TEXT: WildFire LLC
  CthulhuTech V2 Open Beta
  8-May-16
  Welcome!
  Welcome to the Open Beta for CthulhuTech V2: The Shadow War. This packet should 
  be everything you need in order to play the new edition of the game. This is your 
  opportunity to help us fne-tune and shape the new iteration of CthulhuTech – one 
  we're very excited about.
  V2 will be split up into two core books, The Shadow War and The Aeon War. This 
  playtest package focuses on The Shadow War, and provides the four main Tagers. 
  Character creation has been cleaned up and greatly expanded from the previous 
  edition, right down to being able to build your Tager. The rules have been cleaned 
  up overall, and play diferently while still feeling like Framewerk.
  Open Beta will end when development is complete, after which we'll fnalize the book
  and release it for the summer. We'd like you to help us fle of the rough edges 
  before we go to press.
  Tone
  We've heard the feedback from the community, so the Shadow War focuses on the 
  awesomeness of being an occult super-hero, while leaving the more controversial 
  subject matter to implication or the desires of individual groups. We feel that this will
  make V2 accessible to a greater cross-section of players.
  The Packet
  In this Open Beta packet, you'll receive a copy of the V2 core rules, a Change Log, 
  and some guidelines for providing feedback. We'll periodically update the core rules 
  as feedback comes in and changes need to be made.
  In Development
  You're receiving fles that are in development. Some of the art isn't fnal and some of 
  the layout is still messy in places. Some pages have been cut out, because they're not
  ready yet. As a PDF, the text might appear large, but that's because the fnished size 
  of the book is 6” x 9”, and not the folio-sized 8.5” x 11”. The book will become more
  and more complete as we receive feedback and continue development, and you'll 
  receive an e-mail when new fles are available.
  Social Media Guidelines
  Since this project is in Open Beta, we want you to share your CthulhuTech V2 
  experiences on-line. You can feel free to post about your game on Facebook, 
  Twitter, our SubReddit forums, or other places. You can even share this Open Beta 
  packet, though those who receive it from you won't get the automatic updates from 
  1 of 2: CthulhuTech V2 Open Beta Guidelines
  WildFire LLC
  
  DriveThru.
  Copyright
  We will be using a Creative Commons license for V2, which basically means that 
  people will be able to share freely as long as we are properly credited, that material 
  may be altered or remixed, though people can't charge for what they create. We still 
  retain the copyright, but with these more open options. However, this license will not
  take efect until we formally launch the product. This does mean that you can start 
  working on your Creative Commons ideas now, so that you can be the frst in line 
  when that times comes.
  2 of 2: CthulhuTech V2 Open Beta Guidelines
  WildFire LLC
  
  2
  CthulhuteCh and Framewerk Created by
  Matthew Grau
  Framewerk V2 deVelopment
  robert Glass & Matthew Grau
  V2 Development assistance
  Dr. bob arens, Christopher Dorn, steVe pitCher, traVis wiCkline
  written & produced by
  Matthew Grau
  editing
  Dr. bob arens
  logo Design
  Mike VaillanCourt
  original page Design
  Maria CabarDo
  Concept Design & Cover art
  tba
  interior illustration
  tba
  playtesters
  tba
  wildFire business Development
  steVe pitCher
  thanks to
  tba
  special thanks
  • TBA
  
  3
  www.cthulhutech.com
  Forums, information, & Downloads
  wildFire llC
  23321 se 291st st.
  black Diamond, wa 98010
  www.wildfirellc.com
  First printing (open beta V1). ©2008, 2015, wildFire llC. all rights reserved. Cthulhutech and Framewerk are trademarks and/or registered trademarks of 
  wildFire llC, in the united states and/or other countries. no part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any 
  means, without the prior permission in writing of the Copyright owner, nor be otherwise circulated in any form other than that in which it is published. references to 
  the works of h. p. lovecraft are from and remain in the public domain.
  Yes, when this is finally released, it will be under the Creative Commons license. We just need to keep standard legalese while we’re still in development.
  
  14
  Though it’s less than a hundred years from now, the world of CthulhuTech is radically different. It’s 
  an apocalyptic near-future, where society has changed profoundly in a very short period of time. 
  humanity is starting to learn how the universe works, but it may be too late. think of this as an 
  alternate time line for the earth you know.
  Internationalism: Early 21st Century-2029
  as the 21st century unfolded, an increasingly global perspective in politics and commerce fueled 
  the formation of ever-expanding webs of international trade and diplomatic agreements, as well 
  as defense pacts and military declarations. this eventually led to a restructuring of the united na-
  tions, in an attempt to give that body more actual power to deal with the growing potential threats 
  of the new national blocs. by 2026, the new united nations was formed, with legislative authority 
  over international law and trade tariffs. the body was also chartered to create its own international 
  military for police actions. Mutual distrust between nations of competing blocs meant this military 
  was well funded.
  tensions eased within a few years, and the nun turned its attention to exploring undersea agri-
  culture, and sending manned missions to Mars and the moons of Jupiter and saturn. things were 
  looking pretty good for the people of planet earth.
  Quietly and innocently, something happened that would change the world – though no one knew 
  it at the time. in 2024, a very special book found its way into the restricted archives of Miskatonic 
  university in arkham, Massachusetts. it would somehow remain unnoticed for years.
  Birth of Arcanotechnology: 2030-2043
  eventually, a young doctoral student in mathematics named teresa ashcroft stumbled upon that 
  book – the Mysteries within – while researching an unrelated topic. the university had somehow 
  acquired a copy of the impenetrable latin tome, but translated into an old German dialect. she 
  quickly became obsessed. there has never been anyone with an understanding of non-euclidean 
  mathematics like Teresa, and the book’s secrets moved her research in a wildly improbable direction. 
  she discovered how to break down the barriers between universes, and created the foundational 
  mathematical theory of what would become arcanotechnology. unfortunately, these revelations also 
  claimed her psyche, and she spent the rest of her life in an institution.
  Her friend and colleague, Simon Yi, chose to continue Teresa’s research. He was the first to put her 
  theory into practical use, ultimately creating the plans for the first D-engine prototype. His genius too 
  turned to obsession and madness, and he ultimately committed suicide before seeing his machine 
  come to life.
  It was Dr. Golvash Czeny that finally figured out how to make such research and development sustain-
  able. he was recruited by the Miskatonic university board of trustees to carry on the work. Czeny 
  IIIIII
  Setting
  Setting
  
  15
  figured out how to divide an arcanotech-
  nology project in such a way as to lessen 
  the effects of the mind-bending principles 
  at play. though rough on his staff and not 
  without its perils, he figured out how to 
  put together a functioning arcanotech re-
  search and development lab by 2034.
  arcanotech research quickly outstripped 
  the University’s ability to support it, so 
  Czeny and alice Faye Morgan of the board 
  of trustees founded the ashcroft Founda-
  tion to carry arcanotech into the future. 
  Most of the funding for the corporation 
  was from private sources, but Teresa’s 
  father, senator albert ashcroft, convinced 
  the government to kick in a few generous 
  grants.
  The first D-engine prototype went on-line in 2039. It malfunctioned and opened an inter-dimensional 
  gate, through which a hazardous life form emerged. it killed most of the staff and destroyed the lab. 
  Despite this horrible setback, the D-engine worked. these brave souls paid the ultimate price to bring 
  the world a clean, cheap, and inexhaustible source of power. however, it took ashcroft several years 
  of further development to make sure it was safe.
  the D-engine was introduced to the public in 2041, and it changed the world. Competition for fuel 
  was suddenly at an end. Ashcroft and the New United Nations penned a deal to refit the world for the 
  new power source, quickly making ashcroft the most powerful corporation in the world. to many, it 
  seemed like an age of miracles, as free energy was followed by the development of true anti-gravity 
  propulsion in the form of a-pods. hover-cars were in development by 2042, along with vehicles that 
  would eventually take humanity far into the solar system.
  The Rise of Mecha: 2043-2052
  pilots testing early D-engine vehicles experienced an odd side effect, described as “psychic feeling.” 
  It was as if they could feel their vehicles as extensions of themselves, giving them very fine control. 
  The Ashcroft Foundation was commissioned to first negate this operator side-effect in personal and 
  commercial vehicles, and then develop a functional work vehicle that could exploit the effect. it would 
  have to be capable of managing construction and exploration tasks in hostile environments – such as 
  in space or deep under the ocean. The form most suitable for maximum operational flexibility and 
  maximum operator side-effect was, naturally, found to be the hominid form. 
  Teresa ashcrofT runs ouT of Ink
  Teresa ashcrofT runs ouT of Ink
  
  16
  The efficiency of mecha led to 
  the rapid construction of several 
  underwater bio-domes and a new 
  international space station. they 
  also led to small colonies on Mars, 
  Ganymede, Callisto, and titan.
  blocs of oil and gas producing na-
  tions, including russia, seceded 
  from the new united nations over 
  its endorsement of D-engine tech-
  nology. China, which had declined 
  to sign the nun charter, aligned 
  itself with these blocs. this group 
  of countries entered in to a new 
  treaty, promising collective action 
  should any member of the coali-
  tion enter into hostilities with the 
  NUN. For obvious reasons, journal-
  ists in the NUN began referring to the treaty’s signatories as The Coalition. A new cold war began, 
  complete with weaponry of terrifying proportions, prompting a rapid increase in nun military re-
  search and funding.
  It wasn’t long before the New United Nations began to experiment with mecha as weapons of war. 
  these versatile mecha soon replaced armored vehicles as the cutting-edge mobile combat platform, 
  and warfare was profoundly changed. The Coalition, arrayed against the NUN forces, became justifi-
  ably nervous.
  Meanwhile, the New United Nations’ Hermes Project launched a satellite network throughout the so-
  lar system, creating a solar communications relay. Many companies came together to make hermes 
  real, but it was the Chrysalis Corporation that coordinated the logistics of the project. Earning the 
  greatest profit for their efforts, Chrysalis quickly became a major player in the international business 
  world.
  Riding high on the success of the Hermes Project, the Board at the Chrysalis Corporation – who had 
  always held an unhealthy fascination with magic – began to spend their now vast resources scouring 
  the world for forbidden knowledge. they soon discovered a complete copy of a text once thought 
  lost, the Breath of R’lyeh, inscribed on a stone near the ruins of Nineveh. They combined it with their 
  complete copy of the necronomicon, the book of Dead names, and discovered something awful. 
  The Transfiguration Research Program was initiated in a bid to vault the Chrysalis Corporation past 
  ashcroft in power.
  Mecha: Modern War Machines
  Mecha: Modern War Machines
  
  17
  The Migou Prepare & Chrysalis Rises: 2053-2058
  this sudden spurt in technical development caught the attention of the Migou, a secretive race re-
  siding beneath pluto, known as Yuggoth in the ancient texts. they noticed that humanity – a race 
  they’d always regarded as barely evolved simians, whose primitive brains they removed and kept in 
  tubes for study - were now suddenly cracking open secrets of the universe they themselves did not 
  understand. this would not do. the Migou promptly stole everything regarding arcanotechnology 
  right out from under Ashcroft’s nose and starting developing it for themselves, with a specific goal 
  of subjugating the humans.
  the Migou try to avoid direct confrontation, preferring instead to work through intermediaries, and 
  thus they began to clone an army to do their dirty work. the relative simplicity of human Dna al-
  lowed them to create an artificial alien race through subtle genetic tweaks, and the Nazzadi were 
  born. while they had techniques at their disposal that would assure absolute obedience, they were 
  too time consuming to apply on a species-wide scale. the Migou felt that the human threat was 
  pressing, so they spun a lie. they implanted the nazzadi with false memories that would suit the 
  Migou’s purposes, with the Firstborn generation of generals as the stewards of the Lie, and sent them 
  to invade and occupy Earth. The first warning the planet had of the incoming invasion is when the 
  exploration spaceship ashcroft disappeared from neptune space in 2058. Contact with the colonies 
  was rapidly lost, one by one.
  While the Nazzadi were gearing up for war, the Chrysalis Corporation began testing their Transfigura-
  tion Project. They succeeded, and started minting monsters. The Rite of Transfiguration turned people 
  into otherworldly things that could still look like people when they wanted to. they became known 
  as Dhohanoids, after the  Dho Formula that was key part of the ritual. intense magical power was 
  now at the hands of the board.
  as with the Migou and humanity, the problem with intense power is that someone – or something – 
  is bound to notice. the ancient one known as nyarlathotep has always had a particular interest in 
  magic and the humans that play with it. It wasn’t long before his cult, the Children of Chaos, found 
  out about the Transfiguration Project and decided that it was something they wanted for themselves. 
  As testament to the corruption already within the Chrysalis Corporation, once they had infiltrated its 
  ranks, it didn’t take the cult very long to take over.
  The First Arcanotech War: 2059-2065
  The Nazzadi arrived in 2059, without warning or fanfare. The world faced something it couldn’t 
  collectively believe – an alien invasion from outer space. Fortunately, humanity’s new war machines 
  were ready for a fight, and the long and bloody First Arcanotech War began in orbit.
  the new united nations quickly declared a state of martial law, creating what was functionally a 
  one world government as their emergency powers superseded independent national authority. the 
  Coalition, in light of the new crisis, set aside their differences with the NUN to join with the rest of the 
  
  18
  world. Under the fire of the inva-
  sion, the new earth Government 
  was formed.
  new York City, headquarters of 
  the new united nations, was one 
  of the first targets of the Naz-
  zadi fleet, and they left little of 
  it standing. the new earth Gov-
  ernment was forced to move fur-
  ther inland, moving the world’s 
  capitol to Chicago as the world 
  grieved. even afterward, most 
  of the north american northeast 
  was ravaged by war. the nazzadi 
  next conquered the Caribbean, 
  locating their terrestrial base on 
  Cuba. From there, they waged 
  war on the planet.
  Five years into the invasion, hu-
  manity was losing badly. luckily, a small miracle was on the way. the Firstborn nazzadi were the 
  only ones that knew the truth about the lie. For some, the more they learned about humans, the 
  more they felt kinship. a group of the Firstborn rebelled against their creators and told their people 
  the truth. some chose to believe, their worlds torn apart. they wanted no more part of the invasion. 
  Others wouldn’t (or couldn’t) believe, and the Nazzadi Civil War broke out. After a short and bloody 
  conflict, that war ended, and with it the First Arcanotech War.
  before the year was out, president nathaniel roosevelt and Field Marshal Vreta tavakara negotiated 
  the terms of the Nazzadi’s surrender. The New Earth Government was happy to work out a mutually 
  beneficial treaty, as it was losing the war before the Revelation and was certainly militarily inferior 
  to the nazzadi on the day of signing. the schaumburg treaty was signed, in a hotel in schaumburg, 
  illinois, ushering in a new age on the planet earth.
  the death toll of the First arcanotech war made previous world wars look like skirmishes. it was, 
  however, as civilized a war as one could ask for. the Migou wanted humanity dominated and tamed, 
  not wiped out, after all. Civilians and prisoners of war had been treated with respect as a rule. it was 
  a military on military fight, and the Nazzadi did not use biological or nuclear weapons as a matter 
  of pride instilled into them by their alien masters. it also launched mecha into the spotlight as the 
  new standard for war. 
  And war there would be. The Firstborn knew that the Nazzadi weren’t trusted with even a portion 
  of the Migou’s technological prowess. They’d been sent with technology only barely ahead of the 
  Firstborn blood brothers: Kyrsa & Vreta
  Firstborn blood brothers: Kyrsa & Vreta
  
  19
  humans’, and had come frighteningly close to winning. Knowing that the Migou were still out there, 
  and likely to finish what their creations had started, the post-war world remained on high alert.
  The first operations of what would become the Shadow War were taken under the cover of the First 
  arcanotech war. in the chaos, the clever and malign found it easy to operate. the Children of Chaos 
  settled parasitically into the Chrysalis Corporation, and began to send their new Dhohanoid agents 
  out to uncover as much lost and forbidden knowledge as they could unearth.
  In 2062, they found something amazing – a decaying alien city, churned up by the ice floes of the 
  Arctic. The writings they transcribed have become known as the Ta’ge Fragments. The Children of 
  Chaos destroyed the city on the way out, so that would be assured to have the only copy of the Frag-
  ments safe in Johannesburg, south africa, at Chrysalis headquarters.
  however, there were already those within the cult that were uncomfortable with its new direction. 
  helping to bring about the strange aeon was more than some could stomach – even through an al-
  ready warped conscience. they managed 
  to steal the Ta’ge Fragments and wipe out 
  all Chrysalis records about them. Most of 
  these renegades died, but they got the 
  Fragments out of Chrysalis. they began to 
  study the secrets on their own, in hiding.
  a secret eldritch society formed as more 
  and more learned minds were brought 
  into the circle of researchers to decipher 
  the secrets of the Fragments. by 2064, 
  the society had discovered the rite of 
  sacred union – an alteration of the rite 
  of Transfiguration. This mystical symbiosis 
  would augment people with an alien intel-
  ligence, but in partnership with that intel-
  ligence, not as its victim.. though most 
  of the initial volunteers would die in the 
  process, the first Tagers were the results of 
  their research.
  The Shadow War Begins: 2066-2073
  Efforts to rebuild a war-torn Earth were well under way by 2066. President Fujiwara Ryoko intro-
  duced legislation to create what he called the “New Society.” The concrete jungles of a previous age 
  were replaced by new architectural marvels constructed in synthetic industrial polymer compounds. 
  these arcologies – entire cities enclosed inside titanic buildings – sometimes completely replaced the 
  ruins of the old cities, while intact cities had domes built over them.
  AurorA: the First tAger
  AurorA: the First tAger
  
  20
  one key “new society” initiative was the establishment of a new nazzadi state within the neG. Cuba, 
  haiti, and the Dominican republic became the nazzadi homeland of nazza-Duhni. since the “aliens” 
  had conquered and used these islands as their headquarters in the western hemisphere, they were 
  already there in force. the freed locals were given the option of relocating or living with the massive 
  influx of relocating Nazzadi. Some stayed, but many left with more reason to hate the invaders.
  the integration of the nazzadi was no easy task. after the deaths of the First arcanotech war, the 
  “aliens” were more than a third of the planet’s population. The government couldn’t send them all to 
  nazza-Duhni – there were too many. there was no way society at large could accept the nazzadi with-
  out help. rather than suffer the segregation, hate crimes, and social protest that would inevitably 
  come from simply dumping the nazzadi into the population, the Ministry of information was founded 
  with the job of socially engineering the integration. Rather than let culture evolve on its own, they 
  would help it along through neighborhood and school initiatives, psychological counseling and care 
  for veterans and survivors of the war, and plenty of cleverly designed propaganda in the media. the 
  first few years were rough, as was expected, but the Ministry was ultimately successful in its tasks. 
  By the time the Migou would invade, racism wasn’t gone, but it was well-managed.
  As the Earth rebuilt, a different conflict brewed in the shadows. The Shadow War began on October 
  31st, 2067, as the tagers of the eldritch society began to strike back against the Children of Chaos 
  – and strike back hard, smashing the cult’s lower-level leadership structure. The cult reeled in confu-
  sion, not knowing what could possibly be posing a threat to their power. the Chrysalis Corporation 
  would have to take a more careful position in the world, and curtailed their arrogance.
  Not letting such trifles get in the way of his 
  agenda, the Director – the incarnate avatar 
  of nyarlathotep – coordinated the ruined 
  King Project on the Plateau of Leng, a mys-
  tical place near tibet. it was ultimately suc-
  cessful, bringing forth an avatar of hastur 
  to once again walk the Earth. The first of 
  the old ones had awakened, and ripples 
  were felt throughout the world in sleep. the 
  nightmares were vicious, and drove some 
  people mad as The Ruined King’s children 
  were called to him. the eldritch society 
  doubled its efforts, seeing this as a failure.
  betrayed by the nazzadi, the now exposed 
  Migou contemplated the prospect of an 
  attack against pluto. they decided on a 
  preemptive strike that would utilize every resource at their disposal, including arcanotech mecha, 
  advanced scientific and technological expertise, and sorcery. The Nazzadi threat to the Earth paled 
  in comparison.
  The Ruined King
  The Ruined King
  
  21
  The Second Arcanotech War: 2074-2077
  Emboldened by the success of the Ruined King Project, the Children of Chaos began to search for 
  the great Cthulhu himself in the depths of the oceans. the Children of Chaos resurrected the dread 
  demi-god Dagon’s cult – the ailing Esoteric Order of Dagon – to spearhead this effort.  The revital-
  ized Esoteric Order, now financed by Chrysalis, set about creating its own army to find the key to 
  awakening Cthulhu, thereby bringing about the culmination of the strange aeon. they consolidated 
  their power in the Azores as a precursor to their domination of Earth’s oceans. The Eldritch Society 
  did what it could, but couldn’t prevent the cult’s revival.
  The first murmurs of the oncoming Migou was in 2074, when they began a campaign of psychologi-
  cal warfare on earth. Vanguard Migou sorcerers summoned and unleashed horrifying otherworldly 
  creatures to terrify and ravage humanity. the newly formed arcologies made people feel a lot safer, 
  and mostly delivered on that safety. however, the entire affair was quite disturbing for society.
  while this was going on, the Disciples of the unnameable gathered around their risen lord, hastur. 
  he ordered that the cult be split into two arms to better spread his will. the rapine storm would rav-
  age the world, scouring all trace of mortals from the Earth. The Death Shadows would infiltrate and 
  corrupt, bringing society down from within. It wasn’t long before the Eldritch Society ran afoul of the 
  depraved schemes of the Death shadows.
  in 2075, the Migou invaded, and the second arcanotech war began. their forces had twice the 
  firepower they sent with the Nazzadi during the First Arcanotech War, with even greater technology. 
  within two years, the new earth Government lost a third of the earth to Migou occupation – mostly 
  the coldest places. the number of killed or missing was staggering. the Migou exterminated nazzadi 
  where they found them, but enslaved and experimented on humans.
  The Aeon War: 2078-Today
  as the rapine storm began its rampage across asia, the war changed to a theater of three opposing 
  enemies. the Migou fought back against the rapine storm as hard as they fought the new earth 
  Government. however, they had no interest in an alliance with anyone. the second arcanotech war 
  evolved into the Aeon War, and humanity’s hopes dimmed.
  by 2080, the reach of the rapine storm was as far as the north coast of australia and as far west as 
  turkmenistan. by 2086, it had claimed China. by 2087, it had claimed australia. the storm keeps 
  growing and the nsC wonders if its next push is west – eastern europe, Middle east, and all of africa 
  quake in terror.
  In 2086, the New Earth Government attempted to retake Juneau, the Migou’s most frightening foot-
  hold in north america. using new stealth technology, the Migou lured new earth Government forces 
  into a trap. poorly planned advances resulted in attacks being countered before they could begin. 
  Retreat was almost impossible to coordinate in the ensuing chaos, as Migou swarmed the NEG’s 
  forces. it was a disaster with heavy casualties.
  
  22
  a year later, the military launched planned operation Final strike, well-planned and designed to 
  penetrate and cripple the Migou Hive Ship. This time, it worked. While the Hive Ship wasn’t damaged 
  nearly as much as the military would have liked, it proved that the Migou could be attacked in their 
  colony ship. While the alien insects’ emotions are unlike our own, they do share a feeling of being 
  very upset; they felt that feeling now.
  the Migou, in response, cooked up the worst thing the world had seen since the start of the aeon 
  War. Done with humanity’s petulance, the Migou released a hemorrhagic virus that ravaged the 
  earth – even the mortal cultists of the rapine storm were affected. within weeks, quarantine wards 
  became morgues as tens of millions of people in the new earth Government died bloody and tragic 
  deaths. even with a cure quickly found, the weight of the casualties brought morale to an all-time 
  low. nearly everyone can now say that the Migou killed someone close to them, and hatred of the 
  aliens has grown intensely.
  Continuing to build their army, the Children of Chaos resurrected the ancient Congregation of the 
  earth Mother to help them bring the old one shub-niggurath into this world. they were very nearly 
  successful, but a resourceful eldritch society managed to stop them at the eleventh hour. shub-
  niggurath, also known as the black Mother, did not manifest in our world, and may again be trapped 
  for millennia. It is the first great success in the uphill battle of the Eldritch Society.
  The Children of Chaos were none too pleased with the interference of the Office of Internal Security 
  – the agency charged with supernatural threats – during the attempted awakening of the black 
  Mother. as other matters percolated in the background, the powers of Chrysalis turned to hobbling 
  the ois. in what can only be called the Janitor wars, the Children managed to monkey-wrench the 
  Office into  inexplicable inefficiency through “gremlin” tactics. With weapons like maintenance fail-
  ures, deliberately bad management, and a veritable explosion of red tape, it was to be a death by 
  a thousand cuts. with a little help from the eldritch society, the agency eventually found itself back 
  on its way to health. This led to the first conversations between the Society and the Office of Internal 
  security. these meetings, though highly secret and known by few, have so far been productive.
  the eldritch society also managed to take on Grant walker, a one-of-a-kind Dhohanoid with an un-
  canny ability to ferret out tagers – and kill them. though the beast himself managed to escape, his 
  machine was dismantled. Most think it is only a matter of time before he returns. 
  the government discovered that there was a second hive ship on its way from pluto in 2086. they 
  quietly panicked while keeping this almost certain death sentence from the public. within the year, 
  the ship miraculously and unexpectedly turned around. then, someone broadcast a signal towards 
  Earth – Queen’s “We Are The Champions”. The colonists, long thought dead, had returned. They’d 
  retreated into the kuiper belt, and stumbled upon alien technology which allowed them to build 
  amazing ships that could skirt inertia. the independent solar Colonies reigned down hell on an 
  unsuspecting and barely defended Yuggoth, even liberating captive brain tubes from earth during 
  
  23
  their brief incursion. once the hive ship turned towards home, the isC made their way to earth. after 
  the Migou hemorrhagic Virus, the reunion touched the world in a way that lifted spirits and brought 
  hope.
  A united humanity has been fighting extinction for thirteen years. The return and integration of 
  the independent solar Colonies has been a shining beacon of hope, though victory in the aeon 
  war seems no closer. hidden underneath, the shadow war has silently raged for two decades. even 
  though the Eldritch Society can celebrate major triumphs, they’ve come no further to unmasking 
  Chrysalis for what it is or striking at its heart.
  this is Year 20 of your war. it is not the last.
  at a glanCe: hiStory
  ◊ tbD
  
  24
  up until recently, the remaining human territories on earth were governed by the new earth Govern-
  ment. it was a parliament, with a democratic stake in everything by all accounts, though the central 
  government required an extreme amount of authority to protect the world. after the First arcanotech 
  war, nobody argued that last point.
  everything changed when the second hive ship turned back. those colonists who were long thought 
  lost suddenly returned from out in the black. humanity was reunited, at a time when we needed 
  something to cheer about. Despite everyone feeling really good about the whole thing, there were 
  some important matters of governance to work out.
  there had been a growing sentiment of rebellion out in the colonies before the First arcanotech war. 
  they did not feel that they were being properly represented on earth, but the issue was never forced 
  because of the Migou invasion. So many colonists managed to survive in their modified ships, and 
  for so long, that they considered themselves their own nation, the independent solar Colonies. they 
  weren’t keen on being put back in a powerless position now that a war was on.
  The joy of reunion eventually overcame these old concerns. A few tense weeks of negotiation later, 
  the new sol Coalition was created and the new earth Government and the independent solar Colo-
  nies ceased to be. humanity was truly reunited as one. other than the name, no one really noticed a 
  change, except for the political importance of the new state that was once the isC. Chicago remained 
  the seat of the Global parliament and the president, and politicians remained politicians.
  The New Sol Coalition
  The New Sol Coalition
  Citizens of the nsC
  Citizens of the nsC
  
  25
  the government has two primary areas of focus: keep-
  ing people alive and keeping society intact. keeping 
  people alive means mounting a global war effort, while 
  policing against more insidious threats at home. keep-
  ing society intact means engineering it in such a way 
  that people don’t want to kill each other, or themselves.
  People know they need the government. There’s a lot 
  less criticism of politicians than at the beginning of the 
  century, and a lot more community support for govern-
  mental programs. There’s even a lot less cheating on 
  taxes. Furthermore, people routinely celebrate those 
  who put their lives on the line, whether out on the front 
  lines or keeping the homefront safe. the dark side of 
  this civic attitude shows itself in a hyper-patriotism remi-
  niscent of the red scare during the 1950s. intolerance, 
  ostracism, and worse are the result.
  one thing people have always been a little leery of 
  is the presence of ashcroft in the government. some 
  people compare it to the Catholic Church of old, with 
  priests embedded every political court. There’s no real 
  precedent for a private corporation being involved with 
  a democracy on such a deep level. so far, ashcroft 
  hasn’t done anything to concern the public, but people 
  are watching. Any journalist could make their career 
  with a story of ashcroft corruption.
  The fruits of the government’s social engineering is that the New Sol Coalition’s citizens are a whole 
  lot more tolerant of each other. people may not like each other, but not typically because of race, 
  gender, religion, or preference. There’s equality in a way there’s never really been, excepting some 
  residual issues regarding the nazzadi – which are rapidly bleeding away.
  the government knows people have a lot more on their minds now than they ever did. the sanity 
  of the populace teeters in the balance, and grief from the MhV smothers society. state-sponsored 
  counseling is not only readily available, it’s required. Social programs labor to reintegrate the dis-
  enfranchised, addiction programs help people get off drugs, and poverty is being stamped out. 
  unemployment is very low, given the needs of the war economy. people have an opportunity to not 
  just survive, but to actually function and have a life.
  It’s amazing what apocalypse can bring out in people.
  at a glanCe: new Sol Coalition
  ◊ tbD
  
  26
  Many companies have been dubbed “the evil empire” over the decades, but the Chrysalis Corporation may be 
  the first where that epithet is entirely accurate. They seek to facilitate the Strange Aeon and usher the Old Ones 
  back, ending humanity’s time on this world.
  the Chrysalis Corporation silently touches the lives of most citizens of the nsC every day. through dozens of 
  subsidiaries, the Chrysalis Corporation is a major contender in everything from food to entertainment to military 
  contracting. But that’s not why it’s important – that’s what makes it dangerous. Secretly, the company has been 
  taken over by the terrible cult known as the Children of Chaos, the worshipers of nyarlathotep.
  somewhere along the way, the board of Directors of the corporation decided that traditional money and power 
  weren’t enough. They created the covert T99 Division to harness the power of the occult. Scouring the globe, 
  they were able to acquire a complete version of the mythical necronomicon, as well as the lesser know breath 
  of R’lyeh. From these, they uncovered the legendary Rite of Transfiguration, a ritual meant transform a person 
  into a form more suitable for serving her old one masters.
  this caught the attention of nyarlathotep and his Children of Chaos spies. they needed this kind of power if 
  they were going to smooth the way for the return of the old ones. with the guidance of their dark master, the 
  Children of Chaos corrupted and threatened their way into the most powerful seats of the Chrysalis Corporation. 
  It wasn’t long before its halls welcomed the onyx-skinned Director, who personally saw to the “terminations” 
  that cemented the cult’s power.
  The corporation’s temporal wealth and power were a nice perk, but the true prize lay in the Rite of Transfigura-
  tion. under cult control, the t99 Division quickly cracked the ritual. Guinea pigs were lined up and sent through. 
  The first Dhohanoids were born, no longer human. They were monsters who just happened to remember how to 
  look human, hiding in plain sight.
  The creatures formed the backbone of the cult’s growing secret army, passing through society with their old 
  faces, but with the power of inhuman beasts. several breeds of Dhohanoids have emerged, each born for its 
  own horrible purpose. they are the elite of the Children of Chaos and the true agents of nyarlathotep on earth. 
  no one in a position of power at the company is still mortal, though most employees are oblivious to the threat 
  within.
  The Chrysalis Corporation
  The Chrysalis Corporation
  Eldritch SociEty intErfErEncE
  Eldritch SociEty intErfErEncE
  
  27
  Chrysalis operative teams are the main illicit tools of the cult. 
  They’re composed of well-trained agents who are skilled in 
  combat and many kinds of espionage. That doesn’t include the 
  high-grade hardware the corporation manufactures for them. 
  Most are Dhohanoids, but sometimes a sorcerer or para-psy-
  chic is added as operational parameters require. in addition 
  to all this, operative teams are coordinated across a global 
  network and have massive intelligence and financial resources 
  behind them. it is a deadly web, nearly impossible to break. 
  the eldritch society has tried to expose the Dhohanoid con-
  spiracy, but the things are hard to spot. blood tests at arcology 
  entry points would give them away, but there are few reasons 
  to travel between arcologies these days. when travel is neces-
  sary, money here and influence there allow Chrysalis execu-
  tives to simply bypass the screenings. They’d be committed 
  to mental institutions if they didn’t have their own Chrysalis-
  controlled shrinks to give them gold stars. when Dhohanoids 
  die, they revert back to their mortal form with no evidence of 
  their possession left behind. No one’s blowing the lid off this 
  secret any time soon.
  the Chrysalis Corporation is up to so much shady business that 
  it’s hard to track all of it. Most recently, they tried to bring the 
  old one known as shub-niggurath into our world. they nearly 
  succeeded, but were thwarted at the last minute by the eldritch 
  Society and the Office of Internal Security. Then, partly out 
  of revenge for their defeat, Chrysalis decided to remove the 
  ois from the equation so that they could focus on tager hunting. the ois was crippled through sabotage and 
  intentional mismanagement, and many tager packs died. in the end, the eldritch society was triumphant, but 
  they know something else big is just waiting in the wings.
  never before has Chrysalis been more powerful. the core of what grew into the multi-national corporation began 
  in process management and consulting. Chrysalis employees are widely regarded as the foremost experts in the 
  world. The Migou played right into the Children of Chaos’ hands by unleashing the MHV. Now, the government 
  has enlisted Chrysalis’ aide in managing the new planned economy. The Director has unprecedented control 
  over advising the New Sol Coalition in how to utilize the corporation’s subsidiary companies. Chrysalis has, for 
  all intents and purposes, been invited to exert global political influence from within the highest halls of power 
  – finally growing to rival Ashcroft in this arena.
  There are many rumors that fly below the Director as he sits in his giant office and looks down on Johannesburg. 
  While known in the halls of power, the Director is elusive. It’s whispered that he just “knows” things, and that 
  you can hide nothing from the man. It’s said he just appears, over distances that are impossible. Some even say 
  that he can make your heart stop beating with a look. those are parlor tricks. the Director spends little time with 
  mortals, for his raw eternal power eventually shreds their minds. however, sometimes he indulges.
  at a glanCe: ChrySaliS Corporation
  ◊ tbD
  
  28
  Years ago, the secret t99 Division of the Chrysalis Corporation found an ancient, crumbling city 
  churned up deep in the arctic floes. Researchers studied the strange carvings within for weeks, believ-
  ing them to be from the mysterious Forgotten ones – more god-like entities from beyond our world 
  They documented what they found and destroyed the ruins. The Ta’ge Fragments, as they came to 
  be known, held ancient and powerful magic that could make a recipient become more “divine.” the 
  t99 Division was intrigued.
  there were those researchers in t99 who were profoundly affected by what they read as they stum-
  bled through the translations. something called to the them in their dreams, showing them that 
  following the old ones was not the way. a key to the defeat of those dark gods lay within the Frag-
  ments, and they could not remain in the hands of the Children of Chaos.
  executing a careful plan, the t99 renegades grabbed everything related to the Fragments and wiped 
  all research – theirs and their colleagues’ - on their way out the door. They left the Children of Chaos 
  with nothing. Most of the renegades perished during the escape, but the few that survived took the 
  Fragments to hide under the aegis of the neG in Chicago.
  recruiting gifted academics and individu-
  als of wealth and power, the Founders cre-
  ated the secret affiliation that would become 
  known as the Eldritch Society. They finished 
  translation of the Fragments and deciphered 
  the power they held. all that remained was 
  to find those who would be willing to un-
  dergo the newfound rite of sacred union to 
  join in symbiosis with a “higher being” from 
  beyond time and space. it was not without 
  its perils. If a person was judged unworthy 
  by the higher being, she would be devoured 
  during the ritual. those that survived could 
  manifest a part of the being at will, becom-
  ing powerful otherworldly warriors – tag-
  ers, so named for the legendary tome. the 
  eldritch society had the makings of an army.
  the nascent eldritch society were aware 
  of the corruption and paranoia in the new 
  Earth Government. They couldn’t ally them-
  selves with something that was so poten-
  tially dangerous. the organization became 
  The RiTe of SacRed Union
  The RiTe of SacRed Union
  The Eldritch  Society
  The Eldritch  Society
  
  29
  outlaw heroes, hiding underneath society, dedicated to 
  fighting their Shadow War against the corruption of the 
  Chrysalis Corporation – and any other cult they hap-
  pened to stumble across along the way.
  the society is ultimately run by those who have under-
  gone metamorphosis and joined more fully with their 
  symbiont – and they keep their own counsel. packs of 
  tagers are given a great deal of authority to operate 
  on their own and coordinate with each other. they are 
  backed up by a support network of lorekeepers, opera-
  tors, and mystics, who are in turn backed up by a net-
  work of spies and informants. it is a well-oiled machine.
  new people are brought into the society carefully, and 
  only after extensive research. Most are recruited from 
  those who have been exposed to the hidden nature of 
  Chrysalis, many of whom are in mortal danger. once 
  people uncover the Children of Chaos, the cult either 
  converts or kills them. some are recruited from among 
  the online conspiracy theory community. Many who 
  frequent those boards are nut-jobs, but there are those 
  who show a special gift for getting to the truth. in gen-
  eral, it’s rare that the Society just picks someone off 
  the street, unless that person has special skills and is 
  marked for death. 
  the manifestation of tagers is a tricky thing. through trial and bloody error, the society has created 
  an intense program to purify body and mind that helps candidates endure and survive the ritual. this 
  takes time. there is also still no way to control or predict the type of tager that manifests. because of 
  this, there are far more Dhohanoids than tagers. this fact will not change until Chrysalis Corporation 
  breeding programs and Genesis pits can be crippled or destroyed.
  Though the Society generally doesn’t trust outsiders, they have developed relationships of a sort with 
  two important government agencies. The first is with a small faction within the Global Intelligence 
  agency, with whom the society has secretly shared intelligence and vice versa via intermediaries. 
  though useful, this relationship has not blossomed into anything more, as the Gia remains focused 
  on the Aeon War. While helping the Office of Internal Security against the sabotage of Chrysalis, a 
  few contacts were made. the ois focused on the same territory as the society, and grateful for the 
  assistance, the tenuous relationship shows promise.
  at a glanCe: the eldritCh SoCiety
  ◊ tbD
  
  30
  Conceived in the fevered mind of a young genius, arcanotechnology is the fusion of magic and tech-
  nology that produces results distinct from either. it has become its own discipline and has changed 
  the world forever. The most ubiquitous use of arcanotech is one that’s so simple most people take it 
  for granted – cheap, clean, inexhaustible power. however, even that one thing is profound.
  because of arcanotech, ashcroft has become one of the most powerful corporate entities in the his-
  tory of the world. The deal they signed with the government to completely rebuild the world’s power 
  infrastructure put them in the government. That was even before they figured out that the D-engine 
  would make mecha a reality. The government may be the biggest power player, but Ashcroft is a firm 
  second. Chrysalis trails a solid third, but they’re always looking to change that.
  headquartered in Chicago, ashcroft is the corporate super-entity that manages the many ashcroft 
  subsidiaries. It’s still a privately held corporation, managed by the descendants of the Ashcroft fam-
  ily – who are the richest people in the world. the most famous of its subsidiaries is the ashcroft 
  Foundation, which pioneers arcanotech. ashcroft education creates programs to help people deal 
  with reality. the ashcroft Clinic creates breakthroughs in psychological counseling and treatment. 
  ashcroft Consulting is the arm that works with the government on all levels.
  You have to be somebody special to work at ashcroft. they can afford to take only the best, and their 
  screening selects for altruism, empathy, accountability, and determination. advancement within the 
  company is merit-based, they pay very well, and the benefits are impressive – especially if you have 
  a dangerous job known to wear on people’s psyches, like arcanotech development.
  Arcanotech isn’t the only thing that Ashcroft is up to, however. The true purpose of Ashcroft lies within 
  the star Chamber. only the most trusted are part of this secret body, top executives and others who 
  have proven themselves not only talented and valuable, but of a character contrary to those lured 
  in by cults. They have gathered far more information as to what’s really going on in the world than 
  any governmental entity. They look in places others don’t and find things others don’t want to find. 
  Ashcroft
  Ashcroft
  Ashcroft hQ: chicAgo
  Ashcroft hQ: chicAgo
  
  31
  the star Chamber is very careful about who they share 
  this information with, so that the corrupt do not find 
  out about their existence. ashcroft may be powerful, 
  but they’re no military force, so the Star Chamber must 
  operate in the shadows.
  the star Chamber is aware of the shadow war. they 
  know a lot about what’s going on inside Chrysalis and 
  way more about the eldritch society than would be okay 
  with either. Ashcroft is fighting the problem in the halls 
  of power, while the society is trying to clean up in the 
  streets of real life. the two organizations should be co-
  ordinating their efforts. Ashcroft has had difficulty open-
  ing any kind of meaningful dialog with the necessarily 
  untrusting eldritch society – which has no idea that the 
  company is a player in their world.
  alice Faye Morgan started ashcroft with a culture of re-
  sponsibility and accountability in a broad sense. to the 
  outside, the company’s motto is “For the betterment of 
  all.” Within Ashcroft halls, it’s subtly different: “For the 
  evolution of humanity.” everything that ashcroft does 
  is in service to this guiding light. since the birth of ar-
  canotech, the heads of ashcroft have always known that 
  humanity has taken a step into a larger universe that 
  we’re not ready for. We need to become ready and that 
  requires taking a different look at the future.
  Ashcroft is inside the government because they don’t trust the government. Politicians are fickle and 
  there’s corruption from the streets on up. The Ashcroft Advisor program was started under the pre-
  tense of guiding the improvement of global infrastructure. advisors found their way into the highest 
  offices of government, neutral and intelligent counsel for the world’s elected officials. When the First 
  arcanotech war came, ashcroft suddenly became the think-tank for every ministry imaginable. they 
  had become cemented into the government’s infrastructure, to the chagrin of many.
  the hidden purpose of the advisors is to manipulate the system to balance the corruption spreading 
  through the government. Unfortunately, they’re losing. There are cultists, Deep One Hybrids, Dho-
  hanoids, and who knows what else working against them. the government is falling apart as much 
  within as without. ashcroft is the secret power keeping the government together. 
  ashcroft is secretive because they need to be, so many remain suspicious of them. however, if Chrysa-
  lis is the Evil Empire, Ashcroft is the White Tower. They’re not perfect, but they’re playing a big game 
  that stands to achieve great things – for all of us.
  at a glanCe: aShCroFt
  ◊ tbD
  
  32
  the nazzadi were unknowingly born into slavery. they believed that theirs was a righteous war for 
  conquest. in truth, the nazzadi were nothing more than a disposable army manufactured by the 
  Migou to do the aliens’ dirty work. 
  Human genetic code is easy to work with for a species as old as the Migou. They didn’t have a lot of 
  time, so they had to get the job done efficiently. The cloning and aging of an army based on Human 
  genes was their best option. However, they wouldn’t just be Human. The Migou tweaked the DNA to 
  create purpose-born phenotypes of their clones within a safe range of genetic tinkering. the clones 
  wouldn’t be super-beings, but they would be naturally good at their jobs.
  processing this many clones through full loyalty conditioning was too great a task given their time-
  table. Instead, the Migou implanted false memories into the artificially aged race, giving them ficti-
  tious lives with history and purpose. the nazzadi would do what their masters wanted, without ever 
  knowing the truth.
  The clones would also deviate from Human stock in other ways. Their skin became jet-black because 
  of the silver nitrate used by the Migou in an attempt to create a first layer of defense against Earth 
  diseases. engineering nightvision into the nazzadi genome had the side effect of turning their irises 
  red. the Migou were pleased with the alien-looking results. 
  The Nazzadi’s job was to conquer Earth. The Migou made them believe this was part of some mani-
  fest destiny, but it was really the alien insects not wanting to get their hands dirty when someone 
  else could do the job for them. The Humans weren’t supposed to fight back so hard, and the Firstborn 
  weren’t supposed to be so empathetic. The Firstborn were intended to be mechanisms of control. 
  they were promised great power and luxuries if they maintained what became known as the lie and 
  led the nazzadi armada to victory for their masters. these had been potent rewards for tempting 
  humans in the past, and the Migou intended for the nazzadi to have similar weaknesses. after a 
  while, their scientists discovered that they were attacking their real genetic parents. Some didn’t care, 
  while others wrestled with that knowledge. Finally, the silence was broken on revelation Day, when 
  Field Marshal Vreta tavakara broadcast the cold truth to his brothers and sisters. the First arcanotech 
  war ended that day, and the nazzadi Civil war began between those who believed and those who did 
  The Nazzadi
  The Nazzadi
  The Nazzadi are “BorN”
  The Nazzadi are “BorN”
  
  33
  not. when the loyalists were defeated six months later, 
  the nazzadi became part of earth.
  rebuilding the world and integrating the nazzadi was 
  an herculean task. nearly everyone had lost loved ones 
  in the First arcanotech war, on both sides. with the new 
  earth Government granting Cuba, haiti, and the Domini-
  can republic to the nazzadi, forming the new nation 
  of nazza-Duhni, the race issue grew even hotter. it was 
  only through a careful campaign of social engineering 
  over many years that new earth Government brought 
  the two races together enough that they could unite in 
  the face of a common enemy seven years later. 
  aside from the black skin, the nazzadi seem a lot like us. 
  They’re so similar that our two species can interbreed. 
  On the other hand, they don’t have a body clock, so they 
  can rest anytime, anywhere. they can see in the dark. 
  They’re more comfortable when things are rocky and 
  uncertain. They don’t get as attached to things as a rule, 
  only people. And they’re developing their own culture.
  since the nazzadi have no real collective past, they face 
  the task of finding their own racial identity. Nazzadi 
  neighborhoods have become places of wild cultural and 
  artistic experimentation. the race is especially known 
  for their habit of combining unusual cultural elements 
  into new things, most notably their cooking and music. They have started to find their own way, in 
  a manner that is influencing the world around them. Nazzadi also take pride in their appearance, 
  health, intellect, and environment. Since they don’t yet have many traditions, the Nazzadi have 
  taken to showing that they care about themselves as a people.
  tattoos are especially important to the nazzadi. these white works of art were originally used as 
  military identification under the race’s enslavement by the Migou. They’ve grown to mean much 
  more. a common language has emerged, building on the old military style, and nazzadi tattoo their 
  stories onto their bodies – even on their faces. while the nazzadi will freely share the stories of their 
  tattoos with their own, they aren’t easy for Humans to learn.
  Despite blossoming hope for the young race, all that’s happened has proven too much for some Naz-
  zadi. the suicide rate among nazzadi is notably higher than the native population. anarchist punks 
  roll out of Nazzadi neighborhoods, nihilists who truly believe there’s no future. Worst of all, some go 
  back to serve their creators, just for it all to make some kind of sense.
  at a glanCe: the nazzadi
  ◊ tbD
  
  34
  the Ministry of information had once engineered a society that was based around careful censorship and a 
  culture of diversions. Veterans were the only ones who had any clue how bad it really was out there, and people 
  were too busy living their lives and checking out to care. it worked, preventing panic and keeping the wheels 
  of society turning.
  the Migou hemorrhagic Virus changed everything. no one was untouched by the ravages of the plague. so 
  many people died in such a short time, in what were supposed to be the safest places. though we beat the MhV, 
  it shocked everyone awake.
  The Ministry of Information knows what it’s doing. They managed to integrate the Nazzadi, which required some 
  very powerful minds. They’ve embraced the post-MHV changes and are guiding in the new society. The news isn’t 
  as heavily censored any more and people listen carefully to the stories of returning vets. the old paradigm was 
  distraction – the new is social responsibility.
  every person in the new sol Coalition is mobilized in some way for the aeon war. the Ministry of information 
  has created a new level of urgency. private companies have accepted some level of governmental control in the 
  new semi-planned economy, even those already a part of the system, such as ashcroft and Chrysalis. people 
  seem to have a more personal stake now, looking out into the world to figure out how they can help make some 
  kind of a difference for humanity. 
  Life in the  Strange Aeon
  Life in the  Strange Aeon
  Colorful ArCology life
  Colorful ArCology life
  
  35
  This newfound sense of responsibility is great, but it hasn’t 
  wiped away the usual social ills. it has tempered them, how-
  ever. There’s still crime because there are still things people 
  want that they can’t get legally, cults do hide in quiet neigh-
  borhoods, and people still sometimes do really crappy things 
  to each other. 
  however, the Ministry has so energized the public that volun-
  teering is at an all-time high, there are neighborhood watch 
  programs in most arcologies, as well as significant enlistment 
  in the local military and emergency reserves.
  People still don’t trust the paranormal very much. Though 
  sorcerers and para-psychics assist in the war effort, people 
  are still leery. arcanotherapists, those sorcerers that combine 
  magic and medicine to heal the sick in amazing ways, are 
  generally better trusted than anyone else with arcane ability. 
  they seem to be splitting off from the “mainstream” magical 
  community to become more trusted as a group, even as their 
  colleagues face further ostracism.
  as one might expect, every citizen of the nsC is behind the 
  aeon war. the alternative is extinction – a point which has 
  been recently punctuated. there are no protests from the sane 
  against the war or any of its policies and resolutions pass 
  through the government with urgency.
  one might think that we, of all species, would have been 
  pulled into the abyss, that things were so dark that we might 
  as well give in. the shock of the MhV turned not to sadness, but to anger. this was no natural disaster. this was 
  intentional. People got mad and we’ve stayed mad. We are ready to fight back and to fight back with everything 
  we’ve got. We live our lives with purpose, in defiance of the things that have tried to kill us – and failed. Anger 
  is energy. 
  at a glanCe: liFe in the Strange aeon
  ◊ tbD
  
  36
  The people of the Office of Internal Security have an impossible of a job, but someone has to police all the weird 
  and magic-related things in the world. after all, when the teen down the street could get his hands on an illegal 
  book and accidentally summon a creature from beyond space and time that could kill most of the neighborhood, 
  someone has to be on watch.
  since the world was forced to accept that magic was real, and that it was a great deal darker and more danger-
  ous than expected, there have been laws to govern its study and use. These laws are absolutely inflexible, and 
  carry serious penalties. There’s a list of approved magic, with accompanying books, spells, and objects, and a 
  list of things that are not. playing around with illegal magical knowledge or goods will likely bring the ois, and 
  the penalty for breaking these laws is usually life imprisonment.
  If only it were that easy. Since the Office of Internal Security can no longer be certain that a perpetrator remains 
  untainted by things from beyond our world , violators are stripped of all rights until proven to be still mortal. 
  Once apprehended, they are taken away to a secret facility in black-bag style. They are then subjected to a bat-
  tery of tests, both medical and psychological, many of which are unpleasant. if a perpetrator is determined to 
  still be an untainted mortal, she will then stand  trial. independent watchdog groups ensure the trials are fair; 
  nonetheless, most go to prison. If found to be tainted, a perpetrator is spirited away to a secret Office of Internal 
  security Containment facility, there to be dropped in a hole for the rest of time.
  The Office of Internal Security is given nearly unilateral authority to carry out its duties. The government is 
  justifiably alarmed about the threat that magic represents, and they want trained people on the ground keeping 
  it contained. OIS agents outrank just about any other agency, and can take control of crime scenes or investi-
  gations with a word. they have the ability to call in an effective media blackout when warranted. no higher 
  Office of Internal  Security
  Office of Internal  Security
  The OIS vS. CulTIST BakhI SummOnIng
  The OIS vS. CulTIST BakhI SummOnIng
  
  37
  authority questions their arrests and activities. scandals or 
  outcries are quickly steam-rolled. The agency’s power would 
  be corrupting if their duty weren’t so terrifying.
  That isn’t to say there isn’t corruption in the OIS. Agents are 
  only mortal, after all, and are as prone to making bad deci-
  sions as anyone else. The difference is, everyone else doesn’t 
  work in a job surrounded by people professionally trained to 
  sniff out the tainted. For this reason, corruption involving cults 
  or the paranormal is either nonexistent, or extremely clever.
  The Office of Internal Security also maintains watch over the 
  para-psychics of the world. they test adolescents for para-
  psychic potential, hoping to identify them early and send 
  them through the appropriate training. they maintain the 
  para-psychic registration service, to keep track of registered 
  para-psychics and monitor their mental health. the agency is 
  also responsible for unregistered or renegade para-psychics, 
  bringing them in and locking them away.
  The agency employs tens of thousands of field agents around 
  the globe. a person needs to be smart and gutsy to work as an 
  OIS field agent. Many prospective agents wash out of training, 
  some of them going mad in the process. It’s not an endeavor 
  to be taken lightly. the agency recruits heavily from among 
  veterans, many of whom have already seen worse terrors face 
  to face. The number of field agents don’t include the agency’s 
  enormous support staff of administrators, intelligence special-
  ists, and researchers; there’s roughly six people employed as 
  support staff for every one agent.
  All of those employees are doing a tough job and, though they can be inflexible, the agency is trying to protect 
  the people. the problem that faces the eldritch society is that the agents of the ois are the good guys. in the end, 
  the Office of Internal Security’s cause is just as righteous as the Society’s. Unfortunately, the Eldritch Society is 
  ill-inclined to reveal themselves to anyone, so tagers that are spotted in monstrous form elicit a fast and severe 
  response from the OIS. The two groups cross each others’ paths so often, it would be nice if the agency would 
  stop trying to kill their secret otherworldly fellows.
  That being said, the Eldritch Society did help pull the agency’s proverbial fat out of the fire when targeted by 
  Chrysalis, and contacts were made. The Office of Internal Security still doesn’t know with whom they’re really 
  dealing, but the few that know of the secret society now believe it to be a force for good. tidbits of intelligence 
  have been passed back and forth in a mutually beneficial relationship, all under the radar for now. There are 
  those within the Society who feel that bringing factions within the OIS into their confidence is now an option. 
  however, secret societies are by nature slow to trust.
  at a glanCe: the oiS
  ◊ tbD
  
  38
  it happens on the streets, in back alleys, in dark corridors. the war between the eldritch society and 
  the Children of Chaos is fought under the radar, away from the eyes of the authorities. Chrysalis has 
  infiltrated the government on so many levels that the Society cannot risk revealing itself. And let’s 
  be honest – the authorities aren’t likely to trust people who have illegally joined in symbiosis with 
  something from beyond space and time, regardless of intentions. the society is a group of outlaw 
  heroes, unknown and shunned by the very people it’s trying to save.
  everything that the Children of Chaos do is in service to one thing – awakening the old ones. they 
  are the midwives of the apocalypse, helping grease the cosmic machine of the strange aeon to bring 
  our time on this world to an end. they weaken the government, while helping their fellow cults 
  achieve their goals. the eldritch society may not have always succeeded in foiling the Children of 
  Chaos, but without their efforts, humanity would already be far worse off.
  There are few who even know the Shadow War exists. Ashcroft’s Star Chamber knows the score, but 
  no one else even knows they’re a player. Elements within the Global Intelligence Agency and the Of-
  fice of Internal Security have an idea something is going on. There are also those special few within 
  the magic black market who may know a little something. in general, the soldiers of the shadow 
  War blend into society and don’t call attention to themselves. Those few incidents that go public are 
  reported as cult terrorist actions by the media.
  The Shadow War
  The Shadow War
  Back alley, Black Market
  Back alley, Black Market
  
  39
  unfortunately, this secrecy means that sometimes the 
  eldritch society is hunted by their own government. if 
  tagers are spotted, the government responds as it would 
  to any Hostile Biological Entity and send in heavy fire-
  power – including power suits. the investigations of the 
  Office of Internal Security often intersect with the ac-
  tions of the Society, and conflict inevitably ensues. Tager 
  packs sometimes have to lay low for weeks or months 
  when the heat is on.
  naturally, the eldritch society has its own network spies 
  and agents. They’ve successfully infiltrated many places, 
  but are primarily focused on the Chrysalis Corporation 
  and its subsidiaries. however, agents can only penetrate 
  the organization so deeply before they are faced with 
  the Rite of Transfiguration. Most are extracted after only 
  a few years, which lessens their efficacy.
  there are those within the society who simply want to 
  reveal the corruption of the Chrysalis Corporation to the 
  rest of the world. They’ve failed at every turn. It’s really 
  hard to unseat the third most powerful organization in 
  existence, especially when they own most of the media. 
  unmasking the Children of Chaos is impractical at best. 
  even still, the operators of the eldritch society try to 
  leak information on the internet, where it is mostly 
  picked up by communities of paranoid conspiracy theo-
  rists. There’s quite a presence of Chrysalis conspiracy sites on the internet, not that they’re making 
  much of an impact. 
  All of this focus on Chrysalis doesn’t mean that the Society doesn’t find itself fighting other enemies. 
  other cults hide within the new sol Coalition doing unspeakable things, and sometimes they bump 
  up against the eldritch society – who is happy to divert their attention for a while.
  For a long time, it seemed that the Children of Chaos were winning. that changed when the society 
  stopped the black Mother from being reborn. the eldritch society is on an upswing, after some pain-
  ful failures. There’s a fire spreading through the packs, a belief that this is the beginning of the end 
  for their enemies. The scales have swung, and it’s the Society’s time now – even with Chrysalis at 
  the height of its power.
  Now the Shadow War is yours. Spread your fire and cleanse the world.
  at a glanCe: the Shadow war
  ◊ tbD
  
  58
  Your Character is your fictional avatar within the setting of CthulhuTech. The rules presented here 
  will help guide you towards making an interesting and exciting tager Character. while other books 
  will present rules for creating other kinds of Characters, the shadow war focuses on those who have 
  become mystical symbionts. As Tagers, your Characters will have the power and resources to fight 
  against the machinations of the Children of Chaos.
  The Design Process
  You’ll be developing your Character by choosing certain templates and spending points in the differ-
  ent areas that make him up. The meat of this process is composed of fifteen steps:
  1. Choose a race
  2. Choose a racial background (and phenotype, if nazzadi or amlati)
  3. Choose a tager
  4. Distribute points for attributes
  5. record Cultural skills
  6. Choose Civil service
  7. Choose a profession package
  8. Choose any additional Drawbacks
  9. Choose any additional assets
  10. spend remaining sDp on additional skills
  11. Determine Characteristics
  12. Choose one talent
  13. Choose one team talent with your group
  14. spend power advances on tager
  15. Create a few personal Details
  Step 1: Race
  Your race determines a lot about who you are, even though racial barriers have broken down a lot in 
  the age of the strange aeon. You have three choices in this book – human, nazzadi, or amlati (see 
  p. XX for more on races).
  Step 2: Racial Background
  Once you’ve chosen your race, you can see that there are several backgrounds available to each. 
  these represent the conditions in which you grew up, which have a profound affect on who you are 
  today – especially given the devastation of the last several decades.
  Your racial background helps you narrow down your Character’s age, notes any modifications to 
  V
  Characters
  Characters
  
  59
  starting attributes, any starting skills, any assets and 
  Drawbacks it provides, and tells you how many skill De-
  velopment points (sDp) the package will cost or provide 
  you. record all of this.
  You begin with 25 sDp, so add or subtract the appropri-
  ate amount from your racial package.
  Step 2a: nazzadi phenotype
  If you’re going to play a Nazzadi or Amlati, you have 
  another choice to make. 
  the nazzadi were purpose built, their Dna tweaked to 
  better serve their purposes. there are six different phe-
  notypes from which to choose, as found on p. XX. Choose 
  one and record the starting attributes, as well as any 
  assets and talents it provides.
  If you’re Amlati, you inherited something from your 
  nazzadi parent, so choose one of the phenotypes from 
  p. XX and record any assets and talent is provides.
  subtract the appropriate cost for your heritage from 
  your sDp.
  Step 3: Tager Symbiont
  One of the most important choices you’ll make for your Character is the type of symbiont with which 
  she has bonded. there are four types in this book, with descriptions starting on p. XX. each tager 
  gives you some recommendations to consider as you build out the rest of your Character. You don’t 
  need to worry about building your tager yet.
  Step 4: Attributes
  Attributes are measured on a scale from one to ten. The average rating for most people is a five. At 
  the extremes, a rating of one means that you’re handicapped in some way, while a rating of 10 puts 
  you among the most gifted in the world.
  there are six attributes in Cthulhutech: agility, strength, tenacity, intellect, perception, and presence.
  at a glanCe: tbd
  ◊ tbD
  
  60
  agility
  Agility is a measure of a Character’s grace, manual 
  dexterity, and finesse. Agility is used for any Skill 
  that requires bodily control, including those that 
  involve fighting in close quarters or getting out of 
  harm’s way.
  Strength
  Strength is a measure of a Character’s physique and 
  physical might. strength is used for lifting heavy 
  things, restraining people, and anything else that 
  requires raw physical power.
  tenaCity
  Tenacity is a measure of a Character’s endurance, 
  stamina, and willpower. tenacity is used for any 
  taxing physical skill, as well as to resist the effects 
  of the horrible things that Characters might experi-
  ence.
  intelleCt
  Intellect is a measure of a Character’s cleverness, 
  ability to learn, and memory. intellect is used for 
  any learned skill, including those that are technical 
  and scientific in nature.
  perCeption
  Perception is a measure of a Character’s sense acu-
  ity, awareness, and intuition. perception is used for any skill requiring attentiveness, as well as for 
  effectively utilizing ranged weapons.
  preSenCe
  Presence is a measure of a Character’s social ability and force of personality. It isn’t necessarily a 
  measure of beauty or charm, which are better reflected by a Character’s Qualities, Skills, and Talents. 
  presence is used for any social skill.
  aSSigning attribute pointS
  Characters begin with a rating of 4 in each Attribute, except for Tenacity which starts at 6 – it’s 
  required for the tager asset. one of your other attributes will also begin one higher, according to 
  your race. Distribute 10 more points among your attributes, to a maximum of 10 in any given one. 
  If you’re going to be Nightmare, you’ll need to put at least one more point into Tenacity to meet the 
  requirement of the tager: exceptional asset.
  at a glanCe: tbd
  ◊ tbD
  
  61
  alternatively, you can simply assign the following ratings to your attributes: 4, 5, 6, 7, 7, 8. Make sure 
  to put a 6 or higher into Tenacity – 7 or higher if you’re going to be a Nightmare.
  Step 5: Cultural Skills
  Every Character gets a batch of free Skills, just for growing up in the New Earth Government. Record 
  the following skills and ratings before you move on. if you have questions about the skills, the list 
  starts on p. XX.
  Cultural Skill
  rating
  FoCuS
  Computer
  1
  none required.
  education
  2
  none required.
  hobbies & trivia
  1
  Choose one hobby and an area of trivia.
  languages
  4
  english
  languages
  4
  native language.*
  occult
  1
  none required.
  regional knowledge
  2
  two regions, one being your city of birth and the other 
  your area of residence.
  natiVe language
  If you’re Human, choose another language to know. If you’re Nazzadi, your native language is Naz-
  zadi. If you’re Amlati, choose one or the other, based how you were raised.
  Step 6: Civil Service
  Every citizen of the New Earth Government must serve a two-year term of civil service once they’ve 
  graduated from Secondary School. Choose one of the five Civil Service Packages here. You get all 
  three of the skills at a rating of 1.
  CiVil SerViCe
  Skill 1
  Skill 2
  Skill 3
  animal shelters
  business
  Convince
  hobbies & trivia: animals
  armed Forces
  Dodge
  Marksman
  Martial arts
  arts programs
  art & performance
  education
  observation
  City Maintenance
  athletics: tenacity
  pilot
  technician
  Community outreach
  Convince
  education
  savoir-Faire
  Corrections Officer
  intimidate
  law enforcement
  Martial arts
  Crime prevention
  observation
  security
  surveillance
  Counselor
  Convince
  Medicine: psychological
  science: life
  Disaster response
  business
  Medicine: physical
  pilot
  
  62
  CiVil SerViCe
  Skill 1
  Skill 2
  Skill 3
  emergency response
  observation
  pilot
  survival
  environmental Clean up
  education
  science: earth
  science: life
  Food shelf
  business
  observation
  savoir-Faire
  Government administration
  business
  Computer
  savoir-Faire
  homeless programs
  Convince
  Medicine: psychological
  streetwise
  hospital aide
  education
  Medicine: physical
  security
  orphan & Foster Care
  Convince
  Medicine: psychological
  savoir-Faire
  police auxiliary
  intimidate
  law enforcement
  Marksman
  political aide
  business
  lie
  savoir--Faire
  public works
  athletics: strength
  athletics: tenacity
  pilot
  refugee aid
  business
  language
  savoir-Faire
  senior Citizens programs
  Convince
  Medicine: physical
  savoir-Faire
  teaching or Mentoring
  Convince
  Computer
  education
  technical support
  Computer
  education
  technician
  Youth programs
  Convince
  education
  savoir-Faire
  war Fundraising
  Convince
  business
  savoir-Faire
  if you have a skill given to you by both your racial background and your Civil service package, add 
  the ratings together.
  Step 7: Training Package
  Choose your Character’s professional background from among those starting on p. XX. Your Training 
  will provide you with assets, burden you with Drawbacks, and provide you with with starting skills. 
  each training package costs a certain number of skill Development points – subtract these from your 
  total before moving on. record all this.
  if you have a skill given to you by any combination of your racial background, your Civil service, 
  and your training package, add the ratings together.
  Step 8: Choose Additional Drawbacks
  You’ll have a number of SDP left, and this is your chance to get more. Drawbacks are negative things 
  that may be a part of your Character. They’ll inhibit play from time to time, so choose carefully. The 
  advantage is that each Drawback you choose will give you more skill Development points. the list of 
  Drawbacks starts on p. XX.
  You may choose up to eight points worth of Drawbacks, not including the ones you may have received 
  
  63
  from your racial background and training package. add your points from Drawbacks to your sDp 
  total before you move on.
  Step 9: Choose Additional Assets
  assets are awesome things that may be a part of your Character. they give you bonuses during play, 
  but they cost you skill Development points. the list of assets starts on p. XX.
  Be careful you don’t spend too many points on Assets, or you may suffer when it comes to rounding 
  out your skills. subtract your points spent on assets from your sDp before you move on.
  Step 10: Spend Remaining SDP on Skills
  whatever sDp you have left you get to spend rounding out your skills. First, take a look at the skills, 
  starting on p. XX. a basic list of skills is also found on p. XX.
  Once you’ve chosen the ones you’d like to customize 
  your Character, you purchase those skills according to 
  your desired rating – three is the highest you can go for 
  a starting Character.
  Skill rating
  total Sdp CoSt
  inCremental Sdp CoSt
  1
  1
  1
  2
  2
  1
  3
  4
  2
  if you already have a skill from any combination of your 
  racial background, Civil service, or training package, 
  you can increase it by paying the difference in points 
  between the levels. so, it costs one point to increase to a 
  two, if you already have a one.
  You may end up with skills already at 3 or even at 4 
  from your racial background, Civil service, and train-
  ing Package. You can’t increase them any more during 
  Character Generation.
  SpeCializationS
  Choose one +1 specialization for one of your skills and 
  note it. specializations are described on p. XX.
  reaCtion SkillS
  reaction skills are those that you use when you need 
  at a glanCe: tbd
  ◊ tbD
  
  64
  to react to something coming your way. They’re described 
  starting on p. XX. each attribute has a paired reaction skill, 
  and they are:
  each reaction skill starts at a rating equal to half the associ-
  ated attribute (rounded down), minus one.
  Step 11: Characteristics
  Characteristics are a few other important details about your 
  Character that are derived from her attributes. they include 
  how fast she moves, as well as how much punishment she can take.
  aCtion pointS
  action points represent what your character can get up to during a single turn of combat, or in other 
  time sensitive situations. 
  Characters begin with 5 action points.
  damage bonuS
  the stronger you are, the harder you hit. 
  To determine your Damage Bonus when fighting in close quarters combat, divide your Strength by 
  three, rounding down.
  orgone
  orgone represents the reservoir of cosmic power in your Charac-
  ter, which can be used to power magic. however, your symbiont 
  also feeds off your Orgone, so you don’t have as much as a 
  normal person.
  Your starting orgone is equal to the average of his intellect and 
  Tenacity (rounding down), plus five points, all divided by two – 
  or simply consult the table.
  nightmare tagers are the exception – they have an orgone of 0.
  reSilienCe
  Your Character’s Resilience is her ability to endure the pressures of Social Combat. The higher the 
  score, the more she can take.
  to determine your resilience, take the average of your intellect, perception, and presence and then 
  add five. 
  intelleCt + tenaCity
  orgone
  6-9
  4
  10-13
  5
  14-17
  6
  18-21
  7
  22-25
  8
  attribute
  reaCtion Skill
  agility
  Coordination
  strength
  brawn
  tenacity
  wellness
  intellect
  insight
  perception
  intuition
  presence
  Charisma
  
  65
  Your Character gets her resilience in points for each of the three psychological Damage levels – 
  tested, worn, and Crumbling. For more on psychological Damage levels, see p. XX.
  reFlex
  Your Character’s ability to react quickly is represented by her Reflex. The higher the score, the more 
  likely she is to act before her enemies.
  A character’s Reflex score is the average of his Agility, Intellect, and Perception (rounded down).
  Speed
  There are three kinds of Speed you’ll need to calculate for your Character – Combat, Event, and Long 
  Distance.
  Combat Speed
  Your Combat Speed is how fast your Character moves during a five-second combat Turn. Add your 
  agility and strength together, and consult the table below.
  agility + Strength
  oVerall max. Speed
  CautiouS (per turn)
  walk (per turn)
  run (per turn)
  2-4
  4 mph/6.5 kmh
  1.5 yd/m
  3 yd/m
  10 yd/m
  5-6
  6 mph/9.5 kmh
  2.5 yd/m
  5 yd/m
  15 yd/m
  7-8
  8 mph/13 kmh
  3.5 yd/m
  6.5 yd/m
  20 yd/m
  9-10
  10 mph/16 kmh
  4 yd/m
  8 yd/m
  25 yd/m
  11-12
  12 mph/19 kmh
  5 yd/m
  10 yd/m
  30 yd/m
  13-14
  14 mph/22.5 kmh
  6 yd/m
  11.5 yd/m
  35 yd/m
  15-16
  16 mph/26 kmh
  6.5 yd/m
  13 yd/m
  40 yd/m
  17-18
  18 mph/29 kmh
  7.5 yd/m
  15 yd/m
  45 yd/m
  19-20
  20 mph/32 kmh
  8.5 yd/m
  16.5 yd/m
  50 yd/m
  21-22
  22 mph/35.5 kmh
  9 yd/m
  18 yd/m
  55 yd/m
  eVent Speed
  When things are more narrative, you’ll only need to know how fast your Character can move in a 
  minute. add your agility and perception together, and consult the following table.
  agility + perCeption
  walk  (per min)
  CautiouS  (per min)
  run  (per min)
  2-4
  40 yd/m
  20 yd/m
  120 yd/m
  5-6
  60 yd/m
  30 yd/m
  180 yd/m
  7-8
  80 yd/m
  40 yd/m
  240 yd/m
  
  66
  9-10
  100 yd/m
  50 yd/m
  300 yd/m
  11-12
  120 yd/m
  60 yd/m
  350 yd/m
  13-14
  140 yd/m
  70 yd/m
  410 yd/m
  15-16
  160 yd/m
  80 yd/m
  470 yd/m
  17-18
  180 yd/m
  90 yd/m
  530 yd/m
  19-20
  200 yd/m
  100 yd/m
  590 yd/m
  21-22
  220 yd/m
  110 yd/m
  650 yd/m
  long diStanCe Speed
  Let’s face it – sometimes your Character is going to 
  end up hoofing it. To determine how far your Charac-
  ter can make it in a day, add your agility, strength, 
  and tenacity together, and consult the next table. this 
  rate assumes you’ll be taking breaks and have few 
  navigation issues during the journey.
  agility + Strength
  mileS per day
  km per day
  3-6
  15
  25
  7-8
  20
  30
  9-10
  25
  40
  11-12
  30
  50
  13-15
  35
  55
  16-18
  40
  65
  19-21
  45
  70
  22-24
  50
  80
  25-27
  55
  90
  28-30
  60
  95
  Vitality
  Your Character’s Vitality is her ability to endure harm. 
  the higher the score, the more punishment she can 
  take. add your strength and Vitality together, and 
  consult the following table.
  Strength + tenaCity
  Vitality
  1-2
  6
  3-4
  7
  
  67
  Strength + tenaCity
  Vitality
  5-6
  8
  7-8
  9
  9-10
  10
  11-12
  11
  13-14
  12
  15-16
  13
  17-18
  14
  19-20
  15
  21-22
  16
  23-24
  17
  Your Character gets her Vitality in points for each of the five Wound Levels – Flesh Wounds, Light 
  Wounds, Moderate Wounds, Serious Wounds, and Death’s Door. For more on Wound Levels, see p. XX.
  wit
  Wit represents your Character’s ability to wear others down in Social Combat.  
  to determine your wit, divide your presence by three, rounding down.
  Step 12: Choose one Talent
  Characters also develop, most especially during play, special action-oriented abilities called talents. 
  these abilities might be something that allows your Character to attack twice for a single action or 
  that provide bonuses to special social skill tests. some talents are in play all the time, while others 
  must be triggered (see p. XX).
  the list of talents available for your Character starts on p. XX. Choose one.
  Step 13: Choose Team Talent
  team talents are talents that affect a coordinated group of people. everyone with the talent can 
  work together for a common bonus. They reflect the tactics that teams of people develop as they 
  work more closely together.
  the list of team talents available to your group starts on p. XX. Choose one that you can all agree 
  upon.
  Step 14: Build Your Tager
  spend power advances to build your tager. You have 20. For more on this, see p. XX.
  
  68
  Step 15: Personal Details
  To help flesh out your Character in a roleplaying sense, there are a few other personal details you 
  should work out before you begin playing.
  Choose your Character’s age, based on her Racial Background. You can go a little over or under, but 
  you should probably explain why she is over or under-skilled for her age.
  To go with that, you should determine your Character’s ethnicity, height, weight, and any important 
  personality traits that define who she is to others. Ethnicities may be diverse, as Human Characters 
  in Cthulhutech come from all kinds of heritage.
  Lastly, choose your Character’s name, taking into account her heritage. If your Character is Nazzadi, 
  the sidebar has some guidelines to help you create an authentic name. You should also choose your 
  Callsign, the unique nickname by which other tagers refer to you. the other sidebar can give you 
  some help with this.
  Step 16: Gear
  instead of tracking money in amounts of currency, Cthulhutech uses wealth Codes to track a Char-
  acter’s financial resources. Normally, starting Characters begin with a Personal Wealth of 2 and 
  a Sponsored Wealth of 1, unless modified by the Loaded or Broke Qualities. See p. XX for a more 
  detailed explanation of wealth Codes.
  the Following SeCtion iS inComplete.
  Sidebar: tager name
  Tagers are given special names when they are reborn. Similar to the callsigns of mecha jocks, these 
  names somehow describe the essence of the new being. bloodcry, Crimson, slaughter, stitch, wight, 
  and similar names are given to newborn tagers. 
  nazzadi nameS & wordS
  here are a few guidelines to the nazzadi language to help you create an authentic name for your 
  Character.
  ◊ Nazzadi words don’t use complex consonant sounds – th, ch, sk, and the like – or complex 
  vowel combinations – oa, oe, oi, or the reverse.
  ◊ nazzadi words are spelled and spoken phonetically. For example, phonetic would be spelled 
  fonetik in nazzadi.
  ◊ Vowels are spoken hard or soft as a matter of pronunciation and dialect.
  ◊ nazzadi uses a lot of hard consonants, but still rolls off the tongue easily.
  ◊ Nouns and names in Nazzadi are gender specific. Masculine Nazzadi words end with –a, 
  feminine words with –y, and neutral words with –i.
  
  69
  ◊ Nazzadi have special surnames. They do the son or daughter of thing, since there aren’t re-
  ally long family lines yet, identified with your gender. If you’re male, you are the son of your 
  father. If you are a female, you are the daughter of your mother. You also add the prefix of 
  ta- for son of, or na– for daughter of. For example, sorena son of Dikala would be sorena 
  tadikala, while pendy daughter of Valeky would be pendy navaleky.
  Freeform Design
  If you’re an experienced roleplayer and you don’t have any interest in restricting yourself to the 
  template-driven Character Design system presented here, here are some rules for creating your Char-
  acters in an entirely freeform fashion.
  1. 
  Characters begin with a rating of 4 in each attribute, except for tenacity which starts 
  at 6 – it’s required for the Tager Asset. One of your other Attributes will also begin one 
  higher, according to your race – agility for nazzadi, tenacity for humans, and either 
  agility or tenacity for amlati. Distribute 10 more points among your attributes, to a 
  maximum of 10 in any given one. If you’re going to be Nightmare, you’ll need to put 
  at least one more point into tenacity to meet the requirement of the tager: exceptional 
  asset.
  2. 
  record all the free skills from Cultural skills in step 5. every Character gets them.
  3. 
  acquire required Qualities: 
  raCe
  required quality
  CoSt
  any
  tager
  4
  (if nightmare)
  tager:exceptional
  1
  nazzadi
  nightvision
  3
  amlati
  alluring
  1
  nightvision
  3
  Misfit
  (1)
  4. 
  spend sDp on skills & assets, getting more for Drawbacks.
  raCe
  Starting Sdp
  iF nightmare
  human
  21
  20
  nazzadi
  24
  23
  amlati
  21
  20
  5. 
  Calculate Characteristics.
  6. 
  Choose 1 talent and 1 team talent.
  7. 
  spend 20 power advances on your tager.
  
  70
  8. 
  You have a Personal Wealth of 2 and a Sponsored Wealth of 1, unless modified by 
  Qualities.
  Converting from V1
  If you have a beloved Character from CthulhuTech V1 that you’d like to covert over into V2, you’ll 
  have to go through a process of rebuilding your Character within the new rules. because so much 
  has changed, Characters shouldn’t be ported over 1-for-1 – you’ll mostly likely be underpowered.
  If you’ve recorded the amount of Experience you earned over time, divide that number by five 
  and hold onto that. If you didn’t, realistically estimate how many sessions you’ve played with that 
  character and hold onto that. 
  Now rebuild your Character, starting from scratch. Once that base is done, take the number you’ve 
  been holding onto. You get that many Character advances and that many power advances to bring 
  your Character back up to speed. 
  Honestly, this might take a couple of hours, but you’ll end up with a mechanically superior Character 
  in the end.
  
  71
  
  72
  
  73
  Nazzadi
  While the Nazzadi pretty much look and act like us, they aren’t. They’re just as different on the 
  inside as they are outside. 
  important Dates – 2056: birth of the nazzadi; 2059-2065: First arcanotech war
  Conditional stealth – nazzadi gain a +1 die bonus to stealth tests in the shadows or the dark.
  here are some suggestions to help you get in the mindset of your nazzadi Character:
  1. You may have been born a slave to the Migou. Even if you weren’t, your parents and 
  entire race were. You might even be a clone, grown in a vat. some of your memories 
  may be fake. That’s something to wrap your head around.
  2. You know full-well who made you, how they made you, and why they made you. 
  That’s a pill to swallow.
  3. You most likely hate the Migou with a fiery passion.
  4. take pride in your mind and body. train, learn, and grow.
  5. take pride in your environment. embrace a sort of Feng shui.
  6. While it’s okay to play with Humans, it’s not okay to fall in love and have kids with 
  them.
  7. If you do have kids with a Human, they’d better be raised like they were Nazzadi.
  8. Experiment. Blend things together that shouldn’t normally blend and see what hap-
  pens.
  9. Your tattoos have stories. know them, even if you only tell others of your kind.
  10. be daring in your fashion and celebrate your body. be proud in how you look. hu-
  mans have some strange taboos. all people are beautiful.
  11. Uncertainty isn’t a big deal. In fact, it’s exciting, because amazing things can hap-
  pen. You are probably more relaxed than the humans around you.
  12. Your self-worth comes from the inside, not in what you have on the outside.
  13. You most likely carry a little nazzadi guilt, from the First arcanotech war. think of it 
  a little like the Germans of the 20th Century.
  14. You’re still a little puzzled why the New Earth Government worked so hard to inte-
  grate the Nazzadi with the Humans, but you’re not complaining.
  15. even such, you still have to deal with racism. it really sucks when humans call you 
  a “lab rat” or ostracize you.
  16. There’s a good chance that you grew up in a martial tradition and that some of that 
  practicality is a part of your life. You also don’t easily back down.
  17. You lost loved ones in the First Arcanotech War. It wasn’t cool just because the Naz-
  zadi were the invaders.
  18. You don’t have a body clock, so you don’t have to worry about set bed-times, sleep 
  schedules, and crap like that. When you travel, you adjust very quickly.
  19. You’re not technically nocturnal, but you’re just as comfortable at night as you are 
  during the day. this can still freak your human friends out.
  
  74
  Nazzadi Assets
  Here’s a special Quality that can apply to Nazzadi Characters.
  adaptiVe Coloring 
    
   
   
   
   
   
       3
  nazzadi only
  One of your Character’s parents was of the Keladi phenotype (p. XX). Your skin defaults to black, 
  but it changes coloring to match what’s around you – much like a chameleon. This provides you 
  with a +1 die Bonus to your Stealth Tests all the time, instead of just in dark places. However, you 
  can’t turn this body response off, which can be a little weird sometimes.
  Nazzadi Drawbacks
  here are a few special Qualities that can apply to nazzadi Characters.
  China doll  
    
   
   
   
   
   
       2
  nazzadi only
  requireS: miSFit/1 drawbaCk
  nicknamed a China Doll, your Character suffers from achromatosis and is an honest-to-goodness 
  nazzadi albino. Your body lacks pigment. Your skin is pale with a porcelain-like quality, though it 
  bruises easily and burns quickly in direct sunlight. Your hair is perfectly white and your eyes are 
  purple, and very sensitive to bright lights. without proper eye protection, you suffer a -1 die pen-
  alty to all tests that require sight under bright lights, and a -2 die penalty in direct glaring light.
  China Dolls are unusual, but no so rare as to be mythical. they still often tattoo themselves, but 
  use blacks and bright colors to offset their skin, and often dye their hair wild colors as well. there 
  are those who will react to the oddity of a China Doll, but there are weirder sights in the strange 
  aeon.
  Vatborn  
   
   
   
   
   
               1 or 2
  nazzadi only
  requireS: SeaSoned and miSFit drawbaCkS For rating 2
  Your Character is one of the old Guard, one of the nazzadi clones sent to invade earth. born in a 
  cloning vat on pluto, some of your memories are implants, fabricated to give you a sense of self 
  and of history. You can run into others with the same memories from your youths, where only the 
  superficial details are different. It is often quite disheartening when this happens, a reminder of 
  the Migou’s slavery.
  Your Characters limited memory implant depends on how old he was during the First arcanotech 
  war:
  rating
  Vatborn
  1
  Your Character was a child in the fleet, and only his earliest memories are implants. You were one to 
  ten years old when the First Arcanotech War began, so you’re now between 27 and 35.
  2
  Your Character was a teenager in the fleet, so all memories of his family and childhood are implants. 
  You were eleven to twenty years old when the First Arcanotech War began, so you’re now between 
  35 and 45.
  
  75
  Vatborn: gen3
  You were a young adult during the First ar-
  canotech war, and fully embraced the lie.
  provides
  +1 sDp
  age
  35 to 45 (accelerated Clone aging)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  Misfit/2, Seasoned/2, Vatborn/2
  Vatborn: genterminuS
  You were a child during the First arcanotech 
  war, but were raised to believe the lie.
  Cost
  1 sDp
  age
  27 to 35 (accelerated Clone aging probable)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  Misfit/1, Vatborn/1
  Fleetborn
  You were born naturally in the fleet, but have 
  little memory of the old ways or the First ar-
  canotech war.
  Cost
  3 sDp
  age
  20 to 26 (natural aging)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  Misfit/1
  orphan
  You were born naturally in the fleet, but have 
  little memory of the old ways or the First ar-
  canotech war. Your parents were killed and 
  you ended up in the hands of the neG, raised 
  by human foster parents.
  Cost
  3 sDp
  age
  20 to 26 (natural aging)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  Misfit/2
  Freeborn
  You were born naturally after the First arcano-
  tech War. Among the first generation of free 
  children, you’ve embraced it.
  Cost
  4 sDp
  age
  19 and Younger (natural aging)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  none
  white Sheep
  You were born naturally after the First arcano-
  tech war, but your parents were loyalists. You 
  eventually escaped their poison, but not with-
  out a price.
  Cost
  0 sDp
  age
  19 and Younger (natural aging)
  attribute bonus
  based on phenotype
  skill bonuses
  +1 stealth (Conditional)
  assets
  nightvision
  Drawbacks
  Damaged, Misfit/1
  Nazzadi Backgrounds
  
  76
  akanali: the aegiS
  The Officer’s Corps.
  Cost
  4 sDp
  attribute bonus
  intellect starts at 5
  skill bonuses
  +1 insight
  assets
  Driven
  ingenious
  keladi: the hidden
  the Covert & special Forces Corps.
  Cost
  4 sDp
  attribute bonus
  agility starts at 5
  skill bonuses
  +1 Coordination
  assets
  adaptive Coloring
  Jock (for athletics: agility)
  korraki: the legion
  the warrior Corps.
  Cost
  5 sDp
  attribute bonus
  strength starts at 5
  skill bonuses
  +1 brawn
  assets
  backbone
  talents
  lift with your legs
  niVari: the houndS
  the scout & Messenger Corps.
  Cost
  6 sDp
  attribute bonus
  perception starts at 5
  skill bonuses
  +1 intuition
  assets
  keen sense (Choose one)
  swift
  talents
  peek-a-boo
  tanaki: the hiVe
  the science Division.
  Cost
  4 sDp
  attribute bonus
  intellect starts at 5
  skill bonuses
  +1 insight
  assets
  Geek
  total recall
  zoradi: the VoidwalkerS
  the pilot & Mecha Corps.
  Cost
  4 sDp
  attribute bonus
  perception starts at 5
  skill bonuses
  +1 intuition
  assets
  Daring
  internal Compass
  Jock (for athletics: agility)
  Nazzadi Phenotype
  the Migou manipulated the Dna of the nazzadi, creating six different sub-types of the race, each 
  built to be better at their purpose. Choose one for your nazzadi Character. each tells you which 
  of your starting attributes begins higher, your bonus to one reaction skill, and any assets and 
  Talents you receive for the phenotype’s SDP cost.
  If you’re granted either the Geek or the Jock Asset, you don’t have to pick what it applies to right 
  away. It’s a knack you can discover later – when you acquire the Specialization to which you want 
  it to apply, it will kick in and be paired forever.
  Heritage of these traits is simple. If your parents of the same phenotype, it’s easy. If your parents 
  are of different phenotypes, you get one or the other. the genetics pass on whole or not at all. 
  There’s no genetically compatible crossbreeding – hybrids die in the womb. Eventually, the Naz-
  zadi will have interbred to a point where the phenotype of a child is basically roulette, but that’s 
  a long ways off.
  
  77
  
  78
  Amlati  
   
        
   
     (Xenomix)
  human/nazzadi halFbreed
  Racial interbreeding is natural. It’s what happens when two separate types of compatible people 
  meet and their cultures meld together. Xenomixes, or amlati as they are known in nazzadi, are 
  children of Human and Nazzadi parents. Humans have accepted them the way they’ve accepted 
  the nazzadi. the nazzadi, on the other hand, insist that amlati be raised in their culture, or they 
  shun the poor children.
  Amlati are an interesting mix of Nazzadi and Human, with jet black hair, silvery gray skin, and 
  eye colors straying into lavenders and grays. There’s something about them that’s fascinating.
  here are some things to help you get inside the head of your amlati Character:
  1. 
  Your racial identity issues are complex.
  2. 
  even if your parents wanted you, the 
  Nazzadi people didn’t. It’s not cool to dilute 
  the race when it’s just now really becoming 
  one.
  3. If you were raised as a Nazzadi, you’re 
  a 
  lot 
  more accepted. If you weren’t, Nazzadi don’t 
  accept 
  you and generally don’t like you.
  4. if you were raised nazzadi, experiment 
  a n d 
  take pride in yourself.
  5. If you’ve been raised Nazzadi, your tat-
  toos all have stories, even if you’ll only share 
  them with other amlati and nazzadi. if you 
  weren’t and you have Nazzadi tattoos, you’re 
  going to take crap for it.
  6. 
  the human side of your family is prob-
  ably pretty cool, unless you have First arcanotech 
  War vets in there. If that’s the case, there may 
  be members of your human family who might 
  pretty much want to spit on you.
  7. 
  if you were raised human, to hell with 
  the Nazzadi. You’re just rocking out in society.
  8. 
  Most kids your age found you kind of 
  cool and interesting. while there may have 
  been some prejudice, it wasn’t all bad.
  9. 
  There aren’t a lot of you. That makes 
  you special to both races.
  10. 
  Your parents may or may not have 
  been able to weather the additional pressures 
  of a mixed relationship.
  11. 
  You do not like being called the racial 
  perjorative “starchild.”
  
  79
  Forbidden Child
  You were born either as a child of war crimes 
  during the First arcanotech war, or from a for-
  bidden union after Vreta’s fleet turned against 
  the remaining Nazzadi. You haven’t had an 
  easy time of it.
  Cost
  0 sDp
  age
  20 to 27
  attribute bonus
  agility starts at 5 or tenacity starts at 7
  skill bonuses
  +1 Coordination (if agility chosen)
  +1 wellness (if tenacity chosen)
  assets
  alluring/1, nightvision
  Drawbacks
  Damaged, Misfit/2
  Freeborn
  You were born naturally after the First arcano-
  tech War. Among the first generation of free 
  children, you’ve embraced it.
  Cost
  3 sDp
  age
  19 and Younger
  attribute bonus
  agility starts at 5 or tenacity starts at 7
  skill bonuses
  +1 Coordination (if agility chosen)
  +1 wellness (if tenacity chosen)
  assets
  alluring/1, nightvision
  Drawbacks
  Misfit/1
  Amlati Backgrounds
  Amlati Phenotype
  Your Nazzadi parent’s DNA was purpose-modified. You’ve inherited some of their genetic modi-
  fication – choose one of the following dominant phenotypes. Records the Assets and Talents pro-
  vided for the sDp cost.
  dominant phenotype
  aSSetS
  Sdp CoSt
  hidden
  adaptive Coloring
  3
  legion
  lift with your legs
  2
  aegis
  Driven
  2
  hound
  swift
  2
  hive
  total recall
  3
  Voidwalker
  internal Compass
  Jock (athletics: agility)
  2
  
  80
  
  81
  Human
  humans are a hardy breed, set free from much of the petty bs that plagued the race in centuries 
  past. Despite the challenges and terrors that face them, they are remarkably tenacious and have 
  created their own hope in and amongst the almost overwhelming darkness.
  here are some things to help you get inside the head of your human Character:
  1. Sometimes it seems like you’ve seen everything.
  2. You’re generally pretty hard to phase.
  3. You’ve been beaten down – there are things trying to exterminate you.
  4. You probably buy into a lot of the propaganda that isn’t about the Shadow War.
  5. You realize that hope is something you generate for yourself, not something you find 
  in the world around you.
  6. You like to party, or celebrate at the very least.
  7. You’ve got a fierce pride. After all, so many things are trying to kill you, you must be 
  important. better than that, they keep failing. take that, suckers.
  8. Given current conditions, there’s pressure on you to procreate.
  9. everything seems important now. never let yourself be lax.
  10. life is short. Make something of it.
  11. You don’t see color anymore. Racism between Humans is really rare.
  12. national boundaries have broken down. while you still have pride in where you were 
  born, there’s no nationalism or prejudice according to nation.
  13. You don’t really put up with being called a “house ape.” That one still gets you.
  
  82
  born under the blitz
  You grew up dealing with the stresses of the 
  First Arcanotech War, though weren’t particu-
  larly affected. urbanite.
  provides
  0 sDp
  age
  27 and older
  attribute bonus
  perception starts at 5
  skill bonuses
  +1 Dodge, +1 intuition, +1 streetwise
  assets
  none
  Drawbacks
  bigot
  haySeed
  You were mostly left alone, until the second 
  arcanotech war started. rural upbringing.
  Cost
  3 sDp
  age
  any
  attribute bonus
  tenacity starts at 7
  skill bonuses
  +1 wellness
  assets
  lucky/1
  Drawbacks
  none
  orphan
  You parents died in the First arcanotech war 
  and you grew up a ward of the state. not un-
  common.
  provides
  0 sDp
  age
  23 and older
  attribute bonus
  tenacity starts at 7
  skill bonuses
  +1 streetwise, +1 survival, +1 wellness
  assets
  none
  Drawbacks
  bigot
  nextgen
  You were born in the new world, prejudice and 
  damage free. at least until the second arcano-
  tech war.
  Cost
  0 sDp
  age
  24 and Younger
  attribute bonus
  presence starts at 5
  skill bonuses
  +1 Charisma
  assets
  none
  Drawbacks
  none
  reFugee
  You were born in one of the areas decimated 
  by the nazzadi, and you were resettled 
  through the emergency refugee programs.
  Cost
  0 sDp
  age
  27 and Younger
  attribute bonus
  tenacity starts at 7
  skill bonuses
  +1 wellness, +1 language, +1 streetwise
  assets
  Driven
  Drawbacks
  bigot, Damaged
  SCarred
  You were raised in the places the nazzadi hit 
  the hardest. atrocity survivor. You do not like 
  the nazzadi.
  Cost
  1 sDp
  age
  27 and older
  attribute bonus
  tenacity starts at 7
  skill bonuses
  +1 wellness
  assets
  backbone, wary
  Drawbacks
  bigot, Damaged
  Human Backgrounds
  
  83
  SCion
  You were born a child of the wealthy and 
  priveliged. Your parents network of power al-
  lowed you to grow up in greater safety than 
  most.
  Cost
  5 sDp
  age
  any
  attribute bonus
  presence starts at 5
  skill bonuses
  +1 Charisma
  assets
  Jet set, loaded/2
  Drawbacks
  arrogant/1
  SurViValiSt
  You were born in the new world, prejudice and 
  damage free. at least until the second arcano-
  tech war.
  Cost
  2 sDp
  age
  any
  attribute bonus
  tenacity starts at 7
  skill bonuses
  +1 Markman, +1 survival, +1 wellness
  assets
  prudent
  Drawbacks
  bigot
  
  84
  Basic Training
  paCk tager
  Choose this if you want to go custom.
  Cost
  14 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, lie 2, observation 2, 
  stealth 2
  Combat skills
  Dodge 2, Marksman 2, Martial arts 2
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  paCk leader
  Choose this is you want to be in charge. For 
  non-Nightmares. They don’t usually end up in 
  charge.
  Cost
  19 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, business 1, Convince 2, 
  law enforcement 1, lie 2, observation 2, 
  savoir-Faire 1, stealth 2
  Combat skills
  Dodge 2, Marksman 2, Martial arts 2
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  Whisper Tagers
  whiSper Vanguard
  Choose this if you want to scout, yo!
  Cost
  17 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, Criminal 1, lie 2, observa-
  tion 2, streetwise 1, stealth 2, surveillance 2
  Combat skills
  Dodge 2, Marksman 1, Martial arts 1
  assets
  keen senses: sight or hearing, tager
  Drawbacks
  Duty/2, Zealot
  whiSper agent
  Choose this if you want to spy on things you 
  shouldn’t.
  Cost
  19 sDp
  requires
  tenacity of 6 or more
  skills
  art & performance: acting 2, athletics: agility 
  2, business 1, Convince 1, Criminal 2, 
  lie 2, observation 2, savoir-Faire 1, street-
  wise 1, stealth 1
  Combat skills
  Dodge 2, Marksman 1, Martial arts 1
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  Shadow Tagers
  Shadow Spook
  Choose this if you want to be a ninja or a thief.
  Cost
  21 sDp
  requires
  tenacity of 6 or more
  skills
  art & performance: acting 1, art & per-
  formance: Disguise 1, athletics: agility 2, 
  Criminal 2, lie 2, observation 2, security 2, 
  streetwise 1, stealth 2, surveillance 1
  Combat skills
  Dodge 2, Marksman 2, Martial arts 1
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  Shadow haCker
  Choose this if you want to be a ninja-style 
  hacker.
  Cost
  19 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, Computer 2, 
  Communications 2, Criminal 1, lie 2, 
  observation 2, security 1, stealth 2
  Combat skills
  Dodge 2, Marksman 2, Martial arts 1
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  Tager Training
  
  85
  Nightmare Tagers
  nightmare ripper
  Choose this if you want to maul stuff.
  Cost
  17 sDp
  requires
  tenacity of 7 or more
  skills
  athletics: strength 2, intimidate 2, lie 2, 
  observation 2, stealth 2
  Combat skills
  Dodge 2, Marksman 1, Martial arts 3
  assets
  tager, tager: exceptional
  Drawbacks
  Duty/2, Zealot
  nightmare bombard
  Choose this if you want to shell stuff.
  Cost
  15 sDp
  requires
  tenacity of 7 or more
  skills
  intimidate 2, lie 2, observation 2, stealth 2
  Combat skills
  Dodge 2, Marksman 3, Martial arts 1
  assets
  tager, tager: exceptional
  Drawbacks
  Duty/2, Zealot
  isC Cult hunter
  Phantom Tagers
  phantom deadeye
  Choose this if you want to snipe stuff.
  Cost
  14 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, lie 2, observation 2, 
  stealth 2
  Combat skills
  Dodge 2, Marksman 3, Martial arts 1
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  phantom Shredder
  Choose this if you want to tear stuff up.
  Cost
  14 sDp
  requires
  tenacity of 6 or more
  skills
  athletics: agility 2, lie 2, observation 2, 
  stealth 2
  Combat skills
  Dodge 2, Marksman 1, Martial arts 3
  assets
  tager
  Drawbacks
  Duty/2, Zealot
  
  86
  skills are those things in which a Character has been trained or educated. each skill represents a 
  body of knowledge or a type of training in which your Character has ability. every Character starts 
  with a number of different skills, each rated on a scale from 1 to 5. those with a rating of 1 are 
  considered students, while those with a rating of 3 are considered competent professionals, and those 
  with a rating of 5 have mastered the skill in question.
  Focused skills are those that are very broad in scope. You must choose choose an area in which that 
  skill applies when you acquire it. You can choose a Focused skill multiple times, applying a different 
  focus to each.
  Specializations allow you to gain benefit within a particular area within a Skill, giving you a +1 bonus 
  that piggy-backs on top of the skill. You can buy multiple specializations for the same skill. if you 
  don’t see what you’re looking for, make one up with your GM.
  reaction skills are special, in that every Character begins with each of them, based on their Govern-
  ing Attribute’s rating. Think of Reaction Skills like your Character’s resistances. Specializations do 
  not apply to reaction skills.
  Reaction Skills
  brawn
  attribute: Strength
  untrained:
  n/a
   uSe: YOu dOn’t want tO Get knOcked Over
  brawn is used for reactions requiring strength. if you need to save your Character when something 
  falls on her or when she gets hit by a car, this is the skill. For deliberate and trained use of your 
  Character’s Strength, see the Athletics: Strength Skill.
  ChariSma
  attribute: preSenCe
  untrained:
  n/a
   uSe: you want to make a deCent FirSt impreSSion
  Charisma is used for reactions requiring presence. if you need to determine how someone reacts to 
  your Character when you aren’t putting on a face, this is the Skill. For deliberate and trained uses 
  of your Character’s Presence, see the Social Skills – Convince, Intimidation, Lie, and Savoir-Faire.
  Coordination
  attribute: agility
  untrained:
  n/a
   uSe: YOu dOn’t want tO fall Over when YOu triP
  Coordination is used for reactions requiring agility. if you need to save your Character from slipping 
  VIVI
  Skills
  Skills
  
  87
  or dropping something, this is the Skill. For deliberate and trained uses of your Character’s Agility, 
  see the athletics: agility skill.
  intuition
  attribute: perCeption
  untrained:
  n/a
   uSe: you want to CatCh thingS beFore they go wrong
  intuition is used for reactions requiring perception. if you need to know if your Character accidentally 
  notices something danger or important or has a bad feeling about something, this is the skill. For 
  deliberate and trained uses of your Character’s Perception, see the Observation Skill.
  inSight
  attribute: intelleCt
  untrained:
  n/a
   uSe: you want thingS to dawn on you
  insight is used for reactions requiring intellect. if you need to save your Character from being ma-
  nipulated, this is the Skill. For deliberate and trained uses of your Character’s Intellect, see the 
  education skill.
  CadenCe: the tarika nazzadi danCe troupe
  
  88
  wellneSS
  attribute: tenaCity
  untrained:
  n/a
   uSe: you want to perSeVere
  wellness is used for reactions requiring endurance and/or willpower. if you need to save your Char-
  acter from getting scared or sick, this is the skill. For deliberate and trained uses of your tenacity, 
  see the athletics: tenacity skill.
  General Skills
  armorer  
   
  attribute: intelleCt
  untrained: no
   uSe: you want to tinker with gunS
  You’re skilled at maintaining or repairing small arms and body armor. You also have a knack for 
  keeping a fine edge on your blade or other hand weapon. If you’re good enough, you might be able 
  to make some trick modifications to your favorite weapon, as well as create improvised weapons 
  from things you might find someplace like a hardware store.
  rating
  armorer expertise
  1
  You can sharpen blades, oil firearms, and keep your armor in good repair.
  2
  You can calibrate weapon sights and make minor repairs.
  3
  You are a skilled armorer capable of keeping weapons and armor in good repair.
  4
  You make modifications to your weaponry, such as re-boring for a higher caliber round. You can make 
  your own ammunition.
  5
  You are highly regarded as a master craftsman and the quality of your work is noteworthy.
  specializations
  ballistics
  blades
  personal armor
  sidearms
  sights
  special ammunition
  art & perFormanCe
  attribute: perCeption (art) or preSenCe (perFormanCe)
  untrained: yeS
  FoCuSed: artiStiC medium or perFormanCe Style
   uSe: you want to Create art or entertain
  You have a talent for artistic expression or performance. whether it be through brush, camera, 
  dance, music, or oratory, you know how to create emotion-inducing or opinion swaying art. You can 
  also identify and critique the work of other artists.
  
  89
  Focus: You are required to pick an artistic medium or performance art for this skill. You may take this 
  skill multiple times to encompass multiple art forms. Your focus may be something like illustration, 
  writing, acting, Dance, or Music.
  rating
  art & performance expertise
  1
  You can make basic sketches or soap carvings, or you can play “Chopsticks” on the piano or “kum-
  baya” on the guitar.
  2
  You are an amateur talent who’s art shows promise or you might have college level musical or acting 
  skill.
  3
  You’ve developed your own artistic style and your work invokes some admiration, or you can hold 
  your own in “off broadway” style theater or in a local band.
  4
  Your work is noted within the artist community. You could act in a top-notch production, go on tour, 
  or give a moving speech at a political banquet. You could make a living as an artist or performer.
  5
  You are a virtuoso and your work is ranked among the greatest artists in history. You are what aspir-
  ing young artists dream of becoming.
  specializations
  acting Mediums
  illustration Media
  Musical instruments
  photography
  public speaking
  writing Forms
  athletiCS
  attribute: agility, Strength, or tenaCity
  untrained: yeS
  FoCuSed: agility, Strength, or tenaCity
   uSe: you want to run From your enemieS
  Your increased physical prowess is the result of athletic training. You possess the ability to perform 
  advanced physical feats such as acrobatics, rock climbing, distance running, or other sporting activi-
  ties. 
  Focus: You are required to pick a broad area of expertise for this skill. You may take this skill 
  multiple times to encompass multiple areas of expertise. there are three foci: agility, strength, and 
  tenacity. sports based on agility include aerobic dance, football (soccer to americans), and gymnas-
  tics. Sports based on Strength include football (the American kind), track and field, weightlifting, and 
  wrestling. sports based on tenacity include hiking, long distance running, kayaking, and swimming.
  rating
  athletics expertise
  1
  You’ve begun your training and are learning to push your physical limits. 
  2
  You could easily compete in amateur sports activities.
  3
  You are the “rookie” in professional sports or otherwise at a point in your training beyond the 
  amateur.
  
  90
  4
  You are an accomplished athlete, professional trainer, or a model of physical skill.
  5
  Your athletic training has reached olympic standards.
  specializations
  acrobatics
  Climbing
  Jumping
  running
  swimming
  types of team sports
  buSineSS
  attribute: intelleCt
  untrained: yeS
   uSe: you want to know about CommerCe and politiCS
  You understand organizational structures, business practices, marketing strategies, and trade nego-
  tiations. You can develop business plans and forecast operating costs. You also know how to network 
  and establish contacts within the business and political worlds, and how to subtly use power or influ-
  ence to achieve your own ends. 
  rating
  business expertise
  1
  You understand the basics of organizations and strategy.
  2
  You are capable of performing minor business functions or working as an assistant or aide.
  3
  You can manage basic business operations, devise market strategy, and assess competition, as well 
  as read the shifting balance of power.
  4
  You can manage large business and trade operations, and know where to push to best utilize your 
  political power.
  5
  You are highly regarded as an enterprising entrepreneur and business wizard worthy of the Chrysalis 
  Corporation. navigating or manipulating organizations is easy for you.
  specializations
  bribery
  information Gathering
  investing
  Management
  Marketing
  red tape
  CommuniCationS
  attribute: intelleCt
  untrained: no
   uSe: you want to Set up or break enCrypted CommuniCationS
  You’re familiar with the operation of voice and data communications equipment.  Depending on your 
  level of expertise, you can establish anything from a cell phone call to a satellite communications 
  link. You can determine operating frequencies, set encryption codes, scan radio frequency spectrums, 
  and attempt to jam enemy communications traffic with the right equipment.
  rating
  Communications expertise
  
  91
  1
  You can set the frequency on a radio transceiver.
  2
  You are familiar with radio, microwave, infrared, and fiber-optic communications equipment.
  3
  You can establish satellite and high-speed data transmission links, and apply encryption algorithms.
  4
  You can isolate radio frequency interference, scan communications channels, and jam telecommunica-
  tions traffic.
  5
  You can create new encryption algorithms, establish elaborate multi-path communications links, and 
  attempt to crack enemy encryption codes.
  specializations
  encryption Codes
  Fiber optics
  infrared
  laser
  Microwave
  radiowave
  Computer
  attribute: intelleCt
  untrained: no
   uSe: you want to make ComputerS do what you want, or you want to haCk them
  Depending on your level of expertise, you can operate, administrate, configure, and program a 
  computer. You also understand Local Area Networks, TCP/IP protocol, and router configurations. 
  You may be able to hack through secured firewalls and run freely through someone else’s system.
  rating
  Computer expertise
  1
  Spreadsheets, Word Processors, and other common applications are no mystery to you.  Net surfing 
  is a common pastime.
  2
  You can set up a rudimentary network and make minor repairs to your computer.
  3
  You can administrate networks, develop complex databases, program software, or configure network 
  servers.
  4
  Your programs are elegant and your security codes are difficult to breech. You can attempt to hack 
  major computer networks.
  5
  the framework of your programming style is considered to be visionary. You could develop advanced 
  research applications for ashcroft.
  specializations
  Graphics
  hacking
  network administration
  Multi-Media
  programming
  repair
  Criminal
  attribute: agility
  untrained: yeS
   uSe: you want to Steal thingS
  You have a talent for certain shady, if not downright illegal activities. this might include lock picking, 
  
  92
  picking pockets, disabling alarms, stealing objects without being noticed, disabling bugging and 
  surveillance equipment, and hot wiring vehicles. these are physical criminal activities that you may 
  have picked up living on the streets of a major city or perhaps you were “educated” by the Global In-
  telligence Agency to work as a field agent. For more cerebral criminal activities, see the Larceny skill.
  rating
  Criminal expertise
  1
  You may have experience with minor criminal activity such as petty theft or breaking and entering.
  2
  You could “boost” parked vehicles or work as an amateur thief.
  3
  You’ve learned the fine and respectable art of lock picking and pick pocketing. Valuable objects within 
  your reach are fair game.
  4
  alarm systems and other technical devices of security exist for you to disarm. likewise, using surveil-
  lance technical devices is well within your range of skills.
  5
  You could be ranked among the elite of intelligence agents or as a master criminal.
  specializations
  b & e
  bugging
  Grand theft auto
  pickpocket
  lockpicking
  scamming
  demolitionS
  attribute: intelleCt
  untrained: no
   uSe: you want to blow thingS up
  You understand the proper use of explosives, the amount needed to destroy a target, and the best 
  locations to plant your charges for maximum effect. You can also defuse these devices, if necessary. 
  You can also set explosive “booby” traps or disarm them.
  rating
  Demolitions expertise
  1
  You can blow something up without losing any limbs.
  2
  You can bring a structure down, though you can’t predict how it will fall.
  3
  You know how to plant your charges so a structure will come down as you’ve planned.
  4
  You can use explosives for more precise applications such as blowing a safe or armored door.
  5
  You can make potent explosives out of common items.
  specializations
  booby traps
  bridge Demolition
  building Demolition
  Doors and hatches
  satchel Charges
  time bombs
  eduCation
  
  93
  attribute: intelleCt
  untrained: yeS
   uSe: you want to know general thingS
  Education measures how well you’ve trained your Character’s mind to learn new things. It represents 
  general knowledge, gained through both life experience and formal education. You don’t really 
  know much about specialized fields of study, but you can converse intelligently on a wide variety of 
  topics.
  rating
  education xpertise
  1
  You are interested in learning for its own sake.
  2
  You’ve studied a few things or been around the block.
  3
  You have an active and keen mind.
  4
  Continuous personal development is your way of life.
  5
  You are very well-studied and rarely can’t participate in a conversation.
  specializations
  Culture
  literature
  history
  Mathematics
  philosophy
  political science
  hobbieS & triVia
  attribute: SpeCial (baSed on hobby ChoSen) or intelleCt (triVia) 
  untrained: yeS
   uSe: you want to haVe intereStS
  Everyone picks up random information in life, and also needs a break now and then. You’re well-
  rounded in your knowledge of miscellaneous subjects and you’ve taken up a hobby to take your mind 
  off things. Your hobby could be model building, gaming, darts, cocktail mixing, gardening, cooking, 
  stage magic, or any other activity not covered by other skills. You also possess trivial knowledge 
  of broad subjects, such as 20th century cars, and specialize in a tighter area, such as American 
  manufacturers.
  select one hobby and choose one broad area of trivia for each level of of your skill. Your storyguide 
  may allow you to use your Character’s Hobbies & Trivia Skill as a Complimentary Skill. 
  rating
  hobby expertise
  1
  You have a hobby and are knowledgeable in one trivia category.
  2
  You have two hobbies and are knowledgeable in two trivia categories.
  3
  You have three hobbies and are knowledgeable in three trivia categories.
  4
  You have four hobbies and are knowledgeable in four trivia categories.
  5
  You have five hobbies and are knowledgeable in five Trivia categories.
  
  94
  specializations
  Card tricks (stage Magic)
  Cricket (Darts)
  Flower Growing (Gardening)
  italian Food (Cooking)
  pina Coladas (Cocktail Mixing)
  anything trivial
  language
  attribute: intelleCt
  untrained: no
  FoCuSed: by language
   uSe: you want to Verbally CommuniCate
  this skill allows you to speak individual languages or their specialized dialects. You may also be able 
  to specialize in certain subject matters for a given language. For example, you might speak Nazzadi 
  with a Focus toward Medical Jargon. language tests are typically performed when attempting to un-
  derstand languages as a student or novice, or when trying to understand a speaker with an unusual 
  dialect, who speaks rapidly, or with slurred speech. 
  Focus: You are required to pick a language for this skill. You may take this skill multiple times to 
  encompass multiple languages. 
  rating
  languages expertise
  1
  You understand basic pleasantries, or necessary phrases like, “where is the toilet” or “I’d like a beer, 
  please.”
  2
  You have a basic understanding of the language and can speak it with your own original accent.
  3
  You are completely fluent in the language, though your original accent still permeates your speech.
  4
  You are completely fluent in the language and can pronounce your phrases with a native accent.
  5
  You have a mastery of the language that transcends the understanding of most native speakers.
  specializations
  bavarian German Dialect
  business Jargon
  Canadian French Dialect
  engineering Jargon
  Medical Jargon
  Military Jargon
  larCeny
  attribute: intelleCt
  untrained: no
   uSe: you want to SCam people in a big way
  unlike the Criminal skill, which deals with the more direct side of illegal activity, larceny incorporates 
  certain subtle skills and well-conceived plans to execute more “white collar” forms of crimes. such 
  crimes might include forgery, embezzlement, large-scale robbery, money laundering, planning an 
  elaborate con, and the like. larceny may be used to gather information on a possible target and to 
  plan the infiltration or robbery of the target location.
  
  95
  rating
  larceny expertise
  1
  You play a small part, say as a “gopher” or “runner,” in a large larceny scheme.
  2
  You are a competent information gatherer who can scope out security system sensors, guard sched-
  ules, or other physical location characteristics.
  3
  You can plan criminal schemes or forge documents to help carry out a scheme.
  4
  You can organize a crack team to infiltrate the most elaborate installations.
  5
  You are a criminal mastermind.
  specializations
  Con Games
  Crew running
  embezzlement
  Forgery
  information Gathering
  smuggling
  law enForCement
  attribute: intelleCt
  untrained: yeS
   uSe: you want to outwit the CopS and do a little CSi oF your own
  You understand law enforcement procedures and techniques. this includes arrest procedures, crime 
  scene analysis, evidence examination, ballistics testing, record searches, and crowd control. You are 
  also familiar with any local or federal laws that fall within your jurisdiction. You know how to deal 
  with authorities outside of your jurisdiction, or know which officials to bribe in order to get your way. 
  Perhaps you know ways to find loopholes within existing laws.
  rating
  law enforcement expertise
  1
  You could work as a security guard.
  2
  You could be a “rookie” cop or low-level field operative for GIA.
  3
  You are a competent and experienced law enforcement officer.
  4
  Your eye for crime scene investigation makes you an effective detective.
  5
  You are the master sleuth capable of catching the criminal mastermind.
  specializations
  arrest techniques
  Crowd Control
  Csi
  local law
  neG law
  record searches
  obSerVation
  attribute: perCeption
  untrained: yeS
   uSe: you want to notiCe important detailS
  You know how to search for the hidden, spot the inobvious, and note the fine details of any object 
  or situation you might observe. observation can be used to spot hidden persons or creatures that 
  
  96
  may, for example, be waiting in ambush. Your skill is not confined to the naked eye. You can use 
  observation with binoculars, ir goggles, motion detectors, or any other form of technological en-
  hancements available. the limitation of using these devices is the kind of detail you discern from 
  your observation.
  rating
  observation expertise
  1
  whereas the untrained eye might only notice a swarm of inbound Dua-sanari, you can spot the one 
  who’s intent on mangling you.
  2
  You are more keenly aware of your surroundings than the average person.
  3
  You have a practiced eye for detail and can effectively use sensing devices to spot your mark.
  4
  You possess highly trained senses and your ability to detect minute details is extraordinary.
  5
  Very little passes without your notice.
  specializations
  hearing
  imaging software
  optics
  sight
  smell & taste
  touch
  oCCult
  attribute: intelleCt
  untrained: no
   uSe: you want to know about SCary thingS
  You know of a world within our world. You understand the darker realities that no one else wants to 
  acknowledge. You seek the hidden secrets of mysticism, curses, hauntings, ancient rituals, eldritch 
  sorcery, and dark gods. You quest for true knowledge when others accept only ignorance.
  rating
  occult expertise
  1
  You amuse yourself with what you understand to be occult knowledge – though it’s difficult to sepa-
  rate the fluff from reality.
  2
  You have begun to truly see the hidden side of reality and the prospect of new discoveries is exhilarat-
  ing.
  3
  You are a competent occult scholar with a very real awareness that hidden knowledge comes with 
  hidden danger.
  4
  You have begun to master some of the secrets you’ve unearthed. There may actually be some sense 
  to magic.
  5
  You have confronted some of the darkest occult secrets and lived with at least some of your sanity 
  intact.
  specializations
  ancient texts
  Children of Chaos
  eldritch society
  Minor Cults
  old ones
  otherworldly Creatures
  
  97
  pilot
  attribute: agility
  untrained: yeS
  FoCuSed: VehiCle type
   uSe: you want to blow thingS up
  You are skilled in the operation of modern military or transportation vehicles. You also know how to 
  use modern navigation equipment.
  Focus: You are required to pick a class of vehicles for this skill. You may take this skill multiple times 
  to encompass multiple classes of vehicles. Your focus might be wheeled Vehicles, a-pod personal 
  hovercraft, or large a-pod transports.
  rating
  pilot expertise
  1
  You can make the vehicle go.
  2
  other people trust you to drive.
  3
  You have no problem in heavy traffic or heavy winds.
  4
  You can speed on ice.
  5
  You pilot like the Devil was on your heels.
  specializations
  a-pod limos
  Combat piloting
  inclement weather
  Motorcycles
  navigation
  luxury Cars
  regional knowledge
  attribute: intelleCt
  untrained: yeS
   uSe: you want to know about plaCeS
  You know about certain regional areas. the nature of your knowledge depends on the size of the 
  region with which you’ve chosen to be familiar. Large areas, such as continents, NSC states, or 
  regions of states will yield a more general kind of knowledge. this might include town locations, 
  major rivers, seasonal effects, highway locations, and the like. Smaller areas such as cities, islands, 
  or other finite communities will provide more detailed information. This might include important 
  business contacts, the best restaurant or club locations, detailed terrain information, or the best way 
  to avoid the tourist districts.
  select one regional area for each level of of your skill. 
  rating
  regional knowledge expertise
  1
  You are knowledgeable about one region.
  
  98
  2
  You are knowledgeable about two regions.
  3
  You are knowledgeable about three regions.
  4
  You are knowledgeable about four regions.
  5
  You are knowledgeable about five regions.
  specializations
  best restaurants
  City locations
  Criminal Contacts
  Mag-lev train schedules
  Major Highways
  nightlife
  SeCurity
  attribute: intelleCt
  untrained: no
   uSe: you want to keep people out oF your StuFF, or get into theirS
  You are familiar with various techniques used to set security alarm systems or traps. by the same 
  token, you’re also familiar with ways to circumvent such things. In either case, you may need certain 
  specialized equipment to accomplish your task. such systems may include remote cameras, motion 
  detectors, sonar, infrared sensors, retina scan sensors, trip wires, laser sensors, or pressure plates. 
  You are also familiar with the logistics of establishing a manned security perimeter.
  rating
  security expertise
  1
  You may have some experience as a security guard or have monitored security systems for a large 
  company.
  2
  You may have worked as an apprentice during an alarm system installation project. You have a basic 
  understanding of strategic sensor placement.
  3
  You fully understand security system architecture.
  4
  You are a specialist in establishing area security for any given situation.
  5
  Your security measures are extremely difficult to circumvent.
  specializations
  alarm systems
  Guard animals
  perimeter security
  security patrol procedures
  traps
  wiretaps
  Stealth
  attribute: agility
  untrained: yeS
   uSe: YOu want tO hide and sneak arOund in Places YOu shOuldn’t be
  You possess the ability to hide, move silently, or otherwise avoid detection. if the local environ-
  ment allows, you can conceal yourself, surreptitiously move across an area, or shadow someone. 
  Environmental considerations or a target’s level of alertness could modify your Stealth Test or force 
  
  99
  a Contest, at the GMs discretion.
  rating
  stealth expertise
  1
  You could hide in the shadows as long as you don’t make any sudden movements.
  2
  You can move silently, but slowly and carefully.
  3
  You can effectively blend into your surroundings without being noticed.
  4
  You can move covertly through the most difficult terrain.
  5
  Your silent deftness is that of a cat.
  specializations
  Camouflage
  Concealment
  hiding
  silent Movement
  shadowing
  stalking
  StreetwiSe
  attribute: intelleCt
  untrained: yeS
   uSe: you want to know the SCore on the StreetS and aCquire illegal thingS
  You understand how to operate and survive within the seedier side of civilization. You have a talent 
  for blending into the local environment through your dress, attitude, and knowledge of street slang. 
  You know how to make contact with the black market, gain information, identify bribable officials, 
  recognize underworld gang leaders, or otherwise find out where the “action” is.
  rating
  streetwise expertise
  1
  You may have had some experience with street gangs and understand street culture.
  2
  You know how to make certain underworld contacts or how to fence stolen goods.
  3
  You fully blend into street society. 
  4
  You know how to go deep into the criminal underground. You also know how to work around local 
  officials.
  5
  You are influential on the streets. Everyone treats you with respect.
  specializations
  black Market Contacts
  Drugs
  hot Goods
  hot spots
  rumormill
  safehouses
  SurVeillanCe
  attribute: intelleCt
  untrained: yeS
   uSe: you want to traCk eVerything Someone iS doing
  You know how to gather intelligence on a given person or selected location through extensive remote 
  
  100
  observation. this might be with the naked eye or through the use of sophisticated surveillance equip-
  ment. You can plant “bugs,” listening devices, or micro-cameras to record relevant data. surveillance 
  also works hand in hand with stealth when shadowing someone.
  rating
  surveillance expertise
  1
  You can follow someone on the street without losing him or her.
  2
  You are able to pick out important information about a given location.
  3
  You could easily work stakeouts for a law enforcement agency.
  4
  Your ability to plant concealed surveillance devices on a person or in a target area borders on art.
  5
  You are the silent eye that sees everything.
  specializations
  analysis
  bugs
  planning
  shadowing
  stakeouts
  Video
  SurViVal
  attribute: tenaCity
  untrained: yeS
   uSe: you want to be able to SurViVe outSide the arCology, or when homeleSS
  You possess the necessary skill to live off the land. You know how to forage for food, track game, 
  find or build shelter, avoid hazardous areas, and identify dangerous plants and animals. You’re also 
  familiar with certain techniques to survive hostile environments, such as extreme cold. You can use 
  your Survival skill to determine your direction to navigate through the wilderness. You’ll normally 
  need to make a Test once per day unless attempting a particularly difficult task. 
  rating
  survival expertise
  1
  You can manage in the wilderness for a few days with the proper equipment.
  2
  You probably have considerable experience with the boy scouts of earth.
  3
  You are quite at home in the wilderness and could survive for an extensive period of time.
  4
  You could operate as a scout or a guide, providing for yourself and a small group of people.
  5
  There is no land or terrain into which you couldn’t successfully venture.
  specializations
  arctic
  Desert
  Jungle
  temperate
  tropical
  urban
  teChniCian
  attribute: intelleCt
  untrained: no
  
  101
   uSe: you want to Fix thingS
  If it’s broken, you can fix it. You have a general knack for troubleshooting. Whether dealing with 
  mechanical systems, electrical systems, electronic systems, or computer systems, you can isolate and 
  solve almost any problem. Technician also allows you to make modifications to a system to improve 
  its performance or just plain get it working in an emergency. On the other hand, you know just where 
  to go to sabotage a system if necessary.
  rating
  technician expertise
  1
  You can find fairly obvious problems such as blown fuses, dead D-Cells, or an unplugged CPU.
  2
  it may take you some time, but you can eventually trace a schematic diagram to isolate the trouble.
  3
  You are a competent technician with sound troubleshooting skills.
  4
  You are considered to be a “super tech” with outstanding troubleshooting skills. You can modify and 
  improve systems.
  5
  Your technical mastery ranks among the best of the Chrysalis Corporation’s top staff.
  specializations
  Computer systems
  electrical systems
  electronics
  Mechanics
  plumbing
  power systems
  Academic Skills
  engineering
  attribute: intelleCt
  untrained: no
  FoCuSed: engineering Field
  requireS: SCienCe: phySiCal 2
   uSe: you want to make teChniCal thingS
  You are skilled in the design, documentation, analysis, and deployment of one or more engineer-
  ing fields through the application of scientific and mathematical principles, experience, common 
  sense, and creativity. Such engineering fields may include complex technological systems design, 
  structural analysis, or city planning. You are a problem solver who strives to find quicker, better, or 
  less expensive ways to meet tough challenges. engineering specializations would include individual 
  disciplines or job functions. 
  Focus: You are required to pick a broad area of expertise for this skill. You may take this skill mul-
  tiple times to encompass multiple areas of expertise. Your focus may be something like Chemical, 
  Civil, electrical, or Mechanical.
  rating
  engineering expertise
  1
  You have the basic tools necessary to grasp less intricate engineering concepts.
  
  102
  2
  You are an associate level engineer with adequate knowledge, but little practical experience.
  3
  You possess the experience and expertise to lead entire engineering teams or work on complex and 
  challenging projects.
  4
  You are considered to be an authority on the value and quality of items within your body of knowl-
  edge.
  5
  You are revered as a leading authority in your field of engineering. Your designs set the standards by 
  which other engineers work.
  specializations
  aerospace
  aquatic & amphibious
  architectural
  biomedical
  Chemical
  Civil
  Computer
  electrical
  Mechanical
  nanotech
  robotics
  transportation
  mediCine
  attribute: intelleCt
  untrained: no
  FoCuSed: phySiCal or pSyChologiCal
  requireS: SCienCe: liFe 2 (rating 4)
   uSe: you want to heal people
  SCienCe: liFe 3 (rating 5)
  You have chosen the path of either physical Medicine or psychological Medicine. You have studied 
  the workings of the human body or the human mind and understand how to treat afflictions. You 
  can perform first aid, diagnose illnesses, treat diseases, provide therapy, or conduct psychoanalytical 
  evaluations, depending on your chosen path of Medicine.  
  Focus: You are required to pick either physical or psychological Medicine.
  rating
  Medicine expertise
  1
  You can perform basic first aid or provide psychological support.
  2
  You can perform advanced first aid techniques or fill the role of a guidance councilor.
  3
  You could work as an emergency medical technician, paramedic, or therapist.
  4
  You could work as a doctor or a psychiatrist.
  5
  Your advanced knowledge makes you an authority in your field of medicine.
  specializations
  acupuncture
  anxiety Disorders
  First aid
  organ extraction
  organ and limb Cloning
  trauma
  SCienCe: earth
  
  103
  attribute: intelleCt
  untrained: no
   uSe: you want to know about the planet
  You have studied the planet earth, its structure, its composition, and much of its development 
  through history. You understand its geological characteristics, ecosystems, environmental systems, 
  and its ability to support life. You may be familiar with weather patterns or natural hazardous event 
  such as earthquakes or tsunamis. 
  rating
  science: earth expertise
  1
  You’ve taken a few college level Earth Science courses and possess a rudimentary knowledge of basic 
  scientific concepts.
  2
  You are an amateur geologist or inexperienced scientist.
  3
  You can work as a professional within the scientific community.
  4
  Your experience and knowledge could land you a position as a government or corporate advisor on 
  scientific issues.
  5
  Your research and work is a topic of study for students throughout the world.
  specializations
  archeology
  environmental sciences
  Geography
  Geology
  Meteorology
  oceanography
  SCienCe: liFe
  attribute: intelleCt
  untrained: no
   uSe: you want to know about liVing thingS
  You possess a background in one or more areas of biological science. You’ve developed this knowl-
  edge through your exploration of the fundamental processes of life. Your study of life science may 
  support and propel you into other fields of study such as Biological Research, Biomedical Engineer-
  ing, horticulture, Marine biology, Medicine, pharmacology, physical therapy, or public health.
  rating
  science: life expertise
  1
  You’ve taken a few college level Life Science courses and possess a rudimentary knowledge of basic 
  scientific concepts.
  2
  You have enough knowledge to work within a scientific field under the supervision of a mentor.
  3
  You are a capable and knowledgeable scientist.
  4
  Your experience and knowledge is highly regarded within the scientific community.
  5
  Your research and work could very well be considered revolutionary.
  specializations
  
  104
  biology
  botany
  ecology
  Genetics
  paleontology
  Zoology
  SCienCe: phySiCal
  attribute: intelleCt
  untrained: no
   uSe: you want to know about phySiCal ForCeS
  You understand the science of matter, energy, and their interactions. Your learning has crossed into 
  areas of one or more scientific disciplines that outline the physical laws of the universe. Whether delv-
  ing into thermodynamics or astrophysics, your comprehension of physical science, the hypotheses 
  you develop, and the conclusions you draw may one day increase people’s understanding of the 
  universe.
  rating
  science: physical expertise
  1
  You’ve taken a few college level Physical Science courses and possess a rudimentary knowledge of 
  basic scientific concepts.
  2
  You have enough knowledge to work within a scientific field as an assistant.
  3
  You are a capable and knowledgeable scientist.
  4
  Your experience and knowledge is highly regarded within the scientific community.
  5
  Your research and work could very well be considered revolutionary.
  specializations
  astronomy
  atomic physics
  Chemistry
  electromagnetics
  Mechanics
  thermodynamics
  Combat Skills
  dodge
  attribute: agility
  untrained: yeS
   uSe: YOu want tO Get Out Of harM’s waY
  Your body has been trained through extensive drilling to respond to emergency situations. in the 
  presence impending danger, your body will react, often subconsciously, by evading the danger. You 
  might find yourself ducking for cover knowing that someone has trained a firearm on or lobbed a 
  grenade at you, or instinctively sidestep a physical blow thrown by an opponent. Dodge also applies 
  to evading a moving object headed hazardously your way. Dodge can be used to counter attempts to 
  hit you with firearms or as a substitution for the Martial Arts Skill to defend yourself in close quarters 
  combat.
  rating
  Dodge expertise
  
  105
  1
  though your moves might not be elegant, you can at least lurch out of the way of danger.
  2
  You have above average moves akin to an amateur boxer or a rookie cop.
  3
  You are nimble on your feet and react to danger like a well-oiled machine.
  4
  You move and react like a cat.
  5
  Your moves are astonishingly graceful with almost an inhuman quality.
  specializations
  Confuse
  Dive for Cover
  Dive prone
  Duck & weave
  sidestep
  Vehicular
  markSman
  attribute: perCeption
  untrained: yeS
   uSe: you want to Shoot thingS
  You can effectively handle any firearm, energy weapon, or archaic projectile weapon in combat. Such 
  weapons might include pistols, rifles, shotguns, submachine guns, bows, tasers, or vehicle-mounted 
  weapons.
  rating
  Marksman expertise
  1
  Stationary bulls-eye targets don’t stand a chance against your practiced aim.
  2
  You are a consistent amateur marksman, able to place a shot in a fairly simple situation – though 
  you must rely on aiming.
  3
  You are a competent and skilled marksman capable of hitting a target while aiming or shooting from 
  the hip. You may have received professional or combat training.
  4
  You are incredibly accurate, even under intense combat situations.
  5
  Your precision and accuracy with a firearm ranks among the best spaghetti western gunfighters.
  specializations
  Assault Rifles
  Dueling
  pistols
  shotguns
  sniping
  submachineguns
  martial artS
  attribute: agility
  untrained: yeS
   uSe: you want to mix it up in hand-to-hand
  You have been trained to fight both unarmed and with hand weapons. You can specialize in Martial 
  arts to include certain techniques like punching or certain styles like boxing, knife Fighting, or street-
  fighting – doing so encourages a certain cinematic flair to your combat scenes.
  
  106
  rating
  Martial arts expertise
  1
  You have some basic techniques down and could manage against untrained assailants.
  2
  You could handle yourself well in a street or bar fight.
  3
  You are skilled and competent fighter. You could compete in professional level Boxing or Martial Arts 
  tournaments.
  4
  You could teach Martial Arts or self-defense techniques. Your bearing is confident and powerful.
  5
  Your skill in combat is extraordinary. You rank among the finest boxing champions or Martial Arts 
  Masters.
  specializations
  boxing
  improvised weapons
  knife Fighting
  kung Fu
  Streetfighting
  sword Fighting
  Support weaponS
  attribute: perCeption
  untrained: no
   uSe: you want to Shoot big gunS
  You can effectively deploy and operate any support level weapon from light machine guns to mobile 
  artillery. other such weapons include machine guns, grenade launchers, light aa (anti-armor) weap-
  ons, flamethrowers, mortars, and missile launchers.
  rating
  support weapons expertise
  1
  You know enough to be dangerous.
  2
  You have a basic familiarity with support weapons that allow you to point and shoot with reasonable 
  accuracy.
  3
  You skillfully deploy and use support weapons with acceptable accuracy.
  4
  You could direct multiple support weapon crews to fire for effect on a particular target.
  5
  You command support weapon fire with devastating results.
  specializations
  Flamethrowers
  Grenade launchers
  light aa weapons
  Machine Guns
  Missile launchers
  Mortars
  thrown weaponS
  attribute: agility
  untrained: yeS
   uSe: you want to throw kniVeS or Shuriken
  You can effectively toss, pitch, hurl, lob, or throw a weapon, whether manufactured or makeshift, at 
  a target. such weapons might include throwing daggers, grenades, shuriken, or rocks. oftentimes 
  
  107
  your weapon might be anything within reach that you can pick up. Some large and unwieldy objects 
  might incur a penalty on your test, at the GMs discretion. 
  rating
  thrown weapons expertise
  1
  remember to pull the pin, count to three, and throw.
  2
  You are reasonably accurate with area effect weapons such as grenades.
  3
  You could skillfully hit a target with precision thrown weapons such as daggers.
  4
  You can bulls-eye a target with amazing speed.
  5
  the movement of your hand is a blur and the accuracy of your weapon is death.
  specializations
  Grenades
  Improvised Objects
  shuriken
  throwing axes
  throwing knives
  throwing needles
  Social Skills
  ConVinCe
  attribute: preSenCe
  untrained: yeS
   uSe: you want to make people do what you Say
  Convince allows you to make people do or believe what you want them to do or believe. You can 
  persuade people to come around to your way of thinking or do something you want them to do, or 
  to seduce potential partners.
  rating
  persuade expertise
  1
  You can get people’s attention. You can persuade someone whom you are familiar with and who 
  would have little reason to suspect you.
  2
  You have no problem striking up conversations with strangers. You can persuade someone who 
  doesn’t quite have a firm opinion. 
  3
  You have a way about you to which others are drawn. You can present convincing arguments that even 
  those in opposition to your point of view would have to take pause and consider.
  4
  You can approach the unapproachable. Your power of persuasion is a match for any within the halls 
  of nsC government. You make a great leader. 
  5
  People notice you when you walk in a room. There’s something about you that’s undeniably magnetic 
  and undoubtedly your arguments must be correct. 
  specializations
  Debate
  extract information
  inspire
  Manipulation
  Motivate
  relationships
  
  108
  intimidate
  attribute: preSenCe
  untrained: yeS
   uSe: you want to SCare people
  You can cow someone into submission through threats or inflicting physical injury. Your capacity 
  for intimidation ranges from winning concessions during a negotiation to interrogating a helpless 
  prisoner. it also measures how you carry yourself in certain social situations, if you wish to appear 
  imposing.
  rating
  intimidate expertise
  1
  You can make someone think twice before messing with you.
  2
  You can appear to be quite imposing and others are likely to believe your threats.
  3
  You know how to extract information from an individual through physical “persuasions.”
  4
  Your talent for interrogation or mental manipulation is considered to be art.
  5
  nobody could be more imposing. people had better believe your threats, because you know how to 
  deliver.
  specializations
  browbeat
  interrogate
  Menace
  overawe
  subdue
  torture
  lie
  attribute: preSenCe
  untrained: yeS
   uSe: you want to not tell the truth truthFully
  while most people know how to argue a point, you know how to tell advantageous falsehoods like 
  you were telling the truth. You can make people believe whatever it is you want them to, though 
  they’ll likely be upset when they discover that you were lying. You may also use Lie to cover up your 
  own movitations, when others find them suspect. Of course, your GM might impose a penalty to your 
  skill test if you attempt to tell a particularly outrageous lie.
  rating
  Misdirect expertise
  1
  You might not always be able to convince someone to do something against his or her will, but they 
  at least find you entertaining.
  2
  You can lie convincingly most of the time. Other times you just dazzle them with BS.
  3
  You are quite competent at manipulating your target. they are like putty in your hands.
  4
  You are one smooth sob.
  5
  You have a talent for lying and cover-up that borders on genius.
  
  109
  specializations
  bluff
  Confuse
  Cover up
  Distract
  Fast-talk
  tall tales
  SaVoir-Faire
  attribute: intelleCt
  untrained: yeS
   uSe: you want to be a diplomat and work dealS
  You are familiar with the proper etiquette needed to conduct yourself graciously within various social 
  circles. You understand the correct manners, honorifics, or social customs that are expected of indi-
  viduals within these circles. Savoir-Faire also reflects your ability to adapt to the social requirements 
  of an unfamiliar situation, drawing upon your knowledge of social etiquette from other cultural 
  arenas as a reference. it can also be used to spot certain individuals within a social circle that may 
  not belong. Savoir-Faire may be specialized for specific social circles.
  rating
  savoir-Faire expertise
  1
  though you attempt to put your best foot forward, you may seem a bit awkward in certain social 
  situations.
  2
  You know how to blend in with a crowd and make pleasant conversation
  
  110
  3
  You are a model of courtesy and graciousness.
  4
  You are widely considered to be very well mannered, refined, witty, and a pleasure in social company.
  5
  You are one smooth sob.
  specializations
  aristocracy
  business acumen
  Court of law
  Manners
  occasions
  political arena
  
  111
  general SkillS
  ◊ armorer (intellect)*
  ◊ artist & performance 
   
  (perception or presence)
  ◊ athletics (agility, strength, or tenacity)
  ◊ business (intellect)
  ◊ Communications (intellect)*
  ◊ Computer (intellect)*
  ◊ Criminal (agility)
  ◊ Demolitions (intellect)*
  ◊ education (intellect)
  ◊ hobbies & trivia (special or intellect)
  ◊ languages (intellect)*
  ◊ larceny (intellect)*
  ◊ law enforcement (intellect)
  ◊ observation (perception)
  ◊ occult (intellect)*
  ◊ pilot (agility)
  ◊ regional knowledge (intellect)
  ◊ security (intellect)*
  ◊ streetwise (intellect)
  ◊ stealth (agility)
  ◊ surveillance (intellect)
  ◊ survival (tenacity)
  ◊ technician (intellect)*
  aCademiC SkillS
  ◊ engineering (intellect)*
  ◊ Medicine (intellect)*
  ◊ science: earth (intellect)*
  ◊ science: life (intellect)*
  ◊ science: physical (intellect)*
  Combat SkillS
  ◊ Dodge (agility)
  ◊ Marksman (perception)
  ◊ Martial arts (agility)
  ◊ support weapons (perception)*
  ◊ thrown weapons (agility)
  reaCtion SkillS
  ◊ Charm (presence)
  ◊ Coordination (agility)
  ◊ brawn (strength)
  ◊ insight (intellect)
  ◊ intuition (perception)
  ◊ wellness (tenacity)
  SoCial SkillS
  ◊ Convince (presence)
  ◊ intimidate (presence)
  ◊ lie (presence)
  ◊ savoir-Faire (intellect)
  * = Cannot be uSed untrained
  
  112
  Qualities are those cool parts of your Character that can’t be neatly lumped in with Attributes or 
  skills. there are two types of Qualities – assets and Drawbacks. assets are good aspects of your Char-
  acter, while Drawbacks are hindrances. if a Quality is marked with an asterisk (*), you can acquire 
  that Quality multiple times for greater effect.
  based on rating, Drawbacks give you more skill Development points to spend elsewhere. assets cost 
  you skill Development points to acquire.
  AsSets
  alluring   
   
   
   
   
   
   
  1 or 2
  eFFeCt: bonuS to SoCial SkillS
  Your Character is captivating. You gain a +1 die bonus, per level of alluring, when using skills with 
  Presence as the governing Attribute against anyone who is likely to find your Character attractive. 
  You may purchase up to two levels of alluring.
  ally  
   
   
   
   
   
   
           1, 2, or 3*
  eFFeCt: CharaCter haS ally to Call on
  the ally asset means your Character has developed a close relationship with someone in a position 
  to sometimes help her in times of need – either personally or through personal influence. This Ally 
  may be someone else in the Eldritch Society, a politician, or a wealthy benefactor. Your Character’s 
  relationship with her ally works both ways; an ally may occasionally call on your Character to help 
  her out of trouble. Your Character should be cautious not to abuse this relationship – calling upon an 
  ally too often may cause him to politely refuse to help for a while.
  the cost of the ally asset depends upon her relative ability to help your Character:
  rating
  ally
  1
  Ally has average skills or some measure of influence, such as a storeowner or mid-level corporate 
  manager.
  2
  Ally has a good range of skills or is moderately influential, such as a corporate executive or a police 
  officer.
  3
  A highly skilled or very influential Ally, such as an NEG politician or a federal agent.
  You should work with your GM to describe your Character’s Ally, including the position they hold and 
  what kind of relationship your Character has with this recurring npC.
  aSSoCiateS   
   
   
   
   
   
            1, 2, or 3*
  eFFeCt: CharaCter haS inFormation SourCeS
  the associates asset means that your Character has established a relationship with people within an 
  organization who can occasionally provide her with information. the organization may be your own, 
  VII
  VII
  Qualities
  Qualities
  
  113
  the Ashcroft Foundation, the Office of Internal Security, or any other. Unlike the Ally Asset, an Associ-
  ate will not take an active part in helping your Character – she merely provides inside information. 
  associates usually only ask for information in return. Your GM will decide how much information an 
  associate can and will provide.
  the cost of the associates depends upon the position that they hold within the organization and the 
  amount of information they have access to:
  rating
  associates
  1
  two contacts of low-ranking position, with access to trivial information and internal rumors.
  2
  two contacts of mid-level position, with access to practical information, may have access to some 
  detailed information – or one mid-level and two low-ranking contacts – or four low-ranking contacts.
  3
  two contacts of high-ranking position, with access to detailed information, may have access to some 
  sensitive information – or one high-ranking and two mid-level contacts – or one high-ranking, one 
  mid-level, and two low-ranking contacts – or one high-ranking and four low-ranking contacts – or 
  four mid-level contacts, two mid-level, and four low-ranking contacts – or eight low-ranking contacts.
  You should work with your GM to describe in detail who your Character’s Associates are, the positions 
  they hold, and what kind of relationships your Character has with these recurring npCs.
  baCkbone   
   
   
   
   
   
   
          3
  eFFeCt: reduCed wound penaltieS
  Your Character can tolerate more physical pain than the average person. You suffer the penalties of 
  one wound level lower than normal. additionally, you gain a +1 die bonus when making tests to 
  
  114
  resist the effects of physical torture or pain.
  bendy 
   
    
   
   
   
   
   
          1
  eFFeCt: bonuS to eSCaping
  Your Character’s joints bend in unusual ways and she’s quite flexible. You gain a +1 die Bonus to all 
  tests when attempting to escape restraints, or when maneuvering in tight spaces.
  daring   
   
   
   
   
   
   
          2
  eFFeCt: bonuS to Fear teStS
  Your Character is almost fearless and is undaunted in the face of danger and the unknown. twice per 
  session, you may lower the Difficulty of a Fear Test by one level. GMs should require that you portray 
  this Asset in order for you to receive this benefit. If you ever acquire a phobia, this Asset is useless 
  until the phobia is overcome.
  driVen  
   
   
   
   
   
   
   
             2
  eFFeCt: bonuS drama pointS in diFFiCult or diStraCting SituationS
  Your Character will not succumb to adversity; she is determined to persevere against all odds. twice 
  per session, you may reduce the Difficulty of a Hard or more difficult Test by one level. GMs should 
  require that you portray this asset in order for you to receive this bonus.
  either hand 
    
   
   
   
   
   
             1
  eFFeCt: eliminateS hand preFerenCe
  Your Character is ambidextrous and has no hand preference. You can continue to function normally 
  if one of your hands or arms is wounded.
  geek 
    
   
   
   
   
   
   
          1*
  eFFeCt: bonuS to teChniCal or SCientiFiC SpeCialization
  requireS: Skill SpeCialization For bonuS
  Your Character has the right kind of brain for technical or scientific pursuits. When you purchase 
  Geek, you must select one specialization from the armorer, Computers, engineering, Medicine, sci-
  ence: earth, science: life, science: physical, or technician skills for which this asset applies. You must 
  have this specialization. You now get an additional +1 bonus to that specialization, for a total bonus 
  of 2 dice. You may purchase this Asset multiple times to include additional technical or scientific 
  specializations, but not for the same one twice.
  ingeniouS   
   
   
   
   
   
   
          2
  eFFeCt: bonuS when CreatiVe SolutionS required
  Your Character finds creative solutions to problems and constantly finds new ways to approach tasks. 
  Twice per session, you may lower the Difficulty of a Test by one level, if you’re using a Skill in an 
  innovative or creative way. GMs should require that you portray this asset in order for you to receive 
  this benefit.
  
  115
  internal CompaSS  
   
   
   
   
   
   
           1
  effect: character isn’t easilY lOst
  Your Character has an uncanny natural sense of direction. once you get your bearings, you always 
  remember where you are, where you’ve been, and how to get between them. You never get lost in 
  places you’ve been before and can find your way around by sensing direction in relation to North.
  iron liVer   
   
   
   
   
   
   
           1
  eFFeCt: bonuS VerSuS toxinS & drugS
  Your Character’s body is very efficient at processing substances, especially toxins and drugs. You gain 
  a +1 die bonus to tests to resist their effects. it takes you twice as much to get wasted.
  Jet Set   
   
   
   
   
   
   
          4
  eFFeCt: CharaCter getS SpeCial treatment
  requireS: loaded/1 or more
  Whether your Character’s family is prestigious or old money, or whether you acquired fame all by 
  yourself, you are of high social standing. Doors open up for you, and you get into meetings, events, 
  and places others can’t. You always get the best table at restaurants, you get into VIP areas, and you 
  hob-nob with the elite. You may also stand to inherit something substantial.
  JoCk 
   
    
   
   
   
                                       1*
  eFFeCt: bonuS to athletiCS SpeCialization
  Your Character was born with an innate talent for athletics and excels at physical activities. when you 
  purchase Jock, you must select one specialization from one of the athletics skills (agility, strength, or 
  tenacity) to which this asset applies. You must have this specialization at a minimum rating of 1. You 
  now get an additional +1 bonus to that specialization, for a total bonus of 2 dice. You may purchase 
  this asset multiple times to include athletics specializations, but may not for the same one twice.
  keen SenSeS  
   
   
   
   
   
   
         2*
  eFFeCt: bonuS to obSerVation uSing SenSe
  One or more of your Character’s senses is especially sensitive. When you purchase this Asset, choose 
  one sense from the list below. You may purchase this asset multiple times to acquire other keen 
  senses, but not twice for the same one.
  keen hearing
  Your Character has an exceptional sense of hearing. You can distinguish between similar sounds, determine 
  the direction and general source of sounds, and the like. You gain a +1 die bonus to all sound-based observa-
  tion or intuition tests.
  keen Smell & taSte
  Your Character has a highly developed sense of smell and taste. You can distinguish between similar scents, 
  smell things your average person would miss, and has a highly discerning palate. You gain a +1 die bonus 
  to all scent- or taste-based observation or intuition tests.
  
  116
  keen Sight
  Your Character has sharp vision, picking out details that your average person would miss. You gain a +1 die 
  bonus to all sight-based observation or intuition tests.
  keen taCtile SenSe
  Your Character’s sense of touch is highly developed, feeling slight variations in texture, temperature, or 
  vibration that others would miss. he receives a +1 die bonus to all touch-based observation intuition tests.
  loaded   
   
   
   
   
   
   
    1 to 3
  eFFeCt: greater perSonal wealth
  Your Character is wealthy. You have a high level of disposal income and exist in a higher tax bracket. 
  the money might come from your family, previous occupation, royalties or residuals, or the like.
  The amount of points spent on the Loaded Asset determines the Character’s affluence:
  rating
  loaded
  1
  You’re doing well for yourself. You start with a Wealth of 3.
  2
  Your Character is fabulously wealthy. You start with a wealth of 4.
  3
  You’re filthy rich. Little is beyond his means. You start with a Wealth of 5.
  luCky  
   
   
   
   
   
   
   
         3*
  eFFeCt: re-roll Failed teStS
  the Fates smile on your Character. once per session, you may roll three times for a test and take the 
  best result. You may purchase the lucky asset multiple times to increase the number of times per 
  session you may do this – up to a maximum of three.
  muSe  
   
   
   
   
   
   
   
         1*
  eFFeCt: bonuS to art or perFormanCe SpeCialization
  Your Character is creatively inspired. when you purchase Muse, you must select one specialization 
  from the artist skill to which this asset applies. You must have this specialization at a minimum rat-
  ing of 1. You now get an additional +1 bonus to that specialization, for a total bonus of 2 dice. You 
  may purchase this asset multiple times to include artist specializations, but may not for the same 
  one twice.
  nightViSion  
   
   
   
   
   
   
           3
  eFFeCt: reduCed penaltieS From obSCuring ConditionS
  Your Character can see better in dim lighting than other people, and halves any environmental penal-
  ties due to darkness or obscuring conditions.
  noteworthy  
   
   
   
   
   
                        2
  eFFeCt: CharaCter iS part oF legend
  Your Character played a role in an important event of note, be it a famous battle or launch of an 
  important operation. You were involved enough to have your name associated with the event. You 
  
  117
  should work with your GM to determine the nature and importance of this famous incident, and 
  begin with a sponsored wealth of 2.
  perFeCt time 
    
   
   
   
   
   
           1
  eFFeCt: CharaCter FeelS paSSage oF time
  Your Character has an accurate internal clock and is keenly aware of the passage of time, even if 
  unconscious. While not perfectly precise, you’ll know the time within ten minutes, as well as the day 
  of the week. You also have a natural sense of rhythm.
  prudent  
   
   
   
   
   
   
            2
  eFFeCt: gm warnS againSt poor ChoiCeS
  Your Character has a wealth of practical wisdom. Whenever you’re about to do something stupid, 
  your GM will make a secret Intuition Test for your Character – the Difficulty of this Test is based on 
  the situation. if you succeed, the GM will let you know, so you can reconsider your course of action. 
  rapport   
   
   
   
   
   
   
           2
  eFFeCt: bonuS to SoCial SkillS
  Your Character has a knack for reading people’s emotions through their inflection, words, body lan-
  guage, and a small level of energetic sensitivity. You receive a +1 die bonus when dealing with emo-
  tional content in one-on-one or small group interactions, including uses of the Misdirect, persuasion, 
  Savoir-Faire, or Seduction Skills. You also gain this bonus for bluffing, detecting lies, or determining 
  how someone feels about you, someone else, or in general.
  
  118
  rugged health 
    
   
   
   
   
   
            1
  eFFeCt: bonuS VerSuS illneSS
  Your Character’s body is good at fighting off illness and disease. Whenever you make a Test to resist 
  the effects of sickness, you receives a +1 die bonus.
  Sharp 
    
                  
   
   
   
   
          2
  eFFeCt: Free drama pointS For buSineSS & diplomaCy
  Your Character is a brilliant negotiator, able to get his way during business or diplomatic talks when 
  success is vital. Twice per session, you can lower the Difficulty of a Test during a critical business or 
  diplomatic negotiation. GMs should require that you portray this asset in order for you to receive 
  this benefit.
  SwiFt  
   
                  
   
   
   
   
          2
  eFFeCt: bonuS to Speed & initiatiVe
  Your Character is faster than most. You gain +1 to your Reflex and your Speed is one level higher.
  tager  
   
                  
   
   
   
   
          4
  effect: character is fOrever JOined with a ta’Ge sYMbiOnt
  requireS: tenaCity oF 6 or more
  Your Character has the conviction and will to have undergone eldritch society training and survived 
  the Rite of Sacred Union. Choose one of the basic Ta’ge symbionts – Phantom, Shadow, or Whisper 
  (see p. XX) – for your Character.
  tager: exCeptional   
   
   
   
   
   
            1
  effect: character is fOrever JOined with a sPecial ta’Ge sYMbiOnt
  requireS: tenaCity oF 7 or more, tager aSSet
  A symbiont joined with your Character, but it was one of the larger and more deadly kinds – see the 
  nightmare on p. XX.
  total reCall 
    
   
   
   
   
   
            3
  eFFeCt: bonuS to memory reCall
  Your Character has a nearly photographic memory, improving his ability to recall facts and details. 
  whenever you make tests to recall something from memory, you receive a +3 dice bonus.
  wary  
            
   
   
   
   
   
   
             2
  eFFeCt: danger SenSe
  Your Character has an intuitive sense for danger. whenever dangerous situations arise, your GM 
  will make a secret intuition test. if your Character is successful, your GM will let you know he senses 
  danger – though not the source or direction of it.
  
  119
  Drawbacks
  amneSia   
   
            4
  effect: character dOesn’t reMeMber Past
  psychogenic fugue is the name of the game. Your 
  Character has lost all memories about his life, 
  while still being able to function as a normal per-
  son. something caused your old memories and 
  personality to disappear, and you were forced to 
  create a new one and continue on. 
  as you create your Character, your GM assigns 
  eight of your initial skill Development points in 
  secret. he may use this pool to acquire Drawbacks 
  and purchase assets and skills, of which you are 
  unaware. these Drawbacks can take the Character 
  past the normal limit of eight points.
  arrogant   
   
           1*
  eFFeCt: penalty to SoCial Skill teStS
  Your Character believes that she’s better than most 
  other people, and is often dismissive and conde-
  scending. You suffer a -1 die penalty, per level of 
  arrogant, to tests where your personal appeal is 
  important, such as uses of the persuade, seduc-
  tion, and savoir-Faire skills. You may purchase 
  up to two levels of arrogant, and these penalties 
  stack with the repulsive Drawback.
  bigot 
    
   
            2
  eFFeCt: CharaCter iS preJudiCed
  Your Character doesn’t like things or people that are different from himself or what he’s used to. You 
  have difficulty hiding your distaste and often use racial slurs.  To keep your thoughts to yourself, you 
  must succeed at a Challenging wellness test. Your GM should require that you portray this Drawback, 
  possibly imposing test penalties if you let your hatred eat you away from the inside.
  broke  
   
   
   
   
   
   
                   2 or 3
  eFFeCt: CharaCter iS poor
  Your Character is poor and owns little of value. You most likely have crushing debts from your family, 
  child support, alimony, over-spending, or gambling. Failing to repay those debts may have severe 
  consequences.
  
  120
  The amount of points spent on the Broke Drawback determines the Character’s level of poverty:
  rating
  broke
  2
  You’re barely scraping by. You start with a Wealth of 1.
  3
  If it weren’t for social services, you’d be homeless. You start with a Wealth of 0.
  ChroniC pain  
   
   
   
   
   
   
           2
  eFFeCt: may SuFFer regular teSt penaltieS
  Your Character suffers pain from an old injury, or from a medical condition such as migraines. This 
  pain sometimes flares up and causes problems with your day-to-day activities. At the beginning of 
  each session, you must succeed at a Challenging wellness test, or suffer a -1 die penalty to all tests 
  through the next important scene – after which it will subside. sometimes, certain things may ag-
  gravate your condition, and your GM will make you test again.
  Code  
   
   
   
   
   
   
              1, 2, or 3
  effect: character’s behaviOr is restricted
  Your Character chooses to live his life according to a closely held set of principles. when you take 
  this Drawback, you must create a Code for your Character by choosing principles that your Character 
  follows; you can work with your GM to make up new principles.
  examples include:
  ◊ i keep my word.
  ◊ a friend of a friend is my friend; an enemy of a friend is my foe.
  ◊ i avenge insults.
  ◊ i do not lie.
  ◊ i will avenge the deaths of my loved ones.
  ◊ i never turn my back on a friend in need.
  the skill point bonus you receive for a Code depends upon how many principles are a part of his 
  Code:
  rating
  Code
  1
  two principles
  2
  Four principles
  3
  six principles
  if you violate your code, your GM may impose a -1 die penalty to all tests. the guilt will wrack you 
  until you’ve atoned.
  
  121
  CompulSiVe  
    
   
   
   
   
              1, 2, or 3
  eFFeCt: CharaCter ForCed to engage in Certain behaViorS
  Your Character has some sort of behavior in which she engages compulsively – usually to fill a psy-
  chological void, or to quell deep anxiety or depression. this behavior can be anything inconvenient 
  or embarrassing, such checking the outlets of her house three times each before leaving, washing her 
  hands every five minutes, or biting her nails raw. If she is prevented from engaging in this behavior, 
  she suffers a penalty to all tests until she can.
  the skill point bonus you receive for Compulsive depends upon how the compulsion is triggered, or 
  how many times a day she needs to feed it:
  rating
  Compulsion
  1
  Minor Compulsion, triggered by uncommon circumstances or must be engaged in three to five times 
  a day. –1 die test penalty if prevented.
  2
  Moderate Compulsion, triggered by common events or must be engaged in five to eight times a day. 
  –2 dice test penalty if prevented.
  3
  Major Compulsion, triggered by frequent stimulus or must be engaged in eight to twelve times a day. 
  –3 dice test penalty if prevented.
  CreepS  
   
   
   
   
   
   
   
  1 to 3*
  eFFeCt: CharaCter iS aFraid oF Something
  Your Character has an irrational fear of something. when confronted with your phobia, you suffer a 
  penalty to all tests until you can get away.
  the skill point bonus you receive for this Drawback depends upon the severity of the phobia:
  rating
  Creeps
  1
  Minor phobia; -1 die test penalty to all tests when triggered.
  2
  Major Phobia; -2 dice Test Penalty to all Tests when triggered.
  3
  severe phobia; -4 dice test penalty to all tests when triggered.
  Cruel  
   
   
   
   
   
   
   
             2
  eFFeCt: CharaCter Compelled to treat otherS poorly
  Your Character derives pleasure from the pain and suffering of others, physically or psychologically, 
  or perhaps she’s compelled to share her own pain with others. Whenever you have the opportunity 
  to inflict pain on another, you must succeed at a Challenging Wellness Test to resist the urge. Your 
  GM should require that you portray this Drawback, possibly imposing test penalties if you let your 
  hidden hostility build up inside.
  
  122
  damaged   
   
   
   
   
   
   
             2
  eFFeCt: general pSyChologiCal diFFiCultieS
  Your Character is damaged goods. You have suffered trauma and/or been victimized, and it has left 
  permanent psychological scars. as a result, what you believe is normal in life is a little off. You have 
  difficulty opening up to people and forming lasting relationships. You have hang-ups and may have 
  difficulty relaxing or sleeping. There are always little demons in the back of your head with which 
  you must deal. You gain one permanent insanity – it cannot go away while you have this Drawback.
  deluSional  
   
   
   
   
   
   
             2
  eFFeCt: CharaCter reFuSeS to aCknowledge an aSpeCt oF reality
  Your Character behaves as if some imaginary part of life is true. You might believe that you are a the 
  reincarnation of someone famous, that you’re a winner when the opposite sex when you’re not very 
  attractive, or that some special destiny awaits you. These aren’t the kind of delusions that will get you 
  committed, but rather the kind that make other people shake their heads.  You gain one permanent 
  insanity – it cannot go away while you have this Drawback.
  diSgraCed   
   
   
   
   
   
   
             4
  eFFeCt: CharaCter reCieVeS poor treatment
  requireS: broke/1
  whether your Character has an infamous family or relatives, or whether she fell from grace all on her 
  own, she comes from a poorly regarded lineage. Doors slam in your face, you are denied service in 
  many public places, and few people of any stature want anything to do with you. You are also likely 
  to have family debts to pay off when they pass.
  duty  
   
   
   
   
   
   
   
    2 or 3
  eFFeCt: CharaCter muSt perForm a Job
  This Drawback represents your Character’s responsibilities to the Eldritch Society. Being a part of the 
  Shadow War becomes your new job.
  the skill point bonus you receive for the Duty Drawback depends upon the time demands placed on 
  your Character by his responsibility:
  rating
  Duty
  2
  Your Character’s duty demands most of his time – being a Tager.
  3
  Your Character’s Duty demands virtually all of his time – leading a Pack.
  enViouS   
   
   
   
   
   
   
            2
  eFFeCt: reaCtS poorly to perCeiVed threatS
  Your Character wants what she wants, and she wants it before other people. You get jealous, and 
  possibly hostile, when people display traits or abilities you want, when people are better than you at 
  things you find important, when people are doing better in life, or when people threaten your place 
  
  123
  with those you care about. when triggered, you must succeed at a Challenging wellness test or suffer 
  a -1 die Penalty to all Social Skills, until you can deal with your jealousy.  Your GM should require 
  that you portray this Drawback, possibly imposing test penalties if you let your envy eat away at you.
  glaSS Jaw   
   
   
   
   
   
   
            3
  eFFeCt: inCreaSed wound penaltieS
  Your Character experiences pain more acutely than most. he suffers the penalties of one wound level 
  greater than his actual wounds.
  gloomy   
   
   
   
   
   
   
            3
  eFFeCt: may SuFFer regular teSt penaltieS
  Your Character is prone to dark mood swings. he feels sad, low on energy, inadequate, and becomes 
  morbid. when your Character suffers setbacks in life, you must succeed at a Challenging wellness 
  test or suffer a -1 die penalty to all tests through the next important scene.
  greed  
   
   
   
   
   
   
   
            3
  eFFeCt: CharaCter Compelled by money & power
  Your Character can never get enough money or power, and has few scruples about how he gets them. 
  When tempted to betray your loyalties by a juicy offer, you must succeed at a Hard Wellness Test or 
  go for the cash.
  high Strung  
   
   
   
   
   
   
            2
  eFFeCt: CharaCter iS exCitable & oVerenthuSiaStiC
  Your Character is prone to manic mood swings, during which she’s over-elated, talkative, easily 
  distracted, and hyperactive. at the beginning of each session, you must succeed at a Challenging 
  wellness tests, or suffer a -1 die penalty to all tests through the next important scene – after which 
  you’ll calm down. Sometimes things will force you to re-Test, such as overcoming poor odds, winning 
  with a new romantic interest, or acquiring something very cool.
  ineptitude   
   
   
   
   
   
   
           2*
  eFFeCt: permanent penalty to Skill
  There are just some things your Character can’t learn, no matter how hard she tries. Choose one Skill 
  (except for hobby or trivia) – you can never develop a rating greater than 1 in this skill. You may 
  choose Ineptitude multiple times, each for a different Skill deficiency.
  miSFit  
   
   
   
   
   
   
               1, 2 or 3
  eFFeCt: CharaCter iS a SoCial outCaSt
  Your Character simply doesn’t fit in. There’s something about you that leads to sidelong glances, 
  unusual treatment, exclusion, and sometimes outright prejudice or violence. Perhaps you’re oddly 
  deformed, a Nazzadi who lives in a rural area, or just especially strange. Perhaps you’re one of 
  those halfbreed “starchildren.” Maybe you refuse to conform to the norms of society and stick out 
  like a sore thumb. whatever the cause, you can expect to be treated differently, and often not in a 
  very nice fashion.
  
  124
  the skill point bonus you receive for this Drawback depends on how much of a social outcast your 
  Character is:
  rating
  Misfit
  1
  people might give you weird looks or talk behind your back.
  2
  You have real problems fitting in some places.
  3
  as a rule, people everywhere treat you differently (like an unwanted alien or a second class citizen).
  monkey   
   
   
   
   
   
   
  1 to 4*
  eFFeCt: CharaCter iS an addiCt
  Your Character is either physically or psychologically addicted to a substance. without regular use, 
  you’ll suffer withdrawal and not be able to function properly. 
  the bonus you receive for this Drawback depends upon the severity of the addiction.
  rating
  Monkey
  1
  Minor addiction. -1 die test penalty during withdrawal.
  2
  Moderate addiction. -2 dice test penalty during withdrawal.
  3
  Major addiction. -3 dice Test Penalty during withdrawal.
  4
  total addiction. -4 dice test penalty during withdrawal.
  If you’re not comfortable with the use of drugs in your game, please feel free to omit this Drawback.
  nemeSiS  
   
   
   
   
   
              1, 2, or 3
  eFFeCt: CharaCter haS an enemy
  someone hates your Character, for real or imagined reasons. this enemy wishes nothing more than 
  to ruin you, gloat over your misery, and possibly ultimately kill you once you’ve suffered enough. 
  You should work with your GM to create this npC, and why this enmity exists.
  the skill point bonus you receive for this Drawback depends upon the relative ability of the foe to 
  hurt your Character:
  rating
  nemesis
  1
  nemesis is less skilled than your Character or has access to limited resources.
  2
  nemesis is as skilled as your Character or has access to valuable resources.
  3
  nemesis is more skilled than your Character or has access to vast resources.
  one-traCk mind  
   
   
   
   
   
   
            2
  eFFeCt: CharaCter getS StuCk on thingS
  Your Character gets fixated on things. Instead of healthy interest, you become obsessed with tasks, 
  objects of affection, goals, or the like. If you’re distracted during an obsessive episode, you suffer a 
  
  125
  -1 die Penalty to all Tests that are not related. You’re not always fixated on the same thing, instead 
  rotating between things in your life. Your GM should require that you portray this Drawback, possibly 
  imposing test penalties if you detach from things in a healthy fashion.
  raSh 
    
   
   
   
   
   
   
            2
  eFFeCt: CharaCter iS Compelled to aCt
  Your Character prefers action – and not in a good way. You’re impetuous and often leap before you 
  look. when the rest of your group wants to be cautious, you must succeed at a Challenging wellness 
  test in order to hold yourself back from blindly rushing in. Your GM should require that you portray 
  this Drawback, possibly imposing test penalties as you mope sullenly for holding yourself back. 
  repulSiVe   
   
   
   
   
   
   
          1*
  eFFeCt: penalty to SoCial SkillS
  Your Character is unattractive. You may be ugly, have facial scarring, poor personal hygiene, nasty 
  personal habits, or you could just be an asshole. You suffer a -1 die Penatly, per level of Repulsive, 
  when using skills with presence as the governing attribute. You may purchase up to two levels of 
  repulsive, and these penalties stack with the arrogant asset.
  riVal  
   
   
   
   
   
   
   
           2*
  eFFeCt: CharaCter haS unFriendly Competition
  Your Character has a peer who shares a similar goal, be it certain role, a romantic interest, or the 
  something else desirable. the rival will do his best to win, and has no problem making your life as 
  miserable as possible in the mean time. whenever he can, your rival will try to overshadow you 
  through charm, intellect, or physical prowess. You should work with your GM to determine the reason 
  for this rivalry and to create this recurring npC.
  SeaSoned   
   
   
   
   
   
   
            2
  eFFeCt: CharaCter iS middle-aged
  requireS: human or gen3 nazzadi only
  Your Character is middle-aged, between the ages of 40 and 50. Your body isn’t as spry as it used 
  to be, but you have knowledge and experience to compensate. Though your age isn’t necessarily 
  against you, you’re too old to hang out with the kids. You suffer a -1 to both your Agility and Tenac-
  ity, but you gain 12 additional skill Development points – in addition to the bonus points for this 
  Drawback.
  Shadow walker  
   
   
   
   
   
   
            4
  eFFeCt: dark thingS attraCted to CharaCter
  For some reason, the dark things of the universe are attracted to your Character. perhaps you played 
  with the wrong cosmic power, are cursed, or are just a victim of fate. Whatever the source, the ef-
  fects are the same. Dark magics always come into play or go wrong around you, you finds yourself 
  surrounded by para-psychics (especially those in a Burn), and you’re in the neighborhood of ground 
  zero when an unspeakable horror finds its way into the world. If there’s ever a question or random 
  chance of whom monsters or paranormal effects might target, they target you.
  
  126
  Short FuSe  
   
   
   
   
   
   
            2
  eFFeCt: CharaCter loSeS temper
  Your Character has a bad temper. whenever you get frustrated, or someone pisses you off, you must 
  succeed at a Challenging Wellness Test to keep your cool. Otherwise you fly into a rage, most likely 
  shouting angrily, hitting things, or even violent attacking someone. You break a lot of things and 
  have problems keeping lovers that aren’t codependent.
  SkeletonS   
   
   
   
   
   
             1, 2, or 3*
  eFFeCt: CharaCter haS dangerouS SeCret
  There’s something about your Character’s past that she does not want discovered. It might be some-
  thing you did, something you know, or something you saw. if your dark secret is uncovered, you he 
  may be ostracized, prosecuted, or worse. work with your GM to determine what this skeleton in your 
  closet is, and how it might come into play.
  the skill point bonus you receive for skeletons depends upon the consequences to your Character if 
  it’s discovered:
  rating
  skeletons
  1
  embarrassing; discovery could make you a target of ridicule.
  2
  hazardous; discovery could gain you a powerful enemy.
  3
  Dangerous; discovery could cause you to be incarcerated and might be life threatening.
  Skin & boneS  
   
   
   
   
   
   
            2
  eFFeCt: penalty to Strength & Size-baSed teStS
  For some reason, your Character is extremely skinny, almost to the point of being unhealthy. You 
  suffer a –1 die penalty to all tests based on strength or physical size. Clothes tend to hang funny on 
  you and you may have been picked on as a child.
  true blue   
   
   
   
   
   
   
            2
  effect: character can’t cOnvincinGlY lie
  You’re Character physically cannot lie. No matter how hard you try, your lies never sound convincing. 
  You stammer, your voice cracks, you turn bright red and sweat, and you may even start shaking. You 
  suffer a –3 die Penalty to Deception Tests, as only the most unobservant can’t catch you in the act.
  Vendetta   
   
   
   
   
   
             1, 2, or 3*
  eFFeCt: CharaCter iS Compelled by reVenge
  someone has grievously wronged your Character, and now you seek revenge. You must succeed at 
  a Challenging Wellness Test in order to keep from violently attacking the object of your vengeance 
  on sight.
  the skill point bonus you receive for this Drawback depends on how often the two of you cross paths:
  
  127
  rating
  Compulsion
  1
  unless you seek your target out, it is unlikely your paths will cross.
  2
  You and your target’s paths cross regularly, about once every two weeks.
  3
  You and your target’s paths cross very regularly, about once every few days.
  You should work with your GM to determine the details of your vendetta, and to create this recurring 
  npC.
  Vow  
   
   
   
   
   
   
  1, 2, or 3* 
  eFFeCt: CharaCter haS limitS to behaVior
  whether because of family, personal choice, or religious beliefs, your Character has taken an oath 
  that restricts his behavior. this is not a casual vow, but a deeply held belief that is at your core.
  the skill point bonus you receive for this Drawback depends upon the severity of the Vow. here are a 
  few examples, but feel free to make up your own with your GMs approval.
  ◊ Marriage/1
  ◊ Vegetarianism/1
  ◊ Vow of Celibacy/1
  ◊ Vow of obedience/3
  ◊ Vow of poverty/2
  ◊ Vow of silence/2
  
  128
  Choose your Character’s Vows carefully. If you willingly break them, you suffer a -1 dice Penalty to 
  all tests for the next 1d10 important scenes.
  zealot  
   
   
   
   
   
   
                      2
  eFFeCt: CharaCter will SuFFer harm For the Fight
  Your Character is fanatically devoted to the Eldritch Society and has dedicated her life to fighting the 
  shadow war. if you act against your zealotry, you suffer a -2 die penalty to all tests until you have 
  proven your devotion again.
  
  129
  at a glanCe: qualitieS
  ◊ tbD
  
  130
  There are those things about people that aren’t easily explained, those things that are unusual but 
  that also define a person. In CthulhuTech, those things are classified as Talents. Your Character begins 
  the game with one talent, but she will undoubtedly acquire several more over the course of play. 
  Each of them provides an interesting benefit in specific circumstances. 
  some talents require that your Character has at least a rating of 1 in a particular skill or skills. 
  Some provide specific Test Bonuses, some can only be activated by spending a Drama Point, and 
  some provide roleplaying effects that aren’t so easily defined by game mechanics. As always, your 
  GM is the judge of when Talents apply – especially when they have the kind of circumstances that 
  are open to interpretation.
  however, notice that many of the talents suggest a certain type of personality trait that goes with 
  them. Choose your talents carefully, as they mold who your Character is in a very real sense. For 
  example, it makes no sense for your Character to gain the benefit from One Foot in the Grave if she’s 
  a bright, optimistic person who has a thriving social life. Your GM may choose to deny you the bonus 
  from a talent if you do not incorporate these aspects into your Character on a regular basis.
  Basic Talents
  blaCk heart
  eFFeCt: no Fear or inSanity teStS For human SuFFering
  Your Character has the special ability to do messed up things, especially to other people, with no 
  threat of suffering from Fear effects or gaining insanity. if it has to do with human suffering or 
  remains, you’re immune – you only have to Test against otherworldly things that truly threaten your 
  being or grasp on reality.
  deeply weird
  eFFeCt: bonuS For alien liFe & teCh
  requireS: appropriate SkillS
  Your Character gets +1 die bonus for intellect-based tests when analyzing or using alien life or 
  technology.
  double tap
  eFFeCt: Free SeCond Shot
  requireS: appropriate gun Skill & drama point
  Your Character can make a free second, non-auto shot at same target at which he just fired, at a -1 
  Die penalty.
  dOn’t i knOw YOu?
  eFFeCt: make eaSy FirSt impreSSionS
  requireS: SaVoir Faire Skill & drama point
  VIII
  VIII
  Talents
  Talents
  
  131
  Your Character has the amazing ability to create related-
  ness with strangers. You gain a +2 die bonus for social 
  skill tests of a friendly sort with the person in question, 
  for purposes of this one interaction.
  Fight, not Flight
  eFFeCt: laSh out when aFraid
  when your Character suffers a Fear effect, you may 
  spend 1 Drama point to instead immediately make a 
  free attack against the source of said Fear at no penalty.
  killer inStinCt
  eFFeCt: ignore armor
  requireS: Combat Skill & drama point
  Your Character knows how to hit where it hurts and this 
  one attack ignores armor.
  liFt with your legS
  eFFeCt: liFt & Carry more
  requireS: athletiCS: brawn Skill
  Your Character can lift and/or carry 150% of what his 
  peers might, and gains one free success for athletics: 
  brawn tests.
  mental gymnaStiCS
  eFFeCt: get baCk on traCk
  whenever your Character is stuck, you can spend one Drama point, instead of the usual two, to Get 
  a Clue.
  no reSt For the wiCked
  eFFeCt: ignore wound penaltieS
  Your Character has the ability to ignore all penalties caused by wound levels for 1d10 turns of 
  combat. You can choose when to bring this talent to bear, but can only use it once every 24 hours.
  one Foot in the graVe
  eFFeCt: ShiFt Fear eFFeCt up or down
  Your Character knows she’s likely to come to a bad end and has embraced it. When she suffers a Fear 
  effect, she can shift that effect up or down one result on the table.
  peek-a-boo
  eFFeCt: bonuS to notiCe liVing thingS
  at a glanCe: talentS
  ◊ tbD
  
  132
  requireS: obSerVation Skill
  Your Character is unnaturally good at sensing living things that are trying to hide, and gains a +1 
  die bonus to such tests.
  pure innoCent
  eFFeCt: neVer SuSpeCted oF wrong-doing
  Your Character is the kind of person that people never suspect of wrong-doing. she can avoid being 
  the target of such investigations, at least initially. Naturally, once evidence mounts up, she’s in as 
  much trouble as the next guy – however, she gets that crucial initial reprieve.
  Sexual magnet
  eFFeCt: bonuS to SeduCtion
  whether or not your Character is considered to be conventionally sexy, there is something about her 
  that’s magnetic. She gains a +1 die Bonus to Seduction Tests vs. those who would find her sexually 
  attractive.
  Snake eyeS
  eFFeCt: delay Fear eFFeCtS & bonuS to intimidation
  Your Character has the ability to render his inner self as frightening as the world around her. she 
  has the ability to delay the onset of any Fear effect for 1d10 turns – though she will suffer the full 
  effect once this duration has passed. as a side effect, she gains a +1 die bonus to intimidation tests.
  Stay on target
  eFFeCt: lower diFFiCulty For teSt
  Because of intense focus, your Character can lower the Difficulty of one Test per session by one level.
  true grit
  eFFeCt: SuFFer one wound leVel lower
  Your Character suffers one less than the usual penalty to tests when wounded.
  the way oF the road
  eFFeCt: haVe needed gear
  Your Character is an expert traveller who is simply more prepared than others. in any one situation 
  per session, you have access to a needed piece of gear, even when it isn’t listed among your Char-
  acters possessions. it can even be something that is unlikely for most other unseasoned travelers to 
  have packed.
  wiCked preSenCe
  eFFeCt: bonuS to SoCial teStS
  requireS: SaVoir Faire
  Your Character knows how to bring her personality to bear, gaining a +1 die bonus to any social skill 
  
  133
  test. however, she also stands out and people take notice of her. she cannot blend in when using or 
  having recently used this talent.
  wiCked Smart
  eFFeCt: bonuS to non-SCienCe or teCh intelleCt teStS
  requireS: training in SkillS to be uSed
  Your Character is generally life-smart, not book-smart, and gains one die Bonus to non-Scientific or 
  technical skills based on intellect. this includes bureaucracy, business, Culture, insight, languages, 
  larceny, law enforcement, occult, regional knowledge, savoir-Faire, streetwise, and trivia. 
  whiFF oF death
  eFFeCt: unCanny ability to SenSe death
  requireS: obSerVation
  Your Character has the uncanny and unnerving ability to sense when death is near. this can come in 
  the form of someone who is in mortal peril, nearby corpses, or nearby morgues, graveyards, or other 
  places of death. Your GM will let you know when this talent comes into play.
  Team Talents
  Second are Team Talents, which benefit groups of players who share the Talents. They simulate the 
  tactics that groups adopt as they become more and more proficient at working together.
  get moVing
  Characters who share this talent can make their teammates keep up when needed. anyone who 
  shares this talent can move at the maximum speed of the fastest teammember, for 2d10 minutes 
  – roll separately for all slower Characters. the Characters must share the same type of movement.
  giVe me the ball
  any Character connected by this talent can swap initiative scores with each other. all the initiative 
  results need be accounted for in the end, regardless of which Character has them.
  go to your happy plaCe
  Characters who share this talent can help each other manage their insanity. they can use it to cancel 
  out one mental disorder for 1d5 hours each day. However, at least one Character can’t be higher 
  than 3 insanity.
  Stay with me
  Normally, when a Character runs out of all Vitality in all five of the Wound Levels, she dies. Characters 
  connected by this talent have the ability to go down to -15 points of damage before they expire – as 
  long as one of the other connected Characters is still alive and can communicate with the potentially 
  dying.
  
  134
  there are a few things that all tagers have in common.
  Attributes
  As you build your Tager, some of your Attributes will increase. In fact, you’ll determine a second 
  separate set of Agility, Perception, Strength, and Tenacity Attributes for your Tager form – and you’ll 
  need to calculate a separate set of any affected Characteristics. the amount they increase will be 
  determined by your build.
  Common Abilities
  FearFul VoiCe
  You can still speak in Tager form, but the inhuman voice that comes out isn’t pleasant. Normal people 
  need to make an average Fear test when you do this.
  FearleSS
  You get a +1 die bonus to Fear tests when shifted into your tager form.
  leaping
  You can perform super-human leaps in tager Form, based on type.
  liFe Support
  the human part of you is protected mystically when you are shifted. You could survive in the depths 
  of the ocean or in the vacuum of space.
  IXIX
  Tagers
  Tagers
  
  135
  mindlink
  when shifted, you can communicate with other shifted tagers through thought alone when within 
  1 ml/2 km of one another. When you’re not shifted, you can still do this when you’re within 100 
  yd/m of each other. 
  when shifted, you also automatically sense any other tagers (shifted or not) within 100 yd/m. when 
  you’re in your regular mortal form, you can sense Tagers (shifted or not) within 10 yd/m. 
  Spot dhohanoid
  shifted or not, you have the ability to detect Dhohanoids in their mortal guise. You have to watch 
  your suspect for about 15 seconds and then make a Challenging Intuition Test. If you succeed, you’ll 
  know if she’s a Dhohanoid or not. However, you’re going to be staring at someone for 15 seconds. 
  she may notice.
  wall-Crawling
  When you’re shifted, you can stick to and crawl on otherwise unclimbable things, like an insect.
  Common Combat Abilities
  natural weaponS
  You use your Martial arts skill when using your natural tager melee weapons, and Marksman for 
  your Tager projectile weapons.
  regeneration
  Tagers regenerate Vitality, even in their natural mortal form. When you build your Tager, you’re 
  
  136
  going to determine how many Vitality you get back each turn when shifted, and how many you get 
  back each hour when you’re in your mortal form.
  If you’re wounded when you’re shifted, your symbiont won’t let you shift back until all the damage 
  is regenerated. If you’re wounded when you’re unshifted, the symbiont can’t help you any more with 
  that when you shift. You’re going to have to heal that kind of business at the lower rate.
  limit attaCk
  every tager has a signature power attack called a limit attack. to make the thing go off, you need to 
  succeed at a Hard Wellness Test before you roll to attack with it. If it doesn’t go off, you wasted your 
  ap for the turn, but can try again next.
  weaponS
  the hands of a shifted tager are too awkward and big to use conventional weaponry. even if some-
  one were to modify a weapon to fit, the symbiont still is a thing from beyond time and space. It 
  rejects such an idea on principle.
  Fear FaCtor
  A shifted Tager is terrifying. Every Tager has a Fear Factor, which is the difficulty of the Fear Test that 
  normal people need to make when they see you in your special form.
  Mindset
  After surviving symbiosis, your Tager Character begins with one Insanity. This also influences your 
  personality and you have new urges courtesy of your symbiont. It’s not so much a question of keep-
  ing these urges restrained, but more about keeping them in check. To you, it’s just who you are now 
  and you don’t really see a problem.
  You also have dreams of very strange, alien places, which somehow seem familiar. They aren’t every 
  night, but they’re often enough that you’ve had to accept them as a part of life.
  These things intensify as you grow more powerful. Every five Power Advances you earn, you’ll need 
  to make a Challenging insanity test. Failure adds another insanity.
  loSing Control
  the crazier you get, the more control your symbiont will exhibit. You might go hybrid in a stressful 
  situation that isn’t that kind of situation. Your Tager might fully take over when you’re in danger. 
  It’s a fine line to walk.
  going hybrid
  When you start getting stressed out, you may have to resist going hybrid if it’s really not the time 
  to blow your cover. The table below shows the Difficulty of the Wellness Test at which you need to 
  succeed to keep control – you can’t use Drama Points for this Test. On the other hand, you can just 
  
  137
  let it happen.
  inSanity
  diFFiCulty
  sane & well-balanced
  no test required
  troubled
  no test required
  twisted
  average
  Disturbed
  Challenging
  insane
  hard
  Gone
  Very hard
  danger
  When danger rolls up in your face, you have to fight 
  your Tager when you don’t want it to come out.  The 
  table below shows the Difficulty of the Wellness Test at 
  which you need to succeed to keep control – you can’t 
  use Drama points for this test. on the other hand, you 
  can just let it happen.
  if you succeed, you stay in control until the danger in-
  tensifies. Then, you have to Test again.
  if you fail, the tager manifests and takes over. it uses 
  your attributes and skills, but you have no control. if 
  you’re a Whisper or a Shadow, the Tager will look to 
  retreat, disabling all foes in between here and there. 
  You’ll only stay and fight if cornered. If you’re a Phan-
  tom or nightmare, the tager will look to destroy any 
  immediate threats, fleeing when a good window opens and enough foes have been killed.
  it will then retreat to a place it feels is safe, however far away that is. once it feels safe, you can 
  take control again. if more danger rears its head between here and there, the tager stays in control.
  inSanity
  diFFiCulty
  sane & well-balanced
  no test required
  troubled
  average
  twisted
  Challenging
  Disturbed
  hard
  insane
  Very hard
  Gone
  legendary
  at a glanCe: tagerS
  ◊ tbD
  
  138
  Manifestation
  There are several levels of manifestation. Most of the time, you’re just a human. Yes, you are mysti-
  cally bound to something from beyond time and space, but even a skilled doctor won’t be able to find 
  anything out of the ordinary about you. That’s pretty cool.
  willFul
  You can shift into your tager form at will and it happens pretty much instantaneously. it sort of grows 
  on you, seeping out of your pores. nothing can restrain your tager from manifesting, as it destroys 
  anything in its way to come. You fully manifest and have access to all your tager abilities. You can 
  shift back just as easily.
  your thingS
  as the symbiont manifests, anything on you is dimensionally displaced. Your clothes, the things in 
  your pocket, the things you were holding, all shift into an extradimensional space, kept safe. when 
  you return to your mortal form, those things also instantly return. the symbiont will only displace 
  the things that are on your person – packages, backpacks, and the like remain.
  extra-SenSory perCeption
  Choose one of your Tager’s supernatural senses. You have that all the time and can switch it on and 
  off at will.
  Symbiont bleed
  those supernatural abilities that start to show up in your mortal form are called symbiont bleed. 
  You’ll begin to manifest things that are an extension of your symbiont in your everyday life. Even 
  when this happens, you still read just like a regular person.
  going hybrid
  If you find yourself in a stressful situation, but you don’t want to go totally monstrous, you can 
  manifest just a bit of your Tager. If you want to do this in a situation that isn’t stressful, you need to 
  succeed at a Challenging wellness test. Your symbiont appreciates discretion.
  nightmare
  Your eyes turn black, like a shark’s, and you gain one more of your supernatural Tager senses 
  (choose one permanently). You can jump and wall-walk like your Tager. You also can sprout your 
  talons or your tenacle sheathe (choose one permanently).
  phantom
  Your eyes turn blood red, and you gain one more of your supernatural tager senses (choose one 
  permanently). You can jump and wall-walk like your Tager. You can also sprout your Claws or Blades, 
  or your Vertigo (choose one permanently).
  Shadow
  
  139
  Your eyes turn yellow, and you gain one more of your supernatural tager senses (choose one perma-
  nently). You can jump and wall-walk like your Tager. You can also use your Flicker.
  whiSper
  Your eyes segment, and you gain one more of your supernatural tager senses (choose one perma-
  nently). You can jump and wall-walk like your Tager. You can also sprout your wings and fly.
  inhibiting
  there are things that can prevent you from shifting into any kind of tager form. rare kinds of magic 
  are the least common kind. arcanotechnology is the real threat. the Chrysalis Corporation has devel-
  oped inhibiting technology. Thankfully, it’s not all that common, because it’s hard to make. However, 
  if you’re attacked with one of these devices, be very careful. You might end up your good-old mortal 
  self in a situation where you need a little more firepower.
  A Few Terms
  To help describe a Tager’s roles and special attacks, we’ve used terms commonly found in online 
  games, like MMOs or MOBAs. Here’s a quick explanation, in case you’re unfamiliar.
  roleS
  ◊ assassin – a Character designed to do a lot of burst damage to a single target at a time. 
  ◊ bruiser – a Character primarily designed to dish out damage in hand-to-hand, and can deal 
  with multiple opponents via sustained damage
  ◊ Infiltrator – a Character designed to sneak through enemy defenses, to provide positioning 
  advantages.
  ◊ support – a Character designed to bring utility to a team, along with crowd control.
  ◊ tank – a Character designed to protect other allies, absorbing damage in the process.
  attaCkS
  ◊ aoe – area of effect, an attack designed to damage all enemies within its radius of effect. 
  ◊ ally shield – an attack designed to tank damage for an ally. 
  ◊ Burst Attack – a flurry of attacks that damage many enemies.
  ◊ CC – Crowd Control, an attacked designed to somehow hinder the enemy.
  ◊ Charge attack – an attack with movement component.
  ◊ Dpt – Damage per turn, an attack designed to harm enemies.
  ◊ Escape – An attack that also functions as a way to reposition out of harm’s way.
  ◊ line nuke – a ranged attack that damages everything in its path.
  ◊ Melee – an attack designed to deal out hand-to-hand combat damage.
  ◊ pbaoe – point-blank area of effect, an attack designed to damage all enemies within a radius 
  of effect centered on you.
  ◊ ranged – an attack designed to deal out damage from a distance.
  ◊ taunt – an attack designed to draw attention to you.
  
  140
  Nightmare
  the brutal
  Aggressive, violent, and a little overconfident, Nightmares scare the hell out of anything with sense. 
  They revel in destruction for its own sake, tearing down what stands in their way. It’s in a Nightmare’s 
  nature to be questioning and even a little rebellious – once convinced, they’re unstoppable.
  CharaCter deSign reCommendationS
  ◊ Don’t go low on Presence. It’s what you use to scare people.
  ◊ You’re going to want a high Strength and Tenacity.
  ◊ emphasize strength. it should be your highest attribute.
  ◊ athletics: strength is your friend. You might be able to throw cars.
  ◊ intimidate should be important to you.
  ◊ the Menace specialization for intimidate is available to you.
  ◊ the tracking specialization for observation might be a good thing.
  ◊ You’ll want a high Martial Arts and Dodge.
  ◊ You’ll want Marksman for your Shoulder Pods.
  SymbiotiC urgeS
  Let’s take a look at the way your symbiont has changed your personality. Feel free to modify the list 
  to better reflect the way you feel your Nightmare has manifested.
  ◊ People talk a lot and sometimes you just don’t wanna listen.
  ◊ Your temper is cold and deadly. You believe revenge is a dish best served cold.
  ◊ honor in combat is a myth.
  ◊ You like to pick fights. With something bigger or scarier than you? Even better.
  ◊ You like to kill the things you fight. Otherwise, what’s the point?
  ◊ sometimes you go hunting Dhohanoids for fun.
  ◊ Sometimes its just fun to tear everything up. There’s peace in destruction.
  ◊ You’re intimidating, even when you’re just standing there.
  ◊ You like to menace your enemies. You like it when they cower.
  ◊ You also like to scare everyone else. It’s kind of funny when they freak out.
  outward ChangeS
  ◊ You naturally have a menacing default facial expression. You have to pay attention to turn 
  it off.
  ◊ There’s a predatory grace in your movements.
  ◊ You just seem more intimidating than normal for your size – and you don’t try to hide it.
  
  141
  nightmare people
  ◊ the street kid, who is now dishing 
  out the hard knocks.
  ◊ the construction laborer with anger 
  issues.
  ◊ the social malcontent, who be-
  lieves change can only come 
  through violence.
  Combat taCtiCS
  ◊ if you can, soften your enemies up 
  with your shoulder pods.
  ◊ Your strength bonus is likely to be 
  awesome, so your highest damage 
  dealing attacks are in close up.
  ◊ use a tentacle sheathe to entangle 
  enemies. If you’re successful, it’s a 
  free talon attack.
  ◊ Your armor and regeneration 
  should be pretty good, so you can 
  tank damage while closing.
  ◊ backing down is something people 
  have to convince you is a good 
  idea. same goes for running away.
  dadelka, a nightmare on:
  ◊ whispers – annoying, but useful.
  ◊ phantoms – help the others, little 
  brother. i got this.
  ◊ shadows – imagine what i could do 
  with that.
  ◊ Dua-sanaras – please.
  ◊ elib – i wish i could mount those 
  jaws on my wall.
  ◊ Gelgore – Come over here and say 
  that.
  ◊ thog-Manna – they really piss me 
  off.
  ◊ Vyrkol – sit still!
  ◊ Zabuth – Finally. A real fight.
  dadelka taramana: ripper
  
  142
  Building Your Nightmare
  role: bruiSer
  ShiFted Size: 8 to 9 Ft. tall
  Fear FaCtor: Challenging
  You begin with 20 Power Advances to build your Tager. You can bank any Power Advances you don’t 
  or can’t spend. You get anything listed as a 0 Power Advances cost for free.
  attribute modiFiCationS
  buy one set of bonuses for your regular form, and another that set that will stack on top of those 
  when you’re shifted. You want higher Tager stats? Don’t forget to boost your mortal form.
  agility
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  1
  1
  +1
  2
  2
  +2
  1
  2
  perCeption
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  1
  1
  +1
  2
  2
  +2
  1
  2
  Strength
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  0
  0
  +1
  1
  1
  +2
  1
  1
  +2
  2
  3
  +3
  1
  2
  +3
  2
  5
  +4
  2
  4
  +5
  2
  6
  tenaCity
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  0
  0
  +1
  2
  2
  +2
  1
  1
  +2
  2
  4
  +3
  1
  2
  Symbiont bleed
  the closer a person is to their symbiont, the more it begins to affect who she is on a daily basis. this 
  sometimes manifests as symbiont bleed, where the tager gains supernatural abilities while in mortal 
  form. Each Symbiont Bleed ability costs 2 Power Advances, but you get your first for free.
  alpha Challenge
  Cow someone into submission in a civilized way.
  needS meChaniCS. SubStitute an intimidation teSt, SuCCeSS meaning that a hoStile perSon will Calm down. uSe in reaSonable SituationS.
  
  143
  bloodSCent
  You can now smell blood, as well as track it.
  needS meChaniCS. SubStitute +1 die For now.
  growl
  when used, grants either a +1 die bonus to intimidation, or causes the target to make an average 
  Fear test.
  meat hammerS
  You can manifest mean knuckles to beat someone down with. Your fists become 1 damage weapons.
  peCking order
  You always know who the biggest badass in the room is.
  needS meChaniCS. SubStitute an obSerVation teSt, SuCCeSS reVealing the baddeSt aSSeS in the room.
  Stronger than you look
  You get some kind of awesome bonus to feats of strength in mortal form.
  needS meChaniCS. SubStitute +1 die For now.
  SpeCial attaCkS
  You start with three of the following six special attacks for free. any others you desire will cost you 
  1 power advance for base.
  A fully developed Nightmare’s combat play pattern is: soften enemies up with Shoulder Pods while 
  advancing; leap on a key enemy with stomp; if he survives, hit him with tentacle sheathe; gut with 
  talons; repeat as necessary. if a particularly powerful enemy presents himself, open up with Mystic 
  blast.
  talonS
  type: melee dpt
  The Nightmare’s Talons become deadly weapons.
  talonS
  inCremental CoSt
  total CoSt
  damage
  base
  0
  0
  0
  improved
  1
  1
  1
  Complete
  1
  2
  2
  advanced
  2
  4
  3
  rend
  requireS: talonS
  type: melee dpt
  the nightmare may use both its sets of talons to tear into a foe. this attack requires additional ap.
  rend
  inCremental CoSt
  total CoSt
  damage
  base
  0
  0
  0
  
  144
  rend
  inCremental CoSt
  total CoSt
  damage
  improved
  1
  1
  2
  Complete
  1
  2
  3
  advanced
  2
  4
  6
  tentaCle Sheathe
  type: melee dpt, CC
  the nightmare grows a set of tenctacles, which are usually retracted into its forearm. this gives the 
  tager the ability to attack a second time (for only 1 action point) in the same turn it successfully hits 
  with this entangling attack. usually, this second attack with talons. the second attack is resolved as 
  a hasty attack.
  tentaCle Sheathe
  inCremental CoSt
  total CoSt
  damage
  eFFeCtS
  base
  0
  0
  -1
  entangling
  improved
  1
  1
  0
  entangling
  Complete
  1
  2
  1
  entangling
  advanced
  2
  4
  2
  entangling
  Stomp
  type: mobile melee dpt, CC
  The Nightmare jumps into the air and slams down on top of an opponent. In addition to the damage, 
  the foe must succeed at a brawn skill test. if failed, the opponent is knocked to the ground and is 
  defenseless until he can spend 3 action points to get back up. 
  Stomp
  inCremental CoSt
  total CoSt
  range
  damage
  brawn diFFiCulty
  base
  0
  0
  Jump
  +1
  average
  improved
  1
  1
  Jump
  +2
  average
  Complete
  1
  2
  Jump
  +3
  Challenging
  advanced
  2
  4
  Jump
  +3
  hard
  Shoulder podS
  type: ranged dpt
  These pods ejaculate crimson balls of energy that are capable of punching through walls. They’re 
  especially useful for softening up opponents before directly engaging, or for taking out that sucker 
  who thinks he’s getting away.
  Shoulder podS
  inCremental CoSt
  total CoSt
  range in yd/m
  damage
  rate oF Fire
  base
  0
  0
  10/20/60
  +1
  1
  improved
  1
  1
  20/40/120
  +2
  1
  Complete
  1
  2
  30/60/180
  +3
  1
  advanced
  2
  4
  40/80/240
  +4
  2
  depthleSS Strike
  
  145
  type: ranged dpt
  Instead of firing from the shoulder, these crimson balls fly out when the Nightmare strikes the 
  ground. the bolt travels along a physical plane, like the walls or the ground, but follows that plane 
  – even out of sight. It ignores cover and can be fired at hidden target using the rules for Indirect Fire. 
  There is, however, no chance of deviation – it either hits or it doesn’t.
  depthleSS Strike
  inCremental CoSt
  total CoSt
  range
  damage
  rate oF Fire
  base
  0
  0
  2/8/15
  +1
  1
  improved
  1
  1
  5/15/30
  +2
  1
  Complete
  1
  2
  10/30/60
  +3
  1
  advanced
  2
  4
  15/45/90
  +4
  2
  limit weapon: myStiC blaSt
  type: line nuke
  with this attack, the nightmare charges up and unleashes a terrifying blast of energy, in a swathe 2 
  yd/m wide and as tall as the tager. roll one Marksman test, against which all enemies caught within 
  the blast must defend. the Mystic blast is capable of taking out structures and even armor.
  myStiC blaSt
  inCremental CoSt
  total CoSt
  range
  damage
  eFFeCtS
  base
  1
  1
  10/25/100
  +4
  2 yd/m line attack, hybrid
  improved
  1
  2
  20/50/150
  +5
  2 yd/m line attack, hybrid
  Complete
  2
  4
  30/75/200
  +6
  2 yd/m line attack, hybrid
  advanced
  2
  6
  40/100/250
  +7
  2 yd/m line attack, hybrid
  armor
  Nightmares usually have good armor, to keep them in the fight longer.
  armor
  inCremental CoSt
  total CoSt
  proteCtion
  base
  0
  0
  none
  Complete
  1
  1
  1/1
  advanced
  1
  2
  2/2
  regeneration
  nightmares use regeneration to supplement their protection.
  mortal Form
  inCremental CoSt
  total CoSt
  rate
  tager Form
  inCremental CoSt
  total CoSt
  rate
  base
  0
  0
  0/hour
  base
  0
  0
  1/turn
  improved
  1
  1
  1/hour
  improved
  1
  1
  2/turn
  Complete
  1
  2
  2/hour
  Complete
  2
  3
  3/turn
  advanced
  2
  4
  3/hour
  advanced
  2
  5
  1 die/turn
  SenSeS
  rules forthcoming, but these should be pretty self-explanatory. when in doubt, use the V1 rules.
  
  146
  nightViSion
  inCremental CoSt
  total CoSt
  range
  eFFeCtS
  base
  0
  0
  50 yd/m
  Very low-light conditions, in b&w
  improved
  1
  1
  300 yd/m
  in total darkness, in b&w
  Complete
  1
  2
  1000 yd/m
  in total darkness, in Color
  advanced
  1
  3
  as far as the eye can see
  in total darkness, in Color
  SCan
  inCremental CoSt
  total CoSt
  range
  eFFeCtS
  base
  1
  1
  20 yd/m
  Vital statistics
  improved
  1
  2
  50 yd/m
  Vital statistics
  Complete
  1
  3
  100 yd/m
  Vital statistics
  advanced
  1
  4
  300 yd/m
  Vital statistics
  thermal
  inCremental CoSt
  total CoSt
  range
  eFFeCtS
  base
  1
  1
  20 yd/m
  heat signatures
  improved
  1
  2
  50 yd/m
  heat signatures
  Complete
  1
  3
  100 yd/m
  heat signatures
  advanced
  1
  4
  300 yd/m
  heat signatures
  moVement
  Rules forthcoming, but these should be pretty self-explanatory. Affects the Nightmare’s ability to 
  move and speed when doing so.
  Climbing
  inCremental CoSt
  total CoSt
  Speed
  eFFeCtS
  improved
  0
  0
  normal
  wall-walking
  Complete
  1
  1
  Double
  wall-walking
  advanced
  1
  2
  triple
  wall-walking
  Jumping
  inCremental CoSt
  total CoSt
  diStanCe
  improved
  1
  1
  Double
  Complete
  1
  2
  triple
  land
  inCremental CoSt
  total CoSt
  Speed
  base
  0
  0
  normal
   
  
  147
  
  148
  Phantom
  the guardianS
  prepared, controlled, and wary, phantoms are often considered the most noble of the tagers. they 
  are driven to protect, even at the cost of grievous harm to themselves. phantoms also most often 
  think of the good of the whole beyond their own needs. some of them get a little high and mighty 
  in the process.
  CharaCter deSign reCommendationS
  ◊ You’ll want a high Strength and Tenacity.
  ◊ emphasize tenacity. it should be your highest attribute.
  ◊ If you want to be intimidating, you can’t have a low Presence.
  ◊ athletics: agility helps keep you mobile.
  ◊ the Jumping Focus for athletics: agility is your friend.
  ◊ observation is a good skill for you to level.
  ◊ You’ll want a high Martial Arts and Dodge.
  ◊ You’ll need Marksman for your Arcane Blast and Vertigo.
  SymbiotiC urgeS
  Let’s take a look at the way your symbiont has changed your personality. Feel free to modify the list 
  to better reflect the way you feel your Phantom has manifested.
  ◊ Your friends are your family. You’re a loyal person, when your loyalty is earned.
  ◊ the pack is more powerful than the individual. work together.
  ◊ You’re a thoughtful person. Sometimes you border on being a modern-day warrior-philoso-
  pher.
  ◊ You exercise and maybe even mediate. You keep yourself limber and clear.
  ◊ You’re situationally aware. Way more than most people.
  ◊ You always have a backup plan, even if it isn’t a good one. You tend to think in terms of 
  worst-case scenarios.
  ◊ If someone starts a fight, you’ll make sure it ends.
  ◊ You’re brave enough to take on any foe required, but you’ll be smart about it.
  ◊ You only kill when necessary. It’s not something to be enjoyed.
  outward ChangeS
  ◊ You’re always paying attention. Some people aren’t used to other people really paying atten-
  tion to them, and some of them kind of freak out a little.
  ◊ You move like a cat.
  ◊ You sleep soundly in some strange places.
  
  149
  phantom people
  ◊ The ex-soldier who joined up out of 
  a real sense of principle. the kind of 
  person you really just want to salute.
  ◊ the corporate manager, who likes 
  to strategize and have everything 
  under control.
  ◊ the mother, who would do anything 
  to protect her family. the true mama 
  bear.
  Combat taCtiCS
  ◊ Control the battlefield.
  ◊ Provide cover fire for your team’s 
  advance.
  ◊ provoke enemies you need to dis-
  tract.
  ◊ Martyr to tank for your friends.
  ◊ When the time is right, jump in and 
  start tearing things up.
  daVid leung, a phantom on:
  ◊ whispers – they are the light in our 
  darkness.
  ◊ nightmares – sometimes the best 
  tool for the job is a blunt object.
  ◊ Shadows – They are the ninja to our 
  samurai.
  ◊ Dua-sanaras – it is impossible to 
  watch every hand. be wary.
  ◊ Elib – Keep away from the jaws. Best 
  engaged from a distance.
  ◊ Gelgore – Venomous. take cover and 
  advance with care.
  ◊ thog-Manna – their mimicry is a pro-
  found and underestimated threat.
  ◊ Vyrkol – Destroy the brain and the 
  rest will fall.
  ◊ Zabuth – Do not engage singly. re-
  treat is an acceptable option.
  
  150
  Building Your Phantom
  role: tank
  ShiFted Size: 7 to 7 Ft. tall
  Fear FaCtor: aVerage
  You begin with 20 Power Advances to build your Tager. You can bank any Power Advances you don’t 
  or can’t spend. You get anything listed as a 0 Power Advance cost for free.
  attribute modiFiCationS
  buy one set of bonuses for your regular form, and another that set that will stack on top of those 
  when you’re shifted. You want higher Tager stats? Don’t forget to boost your mortal form.
  agility
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  0
  0
  +1
  2
  2
  +2
  1
  1
  +2
  2
  4
  +3
  1
  2
  perCeption
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  1
  1
  +1
  2
  2
  +2
  1
  2
  Strength
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  0
  0
  +1
  1
  1
  +2
  1
  1
  +2
  2
  3
  +3
  1
  2
  tenaCity
  unShiFted inCreaSe
  inCremental CoSt
  total CoSt
  ShiFted inCreaSe
  inCremental CoSt
  total CoSt
  none
  0
  0
  +1
  0
  0
  +1
  1
  1
  +2
  1
  1
  +2
  2
  3
  +3
  1
  2
  Symbiont bleed
  the closer a person is to their symbiont, the more it begins to affect who she is on a daily basis. this 
  sometimes manifests as symbiont bleed, where the tager gains supernatural abilities while in mortal 
  form. Each Symbiont Bleed ability costs 2 Power Advances, but you get your first for free.
  
  151
  Cat napS
  You need less sleep and only have to sleep 4 hours a night. You can actually split this into a couple 
  two hour catnaps and be just fine. That doesn’t mean you don’t like to sleep in when you can. A full 8 
  hours is pretty satisfying. note that your not at more most mentally acute in these situations, so you 
  can’t use them to study or train for extra Character Advances.
  deSignated driVer
  You sober up faster than everyone else. intoxicants, poisons, and toxins affect you for half as long 
  and half as much.
  light Sleeper
  You wake up really easily.
  needS meChaniCS. SubStitute an obSerVation teSt when aSleep to notiCe thingS awry in enVironment.
  Spatial awareneSS
  Can keep track of everyone. within sight, you can keep track of where everyone is, which allows you 
  to keep better tabs on important targets or be ready for something surprising.
  talk them down
  You get a bonus to talking a potential aggressor down, if they can be talked down. You can defuse 
  potential ridiculous violence.
  or taCtiCal adVantage
  Coordinating for Initiative bonus. How does this translate over? Straight.
  take a hit
  You get 1/1 armor when you want it in human form. requires that you have 1/1 armor in your 
  tager form.
  SpeCial attaCkS
  You start with three of the following six special attacks for free. any others you desire will cost you 
  1 power advance for base.
  A fully developed Phantom’s combat play pattern is: buy time for your team to get into position using 
  Provoke and Vertigo; Martyr for your Shadow, so she can keep laying down CC. Once the fight is in 
  control, open up with everything you’ve got. Protect and redirect. Or you can open up with Tentacle 
  Maw and try to remove one enemy right away.
  bladeS or ClawS
  type: melee dpt
  Blades often extend from the forearms of the Tager. Some Phantom’s claws have developed into 
  vicious weapons. phantoms usually develop either blades or Claws, but not both.
  
  152
  bladeS
  inCremental CoSt
  total CoSt
  damage
  base
  0
  0
  0
  improved
  1
  1
  1
  Complete
  1
  2
  2
  advanced
  2
  4
  3
  martyr
  type: ally Shield
  Spend AP. If someone is within a certain range based on your jump, you’ll now intervene in the very 
  next attack that comes at her. You roll your Defense instead and take the damage as if the attack 
  were originally directed at you.
  martyr
  adVanCeS
  ap CoSt
  range
  base
  0
  5
  half Jump
  improved
  1
  4
  Jump
  Complete
  1
  3
  Jump
  advanced
  2
  2
  Double Jump
  proVoke
  type: taunt
  taunting enemies using provoke makes them focus on and attack you, instead of whatever else they 
  were doing. It’s like a mystical lure that makes them want to kill you, if only for a few seconds. You 
  can effect certain number of targets within in a certain range, based on power level. Make a Marks-
  man Test against which they all must defend. Those hit must make a Fitness Test against a Difficulty 
  based on power level. those who fail must attack you on their next action, if at all able.
  taunt
  adVanCeS
  ap CoSt
  range in yd/m
  enemieS
  wellneSS teSt
  base
  0
  2
  5
  1
  average
  improved
  1
  2
  10
  2
  Challenging
  Complete
  1
  2
  15
  4
  hard
  advanced
  2
  2
  20
  8
  Very hard
  arCane blaSt
  type: ranged dpt
  This beam of pure force fires out of a node in the Phantom’s forehead. Properly developed, it can 
  become a sniping tool.
  arCane blaSt
  adVanCeS
  range in yd/m
  damage
  ShotS
  base
  1
  10/25/75
  1
  2
  improved
  2
  20/50/150
  1
  2
  Complete
  2
  30/75/200
  2
  3
  advanced
  3
  50/225/350
  3
  3
  
  153
  Vertigo
  type: ranged dpt, CC
  The Phantom can disrupt a target’s equilibrium with its howl. A target that is hit must also succeed at 
  a Coordination or brawn test (whichever is higher) or be knocked to the ground. if the target fails, 
  he is knocked to the ground and is defenseless until he can spend 3 AP to get back up. It’ll also stop 
  her dead in her tracks.
  howl
  adVanCeS
  range
  damage
  teSt diFFiCulty
  base
  0
  10 ft
  0
  average
  improved
  1
  15 ft
  1
  average
  Complete
  1
  20 ft
  1
  Challenging
  advanced
  2
  25 ft
  2
  hard
  limit attaCk: tentaCle maw
  type: line nuke
  A mass of tentacles bursts out of the Phantom’s chest, covering a 30 ft. long cone in front of him. 
  Everything caught within the tentacles is attacked, at no Multiple Action Penalty. Define the AP of the 
  attack. one of the targets, randomly selected, must also succeed at a brawn test or the symbiont will 
  drag him back and eat him. this takes one full turn and results in the death of the victim.
  limit weapon
  adVanCeS
  range
  damage
  Cone
  ViCtimS
  brawn diFFiCulty
  base
  1
  10 ft
  2
  15°
  1
  average
  improved
  2
  20 ft
  3
  30°
  1
  Challenging
  Complete
  2
  30 ft
  3
  45°
  2
  hard
  advanced
  3
  40 ft
  4
  60°
  2
  Very hard
  armor
  phantoms usually have good armor, to better tank damage.
  armor
  adVanCeS
  proteCtion
  base
  0
  none
  Complete
  1
  1/1
  advanced
  1
  2/2
  regeneration
  phantoms use regeneration to supplement their protection.
  mortal Form
  adVanCeS
  rate
  tager Form
  adVanCeS
  rate
  base
  0
  0/hour
  base
  0
  1/turn
  improved
  1
  1/hour
  improved
  1
  2/turn
  Complete
  1
  2/hour
  Complete
  2
  3/turn
  advanced
  2
  3/hour
  advanced
  2
  1 die/turn
  
  154
  SenSeS
  rules forthcoming, but these should be pretty self-explanatory. when in doubt, use the V1 rules.
  enhanCed audio
  adVanCeS
  range
  eFFeCtS
  base
  1
  2x as sensitive
  hear things beyond normal audio range
  improved
  1
  2x as sensitive
  hear things beyond normal audio range
  Complete
  1
  3x as sensitive
  hear things beyond normal audio range
  advanced
  1
  4x as sensitive
  hear things beyond normal audio range
  nightViSion
  adVanCeS
  range
  eFFeCtS
  base
  1
  50 yd/m
  Very low-light conditions, in b&w
  improved
  1
  300 yd/m
  in total darkness, in b&w
  Complete
  1
  1000 yd/m
  in total darkness, in Color
  advanced
  1
  as far as the eye can see
  in total darkness, in Color
  SCan
  adVanCeS
  range
  eFFeCtS
  base
  1
  20 yd/m
  Vital statistics
  improved
  1
  50 yd/m
  Vital statistics
  Complete
  1
  100 yd/m
  Vital statistics
  advanced
  1
  300 yd/m
  Vital statistics
  moVement
  Rules forthcoming, but these should be pretty self-explanatory. Affects the Phantom’s ability to move 
  and speed when doing so.
  Climbing
  adVanCeS
  Speed
  eFFeCtS
  improved
  1
  Double
  wall-walking
  Complete
  1
  triple
  wall-walking
  advanced
  1
  Quadruple
  wall-walking
  Jumping
  adVanCeS
  diStanCe
  improved
  1
  Double
  Complete
  1
  triple
  land
  adVanCeS
  Speed
  base
  0
  normal
  
  155
  
  156
  Shadow
  the hidden
  patient and lethal, shadows creep through the world unseen. they hide from prying eyes, digging 
  up “secure” information and assassinating those who stand in their way. shadows talk amongst 
  themselves, sharing information as a sort of prestige.
  CharaCter deSign ConCernS
  ◊ You’ll want a high Agility and Perception.
  ◊ emphasize agility. it should be your highest attribute.
  ◊ You’ll want a high Presence to work undercover.
  ◊ the acting and Mimicry specializations for performance are helpful.
  ◊ athletics: agility is your friend.
  ◊ the Climbing and Jumping specializations for athletics: agility are very useful.
  ◊ You’ll want a high Dodge and Marksman.
  ◊ You’ll want Martial Arts, for your Death Lotus, at the very least.
  SymbiotiC urgeS
  Let’s take a look at the ways your symbiont may have changed your personality. Feel free to modify 
  the list to better reflect the way you feel your Shadow has manifested.
  ◊ Deception is the greater part of valor. 
  ◊ You know the value of well-rehearsed and well-placed lies.
  ◊ You don’t wrestle with moral quandaries. You are practical and efficient.
  ◊ You keep a cool head and know the value of patience. You speak out against hasty action.
  ◊ You’re a detail-oriented person and a planner.
  ◊ You’re kind of in the know. You like to keep up on things, especially things you aren’t sup-
  posed to know.
  ◊ You love getting in and out of places you shouldn’t be, without anyone the wiser.
  ◊ You’re a killer. You have no problem with that, and you think it’s weird when other people do.
  ◊ You end your enemies, even when they beg for mercy or are helpless. no loose ends. that 
  includes innocent bystanders. 
  ◊ You prefer to ambush your enemies, and you also make sure no one can get the drop on you.
  outward ChangeS
  ◊ You’re always looking over your shoulder.
  ◊ You change your appearance pretty often.
  ◊ You shy away from brightly lit areas.
  Shadow people
  ◊ the emo kid who tried so hard for no one to notice him.
  ◊ the street thief who loves the thrill of breaking and entering.
  ◊ The black ops specialist, who’s used to working alone behind enemy lines.
  
  157
  Combat taCtiCS
  ◊ sneak around as much as possible.
  ◊ attack from surprise.
  ◊ if you can slow them down with your 
  poison, do it.
  ◊ Your limit weapon is an awesome as-
  sassination tool. take out the big guys 
  first.
  ◊ In team fights, use your poison to slow 
  enemies, while the heavies clean up.
  liSa gibbonS, a Shadow on:
  ◊ whispers – the eyes that see guide the 
  hand that kills.
  ◊ Nightmares – Sometimes, you just 
  have to step back and appreciate their 
  work. Far back.
  ◊ phantoms – someone needs to be the 
  team-player.
  ◊ Dua-sanaras – tentacles are gross. 
  not getting anywhere near them.
  ◊ Elib – You can’t eat what you can’t 
  see. Let’s keep it that way.
  ◊ Gelgore – Let’s trade barbs.
  ◊ thog-Manna – now these guys i have 
  a problem with. They’re stepping on 
  my turf and I don’t like that.
  ◊ Vrykol – I don’t like anything that can 
  see me when I don’t want it to. That 
  will not do.
  ◊ Zabuth – Holy cow. Now that’s a kill-
  ing machine. but they can smell me.
  
  158
  Special Rules
  FliCker
  The Shadow projects a mystical stealth field. The Tager appears to flicker out of existence, becoming 
  more than just invisible. Shadows are practically compelled to Flicker whenever they can. It’s their 
  thing and the symbiont feels best when it can’t be seen.
  use Flicker as a Contest. You roll your stealth, plus a number of bonus dice based on conditions. You 
  are really hard to spot, so you start with +2 bonus dice, using any modifiers from the following table 
  that apply. a person must be within 15 yd/m to even attempt to spot an invisible shadow, unless it 
  is a creature with enhanced senses. You’re still invisible to sensors and such – only living things can 
  spot you.
  You can’t move faster than half speed while using your Flicker, or the Shadow reappears. You also 
  cannot jump into combat, or the same thing happens. Touching any animal, person, or monster (of 
  dog-size or larger) will force the Flicker to drop. X-ray sensors reveal “invisible” tagers immediately.
  FliCker modiFierS
  bonuS or penalty
  standing still
  +1 die
  Moving (less than Quarter speed)
  none
  Moving (Quarter or half speed)
  -1 die
  Close proximity (within 3 yd/m)
  -1 die
  once spotted
  -2 dice
  once visible, you must remain so for two turns (10 seconds) before you can disappear again.
  VenomouS
  Many of the Shadow’s special attacks deliver an organic paralytic poison. To be administered, the 
  attack must do at least one point of Vitality damage. anyone affected by the poison must succeed at 
  a wellness test to resist.
  enemies who fail lose 1 ap each time, the effect lasting for 1d10 minutes. this ap loss is cumulative. 
  once an enemy sufferes a total ap loss of three, roll another 1d10 – the effects are extended that 
  many more minutes. Generally, you need to successfully poison an enemy five times to take him out.
  
  159
  Building Your Shadow
  role: inFiltration/aSSaSSin
  ShiFted Size: 6 to 7 Ft. tall
  Fear FaCtor: aVerage
  You begin with 20 Power Advances to build your Tager. You can bank any Power Advances you don’t 
  or can’t spend. You get anything listed as a 0 Power Advance cost for free.
  attribute modiFiCationS
  buy one set of bonuses for your regular form, and another that set that will stack on top of those 
  when you’re shifted. You want higher Tager stats? Don’t forget to boost your mortal form.
  agility
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  0
  +1
  2
  +2
  1
  +2
  2
  +3
  1
  perCeption
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  0
  +1
  1
  +2
  1
  +2
  2
  +3
  1
  Strength
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  1
  +2
  1
  tenaCity
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  1
  +1
  2
  +2
  1
  Symbiont bleed
  the closer a person is to their symbiont, the more it begins to affect who she is on a daily basis. this 
  sometimes manifests as symbiont bleed, where the tager gains supernatural abilities while in mortal 
  form. Each Symbiont Bleed ability costs 2 Power Advances, but you get your first for free.
  diSappearing triCk
  You can palm small objects and make them disappear.
  needS meChaniCS. SubStitute +1 die For now.
  poiSonouS
  You can spit your poison, into a cup and something. Great way to dose someone without them know-
  
  160
  ing. up to 5 doses, which paralyzes them.
  Shadowmold
  You can kind of control shadows around you. basically, you can dim and brighten a room.
  needS meChaniCS. SubStitute +1 die For now.
  Sneak up
  You are really good at sneaking up on people who aren’t really paying that much attention. You 
  startle people a lot.
  needS meChaniCS. SubStitute +1 die For now.
  throwing VoiCe
  You can throw your voice really well, and can distract enemies.
  needS meChaniCS. SubStitute +1 die For now.
  triCk oF the light
  You can change your eye and hair color at will. Great for disguises.
  needS meChaniCS. SubStitute +1 die For now.
  SpeCial ability: FliCkerCloak
  a shadow can extend her Flicker to one other living being, of a percentage of mass relative to her 
  own size, based on power level. the tager must stay in physical contact with the person is wishes to 
  conceal. normal Flicker rules apply; however, the passenger must also make stealth tests.
  FliCkerCloak
  adVanCeS
  maSS (% oF SelF)
  base
  1
  50%
  improved
  1
  100%
  Complete
  2
  150%
  advanced
  2
  200%
  SpeCial attaCkS
  You start with two of the following five special attacks for free. Any others you desire will cost you 1 
  power advance for base.
  A fully developed Shadow’s combat play pattern is: attack from surprise; slow enemies down with 
  Needles, assassinate high profile target with Death Lotus when opportunity presents itself; disappear.
  barbed ClutCh
  type: melee dpt, CC
  Special Thorns grow out of the Shadow’s limbs, facing inward. The Barbed Clutch allows the Tager to 
  then leap on an enemy in jumping distance, harm, and attempt to entangle. This follow up entan-
  gling attack is usually thorns.
  
  161
  barbed ClutCh
  adVanCeS
  damage
  base
  0
  -1 + poison + entangle
  improved
  1
  0 + poison + entangle
  Complete
  1
  1 + poison + entangle
  advanced
  2
  2 + poison + entangle
  ClawS
  type: melee dpt
  The Shadow’s claws become deadly weapons.
  ClawS
  adVanCeS
  damage
  base
  0
  0
  improved
  1
  1
  Complete
  1
  2
  advanced
  2
  3
  thornS
  type: melee dpt, CC
  These Thorns grow out of the striking surfaces of the Tager’s body.
  thornS
  adVanCeS
  damage
  base
  0
  -1 + poison
  improved
  1
  0 + poison
  Complete
  1
  1 + poison
  advanced
  2
  2 + poison
  needleS
  type: ranged dpt, CC
  Usually firing from pods on the forearms of the Shadow, these Needles not only hurt, they administer 
  the Tager’s poison from a distance.
  needleS
  adVanCeS
  range in yd/m
  damage
  ShotS
  wellneSS diFFiCulty
  base
  0
  10/25/80
  0 + poison
  1
  average
  improved
  1
  15/40/125
  1 + poison
  2
  average
  Complete
  1
  25/60/170
  1 + poison
  2
  Challenging
  advanced
  2
  50/150/300
  2 + poison
  3
  hard
  quillS
  type: pbaoe dpt/CC
  Instead of firing from a pod, Quills shoot out from every surface with Thorns. Make one Martial Arts 
  result against which all within the burst radius must defend. Watch out for friendly fire.
  
  162
  quillS
  adVanCeS
  burSt
  damage
  ShotS
  wellneSS diFFiCulty
  base
  0
  1 y/m
  0 + poison
  1
  average
  improved
  1
  2 y/m
  1 + poison
  1
  average
  Complete
  1
  3 yd/m
  1 + poison
  2
  Challenging
  advanced
  2
  5 y/m
  2 + poison
  2
  hard
  limit weapon: death lotuS
  type: burSt attaCk
  by triggering this special attack, the shadow will seem to split into duplicates for one massive strike. 
  Death Lotus can target anything within the Shadow’s average jumping distance, boosted by power 
  level. then, the tager makes a number of attacks, using the ap given by power level. these attacks 
  occur simultaneously, so the victim can only defend against the first. When the flurry is complete, the 
  Shadow’s duplicates reform into one, as she jumps to any spot within the boosted jumping distance. 
  Plot your attack in one jump and your retreat in another.
  limit weapon
  adVanCeS
  range
  eFFeCtS
  base
  1
  Jump Distance
  10 ap in attacks
  improved
  1
  Double Jump Distance
  10 ap in attacks
  Complete
  2
  Double Jump Distance
  15 ap in attacks
  advanced
  2
  triple Jump Distance
  15 ap in attacks
  armor
  Shadows aren’t known for having much in the way of protection from harm.
  armor
  adVanCeS
  proteCtion
  base
  0
  none
  Complete
  1
  1/1
  regeneration
  Shadows rely on their regeneration, since they’re lightly armored.
  mortal Form
  adVanCeS
  rate
  tager Form
  adVanCeS
  rate
  base
  0
  0/hour
  base
  0
  1/turn
  improved
  1
  1/hour
  improved
  1
  2/turn
  Complete
  1
  2/hour
  Complete
  2
  3/turn
  advanced
  2
  3/hour
  advanced
  2
  1 die/turn
  SenSeS
  rules forthcoming, but these should be pretty self-explanatory. when in doubt, use the V1 rules.
  
  163
  nightViSion
  adVanCeS
  range
  eFFeCtS
  base
  1
  50 yd/m
  Very low-light conditions, in b&w
  improved
  1
  300 yd/m
  in total darkness, in b&w
  Complete
  1
  1000 yd/m
  in total darkness, in Color
  advanced
  1
  as far as the eye can see
  in total darkness, in Color
  SCan
  adVanCeS
  range
  eFFeCtS
  base
  1
  20 yd/m
  Vital statistics
  improved
  1
  50 yd/m
  Vital statistics
  Complete
  1
  100 yd/m
  Vital statistics
  advanced
  1
  300 yd/m
  Vital statistics
  thermal
  adVanCeS
  range
  eFFeCtS
  base
  1
  20 yd/m
  heat signatures
  improved
  1
  50 yd/m
  heat signatures
  Complete
  1
  100 yd/m
  heat signatures
  advanced
  1
  300 yd/m
  heat signatures
  moVement
  Rules forthcoming, but these should be pretty self-explanatory. Affects the Shadow’s ability to move 
  and speed when doing so.
  Climbing
  adVanCeS
  Speed
  eFFeCtS
  improved
  0
  Double
  wall-walking
  Complete
  1
  triple
  wall-walking
  Jumping
  adVanCeS
  diStanCe
  improved
  1
  Double
  Complete
  1
  triple
  
  164
  Whisper
  the Vigilant
  Fiesty, frenetic, and a little cracked, Whispers flit about on dragonfly wings, drinking in everything 
  that is the world. They adore beauty for its own sake, appreciating it in ways others simply can’t. 
  nothing hides from the curious whisper, who delights in revealing secrets.
  CharaCter deSign reCommendationS
  Here are a few things to keep in mind as you create your Whisper Tager. You don’t have to build this 
  way, but these suggestions can help you be effective in your role.
  ◊ You’re going to want a high Agility and Perception.
  ◊ emphasize perception. it should be your highest attribute.
  ◊ Don’t go low on Presence. You may need to lie your way out of sticky situations.
  ◊ Athletics: Agility is your friend. It governs how well you fly.
  ◊ the Flight specialty for athletics: agility is available to you.
  ◊ observation is your best tool. level it.
  ◊ the lip reading specialization for observation is very useful to you.
  ◊ stealth will keep you alive when you go into enemy territory.
  SymbiotiC traitS
  Let’s take a look at the way your symbiont may have changed your personality. Feel free to modify 
  the list to better reflect the way you feel your Whisper has manifested.
  ◊ With everything you can sense now, you’re drawn to beauty. You’re a sensual person.
  ◊ You’ve got an indomitable spirit, which alternates between inspiring and annoying.
  ◊ You can be a little impulsive. Maybe even a little flighty. Maybe not just a little.
  ◊ You love taking in fresh sensory input. Yum.
  ◊ You’re a terrible gossip.
  ◊ You don’t give up easily. You’re kind of relentless.
  ◊ Risk and danger? Bah.
  ◊ Though you don’t hit the hardest, you aren’t likely to back down from a fight.
  ◊ You can be kind of jaded. Been there, seen that.
  ◊ it takes a lot to really piss you off. Most crap rolls off you.
  ◊ You’re very aware of your surroundings. You’re always on the lookout for trouble. Or some-
  thing interesting. or something pretty.
  ◊ In a weird way, you’re often the voice of common sense. When you’re not impulsively flitting 
  to your next thing.
  outward ChangeS
  ◊ You might be a little fidgety.
  ◊ You can win a staring contest with just about anybody.
  ◊ You’re lighter in your step these days. You kind of float along.
  
  165
  whiSper people
  ◊ the cute bike messenger girl who 
  tears ass all over the city.
  ◊ The voyeur, who just loves to watch 
  the world go by.
  ◊ the street racer with the need for 
  speed.
  Combat taCtiCS
  ◊ know your enemies are there before 
  they do.
  ◊ if you can take them, do it.
  ◊ If you can’t, drop a Bomb and make 
  a getaway.
  ◊ Your limit weapon is a great tool to 
  create an escape.
  ◊ In team fights, harry and distract 
  the enemies, leaving your heavies to 
  clean up shop.
  pendy, a whiSper on:
  ◊ shadows – ooh, spooky! that is so 
  cool.
  ◊ Nightmares – I’ll find it. You kill it.
  ◊ Phantoms – You know, you’re not 
  always right!
  ◊ Dua-Sanaras – I’m glad I can fly. I 
  don’t want those things touching me.
  ◊ Elib – This is not a frog and a fly situ-
  ation. back off.
  ◊ Gelgore – I have to duck. I so don’t 
  want to.
  ◊ thog-Manna – so sneaky. so sneaky! 
  i take this as a personal challenge.
  ◊ Vrykol – It’s dogfight time! They don’t 
  call me the black baron for nothing.
  ◊ Zabuth – hey, pick on someone your 
  own size! when you can see again.
  
  166
  Building Your Whisper  
  role: inFormation, Support
  ShiFted Size: 6 to 7 Ft. tall
  Fear FaCtor: aVerage
  You begin with 20 Power Advances to build your Tager. You can bank any Power Advances you don’t 
  or can’t spend. You get anything listed as a 0 Power Advance cost for free.
  attribute modiFiCationS
  buy one set of bonuses for your regular form, and another that set that will stack on top of those 
  when you’re shifted. You want higher Tager stats? Don’t forget to boost your mortal form.
  agility
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  0
  +1
  2
  +2
  1
  +2
  2
  +3
  1
  perCeption
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  0
  +1
  1
  +2
  1
  +2
  2
  +3
  1
  +3
  2
  Strength
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  1
  +2
  1
  tenaCity
  unShiFted inCreaSe
  adVanCeS
  ShiFted inCreaSe
  adVanCeS
  none
  0
  +1
  1
  +2
  1
  Symbiont bleed
  the closer a person is to their symbiont, the more it begins to affect who she is on a daily basis. this 
  sometimes manifests as symbiont bleed, where the tager gains supernatural abilities while in mortal 
  form. Each Symbiont Bleed ability costs 2 Advances, but you get your first for free.
  blather
  You’re really good at confusing people with strange twists in conversation. You can kind of bluff your 
  way through things.
  needS meChaniCS. SubStitute +1 die For now.
  
  167
  eaVeSdropping
  really good at eavesdropping.
  needS meChaniCS. SubStitute +1 die For now.
  eVery-perSon
  You have the ability to fade into the background and not call attention to yourself. You functionally 
  becomes anonymous to most observers, which can be very useful. Your GM will let you know how 
  this plays out.
  thiS needS to haVe more than JuSt the Same eFFeCtS aS the talent.
  Feign innoCenCe
  Your Character is the kind of person that people never suspect of wrong-doing. she can avoid being 
  the target of such investigations, at least initially. Naturally, once evidence mounts up, she’s in as 
  much trouble as the next person – however, she gets that crucial initial reprieve.
  thiS needS to haVe more than JuSt the Same eFFeCtS aS the talent.
  parkour i
  You can stick to walls like you would in your shifted form, but at your normal climbing speed.
  parkour ii
  In your mortal form, you can jump twice as far as you normally should.
  SpeCial attaCkS
  You start with three of the following five special attacks for free. Any others you desire will cost you 
  1 advances for base.
  A fully developed Whisper’s combat play pattern is: Shrike in to get the enemy’s attention; drop 
  Gossamer bombs, boom shocks, or both to CC the enemy; use tanglers to harry important targets, as 
  necessary; use razor wing to escape dangerous situations.
  If two special attacks both inflict an AP loss, the effects stack – add them together.
  ClawS
  type: melee dpt
  The Whisper’s claws become deadly weapons.
  ClawS
  adVanCeS
  damage
  base
  0
  -1
  improved
  1
  0
  Complete
  1
  1
  advanced
  2
  2
  Shrike
  type: Charge attaCk
  requireS: ClawS
  
  168
  The Whisper can rake an opponent as she flies by. The Whisper must be moving and airborne to use 
  this attack, which costs ap equal to a Charge. however, the whisper can attack any one target in her 
  path of movement, instead of ending in contact – a hit and run attack. Good for harrying.
  Shrike
  adVanCeS
  damage
  eFFeCtS
  base
  0
  0
  Moving attack
  improved
  1
  +1
  Moving attack
  Complete
  1
  +2
  Moving attack
  advanced
  2
  +3
  Moving attack
  tanglerS
  type: melee dpt, CC
  these whips most often extend from the forearms of the tager and can be used to reduce ap. enemies 
  that are hit with a Tangler must succeed at a Coordination Test (Difficulty based on power level) or 
  lose 2 AP with each successful attack, for only the next Turn. This can reduce an enemy’s AP to 0.
  tanglerS
  adVanCeS
  damage
  Coordination teSt
  base
  0
  -1
  average
  improved
  1
  0
  average
  Complete
  1
  1
  Challenging
  advanced
  2
  2
  hard
  goSSamer bombS
  type: Short range aoe/CC
  these radiant balls are more effective when dropped from the air, since their range is so poor. 
  wherever they land, Gossamer bombs burst in a blinding light and everything with their radius must 
  succeed at a wellness test or suffer the effects of totally obscured Conditions and lose 2 ap a turn 
  for the next 1d10 turns. if an enemy succeeds, it covered its eyes in time. allies may be warned.
  goSSamer bombS
  adVanCeS
  range
  radiuS
  damage
  ShotS
  wellneSS diFFiCulty
  base
  0
  3 yd/m
  3 yd/m
  blinding
  1
  average
  improved
  1
  5 yd/m
  5 yd/m
  blinding
  1
  average
  Complete
  1
  5 yd/m
  5 yd/m
  blinding
  1
  Challenging
  advanced
  2
  7 yd/m
  7 yd/m
  blinding
  1
  hard
  boom ShoCkS
  type: Very Short range aoe CC
  these shimmering balls are more effective when dropped from the air, since their range is so poor. 
  wherever they land, boom shocks burst in a deafening explosion and everything with their radius 
  must succeed at a wellness test or suffer be deafened, as per totally obscured Conditions for sound, 
  which removes the ability to understand verbal communication. those who fail also lose 2 ap a turn 
  for the next 1d10 turns. if an enemy succeeds, it covered its eyes in time. allies may be warned.
  
  169
  boom ShoCkS
  adVanCeS
  range
  radiuS
  damage
  ShotS
  wellneSS diFFiCulty
  base
  0
  3 yd/m
  3 yd/m
  Deafening
  1
  average
  improved
  1
  5 yd/m
  5 yd/m
  Deafening
  1
  average
  Complete
  1
  5 yd/m
  5 yd/m
  Deafening
  1
  Challenging
  advanced
  2
  7 yd/m
  7 yd/m
  Deafening
  1
  hard
  limit weapon: razor wing
  type: burSt attaCk, eSCape
  The Tager’s speed and armor increases for the Turn of this flying charge attack. This attack still 
  requires the use of the Martial arts skill, but be used to attack as many targets as are in a reason-
  ably straight line, up to the Tager’s maximum movement for that Turn. Roll one Martial Arts result, 
  against which all potential targets must defend.
  while razor wing can be a powerful harrying attack, it is really best saved for an escape. it allows 
  the Whisper to jet away from trouble, and punch a hole if there already wasn’t one.
  limit weapon
  adVanCeS
  damage
  eFFeCtS
  base
  1
  Damage +2
  speed Doubled
  improved
  1
  Damage +2
  speed & armor Doubled
  Complete
  2
  Damage +4
  speed & armor Doubled
  advanced
  2
  Damage +4
  speed & armor tripled
  armor
  Whispers aren’t known for having much in the way of protection from harm.
  armor
  adVanCeS
  proteCtion
  base
  0
  none
  Complete
  1
  1/1
  regeneration
  Whispers rely on their regeneration, since they’re lightly armored.
  mortal Form
  adVanCeS
  rate
  tager Form
  adVanCeS
  rate
  base
  0
  0/hour
  base
  0
  1/turn
  improved
  1
  1/hour
  improved
  1
  2/turn
  Complete
  1
  2/hour
  Complete
  2
  3/turn
  advanced
  2
  3/hour
  advanced
  2
  1 die/turn
  SenSeS
  rules forthcoming, but these should be pretty self-explanatory. when in doubt, use the V1 rules.
  nightViSion
  adVanCeS
  range
  eFFeCtS
  base
  1
  50 yd/m
  Very low-light conditions, in b&w
  
  170
  nightViSion
  adVanCeS
  range
  eFFeCtS
  improved
  1
  300 yd/m
  in total darkness, in b&w
  Complete
  1
  1000 yd/m
  in total darkness, in Color
  advanced
  1
  as far as the eye can see
  in total darkness, in Color
  SCan
  adVanCeS
  range
  eFFeCtS
  base
  1
  20 yd/m
  Vital statistics
  improved
  1
  50 yd/m
  Vital statistics
  Complete
  1
  100 yd/m
  Vital statistics
  advanced
  1
  300 yd/m
  Vital statistics
  enhanCed audio
  adVanCeS
  range
  eFFeCtS
  base
  1
  2x as sensitive
  hear things beyond normal audio range
  improved
  1
  2x as sensitive
  hear things beyond normal audio range
  Complete
  1
  3x as sensitive
  hear things beyond normal audio range
  advanced
  1
  4x as sensitive
  hear things beyond normal audio range
  thermal
  adVanCeS
  range
  eFFeCtS
  base
  1
  20 yd/m
  heat signatures
  improved
  1
  50 yd/m
  heat signatures
  Complete
  1
  100 yd/m
  heat signatures
  advanced
  1
  300 yd/m
  heat signatures
  long range
  adVanCeS
  range
  eFFeCtS
  base
  1
  1.5x normal range
  boosts ranges of other mystical senses
  improved
  1
  2x normal range
  boosts ranges of other mystical senses
  Complete
  1
  3x normal range
  boosts ranges of other mystical senses
  advanced
  1
  4x normal range
  boosts ranges of other mystical senses
  Sonar
  adVanCeS
  range
  eFFeCtS
  base
  1
  500 yd/m
  passive, 360°
  improved
  1
  1000 yd/m
  active/passive, 360°
  Complete
  1
  1 mile/.5 km
  active/passive, 360°
  advanced
  1
  2 miles/1 km
  active/passive, 360°
  x-ray
  adVanCeS
  range
  eFFeCtS
  base
  1
  10 yd/m
  penetrating
  improved
  1
  20 yd/m
  penetrating
  
  171
  x-ray
  adVanCeS
  range
  eFFeCtS
  Complete
  1
  50 yd/m
  penetrating
  advanced
  1
  100 yd/m
  penetrating
  moVement
  Rules forthcoming, but these should be pretty self-explanatory. Affects the Whisper’s ability to move 
  and speed when doing so.
  Climbing
  adVanCeS
  Speed
  eFFeCtS
  improved
  0
  Double
  wall-walking
  Complete
  1
  triple
  wall-walking
  advanced
  1
  Quadruple
  wall-walking
  Jumping
  adVanCeS
  diStanCe
  improved
  1
  Double
  Complete
  1
  triple
  advanced
  1
  Quadruple
  land
  adVanCeS
  Speed
  improved
  1
  1.5x
  Complete
  1
  Double
  advanced
  1
  triple
   
  Flying
  adVanCeS
  Speed
  base
  0
  triple
  improved
  1
  Quadruple
  Complete
  1
  Quintuple
  advanced
  1
  sextuple
  
  172
  As you play, you’ll earn Advances for your Character. These rewards represent your Character’s 
  growth and evolution and can be used to improve a variety of your Character’s aspects. Advances are 
  usually handed out at the end of every play session, and you may spend them in between sessions 
  or save them up for later. On average, for a four to six-hour play session, you’ll receive 1 Character 
  Advance and 1 Power Advance – you and your symbiont grow together. You’ll get more Advances for 
  longer sessions, and you’ll also get bonuses for finishing up plot arcs, including personal subplots.
  there are two kinds of advances: Character and power. Character advances can be spent to improve 
  your Character’s Skills, Talents, Attributes, and Orgone. Power Advances are spent on your Tager, 
  using the same template you used to built it. presented here are the ways you can spend your 
  Character advances.
  to adVanCe a Skill by +1
  If you want to improve one of your Character’s Skills, it must be one that she has been practicing – 
  either through regular use, study, or training. A Skill’s rating may only be increased by one every 
  other session at the most.
  to adVanCe From
  CoSt
  1 to 2 
  1 Character advance
  2 to 3 
  2 Character advances
  3 to 4 
  2 Character advances
  4 to 5 
  2 Character advances
  improVing reaCtion SkillS
  even though the starting level for reaction skills is linked to an attribute, you can improve them like 
  any other skill (using the costs above). they are eligible for improvement any session in which you 
  are called upon to use one.
  to beCome SpeCialized
  if you want your Character to become specialized, it must within a skill that she has been practicing 
  – either through regular use, study, or training. a specialization may only be acquired or improved 
  if the skill to which it is attached is not improved that session. like skills, specializations may only 
  be advanced once every other session.
  ◊ to gain a +1 specialization costs 1 Character advance.
  to learn a new Skill
  If you want your Character to learn a new skill, she must first seek instruction (which can be another 
  Character, a teacher, a book series, an on-line class, etc.). Instruction is classified as any training 
  created by any Character with skill rating of 3 or higher in the skill being taught. in general, it takes 
  X
  Advancement
  Advancement
  
  173
  about a month of study or a week of on-the-court train-
  ing to pick up a skill at a rating of 1.
  ◊ once your Character has completed his training, 
  spend 1 Character advance to learn the new skill 
  at a rating of 1.
  to aCquire a new talent
  people discover they have hidden talents all the time, 
  and your Character is no different. talents are unpre-
  dictable, so you can acquire one at any time it seems 
  appropriate – it should have some story justification 
  that makes sense. the only other limitation is that you 
  can only acquire a new talent once every other session.
  ◊ to acquire a new basic talent costs 1 Character 
  advance.
  to inCreaSe orgone
  orgone requires nothing other than experience to im-
  prove. You can improve it at any time, for any reason, 
  up to a maximum of double your Character’s starting 
  amount.
  ◊ two additional points of orgone cost 1 Character 
  advance.
  to improVe an attribute
  Improving Attributes is difficult, so it’s not normally the most common type of Character Advance-
  ment. if you wish to do so, talk with your GM about the things your Character needs to do to improve 
  that attribute, and then have her do them during play. once a reasonable amount of time has 
  passed, as determined by your GM, spend the experience and increase the attribute by one. attri-
  butes can be increased to a maximum of 10 normally.
  You’ll notice that improving Attributes at low levels is more expensive. That’s because one to three 
  on the Attribute scale describe varying levels of handicap and it’s often difficult to overcome natural 
  disadvantages.
  ◊ to increase an attribute from 3 to 4, or 1 higher from 4 to 7, costs 2 Character advances each.
  ◊ to increase an attribute from 1 to 2, or from 2 to 3, costs 3 Character advances each.
  ◊ to increase an attribute by 1 to 8 or higher costs 3 Character advances each.
  at a glanCe: adVanCement
  ◊ tbD
  
  174
  remoVing drawbaCkS & aCquiring new aSSetS
  Qualities are, in many cases, story devices. Some of them cannot be acquired after you’ve started 
  playing your Character and some Drawbacks might be impossible to overcome. Your GM will let you 
  know which assets or Drawbacks can be acquired or removed during play, but your common sense 
  should predict her answer. if your GM rules that an asset can be acquired or a Drawback removed, 
  she will provide you with a set of conditional or behavioral requirements. once complete, spend the 
  appropriate number of Character Advances and it’s done. You cannot acquire an Asset whose effects 
  cancel out one of your Drawbacks until that Drawback is gone.
  Furthermore, sometimes assets or Drawbacks will come about through play and you will acquire 
  them without needing to spend Character advances. Your GM will assign them as they happen and 
  are appropriate.
  ◊ removing an existing Drawback or acquiring a new asset worth one point costs 1 Character 
  advance.
  ◊ removing an existing Drawback or acquiring a new asset worth two points costs 2 Character 
  advances.
  ◊ removing an existing Drawback or acquiring a new asset worth three points costs 3 Character 
  advances.
  ◊ removing an existing Drawback or acquiring a new asset worth four points costs 4 Character 
  advances.
  
  175
  
  182
  the rules of Cthulhutech, also known as Framewerk, have evolved over the last ten years, culminat-
  ing in V2. The system uses a pool of d10’s, usually from one to five dice, based on your Character’s 
  Skill rating, modified by both Difficulty and the use of Drama Points.
  Time
  Just so we’re all on the same page, here’s how we break down different measures of time that may 
  impact the game.
  time meaSure
  breakdown
  turn
  Used for conflict situations, each turn equals about five seconds of time in the game.
  event
  used for urgent situations, event time is tracked in one minute intervals in the game.
  scene
  Much like a movie scene, encompasses a number of events that all focus around one 
  particular action, location, or theme.
  session
  a single play event.
  story
  sometimes referred as the adventure, encompasses a complete plotline.
  Downtime
  the time the character is not directly involved in the events of the story.
  Dice
  Framewerk uses ten-sided dice, usually abbreviated as d10. results of 0 equal 10, not actually 0. 
  sometimes a d5 will be called for – take half of a d10 result, rounding up. players should ideally 
  have from six to ten dice to play, as some rolls (like damage) may require that many.
  teSt diCe meChaniCS 
  When you want your Character to do something special, you’ll make a Test. This involves rolling a 
  pool of d10’s equal to your Character’s relevant Skill’s rating. Do not add them all up – instead, look 
  for special number results.
  the higheSt Value
  Identify the die with the highest number, and add this value to the Skill’s Governing Attribute to determine 
  your success or failure.
  identiCal ValueS
  if two or more dice show the same number, the values of these dice may be added together and used, 
  instead of the Highest Value – even if the total exceeds 10. Add this value to the Skill’s Governing Attribute 
  to determine your success or failure.
  XII
  XII
  Rules
  Rules
  
  183
  ConSeCutiVe ValueS
  if three or more dice result in consecutive numbers, you 
  may add the values of these dice together, instead of the 
  highest Value – even if the total exceeds 10. add this value 
  to the Skill’s Governing Attribute to determine your success 
  or failure.
  Whichever way you read your dice, you’re looking for 
  the highest total possible from your roll.
  teSt triggerS
  if you beat your success threshold by more than 3, 
  you’ve Triggered. Triggers may activate special abilities 
  or talents. 
  raw numberS rollS
  things like determining damage or armor protection 
  against an attack are different from tests. tests use the 
  special dice mechanics of Framewerk. raw numbers 
  Rolls means you roll all the dice and just add them up.
  Tests
  When it’s important to know whether or not you suc-
  ceed or fail, your GM will ask you to make a test. the 
  standard threshold for success is 13. if you roll the dice, 
  add the result to the appropriate attribute, and the total 
  is 13 or higher, you’ve succeeded.
  diFFiCultieS
  Some Tests are more difficult than others. Your dice pool shrinks when tasks are tricky. Your GM will 
  let you know the Test’s Difficulty when she asks you to roll dice.
  diFFiCulty
  teSt penalty
  easy
  no test required (unless skill is 1)
  average
  no Change
  Challenging
  -1 die
  hard
  -2 dice
  Very hard
  -3 dice
  legendary
  -4 dice
  at a glanCe: tbd
  ◊ tbD
  
  184
  making teStS
  Mechanically, Tests happen in five steps.
  1. Determine the type of test
  2. Determine the required attribute & skill
  3. Determine Difficulty
  4. roll and read your Dice
  5. announce the success or Failure of the test
  1. determine type oF teSt
  technically, there are three types of tests – Flat tests, Variable tests, and Contests.
  Flat teStS
  this is the most common type of test, where your Character is trying to do something without conscious 
  resistance. Your success threshold is 13, and you either succeed or fail. 
  Variable teStS
  Variable tests are used when there are several possible successful outcomes, based on how successful you 
  are. every 3 points you roll beyond the normal success threshold of 13 equals a success level – 13 is success, 
  16 is level 2 success, 19 is level 3, and so on. 
  
  185
  teSt reSult
  SuCCeSS leVel
  13-15
  success, possibly Mixed
  16-18
  Complete success
  19-21
  success, with a Cherry on top
  22+
  Critical success
  ConteStS
  Contests occur when some other force, antagonist or other 
  factor, directly tries to prevent the Character’s success. Both 
  sides roll the appropriate skill  + attribute and the higher 
  result wins. re-roll in the event of a tie. Contests are com-
  mon in combat.
  2. determine attribute & Skill
  all tests are going to involve an attribute and a skill. 
  Figure out which ones apply the best. if only an attri-
  bute seems to make sense, then you’ll use a Reaction 
  skill, found on p. XX.
  3. determine diFFiCulty
  if the test is anything other than average, your GM will 
  tell you the Difficulty and you’ll remove a number of 
  dice from of your pool. If you’re left with no dice, then 
  you can only attempt the test using Drama points (p. 
  XX). if the test is easy and you only have a skill rating 
  of 1, then you’ll roll that one die.
  If this is a Contest, there may be modifiers due to condi-
  tions. see p. XX for more.
  4. roll and read the diCe
  roll a number of dice equal to your skill rating, and add the overall result (as described on p. XX) to 
  your attribute. if you equal or beat the success threshold of 13, you succeed. every 3 above that is a 
  success level, if this is a Variable test.
  5. announCe the SuCCeSS or Failure oF the teSt
  Tell everyone at the table whether you pulled it off or not. Your GM will help narrate any significant 
  successes or failures.
  at a glanCe: tbd
  ◊ tbD
  
  186
  Test Modifiers
  while most tests are pretty straightforward, there are situations that can modify the way tests play 
  out.
  SpeCializationS
  Specializations are described on p. 92. Basically, they give you a +1 die bonus to specific areas within 
  a skill. You can only ever use one of your specializations for a test – choose the one that makes the 
  most sense.
  CritiCal SuCCeSS
  If you ever beat a Test by 9 or more, for a result of 22+, you’ve Critically Succeeded. The exact effects 
  of a Critical success are left up to your GM. in some cases, a Critical success may not net any sort of 
  tangible benefit. At other times, a Critical Success can get you additional information, allow you to 
  complete a task faster than usual, or provide some other sort of cool benefit.
  You can’t Critically Succeed at Easy Tests – they’re too routine for something amazing to happen. 
  If you’re engaged in a non-combat Contest, you Critically Succeed when you beat your opponent’s 
  total by 9 or more.
  CritiCal Failure
  Sometimes, you’ll blow it in a way that is spectacular. If you ever roll your dice and all of them come 
  up 1’s, you’ve Critically Failed. The exact effects of a Critical Failure are left to your GM. There are 
  times when a Critical Failure may have no significant or relevant effects, or the effects of Critically 
  Failing may also not be immediately apparent.
  You may use Drama points to add dice to your pool, in an attempt to eliminate a Critical Failure (see 
  p. XX). Also, Easy Tests can’t be Critically Failed – they’re too simple.
  CroSS-matChing attributeS & SkillS
  sometimes it will make sense for you to use a different attribute for a test than the one normally 
  associated with the skill in question. as long as your GM approves, you can cross match attributes 
  and skills as appropriate.
  Complementary SkillS
  Sometimes you’ll need to try doing something that your Character isn’t specifically skilled at doing, 
  but she’s got a skill that’s close. Your GM will allow you to use that complimentary Skill as if you had 
  a rating of one lower in it (with a minimum of one). Your GM will ultimately determine if the skill 
  you want to use instead will work – sometimes they will and sometimes they won’t.
  unSkilled teStS
  Sometimes you’ll need to try doing something that your Character is not skilled at doing. If your GM 
  says that you can try it – not all types of things can be attempted by someone who isn’t trained – 
  
  187
  then you’ll make a different type of Test. You’ll really 
  only be able to succeed at fairly easy or routine things, 
  but sometimes you’ve got to try.
  to go for the unskilled test, roll a d5 and add it to your 
  Attribute. Unless you have an Attribute of 8+, you’re go-
  ing to fail. Drama points are the only way out of this 
  (see p. XX).
  some skills are noted as being professional skills. these 
  require too much specialized knowledge for the layman 
  to even really attempt. You can’t use them unskilled, 
  unless you spend Drama points (see p. XX).
  reaCtion SkillS
  When it doesn’t seem like a learned and practiced Skill 
  applies, or in situations where a Character need to react 
  to something in her environment, you’ll use one of the 
  reaction skills. each attribute is paired with a single 
  reaction skill.
  attribute
  reaCtion Skill
  agility
  Coordination
  strength
  brawn
  tenacity
  wellness
  intellect
  insight
  perception
  intuition
  presence
  Charisma
  As a player, your GM will let you know when to use Reaction Skills, since you don’t voluntarily use 
  them. see p. XX for more details.
  SeCond ChanCeS
  Sometimes, you have the space to try again when you’ve failed a Test. Each time you try again, the 
  Difficulty goes up a level. Once the increasing Difficulty has wiped out your dice pool, you can make 
  no more attempts.
  extended teStS
  When you need to take some time to get something done, you’ll need to make an Extended Test. 
  When doing so, make three of the appropriate Test. If you succeed at two out of three, you’re suc-
  cessful at the extended test. Critical successes count as two successful tests, while even one Critical 
  Failure causes the whole extended test to fail.
  at a glanCe: tbd
  ◊ tbD
  
  188
  teamwork
  if friends can help you, have the skills required, and are at least as equally skilled as you, you get 
  one bonus die for your Extended Test. If two qualified people can help you, you get two bonus dice 
  instead. this is usually the most people that can help with an individual task and be effective.
  taking extra time
  taking a little extra time for important tests can help, if you have the luxury. if so, take twice the 
  usual time required and add one bonus die for your test. if you take three times the required time, 
  add two bonus dice. This is maximum benefit you can gain from taking your time.
  puShing the  limit
  You can push yourself to the limit, causing yourself harm in order to get more dice for the test. every 
  bonus die you want for the test causes two dice of damage – you roll for damage after you roll for 
  the test. You can succeed and die in the attempt.
  You’ll have to work out how this makes sense in the narrative. Physical strain is easy, suffering illness 
  or blowing out your blood pressure with stress might be another couple options.
  You can’t take both Extra Time and Push the Limit for one Test – it’s one or the other. You’re either 
  recklessly plowing towards your goal, or methodically working it out.
  enVironmental & CirCumStantial modiFierS
  sometimes things get in the way of Contests, like distractions or adverse conditions in your environ-
  ment. Your GM will determine if such things incur a Minor, Major, or Severe penalty to the sides 
  negatively affected. sometimes only one side of the Contest will be affected, sometimes both will be.
  hindranCe
  teSt penalty
  Minor
  -1 die
  Major
  -2 dice
  severe
  -4 dice
  Drama Points
  Drama Points are used to manipulate a Character’s dice – any Character’s dice. For each Drama Point 
  you spend, you can increase your Character’s number of dice for a Test by one, increase an ally’s dice 
  by one, or rob an enemy of one of his test dice.
  inCreaSing a diCe pool
  If you are using Drama Points to increase your or another Character’s dice, you can choose to spend 
  the points after the roll – you can keep spending Drama Points until you are either satisfied or reach 
  the limit of three per Test. You don’t need to declare how many you are spending at any time, instead 
  spending them one by one. Furthermore, in the case of helping an ally, your Characters don’t need 
  
  189
  to be in any kind of proximity. 
  attempting thingS unSkilled
  You can use Drama points when you need to make tests 
  for skills your Character doesn’t have. Normally, you’d 
  only roll 1d5. if you spend a Drama point, that 1d5 
  becomes 1d10. each Drama point you spend thereafter 
  gives you another 1d10 for the test. You can even at-
  tempt to use professional skills this way – something 
  you can’t normally do.
  deCreaSing enemy diCe pool
  You can reduce an opponent’s dice pool using Drama 
  points, the same way you can increase your own dice 
  pools. any time you wish to do this, you will need to 
  inform your GM before she rolls. You can’t affect the 
  dice once they hit the table.
  sometimes key antagonists will have Drama points to 
  spend and can use them to reduce your dice pool. Your 
  GM must let you know this is happening before you roll. 
  You can spend Drama points to increase your dice pool 
  back up, if you have them available.
  limitationS
  You may only spend up to three Drama points to in-
  crease or reduce any one test, including those gifted by 
  friends. however, you may choose to be all-in for one 
  important test each game session, and can use as many 
  Drama points as are available – up to a maximum pool 
  of ten dice.
  Drama points may not be used for raw numbers rolls, such as initiative, armor, or Damage, as well 
  as for Fear or insanity tests.
  drama point poolS
  In most games, each player gets a pool of five drama points at the beginning of each session. Drama 
  points cannot be saved from session to session, unless a session ends at a particularly tense and cru-
  cial moment. players can then keep their Drama points for the next session, and the GM will award 
  fresh Drama points when a good break in the action occurs.
  at a glanCe: drama pointS
  Drama points are used to modify tests. they 
  are used in one of the following three ways:
  ◊ You can use a Drama point to add one die 
  to the number of dice you roll for a test. 
  You can add up to three, one at a time, and 
  you do not need to declare you are doing 
  so beforehand.
  ◊ You can use a Drama point to add one die 
  to the number of dice an ally is rolling for 
  a test, even if your Characters are nowhere 
  near each other. You can add up to a total 
  of three (as a group), one at a time, and 
  you do not need to declare you are doing 
  so beforehand.
  ◊ before your GM rolls, you can ask him how 
  many dice he is rolling for a test. You can 
  then take his dice away by spending Drama 
  points, on a one for one basis, up to three.
  Drama points may never be used for:
  ◊ initiative
  ◊ armor rolls
  ◊ Damage rolls
  ◊ Fear tests
  ◊ insanity tests
  
  190
  Card Gameplay
  Dice are awesome, but sometimes you want a little more control over the random elements of 
  the game. here are some option rules, so that you can use playing cards instead of dice to play 
  Cthulhutech. 
  Creating the play deCk
  to create your communal play deck, take two decks of regular playing cards and remove the face 
  cards and jokers. You’ll end up with four suits, each with two runs of ace to ten, for a total of 80 
  cards. this play deck works for up to four players, plus the GM. if you have more players, add in 
  another deck of playing cards for every two extra players.
  playing the game
  When you’re ready to play, shuffle the play deck and place it where everyone can reach it. Each 
  player draws a hand of five cards. Every time you play cards, draw back up to five cards in your hand. 
  Whenever you run out of cards, reshuffle the discard pile and keep going.
  when you make a test, 
  play a number of cards 
  equal to the number 
  of dice you would have 
  rolled. read them as you 
  would dice. For every 
  Drama point you spend, 
  draw one card from the 
  top of the draw deck and 
  add it to the mix.
  If your GM thinks it’s 
  cool, you may be able 
  to keep your hands from 
  session to session.
  CritiCal FailureS
  Critical Failures are hard 
  to come by using cards. 
  an average play deck 
  will have only eight aces. 
  the odds of a player get-
  ting a hand of five aces 
  aren’t good.
  FluSheS
  
  191
  if you play three or more cards of the same suit, you 
  have a flush – in addition to any other results that come 
  from your total. You draw another card from the play 
  deck and add it to the Test when you play a flush – two 
  cards if you play a straight flush (both a straight and 
  a flush).
  gm drawS
  If you’re the GM, you always draw from the top of the 
  play deck and don’t get to build your own hand. This 
  variation is intended to give the players more control, 
  while leaving the rest to fate.
  burning CardS
  You’re not allowed to attempt frivolous Tests just to burn 
  off bad cards in your hand. Your GM will call you out, if 
  she thinks that’s what you’re up to.
  Counting CardS
  Counting cards is considered cheating, just like in ca-
  sinos.
  at a glanCe: tbd
  ◊ tbD
  
  192
  The Shadow War is violent. Here are the rules that govern fighting, social interaction, and environ-
  mental effects.
  The Combat Turn
  A Turn represents five seconds of high intensity action. There are six steps to every Turn of combat.
  1. determine initiatiVe
  To determine when you get to act in the turn, roll 1d10 + Reflex. This total is your Initiative for the 
  turn. everyone acts in order from the highest initiative to the lowest. in the case of a tie, the higher 
  base Reflex goes first – or simultaneously if equal.
  2. deClare aCtionS
  Each Character has five Action Points to spend in a Turn. See p. XX for the list and costs of Actions. 
  Creatures may have more than five Action Points.
  3. make Combat ConteStS
  To attack a target, generate a total using the appropriate Skill. In most cases, you’ll use the Dodge 
  skill to defend. if the attack could realistically be parried, then the defender can use her Martial 
  arts skill.
  If you’re shooting at someone who is far enough away, you’ll lose dice from your pool:
  range
  diFFiCulty
  teSt penalty
  short
  average
  none
  Mid
  Challenging
  -1 die
  long
  hard
  -2 dice
  extreme
  Very hard
  -3 dice
  If your target isn’t living and aware, use the Static Targets rules on p. XX.
  4. roll damage
  Your damage is determined by your Combat Contest, your weapon, and your strength (for close 
  quarters).
  SuCCeSS
  For every three points you beat your opponent’s defense result by, roll 1 die for damage. Round up, 
  so the minimum number of dice you’ll get from Success is one.
  weaponS
  Weapons do an additional fixed amount of damage. For example, a CS-40 Defender (a medium 
  XIII
  XIII
  Conflict
  Conflict
  
  193
  pistol) does 1 die of damage, while a steel katana does 
  2 dice.
  Strength
  if your attack is close quarters, you get to add your 
  strength bonus – equal to your strength divided by 
  three, rounded down – in dice.
  oVerall damage
  add up all the dice from these three factors and roll 
  them. this is a raw numbers roll – add the dice to-
  gether.
  5. CheCk woundS
  Every Character has five Wound Levels, and each is 
  equal to her Vitality. a Character with an average Vital-
  ity of 10 then can take 10 points of damage in each 
  wound level – or a total of 50 points overall – before 
  death. start at the top and work your way down. For 
  more information see wound levels on p. XX.
  armor
  armor reduces the amount of damage a Character suf-
  fers from an attack, depending upon the type of armor 
  and the type of attack. armor is rated by trauma, used 
  against physical attacks, and Projectile, used against 
  any kind of ranged attack. roll the appropriate number 
  of dice, total them up, and reduce the damage coming your way by that much.
  6. regenerate
  tagers and many other creatures regenerate, healing back an amount of damage every turn. see 
  p. XX for details.
  repeat
  Start back over with Step One and repeat the Combat Turn until the conflict ends.
  at a glanCe: tbd
  ◊ tbD
  
  194
  Actions
  During a given turn, each Character can perform a certain number of actions, usually worth a total 
  of 5 action points – in addition to defending against any number of attacks for free. You can perform 
  any single 0-cost action only once per turn, and only two 0-cost actions per turn.
  aCtion
  aCtion pointS
  Skill teSt
  trigger
  1 per turn
  Duck
  0
  n
  n
  Y
  shout at someone
  0
  n
  n
  Y
  survey the situation
  0
  Y
  n
  Y
  use occult to iD creature
  0
  Y
  n
  Y
  Drop something
  1
  n
  n
  n
  push back
  1
  Y
  Y
  n
  silence
  1
  Y
  Y
  n
  speak a short sentence
  1
  n
  n
  n
  take a couple steps
  1
  n
  n
  Y
  aim a ranged attack
  2
  n
  n
  n
  Draw or holster a weapon
  2
  n
  n
  n
  hasty attack
  2
  Y
  n
  n
  Jump
  2
  n
  n
  n
  Move at walking speed
  2
  n
  n
  Y
  open an unlocked door
  2
  n
  n
  n
  press the attack
  2
  n
  n
  Y
  reload weapon (Most)
  2
  n
  n
  n
  seize initiative
  2
  n
  n
  Y
  skill tests (simple)
  2
  Y
  n
  n
  take Cover
  2
  n
  n
  Y
  taunt
  2
  Y
  n
  n
  attack
  3
  Y
  n
  n
  break away from Close Quarters
  3
  Y
  n
  Y
  Defensive positions
  3
  n
  n
  Y
  Disarm opponent
  3
  Y
  n
  n
  Fire three-round burst
  3
  Y
  n
  n
  Get up
  3
  n
  n
  Y
  reload heavy weapon
  3
  Y
  n
  Y
  recover Disarmed weapon
  3
  n
  n
  Y
  threaten
  3
  Y
  n
  n
  Fire Full auto
  4
  Y
  n
  Y
  Full Defense
  4
  n
  n
  Y
  
  195
  aCtion
  aCtion pointS
  Skill teSt
  trigger
  1 per turn
  lay Down suppressive Fire
  4
  Y
  n
  Y
  Move at running speed
  4
  Y
  n
  Y
  skill tests (Complex)
  4
  Y
  n
  n
  takedown
  4
  Y
  n
  n
  two Fisting
  4
  Y
  n
  n
  Charge
  all
  Y
  n
  Y
  opportunity attack
  all
  Y
  n
  Y
  tager limit attack
  all
  Y
  n
  Y
  
  196
  typeS oF aCtionS
  aim a ranged attaCk
  when you take the time to aim, you gain a +1 die bonus to your next Combat Contest with that 
  weapon. if you can hold your aim and do it a second time next turn, you get a +2 dice bonus. You 
  lose aim if you have to defend yourself or take any other action before you can fire.
  attaCk
  You make a regular attack using one of your weapons.
  break away From CloSe quarterS
  Once you’re engaged in close quarters combat, you can’t just run away from it.  Spend 3 Action Points 
  and roll 1d10 – 1 to 5 = nope, 6 to 10 = free. these chances decrease by one for every opponent past 
  the first with which you are engaged.
  If you win, you can move your Run Speed away. Otherwise, you’ve wasted your AP and must stay 
  in the combat.
  Charge
  if you can reach an enemy with your running speed this turn, you may charge her. this gives you a 
  free attack at a -1 die penalty, but if successful will do one extra die worth of damage. this applies 
  to attacks that are unarmed or using hand weapons only – guns do not gain benefit from charging.
  deFenSiVe poSitionS 
  You suffer a -1 die penalty for attack tests and gain a +1 die bonus for Defense tests until the start 
  of your next Turn. You don’t need cover to gain this benefit.
  diSarm opponent
  if an opponent has a weapon, can attempt to get the weapon away from her. this requires a Contest 
  in which each combatant uses their athletics: Coordination or athletics: brawn (whichever is higher). 
  if you succeed, her weapon is knocked to the ground. if you trigger, you can take it away from her.
  draw or holSter a weapon
  You may draw a new weapon, if you have hands available, or you may holster a weapon you’re 
  currently holding.
  drop Something
  If you’re holding something, you can drop it where you stand and make that hand ready for more 
  useful things.
  duCk
  You can make yourself lower profile or duck into cover, giving you potential cover benefits.
  Fire Full auto
  Some weapons are designed to fire at a high rate of fire. If you’re firing on single shot with an 
  
  197
  automatic weapon, resolve the attack as normal. When firing on automatic, your attack suffers a 
  -1 die Penalty, but you add the weapon’s Auto value as a number of bonus damage dice. The Auto 
  value will also tell you the number of rounds firing on auto consumes – in general, it will be about 
  half of a full clip.
  Fire three-round burSt
  Any weapon capable of automatic fire is also capable of three-round bursts – it’s a 0-cost Action to 
  switch between fire modes. If the attack is successful, do an extra die of damage. This uses three-
  rounds of ammo.
  Full deFenSe 
  if you focus on defending yourself, you cannot attack, but gain a +2 dice bonus to your Defense tests 
  until the start of your next turn. You do not need cover to gain this benefit.
  get up
  If you find yourself on the ground, spend 3 Action Points to get back up. You can’t move until you do.
  haSty attaCk 
  When you don’t have two weapons, you can try a quick, uncoordinated attack. Your attack is at a -1 
  die penalty.
  Jump
  You can jump up to your maximum distance for 2 AP.
  lay down SuppreSSiVe Fire
  There may be situations in which you’ll want to fill an area full of bullets to slow your opponents 
  down, instead of trying to harm them. automatic weapons are the most effective in these situations, 
  but any gun will do. 
  Your attack will encompass a 45° arc in any direction. to accomplish this, you must succeed at an 
  Average Marksman Test. All combatants that are moving through the field of fire must succeed at 
  an average Dodge test, or take damage equal to one round from the gun – with no bonus damage. 
  regardless, if you succeed, all combatants must slow their advance.
  the amount combatants in that area are slowed is shown by the following table, depending upon 
  whether or not you’re using an automatic weapon, and whether the area is open area with lots of 
  room to move or if it’s confined with little room to maneuver.
  SuppreSSiVe Fire
  amount Slowed
  auto – open
  50%
  Auto – Confined
  75%
  semi – open
  25%
  Semi – Confined
  50%
  
  198
  moVe at running Speed
  You may move up to your running speed. 
  moVe at walking Speed
  You may move up to your walking speed. 
  open an unloCked door
  You may open a door and look through it.
  opportunity attaCk
  opportunity attacks happen when an opponent who is acting on a higher initiative makes herself the 
  perfect target. Maybe your Character has her gun out and the guy steps right out into plain sight. 
  Maybe she’s trying to run up into close quarters combat with your Character and there’s no reason 
  you can’t get off a quick panicked shot before she gets there. Make a Hasty Attack and use all of your 
  action points for the turn in order to act on this higher initiative.
  preSS the attaCk
  You choose to ignore all of your defenses until the start of your next turn (your Defense equals your 
  agility for the turn), but you gain a +2 dice bonus to all attack tests.
  puSh baCk 
  if you trigger on your Combat test, you may move your target 3 yd/m away from you, if possible. 
  this costs 1 more action point.
  reCoVer diSarmed weapon
  If you’ve been disarmed, it costs 3 Action Points to recover your weapon – as long as it remains 
  nearby (generally within about 3 yd/m).
  reload heaVy weapon
  if your heavy weapon is out of ammo, you may reload using this action.
  reload weapon
  If you’re out of ammo, you need to reload your weapon. Heavy weapons cannot be reloaded using 
  this action.
  Seize initiatiVe 
  You spend the Turn assessing your opponent’s action, and you suffer a -1 die Penalty to all Attack 
  tests this turn. however, you gain +3 to your initiative next turn.
  Shout at Someone
  You shout a few important words to someone within ear-shot (or communications range).
  Skill teStS (Complex)
  if you need to use a skill that requires your full attention, you can make that test for 4 action points.
  
  199
  Skill teStS (Simple)
  If you need to use a Skill that won’t require your full 
  attention, you can make that test for 2 action points.
  SilenCe 
  You can attack an enemy in such a way that it prevents 
  him from communicating to his team-mates or calling 
  out for help until your next turn. Your attack must trig-
  ger in order to silence an enemy and requires one more 
  action point.
  Speak a Short SentenCe
  You may speak a brief, but complete sentence to some-
  one withing ear-shot.
  SurVey the Situation
  You take a moment to get a better grasp on what’s go-
  ing on. this requires success at a Challenging observa-
  tion Test. Your GM will then fill you in on more details 
  and answer any quick questions you might have.
  take a Couple StepS
  You can move a few steps in any direction you wish, as 
  long as it isn’t more than one yd/m.
  take CoVer
  if cover is available, you can begin using it to your ad-
  vantage for 2 action points. each type of cover provides 
  you with a bonus number of dice to your Defense test 
  against those from which it would protect you.
  CoVer
  bonuS
  Diving and fighting prone
  +1
  partial cover (from 25-60%)
  +2
  Complete cover (from 61-99%)
  +3
  partial cover might include hiding behind a short wall, a post or small tree of some kind, or furniture. 
  Complete cover might include ducking down behind a car or shooting from behind a wall.
  Also remember to take into account elevation or flight. What provides cover against a target on the 
  ground may not do anything against an elevated opponent.
  takedown 
  You can attempt to knock an opponent with which you are engaged into a temporarily helpless posi-
  at a glanCe: tbd
  ◊ tbD
  
  200
  tion. this requires a Contest in which each combatant uses their athletics: Coordination or athletics: 
  brawn (whichever is higher). if successful, the opponent is knocked to the ground and cannot move 
  until he can spend 3 action points to get back up. 
  taunt
  once you have chosen an enemy to taunt, make a Contest using your Deception or persuade against 
  his Fitness. If you succeed, he’s forced to attack you next turn, if able. If you Trigger, he’ll come out 
  of cover for the turn.
  threaten 
  instead of attacking, you can attempt to intimidate a non-monstrous opponent to give him pause. 
  Make a quick intimidation vs. Fitness Contest. if the opponent loses, he can either move away from 
  you, if able, or he can spend no action points next turn, though he can continue to defend himself.
  two FiSting
  if you are skilled with a weapon (have at least a rating of 1 in the appropriate skill), you may be 
  able to use two of that weapon at the same time. naturally, the weapons in question must be the 
  kind of weapons a person can use two of at the same time. Daggers make sense, as do handguns, 
  but shotguns or machine guns do not. 
  if you can wield two weapons at the same time, you can attack with both of them in the same turn 
  for a 4 action points. both attacks are made at a -1 die penalty.
  uSe oCCult to id Creature
  You take a moment to figure out what you’re fighting. This requires success at an Occult Test, with 
  the Difficulty set by the GM.
  Special Situations
  there are certain situations that arise during combat which deserve special mechanics attention.
  CritiCal FailureS
  if you roll a Crit Fail for your Defense test, your Defense is treated as if it were 0 for the turn. if you 
  roll a Crit Fail for your attack, your attack not only fails, you also somehow mess up your weapon in 
  such a way that you can’t attack with it for the rest of this combat.
  entangling
  a creature or weapon with this trait has the ability to attack a second time (for only 1 action point) 
  in the same turn it successfully hits with an entangling attack. usually, this second attack is a bite 
  or something similar. the second attack requires that a creature have another applicable mode of 
  attack, and the attack is resolved as if a hasty attack.
  exeCution
  There will be times when there’s no reason why a Character shouldn’t be able to kill something with 
  
  201
  one blow. If something is lying at Death’s Door, if the 
  Character has a gun to her target’s sleeping head, or 
  if she sneaks up behind an entirely unaware and unar-
  mored target, the GM should rule that the Character kills 
  her target instantly. use your common sense – many 
  creatures can’t be killed this way.
  FaSt targetS
  things moving at fast speeds are harder targets to ac-
  quire. if a target is moving from 51 to 100 mph then 
  attacks against it suffer a –1 die test penalty, from 101 
  to 200 mph the test penalty increases to –2 dice, and 
  faster than that, it increases to –3 dice.
  Firing into Combat
  if you choose to shoot at an enemy that is embroiled in 
  close quarters combat with another – ally or otherwise – 
  they each need to make a Defense test against your at-
  tack. each combatant must make a Defense test. those 
  who are not the intended target of the attack get a +1 
  die bonus. the combatant with the lowest result is hit.
  ganging up
  Sometimes you’ll either be surrounded by foes, or you 
  and your allies will close in on a particular enemy. if two 
  combatants surround an enemy, they each get a bonus 
  of one die to their attacks; if three or four combatants 
  surround an enemy, they each get a bonus of two dice 
  to their attacks.
  gunS in CloSe quarterS
  once an enemy closes to close quarters, you would normally switch to your Martial arts skill. how-
  ever, you can still use your handguns, but at a -1 die penalty to your attacks.
  obSCured targetS
  attacking a target normally requires a clear line of sight between you and it. however, there will 
  be times when you’ll want to do something in obscuring conditions, whether they be in smoke, fog, 
  darkness, or something similar. If the conditions make sight difficult (partially obscuring), such as 
  light fog or dusk, you suffer a -1 die penalty to those actions that require sight. on the other hand, if 
  the conditions are truly obscuring, like in heavy smoke or darkness, the test penalty increases to -2 
  dice, but again only for actions requiring sight. 
  StatiC targetS
  at a glanCe: tbd
  ◊ tbD
  
  202
  Sometimes you’ll want to shoot at something that isn’t alive. Taking a shot at a static target is a shot 
  against a regular Difficulty instead of a Contest.
  range
  diFFiCulty
  short
  easy
  Medium
  average
  long
  Challenging
  extreme
  hard
  This Difficulty may be modified by the size of the target. In general, especially small targets will be 
  one level of Difficulty higher, while especially large targets are one level of Difficulty lower. In any 
  case, your GM will let you know.
  SurpriSe
  sometimes, a defender will be completely unaware that they are about to be attacked. if this is the 
  case, the defender does not get to make a Defense Test against that attack. As long as the attacker’s 
  Test yields success, it will hit and do damage – using only the target’s Agility as the Defense total.
  
  203
  Taking Damage
  wound leVelS
  Characters in CthulhuTech have five Wound Levels that 
  represent their overall life-force and well-being, and 
  each wound level is equal in points to their Vitality. 
  additionally, Characters may suffer penalties based on 
  their wound level.
  FleSh woundS
  Your Character suffers from bruises and minor lacera-
  tions. no penalty.
  light woundS
  Your Character suffers from deep cuts, sprained mus-
  cles, and painful bruises. she suffers a -1 die test pen-
  alty to all actions.
  moderate woundS
  Your Character’s not only bleeding, she’s likely broken 
  or fractured bones. she suffers a -2 dice test penalty to 
  all actions, her speed, armor, and regeneration are cut 
  in half, and she now only has 3 action points per turn.
  SeriouS woundS
  Your Character is a mess, bleeding heavily, grinding bro-
  ken bones, and crawling along pathetically. she suffers 
  a -4 dice penalty to all her actions, and has only one 
  action point per turn. her rate of regeneration is cut in 
  half, and her armor is now useless.
  death’s dOOr
  Your Character has passed out, and is in danger of bleeding to death. her rate of regeneration is cut 
  to a quarter. her armor remains useless. a Character who does not regenerate will die within the 
  hour without medial attention. 
  dead
  Your Character has been killed. observe a moment of silence.
  Physical Objects
  Regular objects have Structure, which is the inanimate equivalent of Vitality. Brittle materials have 
  low structures, while tough materials have high structures, and particularly sturdy materials also 
  have armor.
  at a glanCe: tbd
  ◊ tbD
  
  204
  Object 
   
   
  Total Structure
  lightpost  
   
  20
  Compact Car 
   
  40/1 armor
  Office Building Inner Wall 
  20
  Office Building Outer Wall 
  40/2 Armor
  a steel Grate 
   
  20/1 armor
  powered armor 
   
  300/2 armor
  some types of weapons, particularly explosives, reduce armor with their attacks.
  ◊ piercing means that it reduces Vitality armor.
  ◊ rending means that it reduces structure armor.
  ◊ obliterating means that it reduces any armor.
  Explosives
  All explosives are either Piercing, Rending, or Obliterating. Explosives don’t gain the benefit of addi-
  tional success dice for damage – they do a flat amount of damage. That’s the price for an explosion.
  Caught in the blaSt
  When something explodes and you’re in the blast radius, you don’t get to dodge it. It happens and 
  you’re going to get hit by it. You take the appropriate amount of damage, or you can spend 2 Drama 
  Points to take only half of it. In either case, you’re thrown to the ground and you’ll have to spend AP 
  to get back up if you’re in combat.
  blaSt radiuS
  some explosives have a primary and secondary blast radius. those caught within the primary blast 
  radius suffer full damage from the explosion and those within the secondary suffer half.
  grenadeS
  You use your thrown weapons skill to throw a grenade, using the rules for static targets. to deter-
  mine your range, divide your maximum throwing distance into three equal segments. The first seg-
  ment is your Short Range, the second is your Mid, and the third is your Long – grenades don’t have 
  extreme range. if you fail, the grenade will deviate – use the same rules as indirect Fire below. if you 
  succeed, the grenade lands where it was supposed to and affects everything within its blast radius.
  indireCt Fire
  some weapons, such as grenades or grenade launchers (or sometimes rocks), are things that can be 
  lobbed, skipped, bounced, or otherwise delivered in a non-linear fashion. these rules cover using one 
  of these weapons against a target you cannot see.
  Use the rules for Static Targets to determine your Difficulty. If you have someone who can see your 
  target and can relay coordinates, you only suffer a -1 die Penalty. If you don’t, you suffer a -2 die 
  penalty.
  
  205
  if successful, your shot has landed correctly. if not, it 
  will land somewhere else nearby. roll for distance and 
  deviation. the explosive will detonate there instead, and 
  may affect a very different group of targets or nothing 
  at all.
  range
  deViation diStanCe
  short range
  1d5 ft
  Mid range
  2d10 ft
  long range
  3d10 ft
  1d10 reSult
  deViation direCtion
  1
  1:00
  2
  2:30
  3
  4:00
  4
  5:00
  5
  6:00 (Directly in Front)
  6
  7:30
  7
  9:00
  8
  10:00
  9
  11:00
  10
  12:00 (Directly behind)
  demolitionS
  some explosives are designed to be rending, usually those used in demolition, and some are de-
  signed to be piercing for anti-personnel purposes, but most are obliterating. when successfully set 
  charges explode, they do damage to everything in it’s blast radius – whether that be 360° or shaped 
  in one direction.
  Environmental Hazards
  It won’t always be horrible creatures or small arms fire that hurt your Character. Environmental 
  hazards including burning, drowning, or falling are just as real a danger. When your Character finds 
  himself in such danger, your GM will determine how much damage you suffer based on conditions. 
  Armor may protect against some things – just use your common sense. Here are a few of the most 
  common kinds.
  at a glanCe: tbd
  ◊ tbD
  
  206
  CruShing
  Crushing depends upon how much of the Character’s body is being crushed and by what. If only a 
  part of his body is being crushed or the weight isn’t obscene, the situation might call for two or four 
  dice of damage per turn. Having a flying car land on you is worth twelve dice per turn.
  drowning/SuFFoCation
  not being able to breathe is always life-threatening, causing eight or twelve dice per turn. this is 
  applied only once a Character has run out of air in his lungs – usually 30 seconds to one minute. 
  Falling
  the damage that comes from falling depends on how far the Character falls and onto what. normally 
  your Character will take four dice of damage for every five yards/meters he falls, adjusted up or 
  down based on the landing surface.
  Fire/heat/Smoke
  individually these conditions might not be immediately lethal, only causing two or four dice per turn. 
  however if all three of these conditions are present, such as if your Character is trapped inside a 
  burning building, it becomes an extremely life-threatening situation.
  Physical Feats
  Sometimes it will be important to know some of your Character’s physical boundaries. Here are a few 
  additional rules to help you determine them.
  Climbing
  a Character can climb at a maximum speed equal to a third of his maximum land speed. the Dif-
  ficulty of this climb may be affected by the surface and environmental conditions, like wind or rain.
  enduranCe
  damage
  enVironmental ConditionS
  2 dice/turn
  Hazardous conditions; exposure to the environment seriously affects your Character’s health.
  4 dice/turn
  Very dangerous conditions; exposure to the environment for more than a few moments will seriously 
  affect your Character’s health.
  8 dice/turn
  life threatening conditions; exposure to the environment for even a couple seconds will cause your 
  Character severe damage and may cost him his life.
  12 dice/turn
  Extremely life-threatening conditions; if your Character does not find a way out of the environment 
  very quickly a swift death is in the post.
  
  207
  every Character has a limit to how far he can go. Char-
  acters can walk for a number of days equal to half their 
  tenacity, before they have to take time to rest. they can 
  also run at half their maximum speed for a number 
  of hours equal to their tenacity or at full speed for a 
  number of hours equal to half their tenacity. swimming 
  and climbing are more difficult and Characters can swim 
  or climb at half their maximum speed for a number of 
  hours equal to half their tenacity or at full speed for 
  a number of hours equal to a quarter their tenacity 
  (round down). they can maintain strenuous physical ac-
  tivity or combat for a number of minutes equal to their 
  tenacity and can stay awake for a number of days equal 
  to a quarter their tenacity (round down).
  when Characters reach these limits, they must rest. Your 
  GM will tell you for how long, but any action you try to 
  take while exhausted is at a -2 die test penalty.
  Jumping
  Characters can jump one yard/meter across and one 
  foot/30 cm high for every point of strength.
  liFting
  Characters can lift 60 pounds/45 kg and carry half 
  that for every point of strength. this increased amount 
  doubles for each point above 10. Mass, size, grip, and 
  other conditions affect how easily something can be 
  lifted or carried.
  moVing oVer terrain
  The quality of terrain limits the maximum speed at which a Character may move. Difficult terrain, 
  such as sand, limits speed to half of maximum and Severe terrain, such as dense jungle or mud, 
  limits it to a quarter.
  Swimming
  A Character’s maximum swimming speed is one-third his land speed, assuming that the Character 
  knows how to swim. Conditions, such as waves and currents, also affect how difficult it is for a 
  Character to swim.
  throwing
  Characters can throw reasonably light objects ten yards/meter for every point of Strength.
  at a glanCe: tbd
  ◊ tbD
  
  208
  Healing
  once your Character has been hurt, there are three ways in which he can heal – naturally, with First 
  aid, or with complete Medical attention. Medical advances have made it so that people can heal at 
  much greater rates than today, but healing naturally still takes a painfully long amount of time.
  ◊ If you have no other choice than to heal naturally, you’ll get back one point of Vitality every 
  two days of game time.
  ◊ if you can be tended to by someone who knows Medicine: physical and has access to a fully-
  stocked modern first aid kit, you’ll immediately heal 2d10 damage. You’ll then heal at a rate 
  of one point of Vitality every day of game time.
  ◊ If you can receive full medical attention by a qualified professional with access to modern 
  medical facilities, you’ll immediately heal 4d10 damage. You’ll then heal at a rate of two 
  points of Vitality every day of game time.
  regeneration
  as a tager, your Character regenerates, healing very quickly. other creatures often do as well. at the 
  
  209
  very end of every turn, after all actions are complete, 
  regenerating creatures recover a certain amount of Vi-
  tality. this amount is listed with the creature. 
  You also have a certain amount of Vitality you will re-
  generate in your mortal form, each hour.
  optional: ComaS
  When a Character has been hurt so badly that he’s 
  knocking on Death’s Door, he may fall into a coma. 
  Make a Challenging wellness test. if successful, the 
  Character is still in peril, but not in a coma. 
  if failed, make another Challenging wellness test. if suc-
  cessful, the Character is in a coma and needs to receive 
  medical attention within the hour. if failed, the Char-
  acter is in a coma and needs medical attention within 
  a number of minutes equal to his Tenacity, or he’ll die.
  once properly stabilized, a comatose Character will heal 
  normally. each week of game time, make an average 
  wellness test. if successful, he comes out of the coma. 
  If failed, wait one week and increase the Difficulty one 
  category. once it reaches legendary, it stays there.
  Tagers who reach Death’s Door will continue to regener-
  ate, albeit much more slowly at first. They come out of 
  comas once they reach serious wounds.
  Social Combat
  Beating the hell out of people doesn’t always get you what you want. Sometimes you’re going to 
  want influence people through your words. When people are already friendly with you, they’ll go 
  with just about anything reasonable. It’s everyone else that you’ll use Social Combat to bring around 
  to your way of thinking.
  Most people in the world are simply ambivalent towards you. That means they don’t like you, they 
  don’t dislike you, and they won’t think about you after you’re gone. If you want to influence someone 
  who is ambivalent, make the appropriate Skill Test against a Challenging Difficulty. If you succeed, 
  they’ll go along with you as long as you’re reasonable.
  However, you’ll meet plenty of people who are opposed to you. They don’t want what you’re selling, 
  so you’re going to have to engage in Social Combat to get through to them. 
  at a glanCe: tbd
  ◊ tbD
  
  210
  social Combat works similarly to physical Combat, with a few important differences.
  reaSonable
  social Combat can only make a person do what is reasonable given their current situation. when 
  talking down the cops, the most reasonable thing you can make them do is leave. when torturing a 
  person to their limits, reasonable becomes a wide open playing field.
  Ultimately, it’s up to your GM to determine what is reasonable for any Character.
  the SoCial Combat turn
  Social Combat Turns take as much time as makes sense for the conversation that’s being had, but 
  they all follow the same steps.
  1. determine initiatiVe
  everyone involved in the social Combat needs to roll 1d10 and add it to their reaction. the Character 
  with the highest result goes first, and then down in descending order. Roll off for ties.
  2. determine intent
  On each Character’s Turn, determine which of the four Social Skills best applies to what you’re trying 
  to accomplish.
  ◊ If you use Convince, you’re trying to win the person over to your way of thinking. 
  ◊ If you use Lie, you’re trying to make the other person believe your lies.
  ◊ If you use Intimidate, you’re trying to make the other person or creature afraid of you.
  ◊ If you use Savoir-Faire, you’re trying to fit in, be diplomatic, or gain the upper hand in 
  negotiations.
  3. roll For SoCial attaCk
  in order of initiative, each Character now rolls to attack, using presence + the appropriate social skill.
  4. roll For deFenSe
  each Character who is attacked can roll to defend. the reaction skill you use to do this depends on 
  the social skill being used to attack.
  attaCk Skill
  deFenSe Skill
  Convince
  insight
  intimidate
  wellness
  lie
  intuition
  savoir-Faire
  insight
  5. determine pSyChologiCal damage
  
  211
  each Character has a resilience score, which is equal to 
  the average of her intellect, perception, and presence, + 
  5. each Character has this number of resilience points 
  through three psychological Damage levels. once they 
  exceed this number, they become Compliant.
  as a Character takes more psychological Damage, she 
  begins to suffer test penalties to social Combat actions. 
  note that these penalties do not affect any other actions.
  pSyChologiCal damage leVelS
  SoCial Combat penalty
  tested
  -1 die to social Combat actions
  worn
  -2 dice to social Combat actions
  Crumbling
  -4 dice to social Combat actions
  Compliant
  Given over
  each Character also has wit rating, which is equal to 
  one-third their presence. when you beat your opponent 
  with a social attack, you do a number of dice of psycho-
  logical damage equal to your wit, plus one die for every 
  success level – like you would in physical combat.
  6. CheCk ComplianCy
  if one of the Characters has been reduced to Compliant, 
  she does whatever you want them to do, as long as it is 
  reasonable for her circumstance. 
  ◊ if you use Convince, you win the person over to 
  your way of thinking. 
  ◊ if you use lie, you make the other person believe your lies.
  ◊ If you use Intimidate, you make the other person or creature afraid of you. She’ll either do 
  things out of fear of you, or try to get the hell away from you. 
  ◊ If you use Savoir-Faire, you fit in, are diplomatic, and can gain the upper hand in negotiations.
  SpeCial SituationS
  There are several situations that can modify the normal flow of Social Combat.
  Swaying groupS
  Sometimes you’ll need to sway a group or crowd of people. Naturally, the people you want to sway 
  need to be able to hear you clearly. when you make your social attack, the group will defend as one, 
  using the average reaction skill within the group. any psychological damage applies to everyone 
  in the group.
  at a glanCe: tbd
  ◊ tbD
  
  212
  multiple attaCkerS
  What happens when multiple people are both trying to get someone to do what they want? The victim 
  defends against any social attacks coming at her, but takes damage from any sources that succeed. 
  However, it’s a race to see who is the person to take the victim to Compliant. Whoever succeeds in 
  that final attack determines the result. 
  talk to the hand
  There are times when you’ll engage with another person and they’ll simply ignore you. They won’t 
  be using any social skills to counter-attack and only participate in reaction skill tests to resist. 
  There’s a catch. If you don’t get such a person down to Worn after three Turns, she’ll promptly do 
  something that calls unwanted attention to you, such as calling security, having friends get involved, 
  or outright screaming.
  torture
  when you apply physical pain along with the use of the intimidate skill, you can be far more effec-
  tive. Victims suffer an equal amount of psychological damage as they do physical damage.
  reCoVery
  Once you’ve won a Social Combat situation, the person in question pretty much keeps going with 
  whatever you wanted from them, unless something happens that would change her opinion about 
  you. psychological damage heals at a rate of one per minute.
  epiC FailS
  there will be times when you roll an epic Fail during social Combat. if you roll an epic Fail for your 
  reaction skill test, your defense against that attack is equal to zero. if you roll an epic Fail for your 
  social skill test, you make a fool of yourself and your opponent immediately regains 1d10 psycho-
  logical damage. 
  Chases
  Sometimes you’re going to need to get away from someone or something, or you’re the trying to 
  catch someone or something that’s trying to get away. That’s where the rules for Chases come into 
  play.
  Foot ChaSeS
  Though you may not be going by foot, use this system for any chase that doesn’t involve vehicles. 
  Foot chases use the following steps.
  1. Compare SpeedS
  as long as a chaser is within two speed categories, up or down, of the chasee, a chase can happen. 
  If a chaser is more than two Speed categories above the chasee, she’ll run down his quarry within a 
  Turn. If the chasee is more than two Speed categories above the chaser, she’ll out-pace her pursuer 
  within one turn.
  
  213
  2. make the ChaSe extended teSt
  if a chase can happen, each participant in the chase 
  will now start making an athletics: speed extended 
  skill test. anyone in the chase can default to any other 
  Athletics Skill at one die Test Penalty, if they don’t have 
  athletics: speed.
  In this Extended Test, it’s a race to three successful Tests. 
  If the chasee gets to three Successful Test first, she es-
  capes. If the chaser gets to three Successful Tests first, 
  she’ll overtake her quarry.
  Since there’s no need for Initiative, have each Character 
  roll simultaneously for each phase of the chase.
  SpeCial SituationS
  there are other factors that might effect a chase.
  attaCking during a ChaSe
  if you gain an extra success level on any of your ex-
  tended test successes, you may make one 3 ap attack at 
  a -1 die test penalty.
  modiFierS
  Your GM may choose to provide bonuses or penalties 
  based on the circumstances. if a Character has extra 
  mobility in the terrain at hand, she gets +1 die for the 
  tests. Conversely, if a Character would be slowed down 
  by things along the chase path, she suffers a -1 die pen-
  alty for the tests.
  treaCherouS terrain
  some chases may be along dangerous routes or through ugly terrain, in which case people might get 
  hurt. whomever fails any test during the extended test takes a certain amount of damage based on 
  the circumstances. For example, you might suffer one die if only bumps and bruises are likely, two 
  dice for things like thorny thickets, or more for more dangerous terrain.
  longer ChaSeS
  there may be chases that need to go on for longer than normal. in those cases, raise the number of 
  successful Tests required for the Extended Test to four, five, or even six.
  VehiCle ChaSeS
  Vehicle chases work similarly to foot chases, with a few important differences.
  at a glanCe: tbd
  ◊ tbD
  
  214
  SkillS uSed
  Instead of Athletics, Characters use the appropriate Pilot Skill. Again, if someone doesn’t have the 
  appropriate pilot skill, they can use any other pilot skill at a one die test penalty.
  attaCking during a ChaSe
  While this works similarly to a foot chase, everyone in the vehicle can fire a weapon or weapon 
  system, who is able to do so. Damage is dealt to the vehicle, not the passengers, as long as it is 
  operational.
  treaCherouS terrain
  any damaged suffered is dealt to the vehicle, not the passengers, as long as it is operational.
  CraShing
  if, at any point during the extended Chase test, a pilot rolls a Critical Failure, she loses control of the 
  vehicle. the GM will determine what that means, given the circumstances and the vehicles involved. 
  on the ground, that probably means a crash, dealing damage to the vehicle and passengers. in the 
  air, it probably means a serious pilot test to keep the thing in the air. in any event, the Critically 
  Failing party loses the chase.
  Fear & Insanity
  the universe of Cthulhutech is a horrifying place. Your Characters may run afoul of things both ter-
  rifying and mind-bending, which is where fear and insanity come into play. the difference between 
  fear and insanity is this: fear is a reaction based on an immediate threat, bodily or worse, and 
  insanity is a permanent distortion of a person’s perception caused by exposure to horrible or warp-
  ing conditions.
  Fear
  sometimes, Characters in Cthulhutech see things that are too frightening for their own peace of 
  mind. A Fear Test is a Wellness Test against a Difficulty determined by your GM, or by a creature’s 
  Fear Factor. Fear Tests may not be modified by Drama Points.
  Here are a few general Difficulty guidelines for fear that is more situational:
  Fear leVel
  diFFiCulty
  Disturbing
  easy
  scary
  average
  terrifying
  Challenging
  nightmarish
  hard
  Mind shattering
  Very hard
  if your Character succeeds at her Fear test, then she processes the fear without adverse effect. she 
  
  215
  will not need to make another Fear test for this particular stimulus at this time, whether it be situ-
  ational or creature-induced. 
  however, if she fails, she suffers a Fear effect – to determine how she reacts, roll 2d10, add them 
  together, and consult the Fear effects table. roll for two Fear effects if the failure was Critical.
  2d10 reSult
  Fear eFFeCt
  2
  Manifest Your Fear physically
  You freeze for one turn, as the raw power of your terror manifests in some sort of permanent way. Maybe 
  your hair turns white, you develop a twitch, you get the shakes, or you develop a speech impediment. this 
  condition can be cured with therapy.
  3
  have an accident
  You freeze for one turn, as your bladder and bowels void themselves.
  4
  blank spot in Your Mind
  Dazed, you suffer a -1 die Penalty to all Actions for the rest of this scene. You won’t remember what hap-
  pened here. You’ll suffer from the Nightmares Drawback for 1d5 weeks.
  5-6
  Faint Dead away
  You just can’t take it anymore, and pass out for 1d10 minutes.
  7-8
  Cower pathetically
  Cringing, you suffer a -2 die penalty to all actions for the rest of the scene. You must succeed at a hard 
  Wellness Test to do anything against the thing that’s scaring you. You stumble all over yourself trying to 
  get away. 
  9-10
  scream like a small Child
  You freeze for one turn, as you cry out in fear.
  11-12
  stunned beyond the Capacity for rational thought
  You freeze for one turn…
  13-14
  twitch… twitch… twitch…
  For the next 1d5 minutes, you withdraw into a twitchy, drooling ball of flesh. You won’t remember much.
  15-16
  Flee in terror
  You have to get away. You will do whatever you must in order to run as fast and as far as you can. once 
  you are far enough away to feel safe, you Cower pathetically for another 1d5 minutes. You sob or scream 
  the entire time.
  17-18
  Afflicted with Morbid Fascination
  You’re now drawn to this thing. You become obsessed with it, or things like it, for 1d5 days.
  19
  the Mind becomes unhinged
  First, you twitch… twitch… twitch… then, the experience is so scarring that you develop a mental disorder.
  20
  the thing under Your bed
  You Flee in terror. You are now forever afraid of this thing, and develop a phobia.
  Freezing up
  when a Character freezes up due to fear, she can take no action for the duration and is treated as 
  having a Defense of 0 against all attacks against her during that time.
  getting uSed to it
  
  216
  It’s possible to face a situation or a creature so many times that it loses its fearful barbs. If such a 
  thing is something the Characters must face with any regularity, GMs should only call for Fear tests 
  the first half a dozen or so times. After that, the only way the situation or creature should inspire fear 
  again is if it’s presented in some way that is out of the ordinary.
  inSanity
  the world of Cthulhutech is as such that the fragile world that people have crafted for themselves can 
  come tumbling down around their ears – psychologically speaking. whenever a Character is exposed 
  to something that puts pressure on his psyche or forces her to face something that is outside her 
  understanding of things, she risks insanity.
  situations that can instill madness are rated in two ways. insanity tests are wellness tests, and have 
  two parts – the Difficulty for that Test and the number of Insanity Points a Character will gain should 
  she fail. Insanity Tests may not be modified by Drama Points.
  all Characters begin with 0 insanity, and work their way up from there.
  Sane & well-balanCed 
   
   
   
   
   
                   0-1 inSanity
  You are a well-adjusted person, who handles stress well. Enjoy it while it lasts.
  troubled 
   
   
   
   
   
   
                   2-3 inSanity
  Things aren’t quite working the way they should. The first cracks in the dam begin to show. You 
  develop a Mental Disorder.
  inSanity CauSeS
  CauSe 
   
   
   
  diFFiCulty  
  eFFeCt 
  Serious Injury  
   
   
  Easy 
   
  1 Point
  Despair 
   
   
   
  average 
   
  1 point
  Maiming Injury 
   
   
  Average 
   
  1 Point
  witness Death of Friend 
   
   
  average 
   
  1 point
  enduring Fear  
   
   
  Challenging  
  1 point
  reading an uncensored Minor arcane tome 
  Challenging  
  1 point
  Reading an Uncensored Major Arcane Tome 
  Challenging  
  2 Points
  Victimizing an innocent 
   
   
  Challenging  
  2 points
  Cause Death of Friend 
   
   
  hard 
   
  2 points
  Consuming hatred 
   
   
  hard 
   
  1 point
  having reality turned upside Down 
   
  hard 
   
  1 point
  Meeting avatar of an old one 
   
  hard 
   
  2 points
  prolonged abuse 
   
   
  hard 
   
  1 point
  witness Death of loved one  
   
  hard 
   
  1 point
  Cause Death of loved one  
   
  incr. hard 
   
  2 points
  prolonged terror 
   
   
  incr. hard 
   
  1 point
  witness Massacre or bloodbath 
   
  incr. hard 
   
  1 point
  Cause Massacre or bloodbath 
   
  legendary 
   
  2 points 
  witness true Form of old one 
   
  legendary 
   
  4 points
  
  217
  twiSted 
   
   
   
   
   
   
                   4-5 inSanity
  Most people think you’re off and don’t really want to 
  hang around you anymore. That suits you just fine. You 
  develop a second Mental Disorder. You now suffer a -1 
  die penalty to insanity tests.
  diSturbed  
   
   
   
   
   
                   6-7 inSanity
  People can smell your crazy a block away. People just 
  don’t seem to understand you, which is seriously frus-
  trating. You develop a third Mental Disorder. You now 
  suffer a -2 die penalty to insanity tests.
  inSane 
   
   
   
   
   
   
                   8-9 inSanity
  authorities actively pursue to have you committed to a 
  mental institution. You cannot function in society. You 
  develop a fourth Mental Disorder. You now suffer a -4 
  die penalty to insanity tests.
  gone 
   
   
   
   
   
   
                    10 inSanity
  You are forever lost amidst a sea of madness, unable to 
  distinguish what is real and what is a conjuring of your 
  diseased mind. You develop a fifth Mental Disorder. You 
  can no longer decrease your insanity.
  tager monthly inSanity teStS
  as a tager, you are going to be required to succeed at a hard wellness test once a month, or gain 
  one insanity.
  mental diSorderS
  once you reach 2 insanity, you have to choose Mental Disorders to manifest this madness in your 
  Character. there will be eccentricities that will begin to show in the way your Character behaves. 
  the more insane he becomes, the more radical and pronounced these behaviors will be. all of your 
  Character’s Disorders should intensify and become more pronounced with each new point of Insanity. 
  rather than give you an exhaustive list of the ways a human psyche can break, here are a few of 
  those disorders that will be the most interesting for this kind of game.
  ◊ Delusions – your Character sees a fictitious world, one that may be very divergent from 
  reality.
  ◊ Dependent Disorder – your Character no longer takes responsibility for his life, and now relies 
  at a glanCe: tbd
  ◊ tbD
  
  218
  on others to make decisions and take care of him.
  ◊ eating Disorder – your Character develops an unhealthy relationship with food. 
  ◊ hypochondriasis – your Character is afraid of being sick and constantly thinks that something 
  is wrong with him health-wise.
  ◊ Major Depression – your Character experiences episodes of deep sadness and despair.
  ◊ Manic-Depression – your Character alternates between depression and mania, sadness and 
  despair alternate with exaggerated elation, recklessness, and distractibility.
  ◊ Multiple personality Disorder – your Character develops a whole other unique personality to 
  deal with the horrors she has faced. work out the details with your GM as to when this other 
  personality surfaces and whether or not you have control over it.
  ◊ 
  narcis-
  sistic Disorder – your 
  Character 
  suffers 
  from an over-inflat-
  ed view of his own 
  self-importance and 
  needs to be the cen-
  ter of attention.
  ◊ 
  p a n i c 
  Disorder 
  – 
  your 
  Character now suf-
  fers from panic at-
  tacks.
  ◊ 
  p a r a -
  noid schizophrenia 
  – your Character 
  suffers from delu-
  sions of persecution 
  or grandeur, or both.
  ◊ 
  phobia 
  – your Character 
  is now irrationally 
  fearful of something 
  common.
  ◊ 
  r a g e 
  Disorder 
  – 
  your 
  Character has vir-
  tually no patience 
  and loses his temper 
  when anything both-
  ers him. he is likely 
  to break things and 
  
  219
  physically harm people when it is inappropriate to do so.
  ◊ schizoid Disorder – your Character withdraws from social interaction and no longer engages 
  in emotional relationship with others.
  ◊ sleeping Disorder – your Character has a problem sleeping through the night or getting to 
  sleep at all. nightmares may be a factor.
  ◊ Sociopathy – your Character no longer views other people as such, but rather as objects or 
  tools. He no longer has any regard for life and has difficulty faking normal human emotions.
  regaining Sanity
  the world of Cthulhutech, with everything that people have been forced to acknowledge and face, is 
  well-equipped to deal with mental instability. the ashcroft Clinic has been instrumental in the design 
  of new treatment programs and psychiatric drugs. the eldritch society not only provides but requires 
  regular psychiatric examination and psychological counseling.
  It’s far easier to slip into the depths of madness than it is to come back from it. The human psyche 
  may be a marvelously resilient thing, but once damaged tends to stay that way.
  There are two types of care that can help a Character return to sanity. The first is therapy, which can 
  involve counseling and drugs, and the second is in-patient therapy, also known as being committed 
  or being thrown in the bin. The first is far more preferable, but is limited.
  therapy involves working things through in counseling and may or may not be accompanied by 
  medication. this kind of treatment works for those with 1 to 5 insanity. Characters must go once or 
  twice a week in order to gain any benefit, over a period of time. Generally, the first month is a wash, 
  as patient and therapist develop a relationship and work through any barriers to the process that 
  might exist. Characters will lose one insanity every two months after that. however, some mental 
  disorders may take longer than that, such as multiple personalities. Your GM will let you know if 
  there are any snags.
  in-patient therapy means the Character has been committed to a lock-and-key institution and cannot 
  get out without his physician’s approval. He’s under constant supervision and is most likely heavily 
  medicated. this type of therapy is the only kind that will help those who have reached 6 or more 
  insanity. it takes six months to descend from 9 to 8 insanity, a further six months to descend from 8 
  to 7 Insanity, and then three months each down to six and five. Then, a Character can be released to 
  regular therapy and into the world. 
  That may seem like a long time, but it’s a small price to pay. These guidelines are for Characters only, 
  so that you can bring your Character back from the very edge. others in the setting may not be so 
  lucky. Your GM will rule as to how long it takes for other npCs to recover – those who have reached 
  10 Insanity won’t ever recover.
  beyond the pale
  Characters who reach 10 insanity are about as far gone as you can get. they no longer are capable 
  
  220
  of appearing normal and they’re at the point where they might lock themselves in a room and write 
  on the wall in their own excrement. in short, such Characters are no longer playable as is.
  Does this mean that your Character, who has had one too many bad days, is now going to be taken 
  away from you forever? Not at all. It does mean she’ll be out of play for a while, however. You have 
  two options that will work – both involve having your Character committed to an institution for a 
  period of time (usually 18 months), so that she can recover with the proper help and guidance.
  The first option is that your Character spends time in an institution and you choose to sit that time 
  out. You can choose not to attend play sessions, or you can come and provide moral support and 
  participate in whatever way you are capable. perhaps you can help the GM out by portraying npCs. 
  Regardless, your Character is on hiatus while the rest of the group plays on. However, you shouldn’t 
  be punished for that. It’s recommended that GMs give Characters in such predicaments half of what 
  the rest of the group earns in terms of experience.
  The second option is similar to the first, except that you either generate a temporary Character to 
  play (perhaps with a terrible fate in mind) or that you take on the role of one of the regular second-
  ary npCs in your game. that way, you are fully participating – and, as such, it is recommended that 
  your referee award you full experience for your primary Character, even if he is in the bin.
  eventually, the magic day will come when your Character is free again and back to normal – or at 
  least normal enough to go out in public.
  going beyond
  there comes a point for some mortals in which they transcend to a new understanding of things, and 
  sanity as we know it becomes irrelevant. For most, it’s the point at which they give up their mortality 
  and become something else. such people transform from raving lunatics to the coldly, functionally 
  insane.
  raVing 
   
   
   
   
   
   
              11-12 inSanity
  while you still cannot function in society, one of your Mental Disorders disappears. You continue to 
  suffer a -4 die penalty to insanity tests.
  Seething 
   
   
   
   
   
   
              13-14 inSanity
  You can re-enter society, though people will know there’s something wrong with you. Another of your 
  Mental Disorders disappears. You continue to suffer a -4 die penalty to insanity tests.
  wrong 
   
   
   
   
   
   
              15-16 inSanity
  Most people think you’re off and steer clear of you. Another of your Mental Disorders disappears. You 
  continue to suffer a -4 die penalty to insanity tests.
  SiniSter 
   
   
   
   
   
   
              17-18 inSanity
  You don’t really register as all that crazy anymore. You have settled quite firmly into a functional 
  version of sociopathy or schizophrenia, no longer afflicted by other Mental Disorders. You continue 
  
  221
  to suffer a -4 die penalty to insanity tests.
  loSt 
   
   
   
   
   
   
              19-20 inSanity
  You appear perfectly normal, though you are delusional 
  to all measures. You continue to suffer a -4 die penalty 
  to insanity tests.
  monStrouS  
   
   
   
   
   
              20 inSanity
  You are totally clear, and you function in society per-
  fectly. You are also completely and irrevocably insane, 
  believing whatever reality you’ve cooked up for your-
  self. nothing in the world can ever change your mind.
  at a glanCe: tbd
  ◊ tbD
  
  232
  Character Wealth
  The Shadow War is a game about fighting the dark forces trying to exterminate humanity, not 
  money. Adventures don’t generally revolve around payments and the core goal of most Characters 
  isn’t the acquisition of wealth. However, it’s normal that a player will want to improve the Wealth 
  of a Character in order to more easily gain access to cool and better toys. the following system is 
  designed for this goal, but without the need to track every terranote a Character may gain and lose 
  over the course of her career.
  wealth CodeS
  Instead of worrying about a Character’s bank account, each Character has a Wealth Code. This code is 
  a general representation of the disposable wealth a Character has available to him at any given time. 
  The higher the Character’s Wealth Code, the more easily he can obtain an item, be it a new gun, an 
  enchanted object, or a nicer apartment.
  Wealth Codes are rated by two numbers. The first is the Character’s Personal Wealth – what she per-
  sonally earns and saves. The second is the Character’s Sponsored Wealth – the amount of resources 
  the eldritch society is willing to entrust to her. items obtained using personal wealth are the property 
  of the Character from that point forward. those obtained through sponsored wealth belong to the 
  soceity and are only available for the duration of the current assignment or mission and must be 
  returned upon completion.
  It’s possible, depending on the game, for a Character to have two or more sponsoring organizations. 
  if this is the case, the Character will have a wealth Code for each unique organization for which he 
  works.
  wealth Codes range from 1 to 4, in ascending order.
  perSonal wealth
  Characters normally begin play with a personal wealth of 2, which represents the stipend they 
  receive from the Eldritch Society. This can be modified through the acquisition of either the Loaded 
  asset or broke Drawback, as found on p. XX and p. XX, increasing personal wealth up to 4 or decreas-
  ing it all the way to 0. please note that it is unlikely that a tager Character would ever wind up with 
  a personal wealth of 0, given the society care for their own.
  SoCio-eConomiC Strata   
  wealth
  Destitute
  0
  underprivileged
  1
  Middle Class
  2
  Affluent
  3
  wealthy
  4
  
  233
  SponSored wealth
  unless your GM decides otherwise, Characters begin the 
  game with a sponsored wealth of 1 from the eldritch 
  society. in some games, depending upon tone, the Char-
  acters may begin with a sponsored wealth of 2 – we 
  recommended not starting higher than this.
  gaining & loSing wealth
  gaining perSonal wealth
  personal wealth can be increased through the use of 
  advances. the table below shows the cost to advance 
  from a Character’s current Personal Wealth level to the 
  next highest.
  wealth to:
  adVanCe CoSt
  underprivileged
  2
  Middle Class
  3
  Affluent
  4
  wealthy
  n/a
  a Character can also gain a personal  wealth level as a 
  result of some large payday in-game. in this case, the 
  GM will determine how many advances are gained to-
  wards the Character’s next Personal Wealth level. For 
  example, the Characters could come across a very valuable artifact and, once sold, the GM will give 
  each Character two advances towards their next personal wealth level. these advances are dedicated 
  to this purpose only and can’t be used for any other form of advancement. These sort of rewards 
  should be uncommon, unless you want a rich group.
  loSing perSonal wealth
  in general, a Character will only lose personal wealth as a result of purchases he makes during 
  the course of his career.  as discussed on the next page, purchasing some items will reduce the 
  personal wealth of the Character, especially when purchasing items that are “expensive” relative to 
  the Character’s current Personal Wealth. Some story events can also result in the loss of a Personal 
  wealth level. the GM can either reduce the current personal wealth of a Character a full level, or 
  incrementally by applying negative personal wealth advances. 
  at a glanCe: tbd
  ◊ tbD
  
  234
  For example, the Character could lose a spaceship. Since so much of the Character’s Personal Wealth 
  is tied up in the ship, the GM tells him he loses four advances worth of personal wealth. if he was 
  initially Wealthy (4), that would reduce him to Affluent (3). If he were Affluent (3), it would reduce 
  him to underprivileged – with one advance built up towards moving back into Middle Class. 
  It’s important to note that losing Personal Wealth as a result of a big purchase doesn’t necessarily 
  mean the Character is living poorly again. It’s a representation of the Character’s decreased purchas-
  ing power, until he builds his liquid capital up again.
  gaining and loSing SponSored wealth
  Characters may also earn advances for sponsored wealth. this is done in a similar manner to gaining 
  personal wealth, and the GM will determine when a sponsored wealth advancement is warranted. 
  we recommend that this occur at the end of key missions or assignments.
  Just as the organization can give, it can also take away. events in the game may necessitate that the 
  Character loses Sponsored Wealth, due to failed missions, a sabbatical, or even financial hard times 
  for the organization. again, this is left to the discretion of the GM.
  making purChaSeS
  any gear available to a Character will have a Cost Code associated with it. this code shows how 
  difficult it is for the Character to get an item, as well as any impact it may have on the Character’s 
  Wealth and any potential restrictions that may further complicate the Character’s attempt to obtain 
  the item. Cost Codes are presented with the following elements.
  CoSt Code
  element
  Cost level
  this is rated from 1 to 4, with higher numbers indicating more expensive items.
  impact
  This indicates the impact the purchase will have on the Character’s Wealth.
  restrictions
  not all items are available on the common market, which can make obtaining them more 
  difficult if the Character does not have the proper contacts to lubricate the wheels.
  making the purChaSe
  when a Character wishes to make a purchase, compare his wealth (personal or sponsored) to the 
  Cost Code of the item. If the Cost Code is lower than the Character’s Wealth, she may obtain the item 
  freely. if the two ratings are equal, she must make a purchase test. this takes the form of an insight, 
  Persuade, or Savoir Faire Test, or a Business Test, which represents the Character’s ability to shop 
  around for the best price. 
  If the Character succeeds at a Challenging Difficulty, the item is purchased without issue and she 
  may purchase more goods immediately. If the Test succeeds at an Average Difficulty, she obtains the 
  item without a problem, but it uses her currently available funds. she cannot make any additional 
  purchases until after she is awarded an Advance – though she doesn’t need to spend the Advance to 
  purchase again. If she succeeds only at an Easy Difficulty, it has the same effect as Average above, 
  but costs more than expected – it increases the overall impact by 1 (see nexxt page). if completely 
  
  235
  failed, the item cannot be purchased. Either the Character cannot find it for the right price, or simply 
  can’t find it. He may attempt to purchase something else normally.
  If the item’s Cost Code is one level higher than the Character’s Wealth, a -4 Test Penalty is applied. If 
  the Cost code is more than one level higher, then the item cannot be purchased.
  impaCt oF the purChaSe
  Once the purchase is made, its impact on the Character’s finances must be determined. This is based 
  on the impact rating of the item. some items are simply more expensive and have an immediate 
  impact on the Character’s purchasing power. Each point of Impact is applied immediately to the 
  Character as a negative wealth advance in the same manner as discussed above when losing wealth. 
  however, these points automatically regenerate at the rate of one each time an advance is granted. 
  If this lowers a Character’s effective Wealth any further, purchases are made at the reduced level 
  until it recovers.
  reStriCted itemS
  there are three levels of restrictions for an item: unlicensed, licensed and restricted. each of these 
  impact the ability to purchase them as indicated below.
  Unlicensed: These are available to the average joe. Any Character may purchase them.
  licensed: this item generally requires some sort of license to obtain. the effect of this is to delay 
  the delivery of the item in question. once purchased, the item will actually be made available to the 
  Character after the next advance is awarded. this represents the time the vendor needs to to process 
  the paperwork. if the Character wishes to avoid the delay he may try to purchase one “under the 
  table.” this is done by treating the Cost Code for the item as being one point higher.
  Restricted: These items are heavily monitored by the local governing authority and very difficult to 
  obtain.  the Character must show a legitimate and legal cause for needing the item. this requires 
  not only some in-game roleplaying, but also a delay for receipt of the item. it will not be delivered 
  until after the Character has been awarded two advances. these items can be purchased “under the 
  table,” but their Cost Code is increased by one and their impact Code is increased by two points.
  purChaSing From the SponSoring organization
  a Character purchases items from the sponsoring organization in the same manner as listed above. 
  This represents the Character filling out the appropriate paperwork and smooth-talking the appropri-
  ate people, rather than actual cash changing hands. however, the items are available only for the 
  duration of the current assignment, after which they must be returned.
  licensed items are easily available from a sponsoring organization and have no delay in delivery. 
  restricted items are also more easily available.  there is no delay in delivery, but most organizations 
  frown upon repeated requests for this sort of gear. as a result, the impact of these items is increased 
  
  236
  by two points.
  
  237
  Weapon Legality
  Despite alien invasions, cultist activity, and unnatural creatures from the bowels of ancient horror, 
  the new sol Coalition has placed certain restrictions on the carrying and use of weapons within desig-
  nated population areas. These laws are more flexible than those of the early 21st century. Weapons 
  are categorized according to five codes:
  Code
  legality
  G
  General use without permit.
  pa
  requires a permit to carry within arcologies.
  p
  Requires a permit to carry within NSC jurisdiction.
  ra
  restricted within arcologies – unless under military or police authorization.
  r
  Restricted anywhere within NSC jurisdiction – unless under military authoriza-
  tion.
  because public security is something that the powers that be take very seriously, anyone caught with 
  a restricted weapon and without proper authorization will face immediate arrest and imprisonment.
  Pistols
  Pistols are the most common firearms throughout the NSC. They’re easy to transport, relatively inex-
  pensive to manufacture, and can be highly effective at point blank ranges where a larger weapon is 
  too cumbersome. pistols can be found in all walks of life, from the police on down to little old ladies 
  who feel safer at night with a small pistol in their handbags. not everyone carries handguns, but 
  many do – especially outside the arcology.
  CS-32 “midnight SpeCial”
  The CS-32 is sometimes known as the ‘Granny Gun’ because it has become a popular choice for 
  personal protection. the name came from a news vid of a grandmother protecting her grandchildren 
  from delinquents outside the Chicago Arcology. This pistol’s low cost, simple operation, caseless 
  rounds, and reliability, even when not properly cared for, all contribute to its popularity. Colt spring-
  field has even started marketing disposable clips that come pre-loaded, making the weapon even 
  easier to use. unfortunately its small size also limits its damage potential and the weapon is almost 
  useless against anyone wearing anything but the lightest armor. 
  CS-40 “deFender”
  While there are other popular firearms, the CS-40 is the preferred sidearm of the New Earth Govern-
  ment’s law enforcement agencies and military branches. The Defender is well-known for its stopping 
  power, even against moderately armored enemies, but that’s only part of the reason the weapon is 
  so well-liked. utilizing a unique self-lubricating system, the Cs-40 is virtually maintenance free. even 
  after heavy use, the most the weapon requires is a quick swab of the barrel and an inspection for 
  abnormal wear and tear. A final feature of this weapon is the self-ejecting clip – when a clip empties, 
  
  238
  it automatically ejects itself from the gun (Reload for one less AP). If a user doesn’t like this feature, 
  the pistol can be set to allow the user to eject the clip manually.
  CS-42 “peaCemaker”
  Another Colt Springfield weapon, the Peacemaker has never managed to gain the popularity of its 
  sibling, the Enforcer, due to its heavier weight and slower rate of fire. The Peacemaker is a monster 
  pistol, the heaviest on the legal market, with a very intimidating look that tends to get people to back 
  down unless they’re really serious about mixing things up. The heavy 15 mm ammo used by this 
  weapon can punch through even heavy body armor. Even when it doesn’t manage to pierce armor, 
  the impact will often stagger the target long enough for follow up fire to finally take him down 
  (target suffers a -1 ap penalty until the start of his next turn).
  CS-44 “enForCer”
  The Enforcer is the primary heavy pistol sold by Colt Springfield and will likely completely replace the 
  older, and far less popular, Cs-42. in many ways, this weapon is similar to the Cs-40 Defender and 
  with good reason – much of the technology that went into the CS-40 was refined upon and integrated 
  into the enforcer. Despite the heavy appearance of the pistol, the weapon is actually relatively light 
  and easier to wield than the older peacemaker. it utilizes the same 15 mm ammunition, but has been 
  fitted to fire caseless rounds, which means there is no need for an ejection port. The gasses created in 
  the firing of the weapon are vented upward, safely away from the user, and also act to counter some 
  of the natural climb weapons this size tend to exhibit when fired rapidly.
  Assault Rifles
  The mainstay of infantry forces across the world, the assault rifle is one of the most flexible forms 
  of personal firearms available. With the ability to selectively fire single shots, bursts, or fully auto-
  matic, these weapons are useful in just about any firefight. However, when the battle gets close and 
  personal, the assault rifle can prove unwieldy.
  ar-25
  The AR-25 assault rifle is an evolution of the Armalite AR-15, a weapon that was more commonly 
  known as the M-16 after Colt Springfield purchased the rights to the weapon. The AR-25 sees wide 
  use by the military. underworld elements also use this weapon to help enforce their will on the 
  streets, though possession of one is a crime that carries significant penalties. As with nearly all as-
  sault rifles, this weapon can be fired in single, burst, or full auto modes as the situation dictates. The 
  primary drawback to this weapon, and one that competitors are quick to point out, is the relatively 
  small-sized clip requiring users to carry more clips of caseless ammuniction than most assault rifles 
  of this caliber.
  hkS-192
  Designed and manufactured by heckler koch and sig, the hks-192 is a solid, reliable weapon that 
  sees regular use by the military in the heaviest regions of conflict. Its heavy hitting 9 mm rounds 
  ensure that even the most stubborn creature will be dispatched with all due haste. the hks-192 has 
  
  239
  weapon
  legality
  Caliber
  range in yd/m
  damage
  ShotS
  auto
  roundS
  Strength
  ConCeal
  CoSt
  piStolS
  Cs-32 Midnight special
  pa
  5mm
  15/30/50
  0
  3
  –
  15
  3
  easy
  250tn
  Cs-40 Defender
  pa
  10mm
  15/30/50
  1
  2
  –
  15
  5
  average
  495tn
  Cs-42 peacemaker
  p
  15mm
  20/40/60
  2
  1
  –
  15
  6
  Challenging
  750tn
  Cs-44 enforcer
  p
  15mm
  20/40/60
  2
  2
  –
  15
  7
  Challenging
  850tn
  ShotgunS
  M-6 pistol Grip
  pa
  slug
  15/30/50
  3
  1
  –
  5
  8
  Challenging
  650 tn
  shot
  10/20/30
  2
  7
  M-65 Double-barrel
  pa
  slug
  15/30/50
  3
  1 or 2
  –
  2
  6
  hard
  600tn
  shot
  10/20/30
  2
  5
  M-87 auto load
  pa
  slug
  15/30/50
  3
  3
  –
  10
  6
  hard
  625tn
  shot
  10/20/30
  2
  5
  SubmaChine gunS
  Mp15-9
  ra
  9mm
  15/30/50
  1
  3
  3
  45
  6
  Challenging
  1395tn
  sM-14
  r
  10mm
  15/30/50
  2
  3
  3
  30
  7
  hard
  1950tn
  Assault Rifles
  ar-25
  ra
  5mm
  30/75/200
  0
  3
  4
  60
  5
  hard
  1495tn
  hks-192
  r
  9mm
  30/75/200
  1
  3
  4
  30
  7
  Very hard
  2050tn
  weapon
  type
  legality
  damage
  Strength
  ConCeal
  CoSt
  Cambat knife (stainless)
  blade
  G
  0
  4
  average
  80tn
  Combat knife (Composite)
  blade
  pa
  1
  4
  average
  195tn
  Fists & Feet
  impact
  n/a
  -1
  3
  n/a
  n/a
  snap baton
  impact
  G
  0
  4
  easy
  35tn
  staff/pole/Club
  impact
  G
  +1
  5
  Very hard
  Varies
  steel knuckles
  impact
  ra
  0
  3
  easy
  10 tn
  stun baton
  impact
  G
  0 + stun
  4
  Challenging
  35tn
  stun Gun
  stun
  G
  0 + stun
  3
  average
  35tn
  sword Cane
  blade
  p
  1
  5
  easy
  350tn
  wakizashi: steel
  blade
  G
  1
  5
  Challenging
  195tn
  wakizashi: Composite
  blade
  pa
  2
  5
  Challenging
  350tn
  
  240
  been designed for extended use on the front lines and has a number of features to ensure its reli-
  ability. the barrel can be replaced in less than 30 seconds, should the need arise. the bulk of the 
  interior components are sealed to prevent dirt and contaminants from gumming things up. a dust 
  cover automatically snaps into place whenever a clip is removed, further ensuring nothing gets up 
  inside the weapon that should not. unfortunately, the weapon has a notoriously small clip that leads 
  to frequent casless ammo changes, though many armorers make their own custom clips.
  Shotguns
  shotguns, sometimes referred to as street sweepers or scatterguns, are highly effective at close 
  range. They can fire either a slug, which will punch through just about any armor, or an area-
  affecting spray of shot. Shotguns are not a weapon of finesse – they’re one of the most brutal 
  personal firearms available.
  m-6 piStol grip Shotgun
  Where most shotguns require two hands to wield, the M-6’s grip has been designed to allow the firer 
  to use it one-handed – though it’s got a hell of a kick. Like most shotguns, the M-6 can fire either 
  slugs or shot depending on the situation. Unfortunately, there’s only a single clip and no way to select 
  between shot types, so a user must plan ahead. As with most shotguns, the M-6 has a low rate of fire 
  and a limited clip size.
  m-65 double-barrel Shotgun
  when you want to intimidate someone, point an M-65 at them. with two barrels on the business end, 
  the weapon is likely to cause anyone facing it down to rethink their plans. the M-65 is a very simple 
  weapon, devoid even of a magazine. the weapon breachloads only one round in each barrel. after 
  firing, you simply pop the barrels open, dump the expended shells, and put two new ones in. The 
  two barrels can be triggered at the same time or separately, and the two barrels do not have to be 
  loaded with the same type of shell.
  Before rolling any dice, the attacker must declare how many barrels are being fired. If both barrels 
  are being fired, the damage bonus for a successful hit is increased by one in the case of shot or two 
  if slugs are being fired. Both barrels must be loaded with the same type of shell to be fired together.
  m-87 auto loading Shotgun
  the M-87 is the standard by which most other shotguns are measured. with a large clip (for a shot-
  gun) and a reliable ejection mechanism for spent shells, the M-87 has a good rate-of-fire. A single 
  barrel model, the M-87 is capable of firing either shot or slug shells, though there is no ability to 
  select one over the other if both types have been loaded into the magazine. 
  Submachine Guns
  Submachine guns fill the void between the assault rifle and the pistol. Smaller, lighter, and more ag-
  ile than assault rifles, submachine guns are better suited for close-in operations. SMGs have the cyclic 
  
  241
  rate of most assault rifles, but tend to have shorter ranges comparable to a pistol. Police forces favor 
  these weapons over traditional assault rifles, since much of their work occurs in the close confines of 
  an urban environment. they are also a favorite of underworld elements, since they are easier to keep 
  concealed than an assault rifle, but still spray out the bullets like a fountain. 
  mp15-9
  the Mp15-9 has taken on a sort of legendary status in the eyes of the public. Many view it as almost 
  romantic. This inflated perception of a merely adequate weapon is due to the way it has been por-
  trayed in the media. It’s the weapon of choice for crime vid directors across all the arcologies. The 
  truth is that while the MP15-9 gets the job done, there’s really nothing spectacular about the weapon. 
  Unlike many modern weapons, it is prone to jamming – it utilizes older jacketed ammunition instead 
  of more modern caseless ammo. it also suffers from an odd clip size. the clip holds 45 rounds, which 
  is more than enough for a single full burst, but not nearly enough for two. Many expected a larger 
  60 round clip to be introduced, but HK&S have yet seen fit to do so. Despite these shortcomings, its 
  low price keeps it a regular seller for the company.
  Sm-14
  When Colt Springfield introduced the SM-14, it was met with a great deal of enthusiasm by the 
  military and para-military world. excellent stopping power, agility, and a simple, yet elegant design 
  made the weapon a dream for many people. Once out in the field, the enthusiasm for the weapon 
  continued. Despite using jacketed ammunition, the weapon virtually never jams. The integrated 
  flashlight and laser sight are built into the shell of the weapon, eliminating the need for additional 
  peripherals for most circumstances. the primary drawback to the weapon lies in the small clip, which 
  generally runs dry after a single sustained burst of fire. 
  Melee Weapons
  Even with all the modern weapons in the age of the Strange Aeon, conflict sometimes comes down to 
  brutal face-to-face combat. while the biggest factor in the outcome of hand-to-hand combat is the skill 
  of the two combatants, a quality weapon can sometimes make the difference between life and death.
  Combat kniFe
  Combat knives are large and dangerous-looking weapons. they come in a wide variety of designs, 
  and range in length from as short as four inches to as long as eight. some combat knives have 
  smooth edges, while others are serrated. the blades of these weapons come in two varieties – stain-
  less steel and a ceramic composite. the former is less expensive, but the latter holds its edge better 
  and is more adept at penetrating armor. 
  FiStS and Feet
  The oldest and most reliable weapons a sentient biped has at her disposal are her feet and fists – the 
  standard since the first fight broke out ages ago. They have the advantage of always being available, 
  but unfortunately are about the most ineffective melee weapon one could ask for – though with 
  proper training, they can become every bit as deadly as the sharpest knife.
  
  242
  Snap baton
  a snap baton is basically a telescoping rod roughly 18”/45 cm in length, which collapses into the 
  handle. Snap batons are carried by most law enforcement officers to help subdue overly aggressive 
  criminals, when they’d prefer not to kill the criminal outright. Some companies actually market 
  these in various colors and sell them to the public for use as a fashion accessory that doubles as a 
  defensive weapon. 
  StaFF/pole/Club
  perhaps the oldest weapon in existence, with the possible exception of the rock, hitting an opponent 
  upside the head with a thick piece of wood has always been a means to an end. while staves are 
  more than simple lengths of tree branches today, the same basic principal still applies. Most staves 
  are made of a wood of some sort, though plastic and other materials are not unusual. Generally 1-2 
  yd/m in length (with clubs generally being around 1 yd/m in length), just about anything of the 
  same general shape and length can be used as a weapon.
  Steel knuCkleS
  Steel knuckles are a good equalizer when all one has available is her fists. Overcoming the inherent 
  weakness of flesh, they give a combatant’s punch a little more impact. Inexpensive, these weapons 
  are little more than a steel band wrapped around a user’s fist that lends a bite to at attackers 
  knuckles. In most places, steel knuckles are actually illegal and carry hefty fines when one is caught 
  with them.
  Stun baton
  almost identical to a snap baton, the stun batons also deliver an impact-triggered burst of electricity 
  that can stun the target. a small battery built into the handle of the weapon provides enough charge 
  for dozens of swings. like snap batons, these weapons see wide use in law enforcement circles.
  in addition to doing normal damage, the stun baton can stun targets. if an attack penetrates armor 
  and does at least one point of Vitality damage, a target must succeed at a hard wellness test to avoid 
  the stun effects. if this test is failed, the victim loses 2 ap per turn for 1d10 minutes. only one test 
  needs to be made per turn struck by the stun baton, and the effect of the stun is not cumulative. a 
  target may again be affected on the turn following his recovery from the last shock.
  Stun gun
  stun guns are similar to tasers in that they deliver a powerful electrical shock into the target, render-
  ing her incapacitated for a short period of time. unlike tasers, stun guns are strictly close quarters 
  weapons. they are not much more than a small palm sized case that contains a small power cell with 
  a pair of steel prongs on one end that are used to deliver the shock. stun guns are popular defensive 
  weapons in the civilian sector.
  treat as if the stun Gun had a Damage of 0 when determining if its attack penetrates armor, though 
  it does no real damage. if an attack penetrates armor and does at least one point of Vitality dam-
  age, a target must succeed at a hard wellness test to avoid the stun effects. if this test is failed, the 
  
  243
  victim loses 2 ap per turn for 1d10 minutes. only one test needs to be made per turn struck by the 
  stun baton, and the effect of the stun is not cumulative. a target may again be affected on the turn 
  following his recovery from the last shock.
  Sword Cane
  Sword canes have always had a reputation as being weapons for gentlemen. At first glance, a sword 
  cane looks like an ordinary walking stick. oftentimes, they are handcrafted of high-end wood, mar-
  ble, or precious metals. they generally have intricate carvings in the pommels, or other features that 
  transform what is essentially nothing more than a stick into something that gives the appearance of 
  stature and elegance. hidden inside one of these canes, however, is a short deadly blade. Modern 
  sword canes blades are made of a high-tech ceramic composite that holds its edge forever. people 
  often use these canes when they wish to keep a weapon close at hand, but prefer to conceal this 
  fact from those around them – after all, brandishing a weapon in high society is hardly good form.
  Drawing the blade from a sword cane takes no more time than drawing a blade from a proper 
  scabbard. In addition, unless someone is specifically looking, these weapons will be mistaken for 
  ordinary walking sticks – the owner can often get them into places where weapons are not normally 
  allowed. For an extra 25% of the cost, a secret release can be built into a sword cane, so that anyone 
  who does not know the secret will be unable to draw the blade hidden inside.
  wakizaShi
  the smaller brother of the katana, the wakizashi is a short blade with a slight curve to it. these 
  weapons have a long and noble history. Some experts use wakizashi in conjunction with katana, 
  using it to parry their attacker’s blows while leaving the larger sword free to strike when openings 
  appear in their enemy’s defense. Katanas are mostly the stuff of Kendo classes within the arcology, 
  but wakizashi are one of the blades of choice on the streets. smaller, easier to conceal, and still 
  intimidating, they get the job done.
  Modern Armor
  the armor of the modern age bears no resemblance to the armor of old, when men walked around in 
  formed, folded metal and links of chain. Today’s armor provides much more protection, but is lighter 
  and more flexible, giving wearers an unprecedented level of freedom and agility.
  Common typeS oF armor
  Modern armor comes in several flavors. The most common and readily available are armored vests, 
  designed to protect a wearer’s vital organs. This type of armor has the advantage of being light, as 
  well as easy to put on and take off. It, however, does not afford any protection for the wearer’s ex-
  tremities, meaning that her arms, legs and head are vulnerable. armored vests are most commonly 
  used by law enforcement agencies. in most cases, this armor is more than adequate for the low-level 
  criminals and scum with which they often deal. when facing more serious threats, heavier armor is 
  the order of the day.
  
  244
  Light combat armor is a full body suit that offers protection not only to the wearer’s torso, but also 
  armors his arms and legs. while heavier than the lighter vest, it is still light enough so as to not 
  encumber the wearer or hamper his flexibility to a noticeable degree. Light combat armor can also 
  be outfitted with a sealed air supply that can allow the wearer to operate safely in smoke, gas, and 
  other forms of unfit air. These air systems typically contain enough oxygen to support the wearer for 
  one hour. The armor is not sealed however, and the wearer’s skin and eyes are generally exposed 
  to the environment. this means he is still vulnerable to environmental hazards that can be absorbed 
  through the skin. 
  anatomy oF modern armor
  Modern armor must protect the wearer against a myriad of attacks ranging from simple fists and 
  clubs, to bullets and rail gun needles. two distinct elements are used for this purpose: ballistic cloth 
  and trauma plates.
  Ballistic cloth is designed to protect against bullet impacts. It’s a cloth-like material that has a com-
  posite thread woven into it. this composite thread is incredibly strong, with a very high tensile 
  strength, and is designed to distribute the kinetic energy of an impact across the armor. at minimum, 
  the armor will reduce the damage any bullet that does penetrate causes. 
  Ballistic cloth may be able to stop a bullet, but against a knife or similar weapon it’s virtually useless. 
  to protect someone against these sorts of attack, armor is often reinforced with trauma plates. these 
  plates are made of a similar composite material to the composite threads in ballistic weave. these 
  plates are light but strong and able to deflect most attacks from knives and similar weapons. In most 
  armor suits, these plates can be removed when the wearer wishes to lighten the armor.
  while the ballistic cloth and trauma plates are all that make up a vest, combat armor is somewhat 
  more complex. light combat armor has an integral oxygen supply system that can protect the user 
  from dangerous gases and chemicals. specially designed bladders located throughout the armor 
  suit store enough oxygen to last for one hour in a combat environment – longer if the wearer is not 
  stressed. sensors in the armor can determine whether the armor is located in a toxic environment. 
  When it’s safe, the bladders are continually infused with fresh oxygen. As soon as a toxic gas is de-
  tected, the bladders automatically seal themselves. in this manner, there is no need to ever resupply 
  the armor with fresh oxygen. Movement by the wearer provides the power needed for the system. 
  When the oxygen is needed, a small mask located just under the neck can be quickly fastened over 
  the mouth and nose.
  phalanx ii SeCurity Shield
  the phalanx is basically a kevtech polymer composite shield the user holds up in front of her for 
  protection. the shield is roughly 1.5 yd/m tall and 1 yd/m wide making it large enough that a full 
  grown person can plant it on the ground and crouch behind it. the entirety of the shield is transpar-
  ent, so it does not hinder sight. police forces use these shields to break up illegal gatherings and riots. 
  a phalanx requires one hand to wield. it may be used in addition to any other armor type, and is 
  
  245
  cumulative with any protection that armor provides against attacks coming from one direction (gen-
  erally the front). Defenders may use their Armed Fighting Skill to defend against projectile attacks 
  when using this shield. the shield may also be used to bash an enemy. this uses the armed Fighting 
  skill to resolve and the shield has a 0 damage rating.
  SentryteCh SerieS armor
  the sentrytech series of armor is the most common and most popular armored vest in general use. 
  It’s standard issue for all law enforcement agencies. The vest is light enough be worn under normal 
  clothing, though it’s recommended that one wear a t-shirt under the vest or risk some serious chaffing 
  around the shoulders and chest. 
  two variants of this armor are in common use. the Mark iV series is the lighter of the two and is 
  designed to defend primarily against firearms. This is the most commonly issued version of the 
  armor and is worn as part of the standard uniform for all military personnel. the Mark V series is 
  somewhat heavier, but includes the addition of trauma plates that can effectively defend the wearer 
  against claws, knives, clubs, and other types of physical damage. riot troops and any personnel who 
  are planning breaching actions are issued the Mark V version of the armor, as these are the people 
  who are most likely to get up close.
  SpeCtraShield SerieS light Combat armor
  the spectrashield series is the standard issue full-body combat armor used by new sol Coalition 
  armed Forces, as well as by elite law enforcement units. light enough to be worn for extended 
  periods, the military has adapted the light version of the armor as the standard uniform worn for 
  common duty outside administrative offices. 
  spectrashield armor has an integrated oxygen supply system, which protects the wearer from gas 
  and smoke agents. however, the armor is not sealed and does not protect the wearer from agents 
  that can be absorbed through the skin. the oxygen will last up to one hour and is self-replenishing 
  (which takes 30 minutes).Comms systems are built into the helmet, which can tuned to one of several 
  channels with a simple voice command, or can be set to listen to the chatter on multiple channels. 
  however, it will transmit only on a single channel at a time.
  basic models of this armor are available through certain non-military channels. these versions do 
  not have the integrated oxygen system or the comms system. The prices below reflect each version. 
   
   
  
  246
  
  247
  armor
  legality
  trauma
  balliStiC
  ConCeal
  CoSt
  phalanx ii security shield
  ra
  +1
  +1
  n/a
  450tn
  Mk iV armored Vest
  G
  0
  1
  average
  400tn
  Mk V armored Vest
  G
  1
  1
  Challenging
  495tn
  spectrashield light Combat armor
  ra
  2
  2
  legendary
  575tn/750 tn
  
  288
  Running a game of CthulhuTech has its own specifics and nuances. You need to know how to best 
  manage some of the particular rules of the game, including Difficulties, Reaction Skills, special Ad-
  vantages and Disadvantages, Drama points, and advances. this chapter will help guide you through 
  all of these rules.
  this chapter also presents you with some guidelines to help you design your own adventures, includ-
  ing a discussion of the occult hero genre, three-act structure, rewarding your Characters, and more.
  in general, this should arm you to be an effective Cthulhutech Gamemaster. the strange aeon is in 
  your hands – good luck and have fun!
  Grace Period
  It’s rare that we get our Characters worked out the way we want them the first time we try. It’s up to 
  you whether or not you use this, but we recommend giving players the first three sessions to move 
  points around on their Characters. This gives players the opportunity to try things out and fine-tune 
  their role within the group. after that third session, the Characters are then set and can only be modi-
  fied through the use of Advances. 
  Character Boosts
  to better match your narrative, you might want to start your Characters out more powerful than is 
  usual. The Character Scaling rules on p. XX can help with this. If you want your players’ Characters 
  to have a little road under their feet, you might start them at level 2 or 3, with 10 more Character & 
  power advances or 15 of each, respectively.
  However, if you just want your Tager to start out closer in power to CthulhuTech V1, then start your 
  Characters with 30 power advances instead of 20.
  Assigning Difficulties
  In general, the best way to determine the Difficulty for a given task is to assume that Average Dif-
  ficulty is how the average person trained in such a skill would perceive the task. The key here is that 
  the average person is someone who is trained in the skill in question – a competent professional.
  As an example, let’s assume a Character wishes to relieve a bar patron of the tablet in his briefcase. 
  From my own perspective, doing so would be pretty hard if the patron is alert and paying attention, 
  or had others watching his back, and so I would assign it a Hard Difficulty. On the other hand, if the 
  patron were more than a little tipsy, the task becomes easier since his senses are not exactly working 
  properly. In this case, I would likely reduce the test to a Challenging Difficulty. I would not make it 
  average, even if the patron was drunk off his socks, since there are others around who might catch 
  the would-be thief in the act.
  XVI
  XVI
  GM
  GM
  
  289
  Once you get a few games under your belt, assigning Difficulties to a Test should become second 
  nature.
  Variable teStS
  Sometimes, you want a Test to have different results based on the Character’s success. The higher the 
  player rolls, the better her Character will do. 
  For example, you might set up a Variable test to learn about the Congregation of the earth Mother 
  like this. players learn the information for their success level, as well as anything from easier levels.
  oCCult teSt reSult
  inFormation learned
  13-15
  There’s a small cult called the Congregation of the Earth Mother, who often 
  hide in new age or fertility circles. they use ritualized drugs and sex to help 
  them recruit.
  16-18
  the cult worships shub-niggurath, but often known her as the black Mother. 
  Magic allows some Congregation cultists to take on animal characteristics, both 
  physical and psychological.
  19-21
  the Congregation was nearly annhilated when the eldritch society prevented the 
  return of shub-niggurath. the Children of Chaos have turned their back on the 
  small cult, who has been forced into hiding to lick its wounds.
  22-24
  Most of the horned ones survived, the supernatural animalistic children of the 
  black Mother. they have intense powers of seduction, in addition to their other 
  bestial abilities. it is rumored that cultists have magic that can summon more 
  of them.
  25+
  A good chunk of what remains of the cult has fled into the wilds of Canada and 
  the jungles of Africa. They’re down, but not out.
  paSSiVe teStS
  There are times when it’s better for a player to not know how well she does on her Test. The Observa-
  tion skill is a great example. if the player knows the test failed, the group knows to keep looking. 
  however, if that test result is kept secret, the player has to gamble. the same goes for the stealth 
  skill or assets like wary. whenever you feel it serves gameplay, have your players roll behind your 
  screen – so that you can see the results and they can’t. They can spend Drama Points if they wish, 
  but they can’t see the results.
  AUTOMATIC SUCCESS
  there are a lot of things that will slow the game down if you make Characters test for everything. if 
  you want to speed up the game, give Characters the opportunity to automatically succeed on tests 
  that aren’t particularly important. If the Character has the needed Skill at a rating of 3 or above, let 
  the player use the attribute +7. if that equals or exceeds 13, the Character automatically succeeds. 
  If not, she’ll have to Test.
  
  290
  For example, a Character has an observation 3 and a perception 6. she wants to examine a room, 
  but there’s not really anything to learn. She has the right rating for her Skill, so she can just use her 
  perception of 6+7=13, and automatically succeed without having to take time to roll dice.
  If the Character only has a rating of 1 or 2 in the Skill for the Test, then have her roll anyway. That’s 
  the price for still figuring things out.
  Assets
  wary
  the wary asset allows you to give a player early warnings of potential or impending danger. Make 
  a passive intuition test for that Character. success means that you give the player in question a 
  warning.
  Determining the Difficulty depends upon the nature of the threat. An oppressive looming threat 
  should be average, while a insidious, creeping threat should be hard. those threats coming from 
  incredibly powerful, subtle, and intelligent creatures or that are part of a long-term, long-reaching 
  plan should be legendary. Most should be average or hard, however – none should be easy, because 
  
  291
  there are rarely dangerous situations that are.
  these warnings, however, are not meant to interfere 
  with your game. let Characters know that they in physi-
  cal danger. Don’t provide them with details or specifics. 
  You may occasionally provide them with false positives 
  or situations where this Asset doesn’t work the way it 
  normally does. however, please be kind to your players, 
  since they paid for their Characters to have this asset.
  limiting aSSetS
  there are several assets that are tempting for every 
  player, most especially backbone, Daring, lucky, swift, 
  and wary. You may want to limit the number of Char-
  acters in your group who can take these assets – one 
  or two per group. Use your best judgment and do what 
  works for you.
  Drama Points
  Players each get a pool of five Drama Points to use ev-
  ery time you sit down to play together. however, the 
  number of Drama Points should be modified if you’re 
  playing shorter or longer sessions. Give your players 
  three if you’re only playing for a few hours, or ten if 
  you’re playing for more like eight hours. 
  During play, you can give out Drama points whenever a 
  player does something cool or awesome. this rewards players for playing to the hilt. not only is this 
  great player incentivization, it allows you to scale the difficulty and horror of your game by control-
  ling the flow of Drama Points.
  Social Combat
  While the rules for Social Combat are presented on p. XX, included here are a few other things you’ll 
  want to keep in mind as you adjudicate such matters.
  The first thing you’ll do in any Social Combat is to work out the different parties attitudes towards 
  each other, as this determines what skills may be used. Many will be immediately obvious, but 
  default to ambivalent when no other attitude is obvious.
  however, the goals of social Combat are the most important thing you can determine. the players 
  will know where they want to take things with their Characters, but what do the NPCs want? Once con-
  at a glanCe: tbd
  ◊ tbD
  
  292
  fronted, does the snippy admin wish to make friends or does he wish to really upset the Characters?
  Once you know where everyone wants things to go, you can realistically play out the flow of Ex-
  changes and have more satisfying social Combats.
  Awarding Advances 
  advances are what allow players to improve their Characters over time, so they can take on greater 
  and greater challenges. In CthulhuTech, Advances are a reward for players playing the game. There’s 
  a lot that goes into creating and breathing life into a cool Character, as well as negotiating all of the 
  life stuff that goes into committing to a regular game. It’s pretty cool that you all pulled together 
  to play this.
  In general, you award players a fixed number of Advances each time they play. This not only rewards 
  the player for playing, it gives you a way to plan and pace Character growth – bonus for both of you.
  we recommend that you award 1 Character advance and 1 power advance each time you complete a 
  session, assuming you play for about 4 hours. if you only play for a couple hours, award 1 Character 
  Advance and 1 Power Advance every other session. If you’re playing more like 8 hours, award 2 
  Character advances and 2 power advances per session.
  If you’ve got a disruptive player, please don’t punish her Character for her behavior by docking 
  advances. talk about it in a sportsman-like fashion and all will be well.
  bonuSeS 
  there are situations in which you can give your players extra advances.
  if a player nails her Character performance, does cool stuff, and generally entertains everyone, give 
  her +1 advance (Character or power, her choice) for that session. however, make sure this love is 
  spread around your group, so one player doesn’t get all the extra Advances.
  You can also award bonuses for completing sections of the story – award these advances (both 
  Character and Power) after the session in which you tie up a plot. It’s cool to finish storylines, no 
  matter how long they are.
  Story Completion
  bonuS adVanCeS
  Completing a personal subplot
  1 advance
  Completing a minor plot
  1 advance each
  Completing a major plot
  2 advances each
  Completing an epic storyline
  4 advances each
  other rewardS
  providing advances is not the only way you can reward Characters. You can give them access to new 
  
  293
  gear, limited access to enchanted items or artifacts, an increase in wealth, or any of the neat, but less 
  game-impacting, things that a player might want for roleplaying reasons.
  Studying  & training
  whenever the Characters have a decent amount of downtime, they can study or train to become bet-
  ter it is at what they do. For each week a Character studies or trains, award the player 1 Character 
  advance to be applied towards the improvement of the skill in question. the Character must have 
  about 20 hours during this week of downtime to dedicate to studying or training to get this bonus.
  op CharaCterS
  Given time, Characters in CthulhuTech can become extremely powerful. You’ll need to escalate the 
  challenges they face, as they’ll start to just blow through the ones that used to give them trouble. 
  However, don’t be afraid to let them become powerful. After all, threats in CthulhuTech scale up to 
  the god-like level, so you have lots of room to introduce ever and ever more powerful bad guys.
  CharaCter SCaling
  For purposes of comparison, it can be important to know a Character’s effective Level. This is based 
  on the number of advances (both Character and power) the player has earned. starting Characters 
  are level 1, and it will take them an average of six sessions to reach level 2.
  CharaCter leVel
  adVanCe equiValent
  aVerage 4 hr SeSSionS
  1
  10
  5
  2
  20
  10
  3
  30
  15
  4
  40
  20
  5
  50
  25
  
  294
  6
  60
  30
  7
  70
  35
  8
  80
  40
  9
  90
  45
  10
  100
  50
  NPCs
  You’ll undoubtedly want to create NPCs of differing ability. To help you out, we suggest five levels of 
  NPCs – insignificant, novice, peer, powerful, and mastermind.
  ◊ For NPCs that are weak and insignificant, spend 4 points for Attributes (starting at 4 or 5 by 
  race), 5 points for skills, 0 point for advantages, with up to 2 points for Disadvantages.
  ◊ For npCs that are novices, spend 8 points for attributes (starting at 4 or 5 by race), 10 points 
  for skills, 0 points for advantages, with up to 4 points for Disadvantages.
  ◊ For npCs that are peers with starting Characters, spend 12 points for attributes (starting at 
  4 or 5 by race), 20 points for skills, 3 points for advantages, with up to 8 points for Disad-
  vantages.
  ◊ For npCs that are powerful, spend 16 points for attributes (starting at 4 or 5 by race), 40 
  points for skills, 5 points for advantages, with up to 8 points for Disadvantages.
  ◊ For npCs that are functionally “masterminds,” spend 20 points for attributes, 60 points for 
  skills, 7 points for advantages, with up to 8 points for Disadvantages.
  drama pointS
  some npCs, like your key bad guys, may have Drama points. we suggest giving these powerful npCs 
  five Drama Points and masterminds ten Drama Points. However, please be sparing with the number 
  of NPCs in your adventures that have Drama Points. They’re supposed to be special for the players, 
  with important exceptions.
  deVelopment
  if you have an important npC who ends up regularly working with the Characters, or an antagonist 
  who perseveres and continues to plague them, you might want to give that Character advances. if the 
  NPC is really keeping up, give her half of what you’re giving the players. 
  Killing Characters
  Cthulhutech is horror at its heart and that means that, regardless of good adventure design or Drama 
  points, Characters are sometimes going to meet their end. having a Character killed is always a 
  traumatic experience for a player and you should never allow Characters to die casually. here are a 
  few guidelines to help you make Character deaths meaningful.
  
  295
  1. dOn’t leave it tO chance
  killing a Character because you got great dice rolls and 
  the player in question didn’t could be considered cal-
  lous. if it works with your play space, roll your dice be-
  hind a screen of some kind so that the players can’t see 
  what you’re rolling. That way, you can fudge when you 
  need to. Feel free to punish the Character in other ways, 
  but please don’t kill him because of bad luck.
  2. giVe it purpoSe
  one way to help a player deal with the death of his 
  Character is if that death has exciting dramatic purpose. 
  Dying holding off monsters is heroic and so is sacrificing 
  oneself to make sure the bomb goes off. Characters can 
  most readily die in combat this way, as long as said 
  death serves the scene and the story.
  3. if YOu’re GOnna be stuPid, YOu GOtta be tOuGh
  sometimes, despite ample warning – even from you – 
  and against common sense, Characters are going to do 
  something careless. that something might be taking on 
  a pair of Zabuth alone or something equally as insane. 
  players come up with creative things all the time, but 
  unfortunately they sometimes come up with creative 
  ways to do suicidal things.
  when a Character insists on doing something that will 
  get her killed and she has no Drama points to save 
  herself, it’s best to let her die. After all, you’ve given her a fighting chance to avoid it. At least the 
  Character can be a lesson from which everyone can learn.
  Carrying on
  no one should be penalized for their Character dying in the course of a game. if you have to kill a 
  Character, use these guidelines for helping the player craft a new Character that’s at approximately 
  the same power level. After all, Character advancement should be a reward for the player, not just 
  for one Character’s achievement.
  If you’ve been tracking Advances, which hopefully you have, you can simply have the player create 
  a new Character from scratch and then spend that amount of advances. if not, guesstimate to get 
  her in the ballpark.
  then you can work with the player to come up with a good story to introduce this new Character to 
  the group, especially how to integrate her. What’s especially cool is if you can work with the player to 
  at a glanCe: tbd
  ◊ tbD
  
  296
  come up with some sort of family legacy for the new Character. Maybe the new Character is a sibling 
  or a cousin who has an eye on avenging the former Character’s death. It works in many forms of 
  serialized media, so why not in your game?
  Classic Story Structure
  Most of us are familiar with the classic three act structure, handed down from the Greeks. it can be 
  a useful tool when creating your own adventures for Cthulhutech, helping you pace your story and 
  provide the necessary elements to make it feel fulfilling. While classic story structure may apply to a 
  single adventure, it can also apply to an overall multi-adventure story arc. try using it on both levels 
  to see what works for you.
  Let’s take a look at the elements of classic story structure, followed by the overall guiding three acts.
  elementS
  ◊ plot – a series of events caused by protagonists going up against opposing forces; the core 
  of the story.
  ◊ subplot – a secondary story, occurring underneath the main plot, which usually involves the 
  plight of individual Characters; often more personal stories.
  ◊ twist – an unexpected development in the story.
  ◊ Climax – the most important or exciting point in the story.
  ◊ Denouement – The final part of the story, in which loose ends are wrapped up.
  aCt one
  This should be about the first quarter of your overall story. Before this act is complete, you should 
  have introduced the setting, the main player-portrayed Characters and supporting Characters, and 
  the plot of the story, as well as any relevant subplots. You should also have introduced the antago-
  nist’s main goal, or at least evidence of it. At the end of this act there is a twist, which alters what the 
  Characters are used to and forces them into action.
  aCt two
  this should be about the middle half of your overall story. Characters explore the setting and com-
  plications of the story during the first half of the act, uncovering piece after piece of the puzzle and 
  overcoming one hurdle after another. about half of the way through act two, both the plot and any 
  subplots should have their own twists. the second half of the act, in general, gets more dangerous 
  and dark. the end, in particular, should have its own dark twist that makes things not look good for 
  the Characters.
  aCt three
  this should be about the last quarter of your overall story. things should get more and more chal-
  lenging for the Characters, to the point where they should wonder whether or not they can succeed or 
  survive their experience. this all should lead up to the climax, which is the thing to which the whole 
  
  297
  story has been building and which will ultimately conclude the tale. after the climax, stories typically 
  move into the denouement, which answers most of the questions raised by the story and ties up loose 
  ends. the denouement should be to the point, so you can move on to further adventures.
  Themes
  Though heavily influenced by the works of Lovecraft, CthulhuTech has its own blend of narrative 
  themes. understanding them may help you portray the feel of Cthulhutech stories in a vibrant way.
  braVery
  Tagers didn’t have to become what they are. Other people don’t have to join the Eldritch Society. 
  Characters are people who have the courage to do the unthinkable to fight against an almost over-
  whelming foe. they are the heroes who have been called, and they have answered the call with 
  enthusiasm. 
  dread
  there are terrible things that lurk in the shadows. Monsters are real. people cling to their illusions of 
  safety as best they can, but there’s always an undercurrent that something is about to go wrong. It’s 
  not paranoia, it’s creeping dread, like a fear of the dark.
  Fear & inSanity
  what people believe to be reality is merely a cleverly fabricated story to make them feel better. the 
  reality of the universe is usually too much for people to face. There’s a lot to be afraid of, and society 
  provides counseling and therapy to help people stay balanced.
  The Fear and Insanity rules do a good job of simulating this. However, don’t be afraid to put impor-
  tant Supporting Characters into harm’s way using these rules. Insanity should eventually claim those 
  around the Characters on their journey, just to remind them how lucky they are. Of course, given 
  unfortunate circumstances, a Character may follow them…
  hope
  The thing that makes the Strange Aeon special is that we are fighting back. The Old Ones are return-
  ing, they are trying to wipe us out, but we’re not going quietly. There’s a light at the end of the 
  tunnel, even if it’s dim and distant, and Characters are some of the people who are willing to do 
  anything to reach it.
  loVeCraFtian horror
  In the works of Lovecraft, horrors are mostly alien and unfathomable by the human mind. There’s 
  a deeper history to the world, an older one, which makes humanity seem like insects. the threats of 
  are often of near godlike proportions, with epic consequences. His world is a dark one, where there’s 
  no monotheistic god who will stand against the old ones and their ilk.
  magiC
  
  298
  The Strange Aeon has brought about the acceptance of magic. It’s there. People can learn it. You can 
  buy supplies at the boutique shop in the next district. True, it’s not all that trusted by most people, 
  but the government and corporations have embraced it. Characters are themselves magical, having 
  joined with an Outsider. However, it’s the dark side of magic that’s terrifying. The stuff most sorcerers 
  practice is child’s play. Magic has vast, untapped, and unpredictable potential, and there are those 
  scary things out there that have mastered it.
  SoCial engineering
  The society of the Strange Aeon has been carefully crafted by the government. They’ve engineered 
  the acceptance of the nazzadi, news censorship and propaganda, and legalized distractions for the 
  people. The insidious part of social engineering is that it isn’t obvious to most. It has kind of creeped 
  up over the years, slowly but surely. the Characters live in a society that is partly based on lies, 
  though lies perpetuated with good itentions.
  SurViVal
  Characters in CthulhuTech fight so that they and the rest of the world can go on living. The Old Ones 
  and their cults represent an extinction level threat. if the eldritch society fails, the world as we know 
  it will end. The Shadow War is a fight for the right to exist.
  tragedy
  There’s been plenty of tragedy to go around. The First Arcanotech War was long and bloody, with the 
  second arcanotech war (and now aeon war) not long after that. Most everyone has lost loved ones 
  in the last couple decades and most everyone’s lives have been tainted by violence. They live in fear 
  of every news report and cling more desperately to their loved ones.
  unity
  people have really come together in the face of adversity. old national and racial hatreds have died 
  away. People are happier to see each other. Sure, there’s still some animosity towards the Nazzadi 
  among parts of society, but soldiers always have a difficult time embracing those who were once 
  their bitter enemies. 
  the unknown
  what humanity collectively thinks it knows about the universe is a very small slice. they have chosen 
  not to look further for fear of what they might find. Now, the unknown has come looking for them. 
  Fortunately, most are insulated by the Ministry of information. however, Characters are going to 
  encounter the unknown frequently. There’s always mysterious magic, strange creatures, and things 
  better left unknown.
  Occult Heroes
  in addition to the themes, there are some conventions that are part of the Cthulhutech experience. if 
  you keep these things in mind, your game will hit the right kind of feel.
  
  299
  dark ShadowS & baCk alleyS
  The Shadow War doesn’t usually happen in the most glam-
  orous of places. the kind of clandestine activities that are 
  a part of almost any tager action happen in the shadows 
  of regular society. the shadow war happens in back al-
  leys or dark shadows, off the beaten path and in a world 
  filled with its own kind of dangers. It also sometimes rages 
  through the arcane underground, the magic black market, 
  where things can get especially dark and strange. 
  more than human
  the Characters have fanastic power in the gifts of their 
  symbiont. They’re no longer entirely mortal, bonded on a 
  mystical level with some kind of outsider. they are mon-
  sters with the souls of people. Characters are well-armed to 
  enter a world of dark conflict and mix it up, while not losing 
  what it means to be just like everyone else. 
  outlaw heroeS
  The Eldritch Society can’t trust the authorities. The Children 
  of Chaos have their ears everywhere. things would be 
  much easier if the government knew the truth about the 
  Chrysalis Corporation, but the Society can’t take the risk. 
  They’re forced to go out and do what they do under the 
  radar, and in a completely illegal fashion. tagers have to 
  watch out as much for the cops as they do the bad guys. 
  Ultimately, the Characters are freedom fighters, but society 
  paints them as terrorists.
  the Struggle againSt extinCtion
  Cults and dark gods are real, and their influence can be felt 
  nearly everywhere. Cults seduce the discontent into their 
  dark dreams, ultimately to serve the old ones and bring 
  their terrible masters across into this world. if the old ones 
  were to reign again, what we know as life will cease to 
  exist – as will we. the stakes are about as high as you get.
  SymbioSiS
  the Characters are no longer entirely themselves. they 
  have undergone torturous training to endure a potentially 
  fatal ritual in order to join with a powerful thing from be-
  yond time and space. they are part outsider now, and the 
  
  300
  symbiont has its own way of thinking. Characters must remain in careful balance, lest they lose 
  themselves to the monster within.
  a terrible, hidden war
  The Children of Chaos are the harbingers of the Old Ones. Their goals and actions bring what’s left 
  of the good old-fashioned natural life on this planet closer to extinction. even worse is that the cult 
  hides in plain sight, trusted by the government, with massive resources at its disposal. They’re so 
  well-connected and positioned that the eldritch society cannot risk coming forward. the society is 
  forced to fight its own secret war for the survival of people everywhere from the shadows, branded 
  as terrorists by the very people it seeks to protect.
  Unknowable Gods
  the endless ones, the Forgotten, and the old ones are unimaginably powerful. they are, from our 
  perspective, simply unknowable. they exist in ways we cannot comprehend and they wield the cosmic 
  forces of the universe. they are, for lack of a better term, gods.
  there are three beings that are in some way known to be active in Cthulhutech – nyarlathotep, 
  Cthulhu, and hastur. nyarlathotep has at least two powerful avatars in the Director and the blind 
  lady. Cthulhu guides his cult through dreams. hastur has manifested as the ruined king and com-
  mands his cult from the plateau of leng. the primary way the Characters should experience the 
  power of these beings is through their influence. Characters will regularly encounter minions of these 
  beings, as well as their influence over other things. The Characters may have nightmares caused by 
  these beings or experience shifting weather patterns or the other stragne phenomena. the point is 
  to show them how much power these gods wield while they’re still not fully manifested, so that the 
  players are worried about the amount of power they’ll wield when they return.
  As far as the other gods presented here go, they may or may not be a part of your story. That’s up 
  to you.
  the endleSS oneS
  there are three ancient gods that seem to be primal forces of the universe, and they are known as the 
  endless ones. azathoth lies at the center of all things, radiating the energy of the universe. no one 
  knows if the being created the universe, but it is the source – the font that maintains it. Yog-sothoth  
  is the shaper of the universe, the thing that gives it form. the being exists in all places, in all times. 
  it is the barrier between worlds and is, for all intents and purposes, the thing that creates order. 
  it is the third that is the most notorious – nyarlathotep. it is the only one of this triumvirate of gods 
  who plays in their universe. Most often referred to as a he, nyarlathotep has walked the earth in 
  many forms through the eons, as he has on all the planets of sentient species. then he tempts and 
  tinkers, bringing chaos in his wake. it is most certain that he had something to do with starting the 
  aeon war. today, he sits at the helm of the Chrysalis Corporation as his avatar, the Director. the 
  Circle, a cult adjacent to the Children of Chaos, are guided by the Blind Lady, who may another of the 
  
  301
  dark god’s avatars. Who knows how many of his forms walk the Earth?
  the eldritch society has always known that in order to win the shadow war, they would have to face 
  the Director. It is still uncertain what they’ll do when they get there. After all, he’s fundamentally the 
  primal force of entropy in the universe. How do you fight a god?
  the Forgotten
  the existence of the Forgotten was only discovered by accident. there is no record of them before the 
  T99 Division’s unearthing of the Ta’ge Fragments. Now that knowledge rests solely in the hands of 
  the eldritch society, who have used its power to wage their secret war.
  what makes the Forgotten noteworthy, other than the rite of sacred union, is that the Fragments 
  tell of an ancient war between themselves and the old ones. it is said that the Forgotten are the 
  ones who locked the Old Ones away. However, the powers that be within the Society aren’t stupid. 
  They’re well-aware that playing with anything on a god-like level invites disaster, and try to limit 
  their exploration into the Forgotten’s power. However, there was something in the Fragments that 
  made the Founders betray the Children of Chaos, so the society has taken it as a sign that some good 
  can come from the Forgotten’s legacy.
  while most understand that the power of the Forgotten already have them playing with enough 
  fire, there are those within the Eldritch Society who have come to revere or even worship what they 
  understand about the Forgotten. this is widely discouraged.
  Here are the main points the Society has learned from the Ta’ge Fragments so far:
  ◊ the ancient arctic city in which the Fragments were found was constructed by a being known 
  as Drazet, the unformed. it is said that this being was the one that left behind the rite of 
  sacred union for humans to discover.
  ◊ Morfean, the ethereal, is said to be the master of time and dreams, suspected to be hypnos 
  to the Greeks. it has never visited our galaxy, but has intruded through the web of dreams.
  ◊ Myrovh, the Puppeteer, is said to manipulate entire species, pitting them in conflict. Some 
  believe this is to inspire growth, while others believe this god to be cruel.
  ◊ Savaty’ya, the Unbound, is said to be a creature that has ascended into the upper spheres 
  of cosmic consciousness. It’s mere presence transmutes the primal energies of the universe. 
  some believe it has been known through its avatar nodens, while others are worried about an 
  alien intelligence that quests for infinite power.
  the old oneS
  the old ones are the dark gods of the universe, unknowable and alien creatures too terrifying to be-
  hold. legends say that they were exiled by the Forgotten long ago, imprisoned in the places between 
  worlds. For eons, they have slumbered, awaiting the time when the stars would come right and they 
  could once again reign in terror in our world. that time has come.
  one has already returned. he is called many names, most often the unspeakable or the unnamable. 
  
  302
  here on earth, hastur is known as the ruined king, as his true name invites disaster. he rules his 
  terrible cult, the Disciples of the unnamable, from the dark plateau of leng, which has reappeared 
  in Central asia. Few who have seen him have lived and those few who have are forever mad. the 
  Ruined King’s army, known as the Rapine Storm, rolls out across the continent, destroying everything 
  in its path – or worse. the Death shadows are his corrupters, hidden within society, rotting away at 
  it from within.
  the Dark Goat of the woods, the Goat with a thousand Young, the black Mother – shub-niggurath, 
  like hastur, is known by many names. and all of them are pissed. a few years ago, her worshippers, 
  with the help of the Children of Chaos, labored to lay open the barriers between worlds and usher 
  in the manifestation of the black Mother. it failed. though the Children of Chaos have left her cults 
  to languish, there are those that believe there is yet another chance for shub-niggurath to break 
  through.
  it is perhaps Cthulhu that is the most infamous of the old ones. he has been here before, ruler of a 
  vast and bloody empire which endured for millions of years, long before humans were an evolution-
  ary thought. Entombed with his people in the sunken and Lost City of R’lyeh, the most feared of the 
  old ones sleeps the sleep of death. but he dreams, and his dreams guide the esoteric order of Dagon, 
  Cthulhu’s church on Earth. The cult seeks to find the Lost City and awaken their dark master. If they 
  do, despite any other efforts in the aeon war, the world will crumble under his power.
  Once there was a mystical place known as the Dreamlands. It’s gone now. Anyone who tries to dream 
  their way there ends up dead or insane. the being known as Gurathnaka, or more commonly the 
  shadow of night and the eater of Dreams, has consumed them. no one knows why it did that or if it 
  represents any other threat. It is feared it can touch anyone’s dreams.
  Sidebar: tagerS & gunS
  In the first edition of CthulhuTech, we 
  talked about how the eldritch society 
  had a limited number of firearms modi-
  fied for Tager use. If you think that’s cool 
  for your game, then please feel free to 
  add it back in.
  
  DriveThru.
  Copyright
  We will be using a Creative Commons license for V2, which basically means that 
  people will be able to share freely as long as we are properly credited, that material 
  may be altered or remixed, though people can't charge for what they create. We still 
  retain the copyright, but with these more open options. However, this license will not
  take efect until we formally launch the product. This does mean that you can start 
  working on your Creative Commons ideas now, so that you can be the frst in line 
  when that times comes.
  2 of 2: CthulhuTech V2 Open Beta Guidelines
  WildFire LLC
  
SOURCE: textdata/thevault/Cthuhlutech/CthulhuTech - Shadow War v2 Open Beta 1.2.pdf