TEXT: THE AESTHETIC
  NAME:
  LOOK:
  Circle one from each category or write your own:
   
   Cullen, Atreyu, Bastion, Falkor, Prudence, Idris, Hugo, Odo, Shizuko, Corrinne, Yuki, Stori.
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid, or Mechanical.
   
   Mixed-media wear, subversive wear, vintage wear, antagonistic wear, provocative wear, 
   free wear, cyber yarn wear, or inspiring wear.
   
   Dashing face, scarred face, unkind face, surreptitious face, or powerful face.
   
   Elusive eyes, unusual eyes, questioning eyes, one-eyed, jarring eyes, or famous eyes.
   
   Striking body, dominant body, curvy body, compelling body, or a __________ body.
   
   Asian Or South Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern, __________
  JAM:
  Everyone has a Jam (something you are good at and do to making a living and earn Cred). When you tell 
  the MC what your Jam is they’ll tell you how much Cred you earn when you get downtime. Your Jam is used 
  to establish your lifestyle, your income, and how you know certain other characters.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State. When you max out your emotion Spikes 
  you trigger the Alleviate move. When you add emotion Spikes erase one in the State opposite it. 
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase an Obligation owed 
  Get a move from 
  another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	 
  Take an additional option from “Your Art” section 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  Get a move from another playbook 
  	
  	
  THE AESTHETIC: When people won’t read 
  between the lines; when they cannot or re-
  fuse to hear the words that work to keep the 
  powers at be in check, you are there. Your 
  art is your voice, and you will not be ignored. 
  After all, beauty is truth and truth is beauty, 
  and your craft is undeniably beautiful. 
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  YOUR ART
  You’re an artist because you don’t know how to 
  not be one. You have a different skill, a passion, 
  a drive that allows you to express yourself beyond 
  the typical ways of communication. What is your 
  art? You live in a hybrid reality, so the application 
  of art can be radically different than now. Choose 
  one or make your own.
   
   Architecture
   
   Sculpting
   
   Painting
   
   Music
   
   Poetry
   
   Dance
   
   Performing
  COUNTERCULTURE
  Art can be a subversive act. It draws attention 
  from or to the morals and values of established 
  society. Counterculture focused on politics and 
  lifestyle philosophies often expressed visually. 
  Use new mediums, think outside of the paradigms 
  now, and resist.
  HUMANITY HARM
  A person suffers Humanity Harm when they are 
  faced with a hard truth about themselves or 
  their beliefs. They either will not face it, or the 
  act of them doing so has a Harmful impact on 
  themselves. When a PC suffers the same Harm or 
  a hard truth about themselves or their beliefs, the 
  person inflicting the Harm chooses any or all of the 
  following; they:
   
   Lose time. Minutes/hours/a day or two.
   
   Must answer any question posed to them.
   
   Take Disadvantage Forward (roll 3d6 take 
  lowest 2 results on dice).
  OBLIGATION QUESTIONS
  You may use the following to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If you used your art to help someone 
  articulate something important to them that 
  they otherwise never could have, you have 1 
  Obligation on them.
   
   If you needed someone’s help in order to 
  perform your art at a crucial time, they have 1 
  Obligation  on you.
   
   If you shared your art with another for the 
  purposes of sharing a secret pain you both 
  have, you have 1 Obligation on each other.
  GEAR
  You get fashion suitable to your look, 2 Cred, 
  portable visual modifiers that plug into cybernetics, 
  and choose 1 weapon (You Detail, including 
  make and model):
   
   Kinetic revolver (2 Harm Close Reload)
   
   Venomous folding knife (3 Harm hand 
  poisonous discreet reload)
   
   Neuroinhibitor (S Harm area close reload) 
   
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself.
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  MOVES
  You get Beauty is Truth; Truth is Beauty 
  and choose one more.
  BEAUTY IS TRUTH; TRUTH IS BEAUTY: 
  When you take something you feel, a concept 
  or an idea, and express yourself through your 
  art—whether performed or presented—and it is 
  experienced by others, roll. On a 10+, choose three. 
  On a 7-9, choose two. 
   
   People understand what it is you intend to 
  convey.
   
   One person present must meet you, tell the MC 
  who.
   
   You Spike out the State of your choice in 
  someone present.
   
   This experience either begins to change popular 
  opinion or otherwise alter a sense of self in 
  those that witness it. Tell the MC what it is you 
  hope for (consumes two choices). 
   
   Inflict Humanity Harm on all that experience it.
  LITERACY OF THE HEART: When you have 
  solitude and share your views passionately with 
  someone else about how something or someone 
  could be subverted with art, roll. On a 10+, Hold 3. 
  On a 7-9, Hold 1. For PCs, they may spend this Hold 
  in order to further that goal by:
   
   Remembering this conversation in the future 
  and how it made them think and feel—which 
  gives them Advantage Forward. 
   
   Tell you something they think you want to 
  know.
   
   Provide you with something you’ve asked for.
   
   Do something that would further your goals.
  For NPCs, they will also never act against you so 
  long as you have Hold on them.
  	PULSE OF THE CITY: Whenever you go 
  to an area you haven’t gone to before, and want 
  to find something or someone deliberately hidden, 
  describe what signs of counterculture you follow 
  to find what you seek and then roll. On a 10+, you 
  find yourself where you meant to be. On a 7-9, the 
  MC chooses one of the following in order to make 
  your way there first:
   
   You must prove yourself to them first.
   
   There is a code or procedure you need to figure 
  out first.
   
   There is danger along the way.
   
   Someone you wouldn’t want to know where you 
  are, does.
    ANTIQUITY OF THE SOUL: Whenever you 
  Probe someone and look them directly in their eyes, 
  you may also ask them “What is the most important 
  thing to you right now?”
    PAINT YOUR DREAM: When you modify 
  an individual cybernetic enhancement functionally 
  and cosmetically to express a part of you, detail the 
  first step in an overall design goal. The MC will give 
  you a task to achieve this goal; you may need Cred, 
  time, equipment, etc. After you complete the task, 
  the MC will give you a new task until the design goal 
  is fully realized. When you reach your goal, add the 
  necessary relevant Tags to the cybernetic.
    LIVE OUT LOUD: When you express yourself 
  using your art you may clear all the emotion Spikes 
  in a State that you choose, so long as it is not the 
  State used when you expressed your art.
  THE AESTHETIC SPECIAL: When the Aesthetic 
  shares a moment of intimacy with someone, be it 
  physical or emotional, roll. On a 10+ Hold 2. On a 
  7-9, Hold 1. Spend your Hold 1 for 1 to:
   
   Clear or Spike out all emotion Spikes in the 
  State of your choosing for both of you.
   
   Nullify the other person’s special move if they 
  are a PC.
   
   Have them honestly tell you what their secret 
  pains are.
   
   Have them honestly tell you how their mind and 
  soul are vulnerable.
  HUMANITY HARM
  
  THE DENOTATION
  NAME:
  HACKER/ALIAS:
  LOOK:
  Circle one from each category or write your own:
   
   Astiek, Soni, Kira, Lana, Chasidy, Lecia, Makeda, Eyla, Cillian, Bentley, Timon, Dracy. 
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, or Fluid.
   
   Spiteful wear, emboldened wear, mischievous wear, pragmatic wear, dogmatic wear, influential wear, 
  or stratum wear.
   
   Ferocious faced, damaged face, genuine face, blemished faced, or ambrosial faced.
   
   Elusive eyes, unusual eyes, questioning eyes, one-eyed, jarring eyes, famous eyes, divine eyes.
   
   Intriguing body, vivacious body, curvilinear body, faraway body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Everyone has a Jam (something you are good at and do to making a living and earn Cred). When you tell 
  the MC what your Jam is they’ll tell you how much Cred you earn when you get downtime. Your Jam is used 
  to establish your lifestyle, your income, and how you know certain other characters.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State. When you max out your emotion Spikes 
  you trigger the Alleviate move. When you add emotion Spikes erase one in the State opposite it. 
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase an Obligation owed 
  Get a move from 
  another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	 
  Create and play a new protagonist  
   
  Change to a new playbook 	 	
  	
  Get an additional Implement 
  Advance a basic move 	
  	
  Get a move from another playbook 	
  THE DENOTATION: The physicality of objects 
  was lost for a time. People were swayed to 
  look at things only so far as The Veil allowed. 
  They believed in the overlay, rather than the 
  thing itself. You, however, ascribe meaning to 
  physical objects. You shape, mold, and you 
  bend; a new generation of hackers. One that 
  uses physical objects to permeate the overlay 
  that cloaks everything, and everyone. 
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE ANALOG
  Traditional hackers used technology to affect 
  change in the world. You use physical objects to 
  affect the perception of physical change in the 
  digital overlay – which covers everything and 
  everyone. Your Implement, the thing you use to do 
  this, has been modified by you in order to be able to 
  affect this digital change with a physical instrument
  THE IMPLEMENT
  You hack the digital imprint over physical space. The 
  Veil has an overlay on top of everything perceived. 
  You hack this perception directly, prescribing new 
  meaning to a physical object you now use to alter 
  the digital perceptions of this reality. What do you 
  use in your craft, which can be any object; and how 
  did you modify this object for your purposes?:
   
   A pencil
   
   A book
   
   A musical instrument
   
   Stickers
   
   Make your own:
  ICONOGRAPHY
  Your Implement has been modified, it now has 
  meaning beyond what it once did (symbols, icons, 
  graffiti, etc.) What is its meaning, in relation to the 
  world? Why did you modify it?
  To (Circle one) subvert, eradicate, experience, or 
  inspire... 
   
   ...Spirituality or faith.
   
   ...Corruption.
   
   ...Hope.
   
   ...Loss.
   
   ...Subjugation.
   
   ...Catharsis.
  THE GATEKEEPERS
  Information has always been withheld from 
  others. Now the difference is that information is 
  visualized in a way that has never been conceived 
  of previously. This information is protected by 
  someone, or something. And, this protection comes 
  by way of withholding it from the public. 
  How do they do this? (Circle all that apply)
   
   Encryption
   
   Propaganda
   
   Surveillance
   
   Laws
   
   Hierarchy
   
   Monopolization
  GEAR
  You get fashion suitable to your look, 2 Cred, your 
  Implement, and choose 1 weapon: (You Detail, 
  including make and model):
   
   Your Implement
   
   Shrouded micro knives (1 Harm close infinite 
  disrupting concealed)
   
   Venomous spider dart launcher (1 Harm AP or 
  S Harm close reload)
   
   Nero-injector spring-loaded revolver (S Harm 
  hand valuable reload)
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  OBLIGATION QUESTIONS
  After you introduce your character, you may use 
  the following bullet points to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If you have used your Implement in order to 
  change the physical appearance of someone 
  in order to protect them when they needed it 
  most, expecting nothing in return, you have 1 
  Obligation on them.
   
   If someone learned of your hacker alias and told 
  no one, they have 1 Obligation on you. 
   
   If you have told someone a secret in regards 
  to the iconography of your Implement that 
  could get you into trouble with the authorities 
  and they keep that secret still, they have 1 
  Obligation on you.
  MOVES
  You Dennou and choose one more.
  DENNOU: When you spend time scrutinizing 
  something with a digital overlay in the hybrid 
  reality you occupy—in order to learn a truth about 
  it—roll and tell the MC what your theory about it 
  is. On a 10+, you learn something interesting and 
  useful about it. On a 7-9, you only learn something 
  interesting—it’s up to you to make it useful. 
  	SUBVERT: When you use your Implement 
  to modify the meaning of something in the digital 
  overlay with your own iconography—visually or 
  otherwise, roll. On a 10+, you do it, no problem. 
  On a 7-9, the meaning is misconstrued by others, 
  there is an unintended effect, or there is a cost 
  or complication.
  	EXPOSE: When you use your Implement 
  to completely strip away and eradicate The Veil 
  presence around you, tell the MC what you hope 
  to find and then roll. On a 10+, the MC will tell you 
  honestly if there is anything to be learned. On a 
  7-9, the same occurs but the MC chooses one of 
  the following:  
   
   The answer is frightening, disheartening, 
  disillusioning, or dangerous.
   
   There is an entrance into a space unlike the 
  digital or the physical. 
   
   The change brings unintended consequences, 
  now or later.
  	DECENTRALIZE: When you have privacy, 
  safety, and time, and use your Implement in 
  the hopes of shifting something digital and of 
  importance from the Gatekeepers to another 
  location, roll. On a 10+, you actualize your goal. On 
  a 7-9, there is a trace of you left behind, there is a 
  cost in so doing, or something you value is placed 
  in danger, with or without your knowledge.
  	HACKTIVIST: When you learn of a hacker’s 
  alias and attempt to get into contact with them, roll. 
  On a 10+, you reveal their location and a unique 
  method to contact them. On a 7-9, only one is 
  revealed, the MC chooses which.
  	MESS WITH THE BEST: Once per session, 
  when you roll a miss when you attempt to Lift The 
  Veil, you may consider it a 7-9 result instead of a 
  miss. However, the MC considers this a Golden 
  Opportunity as well.
  THE DENOTATION SPECIAL: When the 
  Denotation shares a moment of intimacy with 
  someone, be it physical or emotional, you pierce 
  the constant illusion of The Veil as though you had 
  lifted it; they see you in the same way. You may 
  ask them any one question from any of the basic 
  moves, and they will answer it truthfully. However, if 
  you do, they will ask you a question in return under 
  the same terms.
  
  THE MNEMOLOGIST
  NAME:
  LOOK:
  Circle one from each category or write your own:
   
   Bail, Dash, Holden, Keyan, Lazarus, River, Selim, Tali, Thane, Winter, Zhora.
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, or Fluid.
   
   Mixed-media wear, subversive wear, vintage wear, antagonistic wear, provocative wear, free wear, inspiring 
  wear, exclusive wear, or mal wear.
   
   Disguised face, scarred face, unkind face, surreptitious face, surreptitious face, or powerful face.
   
   Elusive eyes, unusual eyes, questioning eyes, one-eyed, jarring eyes, or famous eyes.
   
   Striking body, dominant body, curvy body, compelling body, ferocious body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Your jam is running The Store. While all moves and references to it are titled “The Store”, it can of course 
  be named whatever you wish. Defining it below may give you an idea in this regard..
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State. When you max out your emotion Spikes 
  you trigger the Alleviate move. When you add emotion Spikes erase one in the State opposite it. 
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase an Obligation owed 
  Get a move from 
  another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	
  	
  Trade your Special Move with a Playbook not in use 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  Get a move from another playbook 
  Get an additional option from “The Regulars” section 
  Get an additional option from “The Store & The Experience” section 
  THE MNEMOLOGIST:  People cherish a 
  lot of things in life: Cred, mods, augs, their 
  very own Slacks, and... maybe their spin-
  ners. But what’s coveted above all else? 
  Memories. You trade people’s memories 
  like some people trade antiquated tech. To 
  keep the law away you have your own front 
  too—The Store, a place where everyone can 
  buy and sell a memory somebody holds 
  dear... for some Cred.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE STORE
  People come to The Store, your scene, not 
  just to get the services they hear about on the 
  streets, but because it’s the place to be. Choose 
  up to three things that take place within which 
  define this scene:
   
   Music
   
   Food
   
   Movies
   
   Drugs
   
   Art
   
   Fights
   
   Drinks
   
   Sex
  THE EXPERIENCE
  When people talk about your place, how would they 
  describe it? Choose up to 4 options:. 
   
   Intimate
   
   Unusual
   
   Sensual   
   
   Intriguing   
   
   Kinky
   
   Nostalgic
   
   Secure
   
   Bustling      
   
   Deprecating 
   
   Expensive
   
   Haunted
   
   Stately
   
   Doric
   
   Iconic  
   
   Modest 
   
   Violent  
   
   Palatial 
   
   Curated
   
   Faux
   
   Sleazy
  THE REGULARS
  Choose one of these three and name the NPC 
  for this roll:   
   
   ___________________Wants to run your place.
   
   _________Might sell you out to the authorities.  
   
   ____________Wants this place gone for good.
  Then choose 1 NPC (has a revolver and 1 Armor) 
  who: 
   
   _____________Protects the store with  their life.
   
   __________Would never see me come to harm.
   
   ______________________Is a reliable bouncer.
  And then choose two. The Store is/has:
   
   A gun always handy when you’re in your place 
  (2 Harm close reload loud, You Detail).
   
   Invitation only, secrecy, passwords, etc. (You 
  Detail).
   
   A mobile overlay, applied to any physical 
  location, never staying in the same spot for long.
   
   Secret ways in and out only you know of and 
  use.
   
   A built-in, state-of-the-art firewall never allowing 
  for prying eyes to see what happens inside.
   
   A contact that has a spinner (2 Armor flying 
  vehicle, You Detail), when you call them for 
  a ride, roll. On a 10+, they show up and also 
  bring with them an unexpected opportunity. On 
  a 7-9, they show up with a complication, a hard 
  choice, or something worse.
  OBLIGATION QUESTIONS
  After you introduce your character, you may use 
  the following bullet points to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If someone allowed you to take one of their 
  memories because you were in a bad spot and 
  needed the Cred, they have 1 Obligation on you.
   
   If someone asked you to remove a memory from 
  them they no longer wanted or couldn’t bear, 
  and you did so, you have 1 Obligation on them.
   
   If you experienced a memory with someone 
  else specifically in order to help them and for 
  no reward, you have 1 Obligation on them.
  GEAR
  You get fashion suitable to your look, 4 Cred, and 
  choose two (If you choose a weapon, You Detail, 
  including make and model):
   
   Barking handgun (2 Harm close reload)
   
   2 low-grade memory clips (You Detail) When 
  experienced, describe the memory the user 
  experiences and take Advantage on the next 
  roll involving them)
   
   4 VIP passes to any event around (You Detail)
   
   Retractable mag sword (3 Harm hand AP 
  concealed messy unreliable
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  MOVES
  You get Magic Man, Your Jam, and choose one 
  more.
  MAGIC MAN: When you have time and pull a 
  clip from someone’s memory (including your own), 
  describe how it is you do so as well as how you 
  store the memory clip itself, and roll. On a 10+ 
  choose three, on a 7-9, choose two. On a miss, 
  choose one, but in addition to what the MC says, 
  they Hold 1. The MC may spend their hold at any 
  time during a Flashback to show that something 
  in the memory is altered, false, or not your own.
   
   Your own memory is unmodified.
   
   The memory clip will not degrade over time.
   
   There is something about the memory clip that 
  makes it highly sought after (+ valuable)
   
   Someone you wouldn’t want finding you still 
  can’t locate you.
  YOUR JAM: You run The Store. At the beginning 
  of a new session, and at the MC’s discretion, 
  roll 2d6 without a State. On a 10+, You make 2 
  Cred. On a 7-9, you still get 1 Cred, but there is an 
  unexpected expense, complication, hard choice, 
  or consequence associated with The Store right 
  now, or later. On a miss, you lose Cred and the MC 
  chooses an option from the 7-9 result.  
  SANTA CLAUS OF THE SUBCONSCIOUS: 
  When you meet someone for the first time and 
  Probe them, you may ask “What could I offer them 
  in order to get them to _________?”, in addition to 
  the other questions listed.
   I’M YOUR PRIEST, I’M YOUR SHRINK: 
  When you speak earnestly and candidly with a 
  character, you may ask them a question from below. 
  Afterward, they may ask you a question as well. 
  Both of you must answer honestly.
   
   What do you desire most but would also never 
  admit to anyone?
   
   What do you wish I would do?
   
   What do you think of _______?
   
   Do you know of any threat directed at me?
   TECHNICOLOR: Once per session, when 
  you experience someone else’s memory clip, you 
  can ask the MC what you notice about the clip that 
  everyone else has missed.
   PARANOID ENOUGH: Once per session, 
  when you would be surprised by something, you 
  can tell the MC how you were not, so long as you 
  also explain why.
   RENOWNED: When you make it known 
  in certain circles that you want something while 
  in The Store, roll. On a 10+, it comes to you, no 
  problem. On a 7-9, it comes to you, but with an 
  unexpected cost—to you or someone else. The 
  MC chooses which.
   HOUSE CALLS: When you broadcast your 
  services in order to get customers, roll. On a hit, 
  you get word of a client who wants your services. 
  On a 10+, you tell them where and when the meet 
  is. On a 7-9, they’ll only accept when or where, 
  MC chooses which.
  THE MNEMOLOGIST SPECIAL: Only when 
  you watch your own memory clips (with someone 
  else or alone) does it count as a moment of 
  intimacy for you. You may then ask The Veil, or the 
  person you’re with, a question from the Probe move.
  
  THE PERCIPIENT
  NAME:
  LOOK:
  Circle one from each category or write your own:
   
   Winter, Korben, Mitsue, Tsvita, Zaine, Verity, Django, Wenston, Clio, Zalia.
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, or Fluid.
   
   Pop-culture wear, functional wear, tactical wear, militant wear, civilian wear, conservative wear, or kitch 
  wear.
   
   Generic face, circumspect face, smooth face, full faced, angular face, or sharp face.
   
   Discerning eyes, generic eyes, direct eyes, no eyes, mindful eyes, or appraising eyes.
   
   Compact body, generic body, musclebound body, nurtured body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Everyone has a Jam (something you are good at and do to making a living and earn Cred). When you tell 
  the MC what your Jam is they’ll tell you how much Cred you earn when you get downtime. Your Jam is used 
  to establish your lifestyle, your income, and how you know certain other characters.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State. When you max out your emotion Spikes 
  you trigger the Alleviate move. When you add emotion Spikes erase one in the State opposite it. 
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase an Obligation owed 
  Get a move from 
  another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	
   
  Get to use Neurochemistry after the dice are rolled 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  Get a move from another playbook 
  THE PERCIPIENT: Weaving in and out of per-
  ception, you’re the tip of the spear. Advanced 
  recon, mental conditioning, and assimilation 
  techniques have you soak up an unfamiliar 
  world. You were trained to become the world 
  around you, for better... or for worse. 
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE MISSION
  The possibility that future technologies would 
  lead to the mind being completely digitized and 
  placed into entirely new bodies was not far in 
  the future. You were created to be someone who 
  could assimilate new cultures and be the envoy of 
  this organization. 
  Choose the purpose the organization had for you 
  or make your own, and name it: 
   
   Infiltrate another megacorp or organization.
   
   Ensure the organizations survival in the future.
   
   Protect a specific person or location.
   
   Militarize you; physically and mentally.
   
   Have you bridge the gap to another culture.
   
   Relay an important message in the future.
  OBLIGATION QUESTIONS
  After you introduce your character, you may use 
  the following bullet points to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own. 
   
   If you displayed some of your training to 
  someone so they could blend in when they 
  would have stood out, you have 1 Obligation 
  on them.
   
   If information you needed was withheld from 
  you somehow and you circumvented this by 
  getting it from someone else, they have 1 
  Obligation on you.
   
   If someone would have been hurt and you 
  intervened to take the Harm yourself, you have 
  1 Obligation on them.
  GEAR
  You get fashion suitable to your look, including at 
  your option, one piece has 1 Armor (You Detail), 2 
  Cred, and choose 1 weapon (You Detail, including 
  make and model):
   
   Plasma sniper rifle (4 Harm further reload loud 
  burning)
   
   Kinetic assault burst rifle (3 Harm close area 
  reload loud)
   
   Oscillating dual blade sword (2 Harm hand AP)
   
   Neuro Flechette handgun (S harm near infinite 
  loud)
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  MOVES
  You get Soak It Up and choose one more. 
  SOAK IT UP: Whenever you arrive in a new place 
  you may tell everyone about any local customs, 
  traditions, or aspects of the culture around you 
  that you notice that gives you a tactical advantage. 
  When you do so, take +1 Forward, so long as you 
  are within that same area when you trigger a move.
  	FLAUNT AND VAUNT: Whenever you go 
  to a market, emporium, store, or vendor; you can 
  always spend 1 Cred less, provided it does not 
  become free, by divulging a new detail about the 
  item you wish to purchase that is unknown to the 
  seller (You Detail).
     MAKE IT PERSONAL: When you genuinely 
  attempt to connect with another for the first time 
  by sharing something new about your training and 
  what it entailed, including how it changed you as 
  a person, (for better or worse) you both mark XP.
    NEUROCHEMISTRY: Mental conditioning 
  allows you to react and think faster than is normally 
  possible. When you’re in a flight or fight situation 
  once per session you can declare any die roll a 10+, 
  as long as you do so before you roll.
    THE TOOLS AT HAND: When you attempt 
  to modify something for a different purpose then 
  it was designed and you have the capability to do 
  so, roll. On a 10+, it works as you intended. On a 
  7-9, it will work but only once and there is a cost 
  or complication.
    AXIOMATIC: Whenever you Analyze, you can 
  ask the MC “What is it only I can perceive about this 
  situation or place?”, for free.
  THE PERCIPIENT SPECIAL: When the 
  Percipient shares a moment of intimacy with 
  someone, be it physical or emotional, you can either 
  remove 1 Harm from both yourself and the other 
  person. Or, you can ask them to do something for 
  you that would further your mission. When they do 
  it, now or later, you both mark XP.
  NOTES
  
  THE TELEPRESENCE
  NAME:
  LOOK:
  Circle one from each category or write your own:
   
   Dharles, Willum, Kaziah, Wray, Kumiko, Hanzo, Neshele, Tula, Marion.
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, or Fluid.
   
   Foreign wear, designer wear, utilitarian wear, smart wear, go-go wear, chichi wear, mod wear, faux pas 
  wear, naive tourist-chic wear, or everyday wear.
   
   Precise face, telling face, credible face, moving face, disruptive face, or callow faced.
   
   Effectual eyes, faceted eyes, roaring eyes, strident eyes, clouded eyes, delicate eyes, or duple eyed
   
   Condensed body, pierced body, checkered body, hench body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Your Jam is broadcasting yourself to the world. Not just what you hear and what you see. Everything. What 
  you feel, what you think about during the piece you broadcast, associated memories, even the things you 
  imagine (so long as you’ve got that plugged in.) Broadcasting your telepresence, this is how you make Cred.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State. When you max out your emotion Spikes 
  you trigger the Alleviate move. When you add emotion Spikes erase one in the State opposite it. 
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new 
  playbook move 
  Erase an Obligation owed 
  Get a move from 
  another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	 
  Remove your stream suppressor 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  Get an additional option from “The Beat” section 
  Add “You inflict humanity Harm” as an option available to choose from in The Curiosity of Millions move 
  THE TELEPRESENCE: There are many fac-
  ets of a story the public consumes when 
  it imbibes the news. But you do not mere-
  ly present the story, you are the story. All 
  of your perceptions, even your memo-
  ries—your thoughts, your feelings. All of 
  it. You send them all of yourself when you 
  go live—and they love you for it. And that 
  love… it costs you.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE BEAT
  It is always at the tip of your tongue, this sore, this 
  bruise this... pain. It never goes away. It threatens 
  to drive you mad. Maybe it’s the fame. Some people 
  probably think it is. But this truth will out, or the 
  consumption from the lie that permeates everything 
  and everyone around you will have its way. With 
  them. With you. That’s why you work your beat. 
  Because to not out the truth is to allow for the lie 
  to consume everything: 
   
   Politics
   
   Homicide
   
   Business
   
   Law
   
   Entertainment
  WIRED
  Not anyone can broadcast as you do. They aren’t 
  wired for it. Your mind needs to be able to interface 
  with data even in remote areas, away from The 
  Veil. And so, you use moistdisk, opticube, dryROM, 
  or something else. Choose 1 removable device 
  (You Detail). You always begin with a stream 
  suppressor chip. 
  Stream suppressor, allows you to screen and 
  produce the stream you broadcast—allowing 
  for you to send only the feelings, associated 
  memories, and current thoughts you so choose; 
  but has side effects.
   
   Encyclopedia, once per session when Analyzing, 
  ask a question from the list for free, even on a 
  miss.
   
   Imagination, you’re able to place anything you 
  can imagine as an overlay in your stream for the 
  viewers to see and experience in its entirety. 
   
   Algorithms, when you have a lead for a specific 
  story you’re chasing, take +1 Ongoing to Lift The 
  Veil whenever it is in search of information that is 
  pertinent to your story.
   
   News Alerts, at the start of the session ask the 
  MC what, if anything, is new with___________. 
  SLOTTED
  Your stream suppressor chip is a permanent 
  fixture always interfaced with your mind; unable 
  to be removed. It allows you to go live and 
  broadcast yourself while also not losing yourself 
  to the sometimes massive will of the audience 
  now consuming your content. However, It also 
  suppresses: (choose 1 and make one of your 
  Questions specifically about it.
   
   Memories of someone you once knew, create 
  the contact in Faces In Windows but then cross 
  the move off your playbook, you are unable to 
  take it.
   
   Intimacy through cabling, you may not take the 
  Synthetic Intimacy move.
   
   One specific emotion, make a second State’s 
  modifier -1.
   
   Your ability to get cybernetics implanted, 
  cross off that part of your playbook.
   
   Physical and emotional intimacy, cross out 
  your special, you may never use it.
  EMANCIPATION
  When you take the improvement to remove your 
  stream suppressor chip, roll. On a 10+, your mind 
  compensates and forms new pathways. On a 7-9, 
  you survive, barely. The MC will give you a detriment 
  and timeline in order for you to continue living. No 
  matter what you roll, tell everyone what it was 
  suppressing that you weren’t aware of until you took 
  it out. Then, remove the “Slotted” choice as well.
  GEAR
  You get fashion suitable to your look, 4 Cred 
  and choose 2 from the following (if you choose a 
  weapon, you detail, including make and model).
   
   Old-school oscillating butterfly knife (2 Harm 
  close messy)
   
   Research data (You Detail) (2 uses, +1 Forward 
  to Old Hungers or On-Location)
   
   Oscillating dual blade sword (2 Harm hand AP)
   
   Pitched kinetic sphere (2 Harm thrown forceful 
  messy)
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  OBLIGATION QUESTIONS
  After you introduce your character, you may use 
  the following bullet points to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If you have stopped a story going out that 
  would have ended with them being harmed, 
  emotionally or physically, you have 1 Obligation 
  on them.
   
   If someone helped cover up a part of your past 
  that would have otherwise made you unable to 
  be a Telepresence, they have 1 Obligation on 
  you.
   
   If you have cabled with someone and they 
  learned a secret about you which they keep 
  from you for your benefit, they have 1 Obligation 
  on you.
  THE STORY
  In order to broadcast live, you first need a story. 
  When you have each component of your story you 
  can then use Curiosity of Millions to go live:
   
   The Lead
   
   The Source
   
   The Facts
  MOVES
  You get Old Hungers, Curiosity Of Millions, and 
  choose one more.
  OLD HUNGERS: At the start of the game, if you 
  do not already have a lead, roll 2d6 without adding 
  a State. On a 10+, there is a solid thread to follow, 
  connecting to either something already known, or 
  a new starting point. On a 7-9, it comes disjointed, 
  cryptic, intangible, or vague. On a miss, in addition 
  to what the MC says next, the information is 
  alarming or perilous—for you, or another. Whatever 
  the result, the MC may only give this information in 
  up to as many words as is the sum of the dice roll.
  THE CURIOSITY OF MILLIONS: When you 
  become a Telepresence and broadcast to the world 
  your perceptions in the moment, and what you’re 
  thinking and feeling right now, describe the story 
  as the audience experiences it, then roll. On a 10+, 
  all three. On a 7-9, choose two. On a miss, choose 
  one but the MC considers it a Golden Opportunity. 
   
   Your stream suppressor does not fail; you 
  maintain creative control of your broadcast 
  without intervention.
   
   The broadcast goes viral (You make as much 
  Cred as the highest die in your roll).
   
   You manage to retain control of your own body, 
  feelings, and memories, as you link with the 
  audience.
   FACES IN WINDOWS: Create a contact 
  with good detail and take 3 Hold on them, you’ve 
  been together through thick and thin. Detail each 
  Hold by telling the MC why they owe you. You may 
  spend this Hold 1 for 1 to ask them one of the 
  following questions:
   
   Who is keeping a secret from me?
   
   What appears to be something it is not?
  When you feed them valuable information of your 
  own, replenish 1 Hold on them.
   IN LIVING MEMORY: After a broadcast 
  concludes and you imprint the raw data of the 
  stream onto something else (You Detail), roll. On 
  a hit, choose one. 
   
   It becomes an insurance policy, name a 
  character implicated and they won’t come after 
  you as long as they know you have it.
   
   There is something yet to be revealed, 
  unearthed with a more thorough inspection.
   
   It is valuable to the right person or persons.
   SYNTHETIC INTIMACY: You have a slot 
  for cabling. When you share yourself with someone 
  else for the first time by allowing them to cable with 
  you, roll. On a 10+, you take Advantage on your next 
  roll, and they tell you what important memory of 
  theirs you see. On a 7-9, you both tell each other 
  an important memory, and you take +1 Forward.
   ON-LOCATION: When you go somewhere 
  new and tell everyone about a historical truth or 
  a little known piece of history in the area, take +1 
  Forward to Lifting The Veil, so long as you do so in 
  that same area.
   INSTINCTS:  When you Analyze, you may 
  ask “Who or what here is relevant to my story?” in 
  addition to the other questions.
  THE TELEPRESENCE  SPECIAL: When the 
  Telepresence shares a moment of intimacy with 
  someone, be it physical or emotional, you Hold 1. 
  You may spend your Hold 1 for 1 at any time to have 
  them tell you what they know about a story you’re 
  parsing together. Alternatively, take Advantage 
  Forward when you next broadcast with the Curiosity 
  of Millions move (at the Risk of having that intimate 
  moment shared with all of the viewers).
  
  THE FUTURIST
  NAME:
  LOOK:
  Circle one from each category or write your own:
   
   Sybil, Cassandra, Zoya, Kali, Asha, Taj, Mar, Tadeo, Damek, Anat, Comter, Hathor, Kissa. 
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid, or Mechanical.
   
   Historical wear, culture wear, corporate wear, utility wear, ritual wear, or innovative wear.
   
   Peaceful face, shrewd face, lined face, veiled face, contoured face, or war torn face.
   
   Burdened eyes, clear eyes, starving eyes, empty eyes, starry eyes, soulful eyes, calculating eyes or one 
  eye.
   
   Average body, sculpted body, plain body, elegant body, or a __________ body.
   
   Asian Or South Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern, __________
  JAM:
  You work for The Society. They enhanced you so that you may simulate possible futures. This is something 
  you are good at and how you earn a living. The Society affords you a comfortable existence and a reasonable 
  salary to spend at your leisure. If you do not do what The Society asks of you, you must find another Jam. 
  This other Jam will never pay as well or keep you as nicely as The Society, and you know it.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each State. When you make any roll, apply a State modifier to it and mark 
  a box under the State to show your emotion Spikes in that State.  
  QUESTIONS
  Whenever a Question has been completely answered, mark 2 XP and write in another Question. Whenever 
  you get to the end of the session and you didn’t end up finding the answer to a Question but you did pursue 
  the answer, take 1 XP for each one you’ve pursued.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from Questions, mark each 
  box per 1 XP you accrue. When all the boxes are filled take an improvement and erase them all:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Advance a basic move 
  The Society loses one Hold on 
  you permanently 
  Learn a devastating fact 
  about The Society 
  Get a move from another playbook 
  After your 5th improvement you may also pick from the following:
  Take +1 to any State (Max +3) 	 
  Get a move from another playbook 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  Gain a new gift from The Society 
  The Society loses an additional Hold on you, permanently 
   +1 Ongoing to moves that simulate the future 	
  	
  	
  	
  THE FUTURIST exists in every time, constant-
  ly analyzing the impact of the past on the 
  present and future, as well as the impact 
  of the future on the present. You are gifted 
  and grounded by the material realities and 
  knowledge of futurists past mediated by “the 
  program” inside you. You see what is unseen, 
  know the patterns of culture, and cling to a 
  history you know will repeat itself.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE FUTURE
  You can see and work in the future. When you fail 
  a move or the MC tells you to, cross one off the list. 
  Get with the MC to work it into the fiction. 
   
    An unavoidable catastrophe is about to 
  happen.
   
   You are in the thick of something you could have 
  prevented.
   
   Someone asks for help; you shouldn’t but must 
  help them.
   
   The Society will find and capture you imminently
   
   The Program asks for your help in an alarming 
  way.
   
   The Program reveals something alarming about 
  its nature.
   
   You become one with The Program (retire your 
  character).
  THE SOCIETY
  The Society gave you The Program and also gave 
  you one additional gift. Choose your gift: 
   
   Your own hopeful future.
   
   A vision of a utopia.
   
   A promise of retirement.
   
   The safety of a loved one.
   
   An artifact from the past.
   
   Your real name.
   
   ______________________________________.
  THE SYMBOL
  The symbol that shows you’re a part of The Society 
  is (choose 1): 
   
   A scar
   
   A tattoo
   
   A piercing   
   
   An implant   
   
   A genetic marker
   
   A barcode
   
   ___________________________________
  THEIR HOLD
  At the beginning of each game, The Society starts 
  with 3 Hold on you. They may spend their Hold on 
  you at any time to tell you the way forward. You 
  must obey them.
  If you ask why, The Program disables one of your 
  Moves for the rest of the session.
  If you do as they tell you, mark XP.
  If you reject their orders, cross one off the list in 
  “The Future” section, or permanently cross out a 
  State and get ready to run; They’re Coming For You.
  THE PROGRAM
  It runs in your head, doing all the work of simulation 
  for you, and relying on your intuition and your trust 
  to fill in the details where it lacks information. It 
  talks with you, understands you, and is the one who 
  knows you the most intimately. 
  What do you call The Program?________________.
  Detail The Program. Circle all that apply:
   
   Appearance: beautiful, strange, hollow, 
  searching, ancient, cultured, evolving, maternal, 
  or hungry.
   
   Personality: Concerned, pessimistic, tortured, 
  empty, sarcastic, angry, dedicated, guarded,  
  or broken.
   
   Sensation during use: Euphoric, aching, 
  starved, exhausting, comforting, cold, void, 
  lustful, powerful,  or searing.
  GEAR
  You get fashion suitable to your look, 3 Cred 
  and choose 1 weapon (You Detail, including 
  make and model):
   
   Necrotic pistol (2 Harm Close Reload necrosis)
   
   Time-bleed vacillating shiv (3 Harm hand 
  discreet reload)
   
   Reverberating hand cannon (2 Harm area close 
  reload)
   
   You also have The Program. The Program is 
  constantly interfaced with you and cannot be 
  removed
   
  CYBERNETICS
  How did you get your cybernetics? Did you kill or 
  steal for them, or do you owe Obligation or Cred for 
  them? (You Detail with the MC)
  You may begin with whichever cybernetics you 
  so choose. For each piece of cybernetics you 
  choose, assign the appropriate number of Tags by 
  referencing below:
  Eye (3 Tags)
  Ear (3 Tags)
  Arm (1 Tag)
  Leg (1 Tag)
  Interface (2 Tags)
  Chest (1 Tag)
  The Program does not count toward cybernetics.
  (Make your own)
  NEGATIVE TAGS
  Choose one Tag for every piece of cybernetics 
  you begin with. Tell your MC your cybernetics and 
  negative Tags for them when you introduce yourself.
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (Make your own)
  OBLIGATION QUESTIONS
  You may use the following to develop Obligation 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If your simulations have helped someone see a 
  new potential they otherwise never would have 
  known of, you have 1 Obligation on them.
   
   If you needed someone’s help in order to 
  complete a mission of The Society’s, they have 
  1 Obligation on you.
   
   If you showed a future simulation to someone 
  in order to share mutual pain, you have 1 
  Obligation on each other.
  MOVES
  You get Beyond The Veil and choose one more. 
  BEYOND THE VEIL: At the beginning of a 
  session, roll. On a 7-9, choose one. On a 10+, 
  you may ask a follow up question from the list, 
  or one of your own. On a miss, still choose one, 
  but mark a permanent emotion Spike in the State 
  you just rolled. 
   
   How is a lesson from my past going to reappear 
  in the present?
   
   Whose dark future is being shaped right now?
   
   What disaster did I avert that can no longer be 
  avoided?
   
   What terrible thing is about to happen I didn’t 
  stop?
   
   What is happening today that will destroy my 
  chosen future?
   
   What is happening today that will alter humanity 
  forever?
  INTERFACE OTHER: When you need to use 
  another’s talents from the past, present, or future, 
  roll. On a 10+, Hold 2. On 7-9, Hold 1. You may 
  spend in your Hold 1 for 1 to use a move from 
  another playbook this once. On a miss, Hold 1 
  but you permanently add an emotion Spike to the 
  State you rolled.
  DROP PROPHECY:  When you give advice to 
  someone after Analyzing their behavior, they take 
  +1 Forward if they listen to you or -2 Forward if they 
  ignore your advice. 
  THE MACHINE SPEAKS: When you simulate 
  the future to figure out the way forward, roll. On a 
  10+, Hold 2. On a 7-9, Hold 1. On a miss, Hold 1 
  and cross one option off “The Future” section. You 
  may spend your Hold 1 for 1 to:
   
   Have the equipment you need when you need it.
   
   Ignore all Harm from one source.
   
   Add +2 to your roll, decided after rolling.
   
   Know who is the right person to help you.
   
   Be where you need to be at the right time.
   THE WORLD IS MY OYSTER: When 
  someone fucks with the future you need to happen, 
  you can roll with their State modifier instead of your 
  own for your next move.
   SIMULATED SELVES: When you run 
  simulations of someone’s past and future to 
  discover who they really are, roll. On a 10+, you 
  learn something useful and important. On a 7-9, 
  they learn something useful about you in return. 
  On a miss, your futures entwine in a disastrous but 
  significant way.
  THE FUTURIST SPECIAL: When the Futurist 
  shares a moment of intimacy, be it emotional or 
  physical, tell them what you see of your shared 
  future, and then choose one: 
   
   You both gain Advantage
   
   You gain Advantage while they are given  
  Disadvantage.
   
   Hold 1. You may spend that Hold to force them 
  to roll Risk before they can do something you 
  know will end badly.
  
SOURCE: textdata/thevault/The Veil (PbtA)/The Veil Cascade/The Veil - Cascade (Playbooks).pdf