstein, - ghos, - shade
~Giant leter shi with e
rolled up seeves * High voiee = Koala that wlks around
- Acid wash denim jacket * Low voiee like 8 sl human and
llest Coogi swesier *Talks ut side of mouth chansmokes and lso
- Full Miami Vice Hilariously congested insuls people
~Mod sut witha real hin e < Sofl-spoken.
~Chola classic + Loudmouth © High op e,
Fastalking - Phill beard
~Resbok Pumps low alking © Braded rat il with a bead
< Allvhit Pony M100s * Nerd voice < Toists
~Fallinapart skate shocs - Gruff v - Ramp fude
Timbs © ther cur
- Shelltoes with ut laces < Buzzed
- Slides and socks - Long death metal aie
- Midwesten scent “ Locks
- Northeasem sccent
Faurfnger rings ©Jesey sccent - Kangol
- Boombox *New York aceent - Stater ht 0 the bk
- Walkeman on belt & «Foreign accent “Kofi
headphoncs * Dogshit English - Cyclistcap
“Besper - Buckethat
- Sunglasss: *Gross
~Fanny pack * Absoluely zro filir - Space buns
~Joint behind car “Hasasmallpeton them < Braids
- Plastic animal mask - Amazingly stoned - Natun
~Band pins «Flowery - Hoge srunchy
~Paltcal pin - Oblivious nacisist - Big 905 har
< Dookie chain - Somchow ahways has abece < Pxie cul
Litle chain * Money abscssed. Rubs bils < Riot grlbangs
< Jesus picce on theie face when they - Long grunge hair
- Soldicr g hink thy re slone “Bobeut

*Advaneed shit: randomly pointto a combination of tw items above. The unique
cambination of traits will extrapolat eeb of other fatures in you mind.

135
Fight Scenes
Narrate the numbers. Don't say 2 offense doesn’t acoually hurt him.” do say “THe
sidesteps your swing.” I somebody asks “How bad isthis dude hurt?” don'tsay “He's up
10 lke hall his merk.” do say “He’s bleeding prety bad and starting (o breathe heavy.”™
Your actors get lot ofsatisfaction from al the dope shit they get 0 do in fght - make
sure 0 nareate all the energy blasts and necks getting snapped. and o use the phrase “tell
me wha tha looks like™ when actors do something interesting.

Punching up fight scenes: fist is enemies. They should be A. mechanically ineresting.
Wit stats or abilitis for the main characters o out-think or ke advantage of iy surfing
through attack effeets), and B. aesthetically interesting, o it dogsn’t feel like you're just
bautling a block of sats.

Second is where you fight: a cinematic location — elevated tracks, in a ruined
mausoleun etc — is crucial. For exira credit, add features ike hazards, levels, cover, or
moving components t increase stategic depih.

Every fight should feel like there was something gained by it: even just a litle new
aformation to advance the plot o some interesting tems.

Guillotine Style: 2 method for smoother fights. The tum marker s an cye-catching object
placed in front of whoever’s tur it is. They pass it on when their turn is complete. f he
next actor doesn ! immediately act, they are skipped. This keeps heads in the game
withou fail: nobody needs 1o be caught up on what happened, nobody waits unil their
turn and then takes & minute (o decide what to do - the fight just flows. The Key is
exempt from needing to act immediatly since they have a whole fight scene to run
Obviousy this optional rule shoulda’t be put on newjacks.

Advanced shit a those higher levels, the balance of the crew can gt all over the place,
and the main character that dumps all heir P into a single stat or Special might start
Walking through fights with less and less of a challenge. This is where the chess match
starts: inding a way 1o stillchallenge them withou them fecling cheated.

Offensive main characters are casy to handle: if they dumped everything into
argeting a single enemy, throw multple enemies at them. Death 100%2 No problem
make sure you always have an interesting lieutenant that an step up, or multiple bosses
for every boss fight

Defensive main characters are where you have (o use your head a litde more —
there’s almost always one motherfucker who spends every single SP on their defense sta,
but you have a dozen ways around that, Our favorite way is o ust turn up the heat on the
entire crew, and when the high-defense main character is consistenly the last one
standing, everybody else will start balancing in that direetion. Also, once their enemics
notice, why would't they just show up with a tinger missil that does s20+100 offer
next fight? OF start using armor-piercing nanofilament weaponry, of send out 4 mutan
with undefendable fire powers? Maybe o mercenary psion with social Specials or
powerlul illusions. Maybe 2 plot ke carbombing their motorcyel, instantly merking
them then ambushing the st of thei crew: Maybe a napalm blast o chemical weapor
that coats them in acid, puttng $20 offense on them every tum for the festof the fight.

Merk: offense counts up because addition is easier than subiraction. This lso allows you
1o write offense taken out in the open or on enemy markers without giving away if
they're close to death. If you like the intuitive concept (counting down) more than he
functional ease (counting up), you'se free 0 flip it around. We went with the pheasing of
“merk” because iC’s ambiguous: enemies can be dead, KO'd, retreating, or whatever.

136
Dealing With Actors
1playing onthe outside,felfre o lay down the rle “IFanybady pulls out thei phone,
every otherplayer gets 0 send a ext on it.” Most people don't nced this rule. but we've
scen a few sessions go downhill on fucking rolleskates when actors stared scrolling
through instagram whenever the Key Narrator wasn' specifcaly talking o them - they
nceded constant updates on where they were and what was happening. had to be handed
crucal clues et. Did't even seem worth plying. To be clar draving and shit is fine
since you can sl take in what's happening, but phone use il destroy your game

Key, fucking around and riffing is arzuably the best part of the game, s0 go along with it
You can have an ineresting storyline, meaningful scenes, and constant fucking around.

There's a point where it clicks for new people and they realize they really can do
anything in the game. They usually ask for something way over-powered for a level 1
character (“Can I get a flying isand with a sick pagoda?), and that’s good: your aciors
wanting shi s the engine o the gane. Always say yes, and have them wite it down o5 2
Character Ambition s0 you can run i for them next season.

If you'se nviting somebody you know likes t0 get fucked up, think on telling them it's a
sober table — remember if they suddenly become the most annoying motherfucker on the
planet you're suck with them for the whole session.

“The most you should ever have 1o regulate is the phrase "be cool™. I a new actor is still
out of packe, just “start a new game™ without them in it 0 avoid drama.

There aren't really actor types. You just have to watch for what engages peaple, what

nterests people, and keep your show dialed o keep everybody happy. Somelimes you're
blessed with an agreeable crew, sometimes you land 4 pack of divas who all want
differen shit and act foul if they don’t get it. That's lie baby: Ride out the season and
Start again with a new crew.

Advanced shit: proactive vs passive crews. Figuring our which one your crew of actors
Teans towards will make prepping for them casir. Examples:if the Crew Ambition is to
Knock over a mid-level drug supplicr and your actors sare blankly before asking “Uh so
what should we do?” that’s a real passive crew. If another crew immediately stars
ploting “Alrght, fist we find a fend and tell him his next vial’s on us i he takes us to
his dealer — we bag the dealer and work our way up the foodchain until we find
somebody laced with the plug.” that crew is real proactie.

Proactive crews need less prep: you just give them a gol and they move the
plot forwards. The other edge of that sword i they need way more improvisation: they
move quickly and unpredictably, love exploring, and create their own immersion by
asking a lot of questions about your seting (*What are the current power dynamics and
alliances in the criminal underworld?” “What's the archiceture like in Ol Town?")
which is Hatteing but can sometimes feellike stess-tsting.

Passive crews mostly just want an interesting storyline spoonfed to them: you
have to make both clues and narative paths forward obvious, and break their Ambition
down into teal clear sub-goals. Instead of immersing themselves by exploring and asking
questions, passive actors rust you to immerse thems in the most interesting parts of your
tting. This definitely doesn't mean they're having any less ofa good time, so don'ttake
offense. Since passive crews are highly predictable, they re a blessing for Key Narrators
who love writing and hate improvising.

147
Soundtrack
AU Bull Pres soundiracks are on bullpress.org.

When ereating your own soundiracks with whatever you've gotten off truline, or anything
a friend has loaded on a mp3 player for you, remember
A have the soundirack lined up beforchand so you don't waste time scarching for songs
B don't use anything with actual vocals (they'te more distracting than you'd think)

‘Spinner Alternatives
it aring of numbers on the outside of the inner cup. Cut a ltle window
on the outside cup. Next 1o the outside cup’s window, wite the ring’s highest number

with an 5" before it To spin, just look away and turn the cup a few times: your result
appears i the window. Remernber you can fl every range your main characler uses on &
single cup.

Cards: easy (0 get & hold of, slow 10 use. Create a stack for each range your actors use
(52, 54, 56 1), Weite the range on the back, then wrte the individual numbers of that
fange on the face. Keep the stacks facedown in the middle of the table.

Verbal: when you have no materials on hand, wanna keep it low, or are playing in seg.
+Figure out the range of your spin from 1 to whatever (example: $12.s 1 0 12).

+The player spinning and the Key each pick a number in that range, and say that number
simultancously (example: § and 3).

+ Add those numbers together for the esult of the spin (example: §).

+ Now,if those numbers go over the top when added together (example: 10 + 6), it rolls
over and counts back up from 1 (example: the esult i 4)

So,if the range s 1 10 8 and player A says 3, and player B says 4, the resul is 7. If the
fange s 110 6 and player A says 4, and player B says 5, the result s 3. If he range s 1 0
20 and both players say 20, the result is 20. Seehow when it ops ou the remainder is the
esult? Slick rght?

138
Spinning for It

‘When somebody tris to do something uncerain,the Key has them spin 56 for the resul:

6. Finessed 3. Not really
5. Success 2 Failure
Barely 1. Faceplant
Easy: spin 6 twice, take the highest resull (75% chance of succes)

(50% chance ofsuceess)
e, take the owest result (5% chance ofsuccess)

Versus: if s two characters against each other, they both spin and the one with the
higher result wins. If one has a significant edge over the other (reative tat is higher etc)
they spin twice and take the highest. Ties can be inconclusive or spark another versus
spin - Key's choice.

Pros & Cons
“This mechanic adds the lauded gambler’s buzz to any scene, can add suspense, and can
spark the creatvity that only comes from having to improvise.

“That said this mechanic is real casy o over-use: the shove returns rapidly
diminish, you can paint yourself ino narrative comers, make the storyline lss ineresting
(your spinner isn'Calways good writer), and skip material that would have been more
fun o acwally play theough

Don’t skip interesting gameplay: crucial shit. If the main characters need to create &
trap for a jungle yaksha, and you just have them spin (0 see how good the trap s, you
fucking blew i. 1t would have been way more interestng to find out from various jungle
inhabitants the yaksha s intensely attrcted 10 gemstones, then design an ingenious trap
using that knowledge and the jungle environment. Remember creating success through
gameplay and nteraction with ihe seting s basicall the whole point of the hobby.

Spinning s just gambling with narrative capit
quick neurochemical buz, but A.) there have to be-
often ruins the effct.

(s an casy way to give your actors &
teresting stakes, and B.) using it 100

Alternate Rule: The Narrative Spin
“This adds a prompt which can enrich the scene and keep the present subrarrative
moving forward, but takes a litle longer since the Key has o spend time thinking on
an intrestng consequence or bons.

6. Yes and (uccess, plus abonus) 3. No but (e, but a good thing happeas)
5.¥es 2No
4 Ves but (succes,butat some cost) 1. No and (filre, lus another bad thing)

For example: & main character tres to hotwire the crooked PI's car They land a 4
(“yes but), so can fire up the car and drive off, but fucked something up o the
stereo is *blasting® Spice Girls o loop. Another exampl: a main charscte jurps
offthe roof onto an enemy below: They land 1 (“no and"),so the enermy sces them
coming, gets a free attack on them, nd they stil ake fall offense.

Balls Out: on a challenge that’ real real dicey, worth making memordble, or just
fucking insane, the Key can 3dd o Balls Out spin 10 the s6 narative spin. This
produces truly buckwild scenes, but only if used rarly:

4. Twobonuses 3. One bonus 2, One consequence 1. Two consequences

139
Conversational Games & Narrata

Narrata is the creation of fietion through structured conversation, We at Bull Press
consider it the most poweul form of escapism possible since i’ not limited by the
physical constcaints of media: it goes exactly a far s your creative abilty.

What really makes nartaa immersive is having other people to run it with, and structure
(sules) that get people interacing with the simulated seiting and characters.

That's seally all you need to know (o start creating your own conversational games
games, but it helps 1o run a few existing ones to really igure out what gameplay you like
and how to ereate more of it with specifc ruls.

Narrata s a least 60 years old, though it’s arguable some centuries-old party games and
umpired wargames (it the defnition. Either way the atform i finally spreading its wings
as we see a proliferation of new genres and gameplay concepts, new writers and
Tuminaris, and games that can only be called works of fine art ranging from the size ofa
single page (0 dozens of volumes. Best o all, even though shit's popping right now, it can
be said with certainy the John Coltranes and Dave Brubecks of the erafl are et to design
their first game.

150
Game Design
Raule 1: the function ofa game s ts layers having a good time.

Steaight offthe bat, heres some newjack shit 10 look out for and be brutally honest with
yourselFabout

* When you like the idea of a rule, but not the resull of it

+ When you're straight up reinventing the whe! jus to be diffeen
+When you're stubbornly holding onto a mechanic your frends playtesters hate

Have clear design goals. Outline fest orthat shit's gonna balloon ll over the place.

Start semal: everything takes sbout a hundred more hours than you think, so start with o
pamphlet-sized game (seriously). Bigger projects will always el 90% done; be harsh i
deciding when they're done enough, since there s a definite point of diminishing returns.
on your creative energy:

Playtest:there wil always be shit that manifests different than you expected, so playtest
more than even seems necessary. IF possibl, playtest across demographics (unless you're
only designing a game for your friends). Most playtesters won't give you the brutal
honesty you need: it's on you to keep an eye what acwally engages them, what bores
them, what rules they struggle to grasp etc.

Explicability: have an answer to questions like “what's it about?” and "how do you i
You want your basic game concept 1o be a sentence, and the rules to be explainable i
less than a minute. Anything more and motherfuckers'eyes start glazing over.

Watch for overdesiga: a game isnt a live reading of the ten-page seting you wrote up,
it's 2 concise ruleset that allows the actors to have a good time flexing fheir creativity.
Leave the most interesting blanks for your actors o fll i

Watch for underdesign: you need clear structure and goals. Too open-ended and players
will feeldireetonless. Give specific prompis to induce flow stat.

Challenge: every game requires it. Too hard and heads check out from frustration. Too
casy and heads check out from boredon. Ideally make i a curve so learning the ropes is
just engaging cnough for new people. Making diffculty scaleable adds massive replay
Value for more experienced players: do this by adding mechanical and straegic depth to
eward their advanced knowledge of the gare

Risk: it built into traditional games (where everybody plays against each other) since
there can only be one winer and losing sucks. However, even if s a cooperative game
(where all the players compete against & situation or aulomated system instead of each
other) there has t0 be a chance they could lose or face some major setback, otherwise
there’s no theill. I’ the same reason gamblings §

Frostration riage: losing and setbacks fucking suck, so having something to immediately
disract from cating shit is A+ design. Example: for this game you could create rule
called “Hardened” - every time you're merked in & ight, you get @ permanent +3 o your
merk.

Incentives: never punish an action when you can instead reward not doing that acton.
Positive incentives are not only more reliabl for shaping behavior, butalso contribute (0
the overall sense of enjoyabiliy of your game (nobody likes punishmens).

151
Realism i a terrble goal. Fist of al,reality mostly sucks. Second, rying 10 reproduc it
mechanically just creates a clunky abyrinth of conditional rules and other unfun shit
Instead, you wana i the right notes of realiy, both in designing rulesets and settings.

Game mechanics are best when they're stripped down and_ absiracted
tepresentations of conceps that interest us (shit like fighting and powers). Settings are
best when they're novel and outlandish, but sull contou the relatable and interesting
parts o our realiy

Realism i tax codes and spinning for how hungry you are or whatever; hitting
the right notes ofreality is unteal shitlike dope spaceship fights and psychic powers BUT
coherent seting logic and resonant sde characters.

Randomizing outcomes: you can make the result of an uncertain thing up to chance with
a randomization mechanic, sometimes called 3 resolution mechanic (smilar to “Spinning
for I, page 149). This doés a couple go0d things: it 1.)creates a gambler’s buzz, and 2.
gives the Key Narrator an improvisational prompt t interpre the resull

On the negaiive side, the neurochemical thrill of that gambler's buzz has
swifly diminishing returs: use it 100 often and it just becomes annoying. Even worse, a
randomization mechanic skips over the gameplay that would normally create success.

Some games benefit from randomization mechanics (lke Risk), butif you tried
o force them into others (like chess) it would straight up ruin the game. Consider
carefully if your game or mini-game would become more enjoyable by adding one.

When designing a randomization mechanic, consider range. Say you wan fo
simulate troop reinforcemens in your wargame, and each player spins at the t0p of theie
. 520 is way too swingy: if @ player lands & 19 he can just dogwalk the player that
landed a 4. You can always make the range smaller (ike S8 or even s4), sure, but you
could also make it more predictable: spinning 356 slightly reduces the range to 3-18, but
more importantly it makes the results a bell curve since i’ thece different spins added
ogether (so resuls at the extremes like 3, 4, 17, 18 are real real are). You could also
teduce randormness by making gameplay a factor reinforcements are s6 + the number of
forresses you have, o you can spin an 56 for each warchest you turm i etc.

Don't get discouraged if your frst game feels flat: your early games are stll worth
playing. you're just developing a more sel-critical eye since you're now creating games.
Sometimes rules and mechanics won't produce the result you thought they would and
tharsalrght, that’ how great rulesetsare designed: small adjustments over tine.

One of the more popular theories of learing is that we acquire and sharpe
kills by first. doing them wrong and then correcting: rial and error I’ annoying to hear
for the hundredth time, but the best way 1o improve is by doing, filing, and learning
{rom filures. Embracing that shit uts a person ahead of 95% of their competition.

Play more games: every innovation a person makes is a brick on top of a colossal
pyramid of previous advancements in human knowledge made by other people. Explore
that pyramid - designers put i thousands of hours creating a single game you can play in
tventy minutes. Devour that knowledge to pover your own innovat

Presentation: sucks 10 say, but there’s a reason presentation is 50% of your grade in
culinary school. Consider it another good reason to start small, pamphlet-sized games
don'tnced 2'$10,000 layout and ilustation budget to attract new players.

152
Answer to the Sphinx Full Breakdown
e math sucks but the coneept s sick. Also, the author of “The Sphinx” hasn't passed o
‘math class since junior high and was able to do this without a calculator o it's really no
hing.

Original “Question” From Page 34
LUl ive you 99 problems n 36 chambes, plus 2 black eyes foral 36 New York Rangers
1 got the magic number or Plugs One through Three, and aways 100 for the unknown MC
Lot for KRS 1 got § for Kane, pour one out for each lnk i the Wo Tang Chain
Breakdown
(1Fone of youractors says 59 Problems didn'come out unil the 00sbecause Jay Z
i hink of t il ten, they'rs wrong and lso Kicked out of bip hop la) 99 36 - 3564

— The rick of doing this one casy is just 100x 3636

236 (Indesd the mumiber of Rangers on the oster i the 1993-4 season, we looked it p) = 72

3 (“The Magie Number” o teir debatalbam) x 3 = 9

(For the unknown M) 100

(Forkas) §

(ForKane)
(Were beng tricky her snce Cappadonna has always been an unoffical et

mermber f the T, et 0 be core member ight when he ot locked up) 10

3745

153
Mass Combat

There's a point where a fight gets 100 crowded, less crew vs crew and more army vs
army. There are two ways to run this

L Peripheral Seenes: while the war unfolds, have the main characters run free on missions
that will p the scales: defending tunnels and other chokepoints, sabotaging arilery,
liberaing prisoners, blowing up brdes, infilating enemy-held buildings 0 capure offcers
orintel,starting fies and causing rockslides, recruiting allies, arming the people, recon and
scouting, cuttng off supply lines, sinking ships, iding caches, etc.

1L Mass Combat (rest of this section): al players sct as generals, commanding various
it seross a massive battlefield. Stats and combat stay the same but we add 3 few rules to
chunk combatants into formations so they can move and atack in groups. Defnitely the
most cinematic and high-strategy option.

Armies
An army s made up of divisions. A division s a ormation of charscters that ae statistcally
dentical, calld fighters. Divisions can also have leaders, which lets main characters cach
customize and lead thei own division. Key, once your actors ge the hang of it, allow cach
‘main character o build/command multiple divisions.

Anmies can be A predesigned by the Key,or B. designed by the actors wihin a powes
the Key lays out - this option detiled in the section “Raising an Army’”

Modeling Mass Combat
— Battefilds should be open and huge: i you're stck with small tables,just scale down
10 centimeters. Terain always makes a batle tactically intrestng bills rces, bodics of
wat, clffs, walls and towers and buildings — just don crowd the table or maneuvering
divisions will be pain in the ass. Last thing is to mark deployment aras (spaces cach side
arange their armies in before the mass combat starts) on ithe side ofthe map.

. Divisions s represented most casily by s rectangular piece of paper o cardboard. Make
it a5 many inches wide / long as it has fighters, and draw a grid, cach 1-inch square
representing a fighter. This way, you can X out boxes s the divsion loses fighers

. Tracking Stats: the first option s 1o just have o master sheet that lsts all your divsions
and theie stats. The other s to leave 4 hal inch at the rea of each division’ cut-out, and
wrtethei stat ito that space (annoying if they get back-attacked though).

Turn Order
Deployment: first, each side places thei divisions anywhere within thir deployment area (a
space marked out n opposit sides of e map fo each amy).

Smallst amy goes frs. Divisions can o in any order. Once very
ted, it goes 1 the next smallest army, and 50 on

division in that army has

Adivision's e consists of
one move action & one main action
just like in normal combat.

Adivision can move before o afer their main acton. (As & refresher, a main sction = attack
or use a Special or move a second time )

154
Mass Movement
Divisions mave in rectangular or square formations. Divisions with § or fewer fighters are
allowed o move in any formation (sce “Squads” below)

Free movement:in mass combal, distunces are measured in inches wilhtape meass
combatants can move at any angle.

Movement range: since a division is made up of identical unit, they just move o5 many
inches a their move score. (If you have a slowe leader though,the division is stk moving at
their speed, and vice-versa)

Movement options: Divisions only move siaight ahead, straight back, direty lef, directly
sight, or pivot. Divisions move backvwards or laterally at half their normal specd. An entire
division can reface in sny dirceion by usin is full move action,

How t0 move: measure from the outside edge of a division,plcing your finger within the
number of inches it can move, then slde the division t where your fingers 1. No sncaking
extra inches by measuring from a division's front edge and then moving its hack edge to where
Your inger's pointing. A division can move in a many directions and o pivol a mary times
a5 wanis, s0 long as ' not exceeding s move score.

“To pivot select your comer tha stays sationary, hold it i place, and measure the
distance travled by the opposite com

Reforming a division: tskes an entie move action, Reforming can be
Reshaping division's rctangle (leader or front middle fghter holds same positon and fcing)
Joining muliple divisions intoa single division

- Splitting a5 son into muliple divisions.

Don' forget leader rules, and tht fighters must have identical sats t be i the same division.
Divisions touching encmy division can'tbe reformed.

divison can drop slowed o immobile fightes at any time, but they are
of the mass combat (X their box). Knocked down fighters must retun to
sandin or be ditched) befor the rest of the division can move. (Remember i akes & move
action t stand unles you have a Kip-up or Knockdown immunity Special

Squads
A divison of § fghters or smaller is llowed to form & squad. A squad moves in 3 loose
ormation:there i norestriction on cach ghie'spostonin s0 ong a hey'ec within tlcst
1inch of another squad membe. Squad mermbers may ndiidually deteemine facing and
postoning aflr moving. 50 long s nobody surpasses ther ove scor. When uing ranged
Atacks and Specals, squadscan safly i through thei elow squad members.

Flying Fighters: these can frecly move abose land forces. If thei base i touching or
overlapping 3 land unit's basc they re fce t0 attack cach other hand-to-hand. Flying fghters
Charge us nommal, but can't be charged by non-flyers. 1 the figh 1 only for @ mass combat
scenario, unlimited flight only coss 10 SP. You can make a flying fighter base that suspends
them above ground unis by tapin paperclips o the bottom of

moliple enemies st once.

155
Mass Attacking
When division atacks another division, every atacking fighterspins simullancously: spin all
weapons, and add thei collctve primary score bonus (strong for hand-{o-hand or thrown, fst
for ranged or light weapons).

Example attack: if your front rank s S fighters wide (stron 2, wieding hundaxes).
cach adjacent o 4 enemy fighicr, they spin 558 + 10.

Optionsl: instesd of ficking multiple times, you can just spin onee and multply the
result by hovwever many fghters sre attacking. Custom spinners or double-cups are
alsoallowed — a long as numbers ar geting randoraly gencrated,anything gocs.

The targes’ defense should also be added into one mumber. Exsmpl: f your front rank s §
fighters with 3 defense cach being assaulted head-on, they have 13 total defense against that
assaul. Like this:

‘Weapon spins of attackers + Primary scores of attackers = Offense.
Attackers’ offense - Targets®collective defense = Offense Taken by Division

Mass Hand-to-Hand Attacks
Targeing: you can only hand-to-hand atack encrmics you'se adjacent to. For example, even if
the front rank of Division Fuck s 10 fighters wide, i front rank of Division Shit is only 3
fighters wide, Division Fuck can only make 3 (non-reach) hand-to-hand atacks on Divsion
Shit, since they're only adjacent o 3 nemy fghters. Squads are the only exception because
they can move in loose formation.

Reach wespons: can instcad target an cnermy on the opposte side of whoever
they're n base-to-base contact with

Defense: base ighters defense times number of ttackers. (The only exception is
squad attacking smallr squad.)

Mass Ranged Attacks & Ranged Specials
Targeting: must have line-of-sigh (cant arc over other ightes). fthere's any doub, est ine-
of.sight with taut ssng between attacker and target, and make sure nothing obstructs the
Shot. To keep things simple, if one ttacker has ine-of-sight, all fghters in their division are
o consdered to have line-of sight. Only the rank closest to the targeted division can make 3
ranged attack on them,

Defense: basc fighter's defense tmes nurmber of ranged attackers, They exception is
if the mumber of ranged atackers outnumber & tiny division (then €' justthe added defense of
horwever many fighters o i th targeted division)

Back attacks: attacks from behind surpass sl defense. For & ranged attack to qualify as from
chind, it hs to have linc-of-sght (usc 4 taut string o tape measure) on a ighte i the rear
sk that it on a corner.

Frequency: no fighter can atack more than one per ur (barring Special) Different sides of
a divison can al make an attack on the same tum, just make sure ighters on the comers aren't
stacking twice.

Mass charging: charging is a fll-tum action where a division moves twice and attacks. The
trade-ofF i the charged division makes an oppsing stack: both divisions spin simultancously,
compare total offense of thei atacks, and the loser takes the difference inoffense. I €' G,
their atacks cance each other out and nobody akes offense. Ranged divisions can also make
an opposing attack when charged.

Al charges must b in a easonably straight line (Key's call)and a total distance of
at least the charging division's move score 1

156
Mass Merk,
Each divison has one big merk score. A division's merk score s ust al th individual merk
scoresof s fighters pooled together.

Tracking offense taken: remove fightrs from the back of the division (X out their box) to
repesent offense taken.In- presents fghters moving forward o hold the place of s

Fightersare removed in incremments of base merk. For example: you have a division
of rockjawn dreadoughts who all have merk 10. The division just took 12 offense, 5o remove:
one dreadnought fom the rear rank, and write 2 (he remainder) n the next box. Once 20 or
more offense i taken, remove two dreadnoughts. I the divison has tsken a total of S8 offense,
it should be mising five of s earmost drcadnoughts, and have an § writen in the bos next 16
the most recent X.

Leader e before s leader an be merke.

every fighter i a division has to be me

Overflow: keep n mind tht the division tskes offense s single wnit, Even if single fight
it merk 10 s targeted with a Specialtht deals S0 offnse,all S0 i dealt 0 the division.

Merked: we used “merked" because it's an ambiguous tem. Are the X'd fightes just infred.
and sbl to retur next mass combar? Dead and replaced with new recruits? Dead and gone
from the army foreve, Xs in thei division permanent? Key'scall if you even wanna specify.

Leaders
Leaders are more powerful charscters that can be added to o divison. Leaders get o be
statistically unique, and mast be higher in lvel than the division’s fighter. To have a leader,a
division bas o be at least 3 ghters wide (unlss s a squad i loose ormation).

fenders must be somewhee in thei divsion's front rank. Don't forget to mark their

Actions: leaders can attack simuliancously with the ret of thei divison, or take their main
sction before the estofthe division takes thers.

Merk: despite always being in the front,leaders are aways the las of theie division 10 get
merked. This lts min characters lead a division dircely nto the shit without sweating about
sudden death

Raising an Army
Norrative ocket ol Having th i charactes st ol contacts, call n avors, arm the
people, or oterwis recui for the war they'ec waging s o old gameplay change.up and
Avays produces intresting scencs.

Twooy ¢ Key can cither A predesign an amy for the actors, or B. crate an army pool
s01the acors can design their own. Key, don't hesitat o just ask your actors which thy prefer.

Army pool: & number of unstatted side characters called drafces. The main characters g ©©
stat drafces by spending the drafices” primary points and SP

Pool size: depends on how big you want batles to be. For example, a smaler pool
(ideal for 5° level main charactes) would be: 36 level 2 / 12 evel 35/ 3 level 4. This is a
mansgeable mumber o drafices to make divisions outof, and you can abays add more lter.

Statng drofice: thei hase sat ar the same 35 3 main character of the s level
(1 primary point e lvel, 10 SP per evel, move 5). How you spend thei points comes down
1o the division you're sending them .

Forming divisions: fun as fuck. Columas of infaniry juggernauts, small and fast
divisions for anking, unbreakable shieldwalls o pin down enemies for your ranged divisons,
glass cannons that can rely on other units for protection, lite squads 1o reinforce divisions
Spinning like shi, ying skimaishers to rain death rom sbove and take out enerny atillery ctc.

157
Mass Specials
“To keep things smple, min characters can just e ther Specials like normal during mss
combat. Drafies, howerer, have a few limtaions when crating their Specials

Since fghters move in groups (denser targets) area modifirs are more expensi

Radius: +500% the SP cost of the Specials effect per inch of radius. So. a 1 inch radius =
et cost 6, 8 2 inch radius = effet cost x11, a3 inch radius — ffect cost x16, 4 inch
radis = effct cost 21, e

* Ray: x3 the SP cost of the Specials effec. Range as normal, though now ol targets in the
Special’s rajectory wil b affcted © Chain: prices emin the sme

Again, existng characters don have (0 recalculate any of theie Specials; these price changes
are only for drafices.

Ranged Specials
Ranged Offensive Specials: these just use the same rules s ranged atacks.

Non-Offensive Ranged Special (hesling, defensiv, e1): these do ot need line-of-sight (s0.
it patlcan pass through terain and other fghters (0 reach it targe). This includes all stl-
alteing Specials (even if it lowers enemies” sats)

Stat Effects
Targeting sel: these chunk up like anything clse. If o division of § fightes buys +5 merk,
that's +40 merk 1o the division.

Targeting other: is division's sta Special docsn't have an area modifer, it can only ta
smaller divsions with it. Leaders get the most holler for your dollar here since they can sct
independent of ther division, and can disl in a Special's area o a division's exact size. Stat
Specials don't need lnc-of-sight.

Axed Effects

Almost all effects o the same. If you think an effect would be good idea for the division

you're designing, it's probably unchanged. If an effect made no sense in mass combat

(impossible positoning, shit balance etc), we listed it below. To be clear, thes are only off-

limits fordrafces; main characters can usal ther Specials ike nommal

Attack: barrage. bownding spinning atack, cautious shot, followthrough, piercethrough,
ranged charge counter, shooter persecutor riposie, rock. spinning attack. siepping.
followthrough.stepping spinning atack

Offensive: deny Xaciion, lock

Defensive: divert armovws, divert bullts, divert Special, extra move action, fuckwithme 1.
ntercept arrows,inercept bules. sip 1, sip I

Movement: decraase graviy impedimen, increase graviy, switch

Altered Effects
Doubled i price: bust back, call wind, encore, invoke attack, punish, shoot charcer
Apply o divisions instead of individual characters: blaodlust. death dealer. hen in,
hound, overielm, stop-hit

158
Name:

s
Summary: LEVEL ”
Appearance: I
* o | |
e — e —
Suong Fast Smarc Hard

] Offense Taken

*Major Skills

+Languages,

—zauoq uapoo wyux [EF

s oy
saulog [e1dadse

SUOLIBI|IY B SIOEINOD

ssypop
Doy

Aseuwng

opawpsay

@5 *
Closing Notes
Bull Press ook are fee o prisoners incarcerated n the US. Whilethese book donations
tely on funds we don't slways have, i you write into your egional books to prisoners
Workspace, we know the good people voluntering thre would be happy o send you
Similarconversational games and abletop materil.

“To get a copy: have your people email your info to requests@bullpress.orz. Even if your
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than mailin requests.

People on the outside: if you'd like us 1o send a copy o an incarcerated frend, make
sure 10 include their government name, ID number, and curent facility in your email

LIBRARY
(Every book contins main chractr shects,spmners, and everything s nesded t play )
Corpse Thieves: a Kung Fu are set in mythology-heavy Qing-era China. Unwind a
bizarte series of graverobbings, serap with supernatural wigsplittrs, bust open esoteric

conspiracies. Sold for newjacks (short and linear).

Hiadelph: a game distlled from 90s bip hop, set in a paralll Philadelphia laced with
powers, strange creatures, and superbeings. Solid for newjacks (short and linear), plus 75
optional missions across 13 ciies for those trying o run longform gams.

Stirring Giant: o grimy near-future are tracking down @ depraved patrcian in a lawless
megametrapolis. Gene spliing, cybernetics, einvinal undervorld, political violence etc.

- Digital copies of the entire Bull Pees library are fre at bullpress.org.

Internal Font: Times New Roman
Style Guide: Ligma's Aubortative English
Langusge: the function of language is to convey meaning. Arbitrary rules grafied onto
language (using “whom” or subject “who? for object, or “less” for uncountable / “Tewer”
for countable, ec) don s comvey additional meaning and are thus linguisticall valueless.
“This extends 1 groundless probibitons on double comparatives (more faster, most
oldest), vesbiage (hey i, she be) pleonasms (complete and total, where a) and so on. If
meaning was successfully conveyed, the Tunction of anguage was flflled — sweating about
dangling prticiples and whatever i only a wasle of time and efor,
Listen, language evolves. If you disagree, you can always talk in old-imey
Shakespeare English,

System: this conversational game uses the DomepicceTV. system. You have express
permission from Bull Press o use it fo your game or product s lon a i’ not for anything
fucked up, and you shout us out

Sp

“Thanks to Q No Rap Name, ighteous individual and genius on he boads.
anorapnamme.bandeamp.com to hear a master at work.

DUES
Respeet and gratitude to the original Minneapolis scene: your hard work and innovation
made our world far easier o lve in.

All glory to The Most High