Quoted By:
Stats and System (work in progress, may be subject to change)
- More narrative-based than mechanically crunchy.
Attributes:
CORPUS: 4/4
- Don't lose your life.
- First of the two health pools.
COMPOSURE: 2/2
- Don't lose your mind.
- Second of the two health pools.
CONTROL: In Good Standing
- An Agent in good standing deserves respect :)
- Determines interactions with Mission Control and the Company as a whole.
Skills and Talents:
FORCE: 4d6
- You are good at acting very badly indeed. (+1d6.) [Probably going to add something nicer and more mechanically interesting, but extra dice is good start.]
- Formerly COMBAT. Used in contests of strength, endurance, celerity, all aspects of physical activity.
- Failure in FORCE rolls (ex. smashing down metal grates or chasing after a target across the rooftops) may cause a loss of CORPUS.
INSTINCT: 2d6
- The veins may be cold, but the nerves are not. (-1d6.)
- Used in the exercise of perception, persuasion, intuition, all sorts of mental and emotional bullshit you don't really get.
- Failure in INSTINCT related rolls (ex. calming down a small child or investigating who stole sandwiches from the fridge) may result in a loss of COMPOSURE.
ACCESS: 3d6
- You're a man of the street, you're still a face in the crowd.
- Used to pull favors in from the Company, speak the corporate tongue, tune in to the City, listen to the distant sound of crashing waves...
- Failure in ACCESS related rolls (ex. networking with the black ties or navigating your way through the pipe nightmare) can result in unforeseen consequences. Or nothing at all. Bureaucracy, baby.
>Navigation (You have a feel for the City's terrain. +2 to tallies.)
>2 Talents have yet to be determined.
Traits and Equipment:
[CRUELTY]
Breaker Bullet (FORCE)
Breaker Bullet (FORCE)
Breaker Bullet (FORCE)
Breaker Bullet (FORCE)
- Traits and Equipment can be used during an conflict to add 2d6 in their respective categories.
- You may use each Trait or Equipment only once, but can use as many as you want during a conflict. For example, you can spend all four of your Bullets to roll a whopping <span class="mu-s">8d6</span> for shooting a particularly mean-looking sewer rat.
- Special traits in brackets are not permanently lost when invoked and their 2d6 can be added to ANY type of conflict. Wild card option.
IMPORTANT: 6s are criticals and color the entire result. For example, if a 6,6 is rolled for [CRUELTY], you probably will succeed, but more people will be hurt as you indulge your sick pleasure.
Bonds:
- Nigger, your magcat (Excellent)