1. Choose a religion for your crusader, but not Knights of Liberty Corps (Knight) or Temple of Etheric Resplendence (Lightbearer).
2. Work with the Director to establish who the Control Supervisor is that backs your crusader, just a name and general impression is enough to start the game.
3. Introduce one thing your crusader did to promote their cause behind the scenes, likely through Network operations. Feel free to brainstorm with players.
-
**Move list**:
-
* ==Tie Up a Loose End for Control==: Read the Control subnet, find a job to do, and get it done. Get +1 Safety.
-
* ==Crusade On!==: Remove someone on the hit list for your religion. Get -1 Comfort and +1 to Luck, Safety, and Wealth.
-
* ==Work the subnet==: You get on your world's religion subnet under a pseudonym and educate the masses. Get +1 to Wealth.
-
-
## Volume: Insider
+
#### > Insider Questions
1. Work with the Director to establish who the Control Supervisor is handles your insider, just a name and general impression is enough to start the game.
2.
-
**Move list**:
-
* ==Pay Your Dues==: Feed some network information to your handler from Control. Get +1 Luck, -1 Safety, and mark up Wealth twice.
-
* ==Work the Security Subnet==: You go into the security subnet and encrypt your credentials further. Get +1 Security.
-
* ==Meal with an Operative==: Have a meal with a fellow operative, and work them for good intel. Next time you Pay Your Dues, get +1 Wealth and ask the Director for a Spade State Card.
-
-
## Volume: Irregular
+
#### > Irregular Questions
1. Decide on a empire where you gained your Duke title, and the province of that world that is your duchy.
2. Decide if your rank is also Ascendent, which is the level of a Duke that is in consideration for gaining the world title of Regent (the top title of a world, from which Stewards are determined).
-
**Move list**:
-
* ==Do a Security Stint==: Do a job working security for the Network. Get +1 Wealth. You may also choose to get +1 Luck and Safety for -1 Comfort.
-
* ==Carouse with Coworkers==: Go out drinking with your Irregular buds. Get +1 Safety.
-
* ==?==:
-
-
## Volume: Missionary
+
#### > Missionary Questions
1. Choose a religion for your missionary, but not Knights of Liberty Corps (Knight).
2.
-
**Move list**:
+
#### > Professional Questions
+
+
#### > Rector Questions
+
+
1. Choose a religion for your rector, from the options: Conservators of the Quintessential Chalice (Conservator), Open Church of the Technocracy (Technocrat), or Shrine of the Holy Eye (Seeker).
+
2. Work with the Director to establish who the Empire Regent is that backs your rector. Choose an empire world that is home to that Regent (and will establish Union alignment). A name, world, and general impression is enough to start the game.
+
3. Create in brief the small church your rector presides over: it's rough count of parishioners (10-100 or so), and the haven where it resides.
+
+
#### > Runner Questions
+
+
#### > Spook Questions
+
+
## Move Lists
+
+
#### > Crusader Move List
+
* ==Tie Up a Loose End for Control==: Read the Control subnet, find a job to do, and get it done. Get +1 Safety.
+
* ==Crusade On!==: Remove someone on the hit list for your religion. Get -1 Comfort and +1 to Luck, Safety, and Wealth.
+
* ==Work the subnet==: You get on your world's religion subnet under a pseudonym and educate the masses. Get +1 to Wealth.
+
+
#### > Insider Move List
+
* ==Pay Your Dues==: Feed some network information to your handler from Control. Get +1 Luck, -1 Safety, and mark up Wealth twice.
+
* ==Work the Security Subnet==: You go into the security subnet and encrypt your credentials further. Get +1 Security.
+
* ==Meal with an Operative==: Have a meal with a fellow operative, and work them for good intel. Next time you Pay Your Dues, get +1 Wealth and ask the Director for a Spade State Card.
+
+
#### > Irregular Move List
+
* ==Do a Security Stint==: Do a job working security for the Network. Get +1 Wealth. You may also choose to get +1 Luck and Safety for -1 Comfort.
+
* ==Carouse with Coworkers==: Go out drinking with your Irregular buds. Get +1 Safety.
+
* ==?==:
+
+
#### > Missionary Move List
* ==Hold a Subnet Service==: Get on the local subnet and hold a service for your religion. Get +1 to Luck, Safety, or Wealth (one of your choice).
* ==?==:
* ==?==:
-
## Volume: Professional
-
-
**Move list**:
+
#### > Profressional Move List
* ==Complete a Hit==: Take out a target for the Network. Get -1 Safety and +1 to both Luck and Wealth.
* ==?==:
* ==?==:
-
## Volume: Rector
-
-
1. Choose a religion for your rector, from the options: Conservators of the Quintessential Chalice (Conservator), Open Church of the Technocracy (Technocrat), or Shrine of the Holy Eye (Seeker).
-
2. Work with the Director to establish who the Empire Regent is that backs your rector. Choose an empire world that is home to that Regent (and will establish Union alignment). A name, world, and general impression is enough to start the game.
-
3. Create in brief the small church your rector presides over: it's rough count of parishioners (10-100 or so), and the haven where it resides.
-
-
**Move list**:
+
#### > Rector Move List
* ==Give a Sermon==: Set up and host a local service for your religion. Get +1 Wealth, and +1 Luck or Safety. One other operative may attend; if they do, you take one of their Fortune tokens, and they get +1 Comfort.
* ==?==:
* ==?==:
-
## Volume: Runner
-
-
**Move list**:
+
#### > Runner Move List
* ==Make a Courier Run==: Run data or messages for the Network across the stratosphere. Get -1 Safety and +1 to both Luck and Wealth.
* ==Carouse with Irregulars==: Go out drinking with your Irregular buds. Get +1 Safety.
* ==Maybe Someone Heard Something==: Work your circle of Network contacts, pump them for intel. Ask the Director for a Diamond State Card.
-
## Volume: Spook
-
-
**Move list**:
+
#### > Spook Move List
* ==Leak Something to the Network==: Leak some intel you are providing to your Empire contact back to your Network Handler. Get -1 Safety and +1 Luck. If another operative is willing to accept a Fortune token from you, they get -1 Safety and ask the Director for a Heart State Card.
* ==?==:
* ==?==:
-
## Gig: Chipper
+
## Gigs
+
+
#### > Chipper
A Chipper, or casually Chiphead/Chipped, has purchased a Mirrochip on the black market. While each person in Etheria is a node in the galactic ‘Net, each mind is blocked from accessing it directly by the thought barrier. Not the Chipper, they plug the Mirrochip into their port, and then can jack into the Matrix. This is a projection of the ‘Net as a virtual space a chipper can enter and exit. A serious Chipper also has a Sleeve, a device that wraps an arm, which can be loaded with caps containing single-use Matrix programs. Using these highly illegal tools, a Chipper can explore the ‘Net in ways no one else can.
@@ 132,7 122,7 @@
- **Chipped the Fuck Up**: You don't have just any run of the mill Mirrochip, you got a special one with cracked out specs. You may markdown Wealth between jobs to load up to five charges into it. You may spend charges in Matrix contests to get leverage.
- **Total Neural Lace**: You let Control advancements division do a number on your neural pathways, jacking up your reaction time beyond known limits. Painful though to use, but powerful. You may markdown Comfort at any time to provide leverage for combat and Matrix contests.
-
## Gig: Face
+
#### > Face
A Face, or casually a Shill, is a particular type of confidence man with a focus on charisma and charm. A social tactician or merit, but unlike the Shark, the Face remains the same always. They embrace a charismatic persona and flex the power of a mighty Patron behind them. Building a web of support in all arenas as they go forth, the Face hides in plain sight.
@@ 142,7 132,7 @@
**Quality list**:
-
## Gig: Heavy
+
#### > Heavy
A Heavy, or casually a Hitter, is a combat specialist. Not a ground, air, or space warfare specialist, but a behind-the-scenes show up suddenly and take some people out kind of combat professional. There are many types of Heavies, but the most common is the Duplicator. You use a special single-use cap called Carbon-Copy to put yourself into a Red type Automata (combat synthetic), and essentially fall into a temporary coma. Then you do whatever you need to do in your synthetic body. Eventually, your body recovers, and the copy of yourself in the Auto burns out. In order to better serve your needs, you bought an Autoworks at some point. This is a toolkit that lets you tool up Automata, including straight changing their model type.
@@ 155,7 145,29 @@
- **Stealth Mode Unlocked**: When you CC yourself into an Auto, it's stealth features are unlocked. It becomes undetectable by other Autos and nearly silent and invisble to the naked eye and medium quality sensors. If stealth can be used to win a Contest, you automatically have Means/leverage for the roll.
- **Yes, that is a missle rack**: When you CC into a Red type Auto, it fabricates a serious business missle rack. When in a Combat Situation, your attack contests automatically have boths Means and one leverage. If you trade these in, you can instead attack all valid targets at once, and the rack is disabled for the current situation.
-
## Solo Gig: Mastermind
+
#### > Shark
+
+
A Shark, or casually a Hustler, is a con artist at the core. A truly pliable social creature moving in and out of personas. One who is not afraid to use chicanery to get what they are after. You picked up a highly illegal Simsuit, which, when worn, lets us create true tactile and visual changes to your appearance. It is often a thankless job, as when you do your work right, it seems like nothing was ever done at all.
+
+
**Tagline**: I'll go in, find the right guy for the code card, and they'll never even know what happened.
+
+
**Props**: Simsuit
+
+
**Quality list**:
+
+
#### > Thief
+
+
A Thief, or casually a Lifter, is all about getting into the places that someone has decided are off limits. You aren’t always purloining valuables, though that is a lucrative endeavor in its own right. Instead, you often gain access to things that are restricted in order to make a job work. A quite illegal Polycard is the main tool of your trade, allowing you to bypass standard security locks.
+
+
**Tagline**: Reveal each secret, opening one locked door at a time.
+
+
**Props**: Polycard
+
+
**Quality list**:
+
+
## Solo Gigs
+
+
#### > Mastermind
A Mastermind, or casually Wizard, is a true schemer. You are the one to make plans within plans. You always play the long game. Beyond that, you are a detail-focused organizer who holds crews of operatives together. A Mastermind has a large load on their shoulders, so at some point, you acquired a Simlet/Sim, an extra intelligence living inside the ‘Net of some power. This Sim does much of the heavy lifting for you, letting you focus on the big picture.
@@ 171,17 183,7 @@
**Job Tactics list**:
-
## Gig: Shark
-
-
A Shark, or casually a Hustler, is a con artist at the core. A truly pliable social creature moving in and out of personas. One who is not afraid to use chicanery to get what they are after. You picked up a highly illegal Simsuit, which, when worn, lets us create true tactile and visual changes to your appearance. It is often a thankless job, as when you do your work right, it seems like nothing was ever done at all.
-
-
**Tagline**: I'll go in, find the right guy for the code card, and they'll never even know what happened.
-
-
**Props**: Simsuit
-
-
**Quality list**:
-
-
## Solo Gig: Technomancer
+
#### > Technomancer
A Technomancer, or, more casually, a Mage, is someone who has been taught the ways of technomancy by a mentor. This is an advanced skill set that can create direct effects, not unlike magic, from the use of pure ACE. Technomancy is a high crime in the Empire and is actively hunted. The rub to that is the first magic taught to the technomancer is cloaking magic. If the safe is beyond that wall, the technomancer walks through it.
@@ 195,17 197,7 @@
**Job Tactics list**:
-
## Gig: Thief
-
-
A Thief, or casually a Lifter, is all about getting into the places that someone has decided are off limits. You aren’t always purloining valuables, though that is a lucrative endeavor in its own right. Instead, you often gain access to things that are restricted in order to make a job work. A quite illegal Polycard is the main tool of your trade, allowing you to bypass standard security locks.
-
-
**Tagline**: Reveal each secret, opening one locked door at a time.
-
-
**Props**: Polycard
-
-
**Quality list**:
-
-
## Solo Gig: Xenogene
+
#### > Xenogene
A Xenogene, or casually a Fiend, is someone who has taken body hacking far past the point considered sane by most. At this point, considered human only by the most casual observation, the xenogene exceeds human capability. While not considered high crime in the Empire, the fact that the extreme body hacking must be done by a technomancer puts the xenogene in a gray area of the law.
@@ 243,14 235,16 @@
- ==Skulduggery==: Employ deception or trickery on the job to make progress. Get -1 Safety, 1 progress towards the job, and draw Fate: a red token is -2 Outlook for the job.
- ==Technique==: Make a plan and have the perfect tool in the moment to overcome a job obstacle. Get +1 progress towards the job and -1 Wealth.
-
## Vocation Qualities
+
## Qualities
+
+
#### > Vocation Qualities
-
## Action Adventure Qualities
+
#### > Action Adventure Qualities
-
## Crime Genre Qualities
+
#### > Crime Genre Qualities
-
## Etheric Qualities
+
#### > Etheric Qualities
-
## Background Qualities
+
#### > Background Qualities
*[ACE]: Aqueus Crystalle Energy, a liquid form of Crystalle.