TEXT: hello, world has you portray a powerful and daring User trying to carve out their future in an ever-shifting digital utopia called
  World. Though Users are Immortal and without traditional material wants, the price is steep to store the precious Memories that
  form a self-aware consciousness. If you want to be remembered by anyone, let alone yourself, you’ll need more than the basic
  handout. You’ll need Coin, and Reputation, and some friends to watch your back.
  We will begin by collaboratively establishing a Crew of like-minded rebels or rogues and describing what your table’s instance of
  World looks like at the start of play: what Factions inhabit it and the web of allegiances that connect your Crew to society.
  Your User will experience triumphs and traumas in their quest to define their identity within World, and they may even retire from
  the Crew if they discover that the high-speed lifestyle is too much for them. If that happens, you will introduce a new User to the
  Crew who is eager to make their mark. This game seeks to tell the story of your Crew and the choices they make together as they
  struggle to remake World into something better.
  World was built for Users like you, and your safety and security are guaranteed by the Administrators who tirelessly hold the gates of the
  great Servers. By its nature World is post-scarcity: there is no material good or service that cannot be replicated endlessly at no cost other
  than server load. Even so, dozens of currencies, works of art, and designer experiences rise and fall in a chaotic market as Users compete
  for vanity and the fleeting admiration of their peers.
  This sprawling metropolis is built on a cloud of data where the only true commodity is Memory: the privilege to record, store, and view the
  priceless recollections that stitch together an identity. Memory is physical in World: you can touch it, exchange it, manipulate it, discard or
  destroy it. Users are faced with constant choices about how to manage their memories. Your treasured dreams of past sensations compete
  with present-day luxuries and practical necessities. Some Users choose a life of fleeting decadence and persistent amnesia, constantly
  discarding their old senses of Self in pursuit of new sensations.
  In this digital frontier Users are immortal in a broad sense, but their personal identities are mutable, precious, and fragile. In order to afford
  the cost of server storage to sustain the collection of memories needed for a functioning sense of Self, many Users turn to illicit activities...
  
  ■ COMPUTATION - To resist consequences from Deception or Understanding.
  Find - filter information, discover facts, see through illusions
  You might dig through memories, records, and news reports. You might follow a
  target and discover their location. You might closely analyze a person to detect
  falsehoods or see through their mask. You could try to study records and
  historical tags to understand the past (but restoring the archives to directly
  observe events might be better).
  Ping - suppress or disable, ranged combat, crack locks
  You might wear down a gang or fortification with a flurry of attacks. You might
  attack with precision shooting from a distance. You might crack a simple numeric
  lock by rapidly testing combinations in sequence. You could try to scale up to a
  dictionary attack against a more complicated password (but finding the
  password’s written hint might be better). You could try to take out a durable
  adversary with repeated weak hits (but crashing might be better).
  Restore - rewind an object/place to a previous state, recover from Archives
  You might restore a location to its state at the time of a crime to gather clues.
  You might recreate a gadget or a lost feature of an existing item. You might
  reconstruct a structure or lost feature of the terrain. You could try to confound a
  pursuer by cycling a hallway through confusing historical snapshots (but echo or
  goto might be better).
  ■ STABILITY- To resist consequences from Physical Strain or Disruption.
  Buffer - guard, seize or hold territory, delay or redirect danger
  You might seize or hold a position in battle. You might channel a stream of
  destructive energy or divert an attack. You might buy a cohort or ally time by
  interposing yourself as a barrier. You could try to outlast an opponent through
  endurance until they back off (but crashing might be better).
  Crash - strike, break, or duel with close-quarters force and skill
  You might hack and slash or go head to head in a high-flying martial arts battle.
  You might engage in a swirling close-quarters gunfight. You might break barriers
  or smash World’s infrastructure in order to overcome an obstacle or cause
  chaos. You could try to drive off a large gang with crushing attacks (but pinging
  might be better).
  Goto - run, climb, navigate, operate vehicles, avoid danger
  You might run and leap across rooftops. You might handle the controls of a
  vehicle or direct a mount. You might outrace an opponent with knowledge of
  shortcuts or a burst of speed. You could try to evade a powerful attack (but
  buffering might be better).
  ■ RESOLUTION - To resist consequences from Mental Strain or Willpower.
  Mask - hide, sneak, steal, physical misdirection and disguises
  You might sneak past a guard or hide in the shadows.You might misdirect others
  in order to swipe a keycard or steal a memory. You might change your
  appearances to resemble someone who is allowed access to an area. You could
  try to disguise yourself as a specific person in order to obtain something you
  aren’t allowed to have (but getting or restoring might be better).
  Echo - sway or deceive with misinformation or illusion
  You might fool the senses with optical illusions. You might sway the beliefs of
  others with emotional appeal or falsified evidence. You might alter timestamps
  and event tags to deceive investigators who try to restore the scene. You could
  try to distract guards in order to travel somewhere you aren’t authorized (but
  masking might be better).
  Get - consort, blend in, handle personal connections, utilize public services
  You might gain access to resources, people, or places. You might make new
  friends or win someone over with your charm and style. You might turn the
  natural resources and privileges of World to your advantage. You could try to
  obtain hidden information about a faction by rubbing elbows with their members
  (but finding might be better).
  ■ AUTHORITY - To resist changes to the baseline reality of World.
  Kill - Infinite power of Revocation
  You might purge a district, derezzing all individuals within and wiping it’s
  geotags back to baseline. You might destroy a dangerous Memory. You might
  permanently revoke a User’s rights, removing all trace of them from World
  forever.
  Format - Infinite power of Redefinition
  You might quarantine a district, freezing movement in and out. You might alter
  the flows of space, time, gravity, or other natural laws in a district. You might
  revise the parameters of an entire server’s population of Process.
  Compile - Infinite power of Creation
  You might create an artifact of supreme power. You might define the
  dimensions of a brand new district or partition. You might commission a mighty
  army of Process to your specifications.
  !AUTHORITY functions cannot be wielded if the User has no dots trained!
  //WARNING//
  Unauthorized Privilege Escalation is a Class II Offense, punishable by
  summary Deresolution and derogatory processing to the Stack.
  
  Every time you roll a
  desperate function, mark
  1 xp in that attribute.
  +1d if you receive
  Assistance (ally spends 1
  stress)
  -1d if you have applicable
  Level 3 Harm
  Start with 1d for each
  Function rating dot
  Standard: You can expect to achieve an
  average result. (2 ticks on a clock)
  Limited: You won’t get all you wanted,
  there’s more to do. (1 tick on a clock)
  None: It’s not possible to achieve
  anything as things stand. (0 ticks)
  Lesser Effect might be caused by: The challenge has greater Quality,
  higher Scale, Potent defenses, you have an applicable level 2 Harm.
  Greater Effect might be gained by: beating the target’s Quality (overcome
  their strengths), attaining Potency (strike at their weaknesses), exceeding
  their Scale (greater size or numbers), Pushing yourself for effect (+2 Stress).
  Great: You will cause a big impact, or
  get an extra effect. (3 ticks on a clock)
  Extreme: An extraordinary result,
  fates aligned. (5 ticks on a clock)
  +1d if you Push yourself
  (+2 stress) -or- you accept
  a Daemon’s Bargain...
  Daemons are said to crave
  certain things:
  ▶To see an Ally betrayed..
  ▶To take your Coin..
  ▶To possess your Gear..
  ▶To inflict Harm..
  ▶To turn up the Heat..
  ▶To occupy your Memories..
  controlled
  You act on your terms. You exploit a dominant advantage.
  Critical: You do it with increased effect.
  6: You do it.
  4/5: You hesitate. Withdraw and try a different approach, or
  else do it with minor consequences: a minor complication
  occurs, you have reduced effect, you suffer lesser damage,
  you end up in a risky position.
  1-3: You falter. Press on by seizing a risky opportunity, or
  withdraw and try a different approach.
  risky
  You go head to head. You act under fire. You take a chance.
  Critical: You do it with increased effect.
  6: You do it.
  4/5:You do it, but there are consequences: you suffer
  damage, a complication occurs, you have reduced effect,
  you end up in a desperate position.
  1-3: Things go badly. You suffer damage, a complication
  occurs, you end up in a desperate position, you lose this
  opportunity.
  desperate
  You overreach your capabilities. You're in serious trouble.
  Critical: You do it with increased effect.
  6: You do it.
  4/5: You do it, but there are consequences: you suffer severe
  damage, a serious complication occurs, you have reduced
  effect.
  1-3: It's the worst outcome. You suffer severe damage, a
  serious complication occurs, you lose this opportunity for
  action.
  function rolls
  position
  dice
  effect
  @umbral_aeronaut
  This work is licensed under a Creative Commons Attribution 4.0 International License.
  success and consequences
  If you rolled a 4 or better in your dice pool, you succeed and have
  achieved the established effect!
  If you rolled less than a 6 in your dice pool, there will be
  consequences. The GM sets consequences according to your
  Position and the situation. You might suffer one, some, or all of the
  listed consequences. You may reduce damage with Armor or by
  taking Harm. For any other consequence, you can avoid or reduce it
  with resistance.
  Resistance lets you avoid or block a negative consequence that the
  GM inflicts. You can resist any or all negative outcomes from a
  function roll, and resistance is always effective - the consequence
  will be reduced to something less severe or avoided entirely
  depending on the situation.
  When you resist, tell the GM how your PC does it (or ask how you
  might do it if you’re not sure). The GM determines how much of the
  consequence will be reduced, then decides which Attribute applies
  (the Attributes are Computation, Resolution, and Stability).
  When a player character does something challenging, we make a function roll to see how it goes. A challenging function is one where there is an obstacle
  to the PC’s goal that’s dangerous or interesting. If it’s not dangerous or interesting, usually you just achieve what you want. The first thing we do is ask
  what your goal is for the action. Even if you’re fighting somebody, you probably have objectives besides just causing damage (ie. what are you really after: do
  you want to embarrass them, seize their supplies, establish your reputation, drive them off?). Always say what your desired outcome of the function roll is.
  Next we set the position and effect level. Position tells us how dangerous it is for the PC, and usually relates to the threat of the obstacles involved or how
  much room for error there is. Effect tells us how much impact we expect the roll will have on the situation, how close it gets you to the goal you wanted. If
  you don’t like the position or effect level the GM tells you, now is the time to negotiate. Perhaps you can choose a less ambitious goal. Maybe you have gear or
  a special ability on your playbook that you can use to improve the situation, maybe you can try a safer approach with another function, maybe you can benefit
  from teamwork with a set-up or group action.
  Don’t forget that your PC might have planned for this all along! If you prepared a back-up plan or “knew this would happen”, then use a flashback. Tell the
  GM what your PC did in the past that changes the situation. They’ll set a cost of 0, 1, or 2 stress based on how available the opportunity might have been
  or how elaborate the contingency was. Then you set position and effect and make a function roll just like normal to see how well it worked.
  3
  4
  
  Starting Magnitude =
  Tier
  + Authority
  , then you can purchase additional Magnitude to
  meet the total needed.
  Decide together what you want to achieve. Which Authority function? The greater the
  Force/Time/Range/Area of the desired effect, the greater Magnitude you will need to wield.
  While your crew has the necessary Rep and Coin specified on your crew sheet, you may decide at
  any time that you wish to Wield Authority (the coin could be pooled from multiple sources if need).
  Make a Blowback roll, starting with 1d per filled box in the appropriate Authority function (
  ).
  Take +1d if a User was derezzed. +1d if an Allied Faction steps forward to assist.
  -1d if this is against the wishes of an Administrator. Look to your GM for the outcome.
  authority
  1 Coin = +1 Magnitude
  Cruel Bargain = +? Magnitude
  Take a Drift = +3 Magnitude
  User Derezzed = +5 Magnitude
  @umbral_aeronaut
  This work is licensed under a Creative Commons Attribution 4.0 International License.
  Lead a group function. Roll for each character who
  participates in the function. The best single roll counts as
  the result, which applies to every character that rolled. The
  PC leading the group takes 1 stress per fail.
  Set up another character with your function. If you succeed,
  any team members who are able to follow up will get
  greater effect or improved position.
  Face danger for a teammate. Step in to suffer a
  consequence in their place. You may resist
  consequences or reduce damage as normal.
  Take 1 stress to give another player +1d to their dice roll.
  You might also suffer consequences from the roll. Only
  one PC may assist per roll.
  set up
  assist
  protect
  lead a
  group
  teamwork
  When you fill in your last stress box, you derez to the Stack as soon as your
  current function concludes. If your Level 4 Harm box is empty, you may
  instead choose to write an appropriate Harm in it to clear 4 Stress and
  endure.
  While you have Level 4 Harm, you cannot use functions unless you push
  yourself to act, or an ally provides help.
  deresolution
  1d for each Attribute dot You reduce or avoid the consequence and
  take 6 stress minus your highest die result.
  When you roll a critical on resistance, clear 1 stress.
  Armor might reduce some or all of the damage. Mark it off when used.
  Harm reduces damage equal to it’s level. Writing in
  this Level 2 Harm (‘Error’) reduces 2 of the damage you
  would have taken, but it might cause you to have
  less effect if you need to use your hands later.
  Any remaining damage that you did not reduce with armor or harm goes to
  your stress track.
  resistance
  armor & harm
  A fortune roll may be used to tell us “how much” something manifests or to represent the
  vagaries of chance. There’s no position or effect level, just a pool of d6 representing a trait.
  For example, the GM might make a fortune roll for a gang’s morale when the fight turns
  against them or to find out how bad a sudden Glitch manifestation is: any time the outcome is
  up to fate.
  When a PC wants to discover something specific
  about World or it’s denizens that isn’t common
  knowledge, gather info is used to find out. If
  there is an obstacle or challenge involved in
  finding the answer, it’s a function roll. If the only
  question is how much can be discovered right
  now, then it’s a fortune roll instead (use a PC’s
  function dots based on their approach for the
  fortune roll dice).
  Common traits:
  The tier of a faction.
  The quality of a cohort,
  memory, piece of gear.
  The scale or force of
  an environmental effect.
  The Chaos level of World.
  The toughness or loyalty
  of an NPC User/Daemon.
  The Activity or Integrity of
  a server.
  dice based on the Trait.
  (1d-4d is common)
  Critical: Great result / Extreme effect.
  6: Good result / Standard, full effect.
  4/5: Mixed result / Limited, partial effect.
  1-3: Bad result / Poor, weak effect.
  Great: Exceptional details. Follow-up
  questions may expand into related areas
  or reveal more than you hoped for.
  Standard: Good details. Clarifying and
  follow-up questions are possible.
  Limited: Incomplete or partial details.
  Outdated or suspect information.
  fortune roll
  gather information
  +1d for a Major Advantage.
  -1d for a Major Disadvantage.
  4 : Crashing
  Need Help
  Overloaded senses
  2 : Error
  Less Effect
  Flickering hands
  The GM answers your question honestly,
  with a level of detail depending on the
  effect level.
  Icons used in this handout were made by Lorc. Available on https://game-icons.net
  
  Choose a playbook. Your playbook represents your
  user’s reputation in WORLD as well as shapes their role
  in the crew. Playbooks feature unique special abilities, as
  well as their own special item lists and end-of-session
  experience triggers. Multiple players can select the same
  playbook.
  Choose a special ability. Choose from the list on your
  sheet. If you’re unsure, select the first one (it’s a good
  default choice).
  Choose playbook items.
  Your playbook items are
  powerful gear unique to your playbook which don’t
  require Memory to equip, but you don’t have access to
  all of them right away. Fill in four boxes worth of playbook
  items that matter to your character concept or just seem fun.
  If an item has 2 linked boxes, both need to be filled in to have
  access to that item.
  Choose a heritage.
  Certain stereotypes tend to
  reliably surface about the inhabitants of each server,
  though WORLD has become a melting pot and many
  Users now feel distant connections at best to their home
  servers.
  Choose a history. You’ve just recently been rezzed off
  the stack, but what was your previous iteration doing
  before then?
  Assign function dots.
  Assign three additional
  function dots. If you aren’t sure what you want, consider
  assigning 1 dot each to functions that correspond to
  your Heritage and History choices.
  Put the third dot
  anywhere you like (no function may have a score higher than
  2 during character creation).
  Choose a close friend and a rival. Perhaps one of
  these is connected with the circumstances that put you
  on the Stack during your History choice? Though they will
  surely recognize you on sight, your Friend and Rival choices
  may have gone a long time without seeing you while you
  were gone.
  Was one of them the first face you saw at
  Execution?
  Choose your Recall.
  Your identity is shaped by the
  Memories you have chosen to hold onto. You may dote
  on old dreams, or be chasing new “designer memory”
  fads.
  Choose one or two characteristics that apply to the
  memories you most often choose to recall.
  Record your look. All Users have an innate power of
  personal definition, altering visual characteristics from
  the baseline established when they were first born into
  WORLD. What is your current look?
  Record your name. Users get to choose their own
  identification,
  though
  some
  choose
  to
  display
  it
  alongside an original designation (“OD”) which dates
  back to the origins of WORLD and the purpose of which is
  lost to time. Select from the list (feel free to mix and match)
  or make your own.
  You have access to all of the items in the Standard Gear list.
  During a scene, you may say that your User has an item on hand
  by checking the box for the item you want to use- up to a number
  of items equal to your Memory limit. Your Memory usage resets
  to zero at the end of each Score, so don’t be afraid to spend
  Memory on anything you think might be useful!
  However, the Playbook Items you chose in Step 3 are always on
  hand for you and they do not cost memory!
  When making your first character for a campaign, your are “fresh off
  the stack”. You have just been reinitialized and are seeing World
  through fresh eyes. Choose a detail related to what your previous
  iteration was doing when they were last derezzed:
  Amnesiac: You don’t remember! Your memory might have been
  corrupted by exposure to the Glitch, or maybe you data-lockered
  your memories for a reason known only to your past self. Who on
  your Friends list has a clue?
  ‘Accident’: You were derezzed by foul play after you got too close to
  a hostile Faction’s racket. Your GM will offer you a choice of factions
  for the detail on this. Which one did you run afoul of?
  Convict: Some crime of yours caught up to you and a team of
  Moderators had you sentenced to derogatory processing on the
  Stack. What valuable item on your playbook gear list did you steal?
  Disrupted: You were derezzed during a violent scuffle with other
  Users or Process. What were you fighting over and with who?
  Fall Guy: An old associate ratted you out to the Moderators. Why?
  The rat’s not part of the present crew, are they? If another PC didn’t
  do it, pick a Crew Contact and name them as the person you think
  was the rat.
  Vacation: Taking it easy on the Stack for awhile was a deliberate
  choice you made to cool off the heat on you. Did you stage it to look
  like something else?
  Did you have any dreams, disturbing or pleasant, on the Stack?
  Your original server might say a lot about your personality and
  appearance or very little.
  Jovian (home server Arcturus) loyal, industrious, confident.
  Powerful or practical avatars.
  Lunar (home server Canopus) eclectic, adventurous, friendly.
  Fashionable or creative avatars.
  Sidereal (home server Sirius) connected, dispassionate, urbane.
  Elegant or concealed avatars.
  Panoptic (home server Argus) observant, mysterious, subtle.
  Creepy or exotic avatars.
  Adam, Alpha, Alice, Amp, Apex, Axiom, Babylon, Baroness, Ball,
  Bios, Black, Bravo, Cardinal, Case, Cluster, Cross, Damien, Darius,
  Drake, Ender, Eleven, Foxtrot, Four, Gabriel, Gem, Green, Hawk,
  Host, Indigo, Integer, Jack, Janus, Jazz, Joule, Khan, Klick, Lime,
  Link, Marko, Molly, Mouse, Muse, Nasir, Nine, Nihei, Noise,
  November, Null, Olympia, Ohm, Omar, Omega, Owl, Pink, Pursuit,
  Quora, Ram, Ratio, Red, Rex, Reina, Ruby, Seven, Samba, Silver,
  Silk, Stack, Swing, Tango, Telos, Trinity, Vapor, Veritas, Victoria,
  Waltz, Wave, Wolf, Zander, Zed
  Aldric, Armitage, Booker, Cambridge, Cook, Clarke, Crowly, Denton,
  Dick, Dyson, Gaiman, Gibson, Harper, Herbert, Jaynes, Jensen,
  Keung, King, Liu, Lebeau, Le Guin, Marquez, Morgan, Ota, Packard,
  Prichard, Santiago, Shepherd, Shirow, Stephenson, Tsutomu,
  Valencia, Walker, Wren, Wu
  Man, Woman, Ambiguous, Concealed, Other.
  tall and olympian, sleek and strong, thin and refined, gorgeous and
  stylized, anthropomorphic, other
  NOTE: User body shape may be adjusted within a range of
  parameters but must fit within bipedal humanoid standards. Echo,
  and Mask might be used to temporarily amplify, alter, or conceal your
  visual signature beyond that baseline.
  bald, luminous hair, heroic hair, hair like falling starlight, hair like
  rising flames, hair like drifting fog, hair like enveloping dusk.
  fleshy skin, opal skin, ashen skin, jade skin, onyx skin, raven skin.
  Anachronistic Armor, Angular Ruffles, Avant-Garde, Dark Bodysuit,
  Glowing Stripes, Practical Techwear, Professional Attire,
  Formal Gown, Fancy Makeup, Elaborate Jewelry, Masqued,
  Helmeted, Hooded.
  Anonymous, Extravagant, High-Fidelity, Low-Resolution,
  Glitch-Scarred, Shrouded, Striking.
  Bitter: Never forget what they did.
  Never forgive what happened.
  Deep: A dream adrift, a memory
  buried beneath perception.
  Helpless: Nobody should ever
  have to feel how you felt.
  Joyous: You cling to a sensation
  of serene happiness, now long
  distant.
  Lucid: What do you keep trying to
  change within the memory?
  Nightmare: Keep your phobias
  close, lest they conspire against
  you in darkness.
  Powerful: A memory of potency,
  of wrongs righted by your hand.
  Weird: You cannot begin to
  explain what you’ve seen.
  
  A Memknife or Powerglove: Memory knives are
  used by thieves to surreptitiously sift memories
  (Coin blockchain credentials or other valuables) off
  of unsuspecting marks.
  They also make good
  weapons for when a fight escalates above fisticuffs.
  Powergloves boost the force of hand-to-hand
  combat, allowing one to punch holes right through
  unreinforced walls (or throw an adversary through
  one).
  Either weapon can critically disrupt a
  Process, if wielded with proper intention and
  technique.
  An Arc Wheel: A bladed disc used in handheld
  combat arts that invariably returns to the wielder
  when thrown. Elegant weapons supposedly used
  since the earliest iterations of World, arc wheel
  duels remain a popular sport across social circles
  and thus they retain their long-standing cultural
  cachet. Arc wheels are often creatively illuminated,
  carved with intricate details, and openly worn as
  fashion, perhaps at the back of a dress or jacket,
  integrated into a wide belt or collar, or other
  imaginative formats.
  A Spark Mag: Handheld firearms in a variety of
  styles, from slender holdouts to hefty revolvers to
  high-capacity automatics to delicate stiletto-guns.
  The standard ammunition for these emits a jolting
  spark upon impact. A well-placed shot can briefly
  stun
  an
  unarmored
  target
  or
  take
  localized
  infrastructure offline for a time.
  A User could be
  derezzed by one if they’re shot a whole bunch.
  Monitored
  items
  whose
  use
  may
  draw
  Troubleshooter attention, but not illegal.
  Ammo to Spare:
  If you have to shoot a lot of
  things you’ll quickly run out of sparkclips unless you
  also brought this. Could situationally be burned off
  for greater effect in a showy display of firepower.
  A Heavy Weapon: Something powerful and meant
  to be held in two hands.
  An illicitly-modded
  Sparkblaster shotgun, stolen Ping Repeater rifle,
  jury-rigged Nodechopper axe, or other two-handed
  industrial tool turned to violent purpose.
  Almost
  certainly illegal, and could draw additional attention
  from Moderators or Troubleshooters. [2 memory]
  A
  Shieldbelt:
  Ubiquitous
  personal
  defense
  generators, quite popular among Users in World.
  The protective effects from multiple shieldbelts
  can’t
  be
  stacked
  due
  to
  destructive
  signal
  interference and slow boot cycles. [+Armor]
  A Monocycle or Glider: Get around with speed
  and style. If you’re feeling anachronistic, go for the
  two-wheeled motorcycle DLC. [2 memory]
  Boost Gear: A harness and boots that give you
  enhanced jumping, mid-air directional changes,
  and wall-running abilities. Even slightly enhances
  raw foot-speed.
  Useful for creative movement
  around obstacles.
  Echo
  Gear: A
  wrist
  device
  or
  pad,
  usually
  personally customized and based on open-source
  tech, that allows a user to refine and broadcast
  echoes across a wider band of sensory inputs than
  normal.
  Used
  by
  street
  performers
  and
  demonstrators as well as con artists.
  Archival Tools: An array of devices for reclaiming
  lost or corrupt information, analyzing local backups,
  and preserving or restoring data clusters.
  Intrusion Tools: A brute-force keypad cracker. A
  biometric sniffer.
  Slender manipulation tools for
  shorting out circuits without triggering hardware
  alarms.
  Other items meant to help disable and
  circumvent locks. Beware: unless you find a way to
  hide or delete your timestamps, investigators of the
  timeline will be able to painstakingly recreate every
  detail of the break-in.
  Documents:
  A
  slate
  loaded
  with
  factional
  registries, current Admin regulations, and news
  updates.
  Pamphlets and publication equipment.
  Legitimate certifications (or passible forgeries).
  A Flarebulb: Portable illumination device with a
  kilocycle of life. Stays put, including in mid-air.
  A
  Vox
  Crystal:
  Comm
  gear
  that
  works
  by
  molecular
  entanglement
  of
  resonant
  crystals
  broken off of the same parent rock.
  Basically
  unhackable, unless somebody can acquire one of
  the crystals from the original formation. [0 Memory
  cost]
  A
  User
  Crest: A distinctive
  badge
  declaring
  allegiance to a faction, server, or district, with a
  personally-unique ‘thumbprint’ integrated into the
  design.
  The imprinted code is designed to warp
  into illegibility whenever a facsimile is Restored,
  Masked or Echoed. High-profile public figures are
  rarely seen without one. [0 Memory cost]
  Attuned Nodecutter: A finely-crafted heavy blade
  shaped to your specifications, capable of severing
  network nodes and Users with equal efficiency.
  Might take the form of a massive sword, battleaxe,
  halberd, ōdachi, or similar.
  More reach and hits
  harder than any standard melee weapon. [2 boxes]
  Energized Arc Wheel: A powered arc wheel which
  can be thrown with additional velocity to make
  fancy trickshot ricochets and pierce distant targets.
  One good flick of the wrist can send it on an
  unpredictable asymmetric trajectory.
  Shock Weaponry: An ominously-sparking lash,
  mace, chain, or gauntlets that turn the wielder into
  an unpleasant proposition to face in hand-to-hand
  combat. Scary but not strictly ‘efficient’ in the sense
  of getting a quick and clean derez.
  Lightbarrier:
  Heavier
  armor
  than
  a
  standard
  shieldbelt, this hard light construct makes the
  wearer even harder to injure.
  Some breakers
  shape their lightbarriers into anachronistic forms
  like a shield or suit of armor. [2 boxes, +Armor]
  Overflow Shells: Fragmenting Spark Mag shells
  intended to cause localized buffer overruns upon
  detonation.
  Effective for harassment and area
  control, but poor at stopping determined heavy
  targets.
  Killer Jacket: Sometimes what you do is the
  message, but a good breaker knows that quite
  often how you look is all the message you’ll ever
  need. What logo or phrase do you display on the
  back?
  Encrypted Memory Knife: A perfectly-balanced
  blade with a sophisticated memory-sifting hilt,
  capable of both deep cuts and daring thefts.
  Biometrically locked to answer to you alone.
  Boosted Grappling Gear:
  A high-pressure line
  gun with powered retraction, load-bearing cables,
  and slim-fit harness tailored to your center of
  gravity. No rooftop is safe from this professional kit,
  but be careful you don’t disrupt your arm out of its
  socket.
  Chameleonsuit: Stay still for longer than a couple
  breaths and this fancy jumpsuit will start to blend
  right in.
  Unfortunately it can be confused by
  strobing
  lights
  or
  other
  overwhelming
  environments.
  Warning: Don’t set it down and
  forget it. [2 boxes]
  Holo Bomb: A payload of smoke and distracting
  clickbait advertisements to confuse the unprepared
  and enable a stealthy escape.
  Some are even
  loaded with chaff tape which can briefly confound
  even artificial scans. [2 boxes, +Armor]
  Peeper Shells: Single-shot specialist munition that
  can be thrown or propelled from a simple tube
  launcher (comes included), a peeper sticks to
  surfaces and transmits audio-visual data back to
  the source for a few cycles before burning out.
  Infiltrator Goggles:
  Sees into wavelengths
  invisible to the User’s eye so you can prowl around
  confidently in a total blackout. Dazzled by sudden
  lighting changes.
  
  1st Choose the form of your Ride.
  Board/Blades:
  Scale
  0
  personal
  transport.
  Acceleration and top speed are dependent on
  managing your energy state. Goes anywhere,
  including indoors. No passengers allowed. (Free
  - 0 item boxes)
  Wheels: A sharp set of wheels can be a hobbyist
  status symbol, though most other users just take
  public transit lines everywhere. Scale 1. Up to 3
  passengers. (Costs 1 item box)
  Rotors/Wings: Flying above it all gives you
  freedom but makes you a target. Scale 2. Up to 2
  passengers. (Costs 2 item boxes).
  2nd: Choose accessories for your Ride.
  Armored: Stabilized and shock-absorbed so that
  it can take a hit. (2 item boxes)
  FX Package, Nice paint: People notice when
  you roll up. Does it advertise your crew, a
  personal brand, or is it just a classic icon of style?
  Flip a switch to go back into dark mode.
  Really, Really Fast: Tuned up, streamlined, and
  overclocked. Nobody can outpace you. The
  secret sauce is a complementary set of powerful
  brakes. [2 boxes]
  Mag Harpoon: Sticks to some surfaces and
  other vehicles. If your Scale is lower than your
  target, you can use their momentum to slingshot
  yourself. If your Scale is higher, you can use the
  high-power motor to reel them in.
  Sarcastic Autopilot: Drives the ride around
  damn near as good as you, and won’t let you
  forget it. Likes to plug into your vox network and
  offer helpful advice. Tends to overshare with the
  passengers.
  Shock Barrage: A battery of stored concussive
  energy that lets you blast the competition off the
  road.
  Destructive potential is equivalent to the
  Scale of the Ride.
  When
  advancing:
  The
  Roller
  can
  use
  playbook advances to unlock +2 item boxes
  (instead of buying a Special Ability) just like other
  playbooks, and may choose to buy additional
  Rides as well as accessories... Track which Rides
  have which accessories bought for them on an
  individual basis.
  Fine Sparkmag: Customised or exotic, tuned for
  accuracy. Having two basically makes you a gun-
  fu sensie star. You might still need to bring Ammo
  to Spare from the common gear list if used
  heavily.
  Particle
  Accelerator:
  Fires
  hyper-density
  packets
  at
  long
  range.
  Scoped
  and
  highly
  destabilizing.
  Regulated ownership, is your
  license legit? [2 boxes]
  Shimmercloak: Confounds violent attackers and
  camera-laden
  paparazzi
  alike
  with
  shifting
  mirages.
  Practical and stylish, in a rugged
  survivalist-chic sort of way. [2 boxes, +Armor]
  Softlock
  Restraints:
  When
  a
  softlock
  is
  tightened around a subject’s wrists it hĳacks their
  higher-order thought cycles and makes them
  numbly compliant.
  Extremely effective against
  Process, but some high-level Users may be able
  to resist the mental effect and break the lock.
  Admins won’t even notice.
  Survival Gear: Things that Users accustomed to
  World’s central amenities would never think twice
  about.
  Bandages, lures and traps, camouflage
  netting, holo-fire camping gear, etc. A necessity
  of living out beyond the known grid.
  Tracer Shells: Single-shot specialist munition
  that can be thrown or propelled from a simple
  tube launcher (comes included), a Tracer affixes
  to its target and surreptitiously marks their
  timestamp for tracking purposes.
  Concealment Holster: Not actually a physical
  holster, but an encrypted memory loop that hides
  the presence of a one-handed weapon of your
  choice from observation and provides a quick-
  draw function. Burns itself out the first time the
  weapon is pulled, however.
  False Memory: A manipulated memory card with
  altered content. If a spoofed recollection, it might
  work in tandem with other techniques to trick or
  confuse a User. If it resembles a piece of
  equipment, it could fail on the wielder with
  dramatic consequences.
  Usually needs to be
  planted
  in
  advance
  as
  a
  replacement
  for
  maximum effect.
  Dressed to Kill: Nobody in this town will take you
  seriously unless you look the part.
  A rotating
  stock of current-fashion gowns, suits, capes,
  silks, footwear, faces, hairstyles etc.
  Moderator Credentials: Completely legitimate
  identification that put you above suspicion with
  Troubleshooters (unless proven otherwise). Are
  you still living a double-life in that role or have you
  left the Mod team? [2 boxes]
  Disarming Wit: A ready quip to defuse suspicion
  or brush off an aggressor.
  Be sure to remind
  everyone that you’re still alright, at least. [2
  boxes, +Armor]
  Luxury
  Items:
  Fine
  drink,
  thoughtful
  gifts,
  perfumes, works of art, orbiting jewelry, designer
  micro-memories, etc.
  Corroder Shells - Nasty pieces of work primed
  with acid or incendiary elements. Can be loaded
  into a properly adapted Sparkmag or chamber-
  injected to juice up the collateral damage
  potential of a Sparkblaster. Adds troublesome
  additional maintenance cycles to any weapon
  they are fed through.
  [2 uses]
  Environmental Seals - Commonly seen on
  Explorator teams probing the edges of Glitch
  sites, off-line partitions, and other hazardous
  fringe zones. Replace the filters and distortion
  sinks regularly when in active use. [2 load,
  +armor]
  Glyph Cube - A palm-sized artifact that
  periodically rearranges itself according to
  inscrutable higher-dimensional logic. Used as a
  focus it lets you warp nearby physical spaces
  and move things with your mind, whether for
  constructive or destructive purposes. [2 load]
  Sparkblaster Custom - A modded weapon on a
  hair trigger, this volatile proton blunderbuss has
  had it's "unnecessary" power cell limiters and
  safety blocks removed. Beware of self-
  disruptive feedback if mishandled. [2 load]
  Utility Sphere - Ball of memory-fluid adaptive
  material. Can be restored to adhere to surfaces,
  assume rough approximations of various
  common shapes, and harden as needed. Often
  used as temporary patches for infrastructural
  issues by World's maintenance process. [2 uses]
  Volt Imp - An ugly, cherubesque pico-daemon
  with a jolting cackle that won't stop following you
  around. Literally only useful for acts of
  uncoordinated mischief and mayhem, at the
  accomplishment of which it is considered an
  Expert Cohort. Cannot be trusted near sensitive
  equipment.
  Endless Keyring: A numeric generator that
  outputs ancient ordinal values of power that can
  unlock World’s hidden backdoors. You always
  have to try quite a few before you find the right
  one. [2 boxes]
  Firewall Charm: This ward keeps your data
  safe from external manipulation. Abjures even
  the Glitch for a short time. [2 boxes, +Armor]
  Glitched Artifact: A frozen error of the dark
  flame’s passing.
  Most Users would prefer to
  avoid these hazards, yet you seek value in such
  anathema.
  Hunting Pet: A demi-sized daemon that is
  fiercely loyal to you either through a lucky fluke
  of source code tinkering or some other
  inscrutable connection. Treat as an Expert
  Cohort with prowess in hunting, screeching, and
  fetching. [2 boxes]
  Reconstruction Amp: Outlawed archaeotech
  device that improves your scale when Restoring
  sections of World to prior architectural states.
  You can bring life to the faded ghost structures
  of What Once Was And Could Be Again. [2
  boxes]
  Useful Knick-Knacks: Things cast aside by
  society’s endless pursuit of the next fashionable
  thing. Still useful.
  If you want to include advantages from specific
  details
  of
  your
  items-reach,
  speed,
  power,
  adaptability, etc.- consider a Devil’s Bargain that
  relates to a detail. If the situation is right for it, the
  GM may consider elements of your playbook’s
  specialized gear for either improved position or
  improved effect.
  “-Can I use my Chameleonsuit here to help out?
  -Oh sure, you can blend into the shadows real
  well with that. I guess your position is Controlled
  instead of Risky.”
  “I’ll empty my Sparkmag into these Process if it
  gets me +1d, even if I have to burn through all of
  my ammo!”
  “You can take +1d with your memknife, in close,
  to shank them repeatedly, but you’ll still be right
  there with the weapon in hand when they derez in
  a flash. And that’s if you succeed! Either way,
  there will be no time to hide in the crowd.”
  
  Arcturus
  Canton Castellum
  Killian's Old World Classics, an esteemed library of ponderous
  old novels and the vintage smokes and spirits storefront that
  conceals it.
  Giaco, master chef of Soloch’s kitchens. Specialty sauces and
  expansive banquet platters.
  The Rogue’s Gallery, a collection of daring escapades and
  duels, contributed to by Castellum’s most infamous scoundrels.
  Khafr3, the mysterious viral cat which wanders the hallways of
  Soloch. Memories of lovers forgotten and friends long gone, past
  lives you never knew you had.
  Canton Gladium
  Cutman Fisk’s prized gallery of cage matches and bloodsand
  bouts. Winner’s perspective costs extra.
  The Arcturan Roulette, a blind memory drafting parlor. A favorite
  of Gerran Heller’s.
  Grill Street, a pavilion of spiced and savory meat skewers.
  Fetch, a hooded Process specializing in back-alley memory
  acquisition. No questions asked or answered.
  Canton Factorum
  Forewoman Len, keeps tidy records of long hours of physical
  labor. Fulfilling to some.
  Quorum, expeditionary mineral and fossil samples, rambling
  dissertations on the fascinating composition of each server’s
  plasmic cores and mantles.
  The Silicon Sands
  Cazic-Thule, a daemonic scuttling cryptid and purveyor of
  intimately-crafted nightmares. Wears unnerving, strangely-
  familiar faces.
  Boreal, honored lieutenant of the Lightning Riders. Cruel supply
  raids and cutthroat races on the edge of a flickering Static Storm.
  Canopus
  Achora Heights
  The Dungeness, premiere fine dining with an experimental flair.
  Tables by appointment only.
  Lively Noodle, a new and buzzing food vendor tucked into one of
  the hindlegs of the Brass Crab.
  Transom Bilge, one-time Captain of the Sunset Sea, offering
  ancient sea shanties and improbable tales of nautical peril and
  wonder.
  Miles Taverly's News Cycle, a bombastic and inflammatory,
  though often humorous, current events cast.
  Meridian Channels
  Swollen, a cultist of Syc0rax. Sensory deprivation tanks and
  whispered mantras to the Deep.
  Curator Ael’cha, didactic museum guide and historian of hand-
  crafted art oddities.
  Markus and the Broad Street Kids, acts of youthful defiance and
  rebel street-art installations.
  Prospero City
  Roadie Griggs, peddling an endless collection of obscure vinyls
  and lost B-sides out the back of his electric wizard van.
  Stern and Smallwell Clothiers, custom-tailored avatars and
  accessories, tending towards high society-approved fashion and
  ‘classic cuts’ from World’s past.
  Radical Dreamers, a constantly-rotating boutique of #Trending
  avatars and accessories.
  The Glittering Surf
  Guided meditations on the nature of User existence in the
  garden-like Shrine of the Divinities.
  A solo voyage across the Sunset Sea… years to you, back in a
  few cycles from the perspective of World.
  Sirius
  Echo City
  Honora Plath, dignified hostess of dizzying socialite balls atop a
  flying highrise condo.
  SimCity Bar and Casino, sport and race betting, slot machines,
  tense poker duels.
  Daizo Falcon’s gallery of grand photo-finish victories and hair-
  raising crashes on the Golden Mile.
  Mute City
  Sirian Stock Exchange, a mesmerizing cacophony of stock
  tickers and shouted market orders.
  Lehmann Investments, eager to throw away your coin on
  audacious stock gambles.
  Veritas, an utterly-silent Process selling eerily prescient
  information that won’t be found on the Intelligence Market.
  Payment only in kind: the price is a high-value memory of your
  own.
  The Fade
  Ch0p Register, an impeccably-dressed daemon steward who
  offers memories that cater to… unusual tastes.
  Starlight Cinemas, a strangely well-preserved film projector-and-
  reel movie theater in an empty stretch of mall, devoid of obvious
  employees.
  
SOURCE: textdata/thevault/Hello, World/HW_Player Handouts.pdf