TEXT: THE APPARATUS
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid, Mechanical.
   
   Bulky Wear, Improvised Wear, Scrounged Wear, Utility Wear, Discreet Wear, Or Innovative Wear.
   
   Weathered Face, Strong Face, Rugged Face, Narrow Face, Or Busted Face.
   
   Mechanical Eyes, Hard Eyes, Blank Eyes, Merciless Eyes, Dead Eyes, Or Calculating Eyes.
   
   Huge Body, Muscular Body, Tall Gangly Body, Wiry 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  At the start of play you only have 1 state unlocked. Others may be unlocked using the rise move.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 another option from the “within” section 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE APPARATUS is shrouded in questions. It 
  doesn’t know how it came into the world and 
  does not have a clear picture of humanity. 
  As a newly awakened life form, it struggles 
  to understand its own emotions. Possessing 
  an artificial intelligence, it needs to acquire 
  more information to find its place in the 
  world and unravel the mystery of its exis-
  tence — were they built to uplift, emulate or 
  destroy humanity?
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE VESSEL
  Unclothed, I (choose 1):
   
   Am indistinguishable from a human.
   
   Am anthropomorphic, but I resemble no human 
  and am synthetic or mechanical.
   
   Have only certain parts that resemble a human.
   
   Look nothing like a human.
  UNDERNEATH
  Beneath your frame you are (choose 1):
   
   Grotesque. You incite revulsion in others; take 
  the Judgement move. 
   
   Compatible. You are able to have sex and 
  reproduce.
   
   Misshapen. Tell the MC what this means and 
  take +1 humanity.
   
   Marked. Tell the MC what this means and take 
  no negative tags when you otherwise should.
   
   Guarded. Tell the MC how this affects intimate 
  relationships and take +1 armor if applicable.
  WITHIN
  In essence, you are (choose 1):
   
   A part of the Veil. You get the Flops move.
   
   Housed within a cyberbrain; whenever you ask 
  a question from the birth section, you may ask 
  an additional one.
   
   A new form of life created by man. You are 
  tracked by your maker; work with the MC to 
  find out if you know or not and the possible 
  implications when necessary. When you meet 
  your maker or learn all you need to know about 
  you origins mark 5 XP.
   
   A person, with a digitally reconstructed mind; 
  when you go in search of your original self take 
  +1 to any roll when your memories help uncover 
  the truths you seek.
  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)
  HUMANITY
  GIRI QUESTIONS
  You may use the following to develop Giri 
  relationships with other players if you so choose, 
  or develop relationships of your own.
   
   If someone found you, built you, or modified 
  you since you were discovered, they have  
  1 Giri on you.
   
   If you confided your current view of humanity  
  to someone else, you have 1 Giri on them.
   
   If someone taught you how to blend in or stand 
  out, they have 1 Giri on you
  THE BIRTH
  At the beginning of each session, you are going to 
  roll 2d6 without adding a state. If you get a hit, the 
  MC will ask you a question; answer it. If it’s a miss, 
  you ask the question and the MC answers it.
   
   Who created me?
   
   Where could my vessel have come from?
   
   Is there anything else out there like me?
   
   Was I created in the image of someone?
   
   Why does Humanity fascinate me?
   
   What is my purpose?
   
   Was I discarded or unwanted?
   
   Is anyone aware I am operational now?
   
   Was I only recently created?
   
   For what purposes could I have been created?
   
   Was I meant to emulate humanity?
   
   What can I do to gain a measure of acceptance 
  in this society?
   
   Was I damaged when I awoke?
   
   Do I feel, or do I think I feel?
   
   Do I have memories or any knowledge of 
  another time that I was activated?
   
   Why am I no longer with my creators?
  GEAR
  You have whatever clothing suits your look and 
  fashion. You may choose for your vessel to have 
  integrated weaponry. If you do, pick and distribute 
  5 tags to customize the weaponry as needed. 1 of 
  the 5 tags must be a range tag that describes its 
  effective distance. All other other tags define what 
  the weaponry is and does, and how much harm 
  it inflicts; for every (n-harm) tag selected, a single 
  piece of weaponry can inflict 1 harm.
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get all the basic moves. You get the Abyss 
  Stares Back move and the Rise move.
  THE ABYSS STARES BACK: When you 
  search the vast accumulated knowledge of The 
  Veil or interact with something new in an attempt 
  to understand humanity and what your place may 
  be in it, roll. On a 10+, you generate 2 humanity. 
  On a 7-9, you generate 1 humanity. Spend it 1 for 
  1 on the following:
   
   Choose an option from the Rise move.
   
   Ask any question from your special.
   
   Divulge a belief or truth about yourself or your 
  target in order to inflict humanity harm.
  RISE: When you draw on and consume your 
  humanity to become something more than you 
  once were, choose one of the following:
   
   Unlock a new emotion and assign a value 
  to the state.
   
   You gain advantage (Roll 3d6 and take highest).
   
   Have the MC ask you a question from the  
  Birth move.
   FLOPS: When you disengage from your 
  emotions in order to lift the veil, you may choose 
  to roll and add a +1 for cold, hard logic. On a hit, 
  do not mark an emotion spike. On a miss, the MC 
  may have you add an emotion spike.
   JUDGMENT: When you witness humanity at 
  its worst or it lets you down in a way that causes 
  you to reevaluate everything you thought you knew 
  about people, take +1 humanity.
   INTERFACE: When you integrate with, or open 
  your mind to, another Intelligence that isn’t human, 
  you may name them as an NPC and establish their 
  intelligence and disposition with the MC. Whenever 
  you merge with another, both of you are affected 
  in some way; the MC will tell you how at the 
  appropriate time.
    BUILT FOR BATTLE: When and if you 
  so choose to use your vessel as a weapon, 
  choose a way in which you are formidable and 
  describe it. You are:
   
   Reinforced: Your outer shell is cold and thick; 
  take +1 Armor.
   
   Caustic: You are deadly to the touch; deal 2 
  harm, armor-piercing when you come into 
  contact with organic tissue.
   
   Violent: You cannot control yourself when your 
  “fight” response activates; gain the Forceful and 
  Messy tags.
  APPARATUS SPECIAL: When the you share a 
  moment of intimacy with someone, be it physical 
  or emotional, roll without adding a state. On a 
  10+, you may ask them 2 questions if you wish; 
  they must answer truthfully. On a 7–9, you may 
  ask them only 1.
   
   In what way do you believe we are similar?
   
   Have you ever ended someone’s life; why?
   
   Do you feel you truly have free will?
   
   What purpose does humanity serve?
   
   Do you think I am worthy of humanity? Why?
   
   What is your concept of good/bad?
   
   Where do you belong?
  
  THE ARCHITECT
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Uncommon wear, working-class wear, vintage wear, cyber wear, hi-tech wear, display wear, or exclusive 
  wear.
   
   Smooth face, sweet face, handsome face, sharp face, girlish face, boyish face, striking face.
   
   Hard eyes, clear eyes, bright eyes, dead eyes, heavy eyes, calculating eyes or one eye.
   
   Huge body, muscular body, tall gangly body, wiry 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 +1 modifier to your Cyberbrain 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE ARCHITECT lives and breathes The 
  Veil. You have a powerful cyberbrain that 
  you can use to change aspects of digital 
  environments at will.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  SUBCONSCIOUS
  When you enter any digital environment you may 
  frame the scene. Choose three things that will 
  bleed over into the digital environment from your 
  mind (often without your knowledge):
   
   A former friend. (Named NPC)
   
   A jilted lover who knew you better than most. 
  (Named NPC) 
   
   A family member as you remember them. 
  (Named NPC) 
   
   The manifestation of your fear.
   
   A place where you once lived.
   
   Your true self.
   
   Your repressed fantasies.
   
   The catacombs of your deepest memories.
   
   Limbo. 
  CYBERBRAIN
  When you roll any move that says roll+cyberbrain, 
  your modifier is always at least +1.
  Your brain is encased in technology far more 
  advanced than a neurochip. What else is true of 
  it? (Choose  1):
   
   It has a large database of images and people 
  profiles, take the Lady in Red move.
   
   It has a dedicated remote server. You get an 
  additional choice when you use the Construct 
  move.
   
   It is sentient. When you Probe, you may spend a 
  hold in order to ask, “What do you think about 
  this person?” 
   
   It’s a placebo. It is advanced tech, but it is 
  not the thing that grants you your gifts. It has 
  another purpose altogether, choose a move 
  from another playbook.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone else keeps a secret about your 
  subconscious from you for your benefit, they 
  have 1 Giri on you.
   
   If you’ve used your Cyberbrain to change 
  something in the digital ream in order to protect 
  someone else, you have 1 Giri on them. 
   
   If you have been hurt manipulating the digital 
  space in order to aid someone else in a life and 
  death situation, you have 1 Giri on them.
  GEAR
  You begin with 2 Cred, fashion suitable to your look, 
  and a discreet weapon: (Choose 1)
   
   Kinetic pistol (2 harm close quiet discreet)
   
   Neural disruptor (1 harm area AP loud 
  dampening discreet)
   
   Shock knife (2 harm hand shocking discreet)
   
   Thermal chain (1 harm hand AP burning 
  discreet)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get all the basic moves. You get the 
  Reconfigure move and can choose one more.
  RECONFIGURE: When you remake parts of 
  the digital environment as you see fit, describe 
  what you take from the digital world and what 
  it becomes, then roll+cyberbrain. On a 10+, 
  you do it and all 3. On a 7–9, you do it but you 
  may only choose 1.
   
   You do not suffer feedback.
   
   The change is not noticed.
   
   Your subconscious stays repressed.
   CONSTRUCT: When you host a digital lobby, 
  roll+cyberbrain. By default, the effect will last only 
  as long as you maintain it, will only able to house 
  two minds, will have an unsecure, open connection 
  protocol, and will appear basic and without detail. 
  On a 10+, choose 2. On a 7–9, choose 1:
   
   It will persist (for a while) without you actively 
  maintaining it.
   
   It is highly detailed and expansive.
   
   It has no cap on its population.
   
   Its connection is secure from intruders. 
    LADY IN RED: When you change your 
  appearance within the constraints of the digital, 
  roll+cyberbrain. On a 10+, it’s flawless. On a 7–9, 
  some part of your subconscious manifests.
    THERE IS NO SPOON: When you 
  manipulate the environment in order to mitigate 
  a danger you may reduce any harm that would 
  normally be marked by 1 harm, as long as it is 
  fictionally appropriate.
   THE KICK: When you try to forcefully eject 
  someone or something from a digital environment, 
  roll+cyberbrain. On a 10+, you do it and may choose 
  two. On a 7–9, you do it and may choose one. 
   
   You take no Harm in the doing.
   
   The Veil does not change or respond as a result.
   
   Your subconscious stays repressed.
   UPGRADES: Take an additional option from 
  the Cyberbrain section.
  When you have enough XP for an advancement, 
  taking this option will unlock an additional 
  cyberbrain selection for the playbook, building on 
  the framework of what you already know about 
  your cyberbrain. 
   ARCHITECT SPECIAL: When the Architect 
  shares a moment of intimacy with someone, be it 
  physical or emotional, roll without adding a state. 
  On a hit, all is well. On a miss, they are added to 
  your subconscious as a named NPC. The MC will 
  ask you questions about your perception of them; 
  answer truthfully.
  NOTES
  
  THE ATTACHED
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Graceful wear, display wear, rip stop wear, intricate wear, hi-tech wear, retro wear, discreet wear, or bulky wear.
   
   Handsome face, gorgeous face, stern face, fine-boned face, worn face, or crooked face.
   
   Distant eyes, rheumy eyes, mysterious eyes, frank eyes, compelling eyes, or liquid eyes.
   
   Slim body, full-bodied body, heavy-set body, lank 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 another option from “revision” section 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE ATTACHED The future is a lonely place, 
  for some.  You, however, possess a one-of-
  a-kind object, or perhaps, it possesses you. 
  However your relationship is defined in play, 
  one thing is for certain: you are not alone as 
  the denizens of the future may well be.
  HUNGER
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE OBJECT
  DRAW YOUR OBJECT
  Your story truly began when you came across the 
  object. Whatever was before was either suddenly or 
  gradually irrevocably changed when it (choose 1):
   
   Was created by you.
   
   Was found by you
   
   was bartered for in order to obtain it.
   
   Was stolen by you. 
   
   Became yours after killing the former owner. 
   
   Chose you or manipulated circumstances so 
  that you would obtain it. 
   
   Detached from you as its own entity.
   
   Manifested itself to you as a mental projection. 
  THE REVISION
  You may not know what it truly is, but after time 
  together and careful examination, you have 
  discerned your object has 5 tags. You may choose 
  to define your object with these tags however you 
  wish, so long as you put no more than 3 tags toward 
  inflicting harm. Your object begins with +1 hunger 
  at the start of play in additional to these 5 tags. 
  Also, since you obtained it and this all began, it’s 
  modified you. Perhaps for the better, perhaps for 
  the worse. Whatever it provides now, you need. 
  And what it hungers for cannot be denied for 
  long without consequence. What boon does it 
  provide so long as you are not parted from one 
  another? (choose 1):
   
   It shields you, as best and whenever it can. 
  Mark 1 armor that may not be pierced whenever 
  your object can shield you. (You detail)  
   
   The harm it does sustains you. The only way you 
  may heal is by inflicting harm, or helping your 
  object do so. For every 1 harm inflicted you may 
  also heal 1 harm.
   
   Death may not take you while the object yet 
  lives. However, every time you would succumb, 
  instead cross out a basic move or a move on 
  your character sheet, forever. 
   
   You may not be separated for long; take the 
  Ping move.
   
   Whenever you would inflict harm, you may inflict 
  an additional +1 harm; If you do, you must also 
  increase your object’s hunger by 1.
   
   Together, you feel powerful. When you roll 
  a 12+ in any state other than Powerful, you 
  may substitute an emotion spike in that state 
  for one in Powerful instead if you can justify it 
  in the fiction. If this spikes out your Powerful 
  state, erase your spikes and give your object +1 
  hunger instead of triggering the Alleviate move.
  LEST WE BE PARTED
  Parted, you are Yourself (the object may not exert 
  its will upon you until you are reunited with it). 
  but (choose 1):  
   
   Vulnerable. You are emotionally imbalanced, 
  and easily wounded. Whenever you suffer harm, 
  take an additional +1 harm AP until you recover 
  your object.
   
   Ashamed. You take -1 ongoing until you recover 
  your object again.  
   
   Afraid. You are constantly worried and 
  distracted. Your Scared state is spiked out until 
  you recover your object.
   
   Irresolute. You are distracted and have difficulty 
  making decisions and taking action. Subtract -1 
  harm from any harm inflicted until you recover 
  your object. 
   
   Sickly. You are weak, have no energy, and may 
  not help or hinder anyone until you recover your 
  object.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone keeps a secret about your object 
  that could harm it or you in the future, they have 
  1 Giri on you.
   
   If you’ve told someone the precise origin of your 
  object, which you have not told others, you have 
  1 Giri on them.
   
   If someone has seen what happens to you when 
  you are parted from your object and protects 
  that secret to aid you, they have 1 Giri on you.
  GEAR
  Fashion suitable to your look, 3 Creds, 
  and your object.
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get all the basic moves. You get the thy will be 
  done move and can choose one more.
  THY WILL BE DONE: At the beginning of the 
  session give your object +1 hunger, then roll and 
  add your object’s hunger. On a 10+, the MC holds 
  3. On a 7–9, the MC holds 1. Throughout the 
  session, the MC can spend their hold 1 for 1 to:
   
   Name something; your object must have 
  it. When you give in to your object, mark 
  experience and -1 hunger from your object.
   
   Have it object to a course of action or propose 
  one of its own; Should you obey, mark 
  experience and -1 hunger from your object.
   IT SPEAKS: When you seek direction from 
  your object give it +1 hunger, then roll and see what 
  it directs you to do; the MC will tell you what it says. 
  On a 10+, take +1 forward and mark experience if 
  you do as your object wishes. On a 7–9, take a +1 
  forward if you do what it wants; if you do not, there 
  will be consequences. 
   MERGE: When your object merges seamlessly 
  with you in a predetermined configuration, roll. On 
  a 10+, there are no complications. On a 7–9, you 
  succeed, but must give your object +1 hunger. On a 
  miss, mark +1 hunger, and the MC may also choose 
  an option from Thy Will Be Done for free.
    NO DICE: For NPCs: Anyone attempting 
  to remove your object by any means are all but 
  impossible unless you are at their mercy; PCs are 
  always at a -2 to do so.
   PING: Wherever you are, when you call your 
  object to you, if able, it will come to you. Either way, 
  you know exactly where it is.
   MAKE IT SO: Whenever your object has -1 
  hunger or below, add an additional tag for its use. 
  So long as it is at -1 or below, you have the benefit 
  of this tag. Should its hunger go above -1, the 
  benefit is lost. Write the additional tag here:
  ATTACHED SPECIAL: When the Attached 
  shares a moment of intimacy with someone, be it 
  physical or emotional, roll+ your object’s hunger. 
  On a 10+, they take -1 forward and you take -1 
  ongoing until the object believes it was no big deal. 
  On a 7–9, it speaks triggers. On a miss, give your 
  object -1hunger.
  NOTES
  
  THE CATABOLIST
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Discreet wear, vintage wear, cyber wear, hi-tech wear, custom wear, structural wear, or bulky wear.
   
   Scarred face, smooth face, pale face, bony face, plump moist face, or sweet face.
   
   Distant eyes, rheumy eyes, mysterious eyes, frank eyes, compelling eyes, or liquid eyes.
   
   Slim body, full-bodied body, heavy-set body, lithe 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 +1 modifier to your Omni-tool 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE CATABOLIST is obsessed with integrat-
  ing cybernetic systems into your own body 
  but rejects all conventional cybernetic pro-
  cesses. Only through your own means are 
  you able to take tech, modify it and make 
  use of it. You revere technology, whether to 
  rise mankind up or rip them down to make 
  way for the new age. You are also highly in-
  telligent and have created an Omni-tool that 
  helps you to salvage and modify tech to fur-
  ther your own ends.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE IDEOLOGY
  Once, you may have been like them, one among 
  many. Then, something happened to you and 
  you changed. You changed into something unlike 
  anyone out there, and you became this person 
  because you believe (choose 1): 
   
   Humanity is a disease; only through the 
  integration of cybernetics might we live.
   
   Humans are ignorant by design. I will save 
  them; when I am perfect, they’ll see. 
   
   Fear has me; I believe I shouldn’t do this but the 
  alternative is worse.
   
   I was saved by a machine; when it questioned 
  my existence, I saw the way.
   
   I witnessed the wrath of machines; I must 
  become one in order to defeat them.
  THE OMNI-TOOL
  You know you must become something more and 
  so found or invented just the tool for your purposes. 
  Whenever a move calls for you to roll +Omni-tool, 
  add +1 to the roll unless otherwise stated. Your 
  Omni-tool is unique because (choose 2):  
   
   It is a part of other communication systems. 
  Gain the communication tag. 
   
   It is a powerful tool used for analysis. You gain 
  the wrench in the gears move. It’s detachable. 
  When you use it to help scrounge, it gains the 
  remote tag and helps you search. Your Omni-
  tool takes +1 forward when used in this way.
   
   It facilitates your observations of other things. 
  Whenever you use things speak, you may ask 
  an additional question, even on a 6-.
   
   Its primary function is to integrate cybernetic 
  systems into your person; You get one additional 
  tag for the cybernetic, if successful when using 
  it for junkware.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If you’ve convinced someone else of your 
  ideology and they believe it is to their benefit, 
  you have 1 Giri on them.
   
   If someone else helped you develop your Omni-
  tool with or for you, they have 1 Giri on you.
   
   If you have repaired someone’s cybernetics 
  when they didn’t have the means to do so 
  themselves, you have 1 Giri on them.
  GEAR
  You get fashion suitable to your look includingat 
  your option a piece worth 1 armor (You detail), both 
  pieces of homemade gear, 1 weapon and 3 creds.
   
   Sleeve transmitter (close jamming) 
   
   Receptivity drugs (+1 forward when you use a 
  Catabolist move)
  Weapons:
   
   Kinetic revolver (2 harm close reload quiet)
   
   Ancient pistol (2 harm close reload loud 
  valuable)
   
   Particle scalpel (3 harm intimate)
   
   Hidden knives (2 harm hand infinite)
  CYBERNETICS
  As a Catabolist, your body rejects all cybernetics 
  aside from those you modify and integrate yourself. 
  When you do, write them here along with any tags, 
  both negative and normal. You cannot make use of 
  any other cybernetics save for the ones you yourself 
  procure in your own way.
  NEGATIVE TAGS
  Choose one tag for every piece of cybernetics 
  you begin with:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get the Junkware and Scrounge moves. 
  SCROUNGE: When you first go somewhere new 
  and search for something useful to you, tell the MC 
  what you’re looking for. If things like that could be 
  around, roll+Omni-tool. On a 10+, you get some 
  primo stuff, take +1 forward on Junkware. On 7–9, 
  it’s barely adequate, take -1 forward on Junkware.
  JUNKWARE: When you use your Omni-tool 
  to convert junkware into cybernetics you then 
  incorporate into yourself, roll+Omni-tool. On a 10+, 
  choose 2. On a 7–9, choose 1:
   
   You create the cybernetic implant with one tag.
   
   It does not create a negative tag.
   
   It does not harm you.
    THINGS SPEAK: When you handle or 
  examine an object of particular interest to you, roll. 
  On a 10+, ask 3. On a 7–9, ask 2. On a miss, it will 
  ask a question of you and you will answer.
   
   Who handled this before me?
   
   Who made this or what has been done near 
  this?
   
   What strong emotions recently have been near 
  this?
   
   What words have been said recently near this?
   
   What’s wrong with this and how might I fix it?
   
   Who do you belong to?
   
   For what purpose were you created?
   
   Are you sentient?
   
   What do you wish I’d do?
   JARGON: When you use terminology related to 
  cybernetic or mechanical systems, take +1 forward 
  to the Probe move.
   WRENCH IN THE GEARS: When you 
  analyze someone with mechanical or cybernetic 
  systems, you may ask, “How is ______vulnerable 
  to me?” for free.
   ASSIMILATION: When you incorporate 
  someone or something else’s cybernetics into 
  your own person, roll. On a 10+, you are able 
  to incorporate an entire cybernetic system into 
  you. On a 7–9, you get scrounge usable for 
  your Junkware move.
  THE CATABOLIST SPECIAL: When the 
  Catabolist shares a moment of intimacy with 
  someone, be it physical or emotional, the Things 
  speak move triggers immediately as though you 
  had rolled a 10+. 
  NOTES
  
  THE DYING
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Designer wear, minimalist wear, comfort wear, distressed wear, hi-tech wear, durable wear, discreet 
  wear, or bulky wear.
   
   Scarred face, smooth face, pale face, bony face, plump and moist face, or sweet face.
   
   Distant eyes, haunted eyes, inquisitive eyes, sickly eyes, hopeless eyes, wistful eyes, or doe-eyed.
   
   Slim body, taut body, willowy body, sickly body, stooped 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 another option from the “Gift” section 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE DYING is suffering from a non-
  communicable, debilitating disease that is 
  slowly destroying you. You may or may not 
  be aware of your ultimate demise, but what 
  you are aware of is the symptoms. Although 
  your condition also grants you boons, you will 
  succumb to it. There is no cure but there may 
  be hope, grace, or whatever you may wish to 
  find, at the end of your tale.
  SYMPTOMS
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE GIFT
  You can do things others can’t because of your 
  disease. It’s destroying you and there’s no hope of 
  a cure. But until that day comes, you’re also more 
  than you once were. Hell, it might even feel worth 
  it at times, until your symptoms flare up. What does 
  your disease enable you to do? (choose 1): 
   
   Your organic tissue regrows at a rapid rate; you 
  cannot succumb to death until the disease 
  takes you. When you would die, roll
   
   +symptoms. On a 10+, it could be hours/days 
  and you awake alone and confused and in a 
  foreign place. On a 7-9, you’ll be out of for a few 
  hours but none the worse for wear. On a 6-, you 
  awake to the comfort of a friend.
   
   You integrate seamlessly with cybernetics. Take 
  no negative tags. 
   
   You become unnaturally strong. You deal +1 
  harm and in addition can lift heavy objects such 
  as cars, lampposts, etc. 
   
   You are capable of unnatural movement. 
  Climbing surfaces, travelling through circuitry, 
  phasing through barriers. Choose one or work 
  with the GM to come up with your own.
  SYMPTOMS
  When you realized you were afflicted, your 
  gifts began to manifest. With them came your 
  symptoms. Since then they’ve only gotten worse 
  because (choose 1): 
   
   It’s replacing and/or eradicating your memories.
   
   Your physiology produces cytotoxins when 
  __________. 
   
   You are turning into some other form of organic 
  life through metamorphosis. You’re being replaced 
  by or incorporated into The Veil. 
   
   There is a noticeable change to your dermis.
   
   You grow additional and or new limbs and or 
  organs (perhaps losing old ones). 
   
   Your body is rejecting cybernetic implants and/
  or your neurochip.
   
   You have a mental projection only you can see 
  with its own agenda.
  OPEN AT THE CLOSE
  When you succumb to your disease, no matter the 
  circumstances in which it happened, you leave 
  behind a message with a clue as to the origin of 
  your illness, the people or person behind it, or both. 
  The MC will ask you questions; answer them and 
  choose another playbook.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If you have exposed yourself to future danger 
  by using your gifts to save someone else, you 
  have 1 Giri on them.
   
   If you’ve confided your outlook on life and what 
  you intend to do since becoming sick to one 
  person only, you have 1 Giri on them.
   
   If someone knows something important about 
  your sickness you do not and is withholding that 
  information from you, they have 1 Giri on you.
  PROGNOSIS
  You’re holding it together, for now. but it doesn’t 
  look good. Your timeline can be decided in multiple 
  ways but your symptoms always begin at a +1. As 
  your timeline proceeds, the bonus increases and 
  when it would increase to +6, you succumb to your 
  disease and perish (choose 1):
   
   Random. At the start/end (Pick 1 or both) of 
  each session, roll+symptoms. On a 10+ your 
  disease progresses - increase your symptoms by 
  +1 and choose another symptom to manifest. 
  On a 7-9, You choose another symptom to 
  manifest. On a miss, You’re fine.
   
   Set timeline. Work with the MC to develop a 
  set of circumstances that cause the disease to 
  progress. It could be at the start/end of every 
  session or specific events that occur within the 
  fiction.
   
   A mix of both. Whenever fictional circumstanc-
  es come into play as well as at the start/end of 
  session move. 
  GEAR
  You start with fashion suitable to your look, 3 Cred 
  and 1 small and practical weapon:
   
   Nerve crippler (S harm hand reload)
   
   Thermal knife (2 harm hand burning) 
   
   Flechette pistol (2 harm close reload loud)
   
   Kinetic handgun (2 harm close reload loud)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get all the basic moves. You get the Trigger 
  move and can choose one more.
  TRIGGER: After a gift from your disease manifests 
  itself, roll+symptoms. On a 10+, the MC chooses 1 
  and your symptom(s) manifest themselves as well. 
   
   The pain hits, take 1 harm.
   
   Choose 2 from the 7–9 list below.
  On a 7–9, the MC may choose 1:
   
   Everything fades to black as you pass out.
   
   You lose control over __________.
   
   One of your symptoms manifests itself in a big 
  way.
   
   You lose track of __________. 
    REACH OUT: At the beginning of each 
  session, roll+symptoms. On a 10+, ask the MC 2 
  questions about an NPC or ask a PC. On a 7–9, ask 
  one. For every question asked, the MC will ask you 
  one in return. If you ask a PC a question instead, 
  for every question they answer they gain +1 hold, 
  which they may spend to ask you to do something. 
  If you do, you both mark XP.
   
   Do you know anything about my disease?
   
   What do you want to accomplish before death 
  takes you? 
   
   What do you fear more than anything?
   
   For what do you crave forgiveness for and from 
  whom?
   OFF YOUR CHEST: When you tell someone 
  important (your call) about your disease for the first 
  time, you may mark 1 Giri on them.
   TAKES ONE TO KNOW ONE: You have a 
  close relationship with death and are able to sense 
  when someone is sick or dying. Tell the MC just how 
  you are able to tell and the MC will let you know 
  whenever it comes into play.
    PATTERN RECOGNITION: When you 
  compare data or are subjected to massive amounts 
  of information, you may ask one question from 
  Analyze immediately, without rolling.
   THE GRACE: The disease that is destroying 
  you graces you with an additional benefit before the 
  end. Pick an additional option from the Gift.
  THE DYING SPECIAL: When the Dying shares 
  a moment of intimacy with someone, be it physical 
  or emotional, they generate 1 hold. Whenever your 
  disease would trigger, you may instead spend this 
  hold to keep the symptoms at bay by recalling the 
  moment of intimacy. 
  NOTES
  
  THE EMPATH
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Mixed-media wear, display wear, vintage wear, symmetrical wear, hi-tech wear, timeless wear, or trendy 
  wear.
   
   Striking face, sweet face, strange face, cute face, or beautiful face.
   
   Dancing eyes, darting eyes, mysterious eyes, glistening eyes, compelling eyes, or squinty eyes.
   
   Willowy body, statuesque body, stocky body, wiry 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 another option from the “flow” section 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  THE EMPATH is in tune with the people 
  around you and your emotions.  You interact 
  with emotions as tangible, charged energy 
  fields that can be manipulated and appro-
  priated for your own purposes.
  HUMANITY
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE BURDEN
  Ever since you could remember you’ve had to 
  give up a piece of yourself to others. When they 
  hurt, so do you. You share the burden of being on 
  everyone’s emotional roller coaster ride. Sharing 
  the triumphs and the tragedies of humanity puts a 
  great weight on your shoulders. Knowing that, for 
  what do you strive? (choose 1):
   
   To help others when I can, to the betterment 
  of humanity.
   
   Rip it all down and help it burn. It’s on the way 
  down anyways.
   
   I look out for number one; people always leave.
   
   The Flow is my curse; I would be rid of it 
  whenever possible.
   
   Retribution; someone wronged me and If I find 
  them I’ll: 
  THE FLOW
  The Flow is the energy you get when you absorb 
  emotion spikes as well as the interface for your 
  abilities. When you charge objects, recreate past 
  events and interact with emotions, it’s all through 
  the Flow. What does it do for you (choose 1): 
   
   When I touch objects sometimes I can use the 
  flow to charge it. You get the Charged object 
  move.
   
   I am never lost; when I open myself to the Flow 
  I can see emotions. You get the Search feelings 
  move.
   
   It favors me; when I Absorb, I get +1 Flow.
   
   It armors me; so long as you wear nothing else 
  you have 1 armor. If you have armor, use that 
  instead. 
   
   I use it for my own malicious purposes. You 
  inflict 2 harm whenever someone gives you 
  permission to touch their naked skin and you 
  do so with the intent to harm them.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone caught you manipulating someone 
  else’s emotions unbeknownst to them and 
  didn’t tell anyone else, they have 1 Giri on you.
   
   If you used the Flow to comfort someone 
  through a difficult life event, you have 1 Giri 
  them.
   
   If you’ve used the Flow to take solace or comfort 
  in one another in a time of need for you both, 
  you have 1 Giri on each other.
  GEAR
  You start with fashion suitable to your look, 3 cred 
  and 1 from each weapon type:
  Primary weapon:
   
   Sawed off plasma rifle (3 harm far reload 
  messy)
   
   Poison tipped flechette magnum (2 harm close 
  area reload loud) Plasma six-shooter (2 harm 
  close reload loud)
   
   Particle blade (3 harm hand messy) 
  Secondary weapon:
   
   Derma-linked neuronet palm disruptor (S harm 
  hand reload disrupting)
   
   Thermal mini blades (2 harm hand messy 
  burning hidden)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get the Absorb move and choose one more.
  ABSORB: You begin with 0 Flow. When you 
  intentionally draw on the emotions around you, name 
  someone present; if it’s a PC, choose an emotion and 
  absorb all their spikes. If it’s an NPC, the MC will tell 
  you what you can absorb from them when you roll. 
  On a 10+, choose 3. On a 7–9, choose 2. On a miss, 
  choose 1 anyway, but also take 1 harm AP.
   
   You get +1-Flow.
   
   They aren’t aware of what you are doing.
   
   You don’t spike out that emotion yourself.
   
   You completely clear out or fill up all their 
  emotion spikes.
   SLING: When you tap into and expel the Flow 
  within you, roll+Flow. On a 10+, choose 2. On 
  a 7–9, choose 1.
   
   Spike out an emotion of your choosing in all 
  those present.
   
   Exclude someone from your sling.
   
   Avoid suspicion or notice. 
   
   Inflict 1 harm (area, close, AP) to anyone around you.
   EASE: When you use the Probe move, you may 
  ask the following questions as well:
   
   What do you wish you could tell someone?
   
   If I asked you to __________, how would you 
  feel?
   
   What do you feel the most responsible for?
   
   Who makes you feel the most __________?
   
   What is your strongest memory and what feeling 
  is it tied to?
   SEARCH FEELINGS: When you read the 
  emotional residue of an area to reconstruct past 
  events, roll. On 10+, the MC will give you accurate, 
  emotional detail tied to events that happened here. 
  On a 7–9, you get an impression, or bits and pieces 
  of what happened. On a miss, in addition to what 
  the MC says, you spike out the emotion of whatever 
  emotion is most prevalent here or take 1 harm AP.
   CHARGE OBJECT: When you channel the 
  energy you have from your Flow and use it to charge 
  an object, roll and add +1 for each Flow you expend. 
  On a hit, when an NPC touches your object, you can 
  choose 1 thing from the following list to have happen:
   
   They suffer humanity harm.
   
   You may ask them how __________ relates to 
  __________? 
   
   You learn what emotion they are feeling right 
  now, and any thoughts or memories that are 
  tied to those feelings.
  For PCs, when it touches their skin choose 1:
   
   They suffer humanity harm.
   
   You may hold 1; spend that hold to assist or 
  interfere with them despite any and all barriers 
  that would normally prevent it, including 
  distance.
   HOOKED ON A FEELIN’: When you suppress 
  or manipulate an emotion in yourself or someone else 
  that you can see, remove 1 emotion spike from your 
  target and mark 2 spikes in the new one.
  THE EMPATH SPECIAL: When the Empath 
  shares a moment of intimacy with someone, be 
  it physical or emotional, you gain +1 Flow and you 
  may ask them any one question from the Ease move, 
  regardless of whether you have the move yet or not
  
  THE EXECUTIVE
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Display wear, fetish wear, junta wear, rich wear, or embroidered wear.
   
   Strong face, stern face, cruel face, soft face, aristocratic face, or gorgeous face.
   
   Commanding eyes, unforgiving eyes, sharp eyes, generous eyes, compelling eyes, or calculating eyes.
   
   Slightly-built body, round shouldered body, pear shaped body, husky body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Your particular Jam is built into your playbook. The board assigns you mandatory contracts and fronts you 
  Cred in order to get it done, with a timeline always given for completion. By working within the timeline to 
  complete these contracts, as well as paying contracts, you game the system to get what’s yours. Use your 
  Jam to think about your lifestyle and how you may tie into the other players.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each state from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Get a new board option 
  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 character 
  Choose one agenda that may never be erased  
  Change to a new playbook 	
  Advance a basic move 	
  Though a part of a larger established entity, 
  as THE EXECUTIVE, you answer directly to 
  your peers and, ultimately, their own agenda. 
  But within that framework you work within 
  the system to realize your own goals. Balanc-
  ing the line of keeping others happy while 
  using the resources at hand, you do what you 
  do best: game the system..
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE BOARD
  You are a cog in the machine that is the corporation 
  you work for. Although powerful, you answer to 
  them and their agenda first, then your own.  Their 
  intentions will effect which contracts you get from 
  them based on their own designs. 
  By default you have 0-capital (choose 1 agenda 
  for your board) :
   
   They are leveraging the current corporation 
  before selling it. (+1 capital) 
   
   They want to become the leading manufacturer 
  in __________.(+1 capital) 
   
   Anytime anything is lucrative, no matter the 
  affiliations, they take it.(+1 capital) 
   
   They incorporate smaller corporations into 
  themselves when vulnerable. (+1 capital) 
   
   They take on government contracts and 
  agendas related to weapons. (+1 capital)
  One of the following is also true of the 
  board (choose 1):
   
   They want to take down other immoral 
  corporations by any means. (-1 capital) 
   
   They use the corporation to further their own 
  political motivations. (-1 capital) 
   
   They are trying to revitalize the area, which is 
  all but defunct. (-1 capital)
   
   They are the middle men between 
  megacorporations (-1 capital) 
   
   They attempt to bring a new form of tech into 
  the mainstream industry. (-1 capital) 
   
   Mysterious secondary interests. (+threat type: 
  cult, +1 capital)
  POWER
   
   How did you obtain this grandiose position? 
  How did this all come to be?
   
   You rose from a low born position of some kind.
   
   You were born into it, it’s the family business/
  money.
   
   You usurped someone else within the 
  corporation for it.
   
   You were once part of another corporation that 
  did a hostile takeover of this one. 
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone else keeps a secret about your 
  subconscious from you for your benefit, they 
  have 1 Giri on you.
   
   If you’ve used your Cyberbrain to change 
  something in the digital ream in order to protect 
  someone else, you have 1 Giri on them. 
   
   If you have been hurt manipulating the digital 
  space in order to aid someone else in a life and 
  death situation, you have 1 Giri on them.
  CONTRACTS
  PAYING CONTRACTS: 
   
   Protection (1 Cred)  
   
   Blackmail (1 Cred)  
   
   Honest work (1 
  Cred)  
   
   Couriering (1 Cred)   
   
   Software work 
  (2 Cred)   
   
   Hardware work  
  (2 Cred) 
   
   Security Detail  
  (2 Cred)  
   
   Surveillance  
  (1 Cred) 
   
   Extortion (1 Cred) 
   
   Companionship  
  (1 Cred) 
   
   Infiltration (1 Cred) 
   
   Brokering deals  
  (1 Cred) 
   
   Prostitution (2 Cred) 
   
   Assassination  
  (3 Cred)
  MANDATORY CONTRACTS 
  When the board assigns you a mandatory contract, 
  you or the MC may choose as appropriate from this 
  list in order to resolve the quarterlies move.
   
   Misdirecting someone (they keep well clear/
  they catch you in a bad spot)  
   
   Settling debts of the corporation (you keep up 
  with them/they come due)
   
   Revenge (you victimize someone/they humiliate you)
   
   Protecting someone (nothing bad happens to 
  them/they’re gone)
   
   Pursuing luxury (beauty in your life/you wind up 
  in a bad spot)
   
   Maintaining appearances (the corp is seen as 
  strong/they are viewed as weak and ripe for 
  attack)
   
   Seeking answers (you get a clue/you chase a 
  red herring)
  GEAR
  You begin with fashion suitable to your look, 4 
  creds, and 1 corp weapon.
   
   Ornate shaku (2 harm hand messy 
  valuable)  
   
   Hidden jamming knives (1 harm hand infinite 
  jamming) 
   
   Searing sawed-off (3 harm close reload loud 
  burning valuable)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get all the basic moves. You get Quarterlies, 
  TPS Reports and can choose one more.
  QUARTERLIES: At the beginning of the session, 
  or whenever you have completed your mandatory 
  contracts from the board, roll+capital. On a 10+, 
  the board assigns 3 mandatory contracts, all of 
  your choosing. On a 7–9, the board assigns 2 
  mandatory contracts, 1 of your choosing. 
  On a miss, the board assigns 3 contracts that the 
  MC will choose. The board then gives you funds for 
  every contract up front and expects that it be done 
  in the amount of time described by the MC.
  TPS REPORTS: When you do not complete 
  a contract by the deadline given by the board, 
  roll+capital. On a 10+, the board is displeased but 
  you describe the circumstances and they allow you 
  clemency. On a 7–9, the MC crosses out one of 
  the agendas of the board for next game of their 
  choosing. On miss, you cross out one agenda on 
  top of whatever the MC tells you.
   MONEY TALKS: When you give someone 1 
  Cred, you can choose to select an option from Lean 
  on under the Giri moves as well.
   PRESTIGE: Whenever you meet someone 
  important (your call), roll+capital. On a hit, they’ve 
  heard of you and you say what they’ve heard. On a 
  10+, you take +1 forward to dealing with them as 
  well. On a miss, they’ve heard of you but the MC 
  decides what they may have heard.
    HARVEY TIME: When you have time, 
  solitude, and offer someone Creds in the pursuit of 
  completing any contract you don’t intend to pursue 
  yourself, roll+Cred spent. On a 10+, choose 3. On 
  a 7–9, choose 2.
   
   They complete the contract.
   
   The board does not hear you have been 
  pursuing your own self interests.
   
   You get paid in full for completion of your 
  contract.
   
   The contract isn’t a setup or an ambush.
  EXECUTIVE SPECIAL: When the Executive 
  shares a moment of intimacy with someone, be it 
  physical or emotional, roll without adding a state. 
  On a 10+, both. On a 7–9, choose only one.
   
   The board does not take notice of them as 
  possible leverage over you.
   
   They don’t mark +1 Giri to Lean on you with.
  NOTES
  
  THE HONED
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Fitness wear, superior wear, versatile wear, fitted wear, protective wear, upstyle wear, or top-of-the-line wear.
   
   Handsome face, gorgeous face, stern face, fine-boned face, worn face, or symmetrical face.
   
   Strong eyes, vibrant eyes, sparkling eyes, young eyes, stony eyes, ablaze eyes, affixed eyes, or powerful eyes.
   
   Honed 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 an additional option for each martial art 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  You’re the same decaying matter as every-
  body else. The difference between you and 
  them? You’ve taken it and honed it into 
  the precision instrument you now wield to 
  achieve your will. You are not a part of the 
  system; you are free and you strive--for what, 
  is up to you now.
  HUMANITY
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  THE REAL MCCOY
  While other playbooks must lift the veil to pierce the 
  mixed reality in order to see what is the physical, 
  you do not. You have no neurochip and have a 
  consciousness unpaired with the technology that 
  everyone else is constantly connected to. You will 
  always see things without the added benefit of tech 
  which will be a detriment and an advantage. You 
  will always be apart from “them”, apart from the 
  world and society, but you will also be the only one 
  with the ability to see the world for what it truly is 
  and in what ways this tech is impacting humanity 
  as you know it.
  MARTIAL ARTS
  Instead of weaponry you are able to use your body 
  as a weapon to inflict harm. By default, arts are (2 
  harm hand loud). Detail the two arts that you have 
  mastered; choosing two options to modify each art:
   
   Powerful (when you inflict harm you do +1 
  harm)
   
   Subtle (erase the loud tag)
   
   Utilizes a bladed weapon more effectively than 
  normal (add the armor piercing tag)
   
   Incorporates a chained weapon (add the close 
  tag)
   
   Brutal (add the messy tag, +1 harm)
   
   Defensive (you have 2 armor when using this art)
  Write your arts here:
  FREEDOM
  When you lead people out of danger, name up to 
  three people you wish to save. When you save all of 
  them you generate 2 humanity. When you try and 
  fail to save anyone you name, generate 1 humanity.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If you’ve saved someone before and asked for 
  nothing in return, you have 1 Giri on them.
   
   If someone protected you from something 
  specifically because you have no neurochip, 
  they have 1 Giri on you.
   
   If you see or know of a truth about someone 
  because you have no neurochip and keep it 
  secret, you have 1 Giri them.
  GEAR
  Fashion suitable to your look, including, at your 
  option, one piece worth 1 armor (You detail). 2 
  Cred and one old school ancient revolver (2 harm 
  close reload loud).
  MOVES
  You get the Potential move and can choose one more.
  POTENTIAL: At the beginning of session, roll 2d6 
  without adding a state. On a 10+, you generate 2 
  humanity. On a 7–9, you generate 1. When you 
  draw upon your humanity and consume it, you may 
  spend it 1 for 1 to:
   
   Inflict humanity harm by telling or showing 
  someone how capable you are despite shirking 
  all technology has to offer.
   
   Perform an extraordinary feat of physical 
  aptitude (The MC has final discretion).
   
   Take +1 forward when protecting someone from 
  danger.
   GLORY: Whenever you complete any of the 
  feats below, you generate 1 humanity for each task:
   
   Defeat a worthy foe.
   
   Extract a VIP (your call) and see them to safety. 
   
   Obtain an item of special importance.
   
   Go to and return from an infamously dangerous 
  location.
   
   Liberate something of importance.
   PARKOUR: When you use the environment to 
  facilitate your movements through the world, roll. 
  On 10+, choose 3. On a 7–9, choose 2.
   
   Escape an enemy and avoid all harm.
   
   Leave no trail or trace.
   
   Navigate to an advantageous spot.
   
   Change, reorganize, or manipulate the 
  environment to their detriment.
   WITH GREAT POWER: Select one state; 
  whenever you would mark your fifth spike in that 
  emotion, you may choose to ignore it instead.
   MUSASHI: Whenever you neutralize, no 
  matter your emotional state, roll at +1. If your 
  emotional state is +2, use that instead.
   REPRISAL: When you take harm in combat, 
  name the character you hold most responsible, 
  while they remain present and hostile, you get +1 
  hold on a hit whenever you try to neutralize them.
   HONED SPECIAL: When the Honed shares 
  a moment of intimacy with someone, be it physical 
  or emotional, you generate 1 hold with that person. 
  Either of you can spend it to have the Honed appear 
  in a dangerous situation with or without explanation 
  as to how they got there.
  NOTES
  
  THE HONORBOUND
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Camouflage wear, practical wear, half dressed. Ornate wear, professional wear, ergonomical wear, easy- 
  to maintain wear, detailed wear, low tech wear, or professional wear.
   
   Plain face, pretty face, open face, or expressive face.
   
   Beautiful eyes, unforgiving eyes, burning eyes, brooding eyes, inviting eyes, watchful eyes, vacant eyes, 
  or pearly eyes.
   
   Herculean body, full body, tall body, coltish body, beefy body, or a __________ body.
   
   Asian or south Asian, Black, Caucasian, Hispanic/Latino, Indigenous, Middle Eastern __________.
  JAM:
  Your Jam is enforcing Giri, work with the MC to see how much Cred you should make per enforcement task. 
  Depending on each specific task, the amount of Cred you get may change. You may also be fronted Cred in 
  order to facilitate each task, work with the MC to have an arrangement that makes sense for your fiction. 
  Then use your Jam to think about your lifestyle and how you may know the other players.
  STATES
  MAD
  PEACEFUL
  SAD
  JOYFUL
  SCARED
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each state from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move   
  Get another choice under “why your institution or organization is unique” 
  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 another tool of the trade 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  “To serve ones’ superiors with self-
  sacrificing dedication—the primary drive 
  for THE HONORBOUND is your dedication 
  to enforcing others to hold up their Giri. In 
  The Veil this form of honor is ingrained into 
  the society in which you play and you are 
  the keeper of it.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  GIRI
  You are the enforcer for the institute/organization 
  that upholds Giri. When someone needs 
  debts owed to them taken care of, it is you this 
  task falls to. 
  The place you work for is unique because (choose 1): 
   
   It is the only authority for people wanting to 
  resolve Giri.
   
   It is a safe place where people find sanctuary. 
  The veil cannot penetrate there. 
   
   A prosperous marketplace, largely self-
  governing, has grown up around it.
  It is revered because it is (choose 1): 
   
   ingrained in society
   
   a tradition
   
   mysterious
   
   oppressive 
  Choose 3-5 features of the surroundings and 
  atmosphere:
   
   springs with  
  fresh water 
   
   Real vegetation
   
   faith & ritual  
   
   a grotto or cave  
   
   sex
   
   animals
   
   music
   
   a tranquil dojo      
   
   biomechanical 
  systems    
   
   Geisha hostesses 
   
   decadent fountains  
   
   holoscreens     
   
   tended gardens
   
   bright stainless 
  steel & glass        
   
   ancient oddments 
  integrated into the 
  décor
   
   Unique pieces of art  
   
   Volcanic rock
   
   Non-mechanical life 
   
   free flowing water
   
   a grove of trees
   
   a basin of an 
  ancient material 
   
   Massive & 
  invulnerable 
   
   storage tanks of 
  food
   
   high end filtration 
  systems
   
   real vegetation
   
   Mirrors, everywhere  
   
   a tranquil pool 
   
   sanctuary & safety  
   
   personal liberty
   
   fragrant soaps
  Many people have come here over time, and some 
  of them have become your chosen friends. Detail 
  3 of them with a name (Case, Block, Trinity, Epoch, 
  Switch, Cypher,__________) and a role (guardian, 
  foundling, lover, barkeep, comms specialist, 
  self-appointed guide, healer, lookout, hacker, 
  librarian, __________ ).
   , my 
   , my 
   , my 
  All in society feel the obligation of Giri at one time 
  or another. You didn’t create these penalties for 
  breaking honor debts, but it’s your responsibility 
  to enforce them. 
  Choose 3–5 circumstances that generate Giri 
  in society and the penalties for breaking them. 
  Incurring Giri:
   
   If they protect you from harm.
   
   If they save your life.
   
   If they offer you comfort.
   
   If you offend someone’s honor.
   
   If they employ you.
   
   If you make a mistake that harms another. 
   
   When someone visits an injustice upon society. 
   
   When you give someone a possession with 
  no cred exchanged When cred is exchanged 
  to solidify a one-sided arrangement. When a 
  mutual agreement is broken.
   
   When you tell someone an important truth.
  Penalties:
   
   Exile
   
   Execution
   
   Forced labor
   
   Recitation
   
   Imprisonment
   
   Public humiliation
   
   Punitive violence
   
   Disfigurement
   
   Penance involving 
  sacrifice
   
   Trial by combat
   
  
   
  YOUR GIRI
  Why is it important to you that you do this?
   
   It has always been my family who deals with 
  such matters.
   
   The owner saved my life.
   
   The owner rectified a situation where I was 
  wronged, or my family/loved ones were. 
   
   I owe it to society or my own honor that these 
  things be done. 
   
  
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone keeps a secret regarding why you 
  enforce Giri and has told no one, they have 1 
  Giri on you.
   
   If you’ve let someone off or reduced their 
  penalty when they did not uphold Giri previously, 
  you have 1 Giri on them. 
   
   If you trained someone to fend for themselves 
  when you’re not around, you have 1 Giri them.
  GEAR
  1 trade weapon engraved with your symbol (You 
  detail) and 1 backup weapon. Fashion suitable to 
  your look, including, at your option 1 piece worth 1 
  armor (you detail), and 2 Cred.
  Trade Weapons:
   
   Mag sniper rifle (3 harm close [+1 harm futher] 
  reload quiet)
   
   Thermal bow (2 harm close slow reload)
   
   Ancient masterwork sword (2 harm hand AP)
   
   Thermal shell launcher (4 harm close area 
  reload messy)
  Backup weapons:
   
   Flechette SMG (2 harm close area reload loud) 
   
   Hidden particle garrote (3 harm AP intimate 
  discreet)
   
   Disabling daggers (2 harm close hand infinite)
  CYBERNETICS
  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)
  NEGATIVE TAGS
  Choose one tag for every piece of cybernetics 
  you begin with:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get the Honor and Bound move and can 
  choose one more.
  HONOR: When you feel reluctant to enforce 
  or penalize someone who has not honored their 
  Giri and try to levy a more lenient sentence, roll. 
  On a 10+, you may choose one of these options. 
  On a 7–9, choose one, but there will be harsh 
  consequences for your reluctance.
   
   You may make an exception for them and 
  commute the penalty to someone else, as long 
  as you have a good reason.
   
   You may choose to accept Giri, Cred, or change 
  the penalty altogether.
  BOUND: Whenever you begin a session without 
  a task involving the enforcement of Giri that’s been 
  broken, choose one from the following and the MC 
  will work this task into the fiction as appropriate:
   
   Infiltration or assassination
   
   Retrieve or deliver
   
   Lobby or sabotage
   
   Safeguard or endanger
   THE ART OF THE PURSUIT: When you 
  assimilate all the information you have available on 
  a target, roll. On a 10+, generate 2 hold. On a 7–9, 
  generate 1. Spend your hold 1 for 1 when actively on 
  the hunt for them in order to:
   
   Discern their position or a weakness in their life 
  to exploit in order to do so.
   
   Discern what security they may have or what 
  kind of a threat they’d be to you.
   
   Discern their greatest weakness and strength.
   
   Discern what makes them feel safe or secure, 
  and what makes them feel scared.
   TOOLS OF THE TRADE: You carry an 
  object on your person designed to elicit a specific 
  emotional response. When you implement this 
  object in whichever way it was intended, roll. On a 
  10+, it spikes out the emotion as intended. On a 
  7–9, you may only choose to impress, dismay, or 
  frighten your target.
   ABSOLUTION: When you get intimate with a 
  target in order to read them, roll. On a 10+, hold 3. 
  On a 7–9, hold 1. While reading them, spend your 
  hold to ask them questions, 1 for 1:
   
   What was your lowest moment?
   
   For what do you crave forgiveness, and from 
  whom?
   
   What pain do you hide away from others?
   
   In what ways is your mind or soul vulnerable?
   SKILLED: When you are outnumbered and 
  Neutralize, you generate an additional +1 hold on a hit.
  HONORBOUND SPECIAL: When the 
  Honorbound shares a moment of intimacy with 
  someone, be it physical or emotional, you learn 
  what Giri they owe other people and may ask them 
  any one question from Absolution, regardless if you 
  have taken the move already or not. 
  
  THE ONOMASTIC
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Cheap wear, exposed wear, faux wear, reflective wear, scrounged wear, decorative wear, or ill-fitting wear.
   
   Plain face, pretty face, open face, or expressive face.
   
   Cat-like eyes, hardened eyes, mysterious eyes, honest eyes, knowing eyes, or tired eyes.
   
   Lean body, plump body, ripped body, petite 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 open your Cybertime  
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  You are the last of your kind. Your order was 
  once an integral part of The Veil and the 
  world; now, though, that time has passed. 
  Hunted and destroyed by the Iconoclasts, you 
  are now the last of your order. The last with 
  the power of true names and charged with 
  the protection of the last Cybertome.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  YOUR SANCTUARY
  When the order fell, one Safehold wasn’t breached. 
  You choose how you come and go keeping in mind 
  it is your bastion. Having customized it for your own 
  purposes, it is also your home (Choose 3):
   
   The gutted shell of a disabled craft or defunct 
  building.
   
   Hundreds of ancient disassembled pieces of 
  tech integrated into the structure.
   
   An unknown and mysterious labyrinth with 
  interconnected tunnels.
   
   A digital catalog, perfectly preserved, showing 
  humans as they once were.
   
   An unexploded piece of weaponry. It is (circle 
  1): live, not live, who knows.
   
   Tech able to replicate any form of food you 
  desire.
   
   A communication device not connected to The 
  Veil.
   
   A voice that speaks only to you.
   
   The phantoms/ghosts of your extinct order.
   
   Miles and miles of cabling, stretching out across 
  your sanctuary as well as the outside.
   
   A way into ancient underground vaults, 
  cavernous, echoing, and endless.
   
   A way into another Safehold, where thousands 
  of your order lay as skeletons. 
   
   A way into an alien place filled with new kinds 
  of tech, shifting structures, and symbols of 
  unguessed meaning.
   
   Entry into everyone’s residences, even if they’ve 
  taken pains to secure them.
  THE INFORMATION  
  ICONOCLASTS
  They’re coming for you. They never stop and 
  they’ve already taken the rest of your order. 
  Under their disguises, they look like (choose 1 or 
  make your own): 
   
   people or birds  
   
   angels or demons 
   
   y o u r  p r o j e c t e d 
  individual fear or 
  fantasy 
   
   beasts or reptiles 
   
   shadows or pure 
  light  
   
   machines or insects
   
   the past or future of 
  humanity
   
  
  But (choose 2):
   
   they have no faces 
   
   they have human faces    
   
   they have the face likened to an animal they 
  have empty holes for eyes 
   
   they have no expression  
   
   they’re dripping gore 
   
   they make inhuman sounds
   
   they don’t stand on the ground  
   
   they speak only in your mind 
   
   they are made of strange materials
   
   they have something attached to them  
   
   they come and go impossibly
   
   they’re invisible or imperceptible 
  ONOMASTIC SPECIAL
  When the Onomastic shares a moment of intimacy 
  with someone, be it physical or emotional, Asylum 
  is triggered immediately and they come with you, 
  regardless of circumstances, and treated as though 
  you rolled a 10+.
  CYBERTOME
  You begin with a Cybertome. It is the last vestige 
  of information you were to keep safe from the 
  Iconoclasts. They’re coming for you and it and 
  so far, you haven’t been able to figure out how to 
  open it (choose 1):
   
   It’s the information you need to find and open 
  the vaults of the order with the last remaining 
  amounts of knowledge hidden in its recesses. 
   
   It holds the secrets of the Iconoclasts; it’s 
  contents could destroy them. The remains of 
  something ancient.
   
   The clues the order were putting together 
  to a much higher threat, far greater than the 
  Iconoclasts. 
   
  
  COMPONENTS
  Onomastics bring their power to bear on their foes 
  by learning their true names. By learning about 
  major life events of individuals, they gather the 
  components they need in order to discern their 
  true name. When they speak this true name, 
  they are able to manipulate the individual in 
  impossible ways.
  When you unravel the mysteries of someone’s 
  major life events, whether spoken to you or 
  discerned by other means, mark that you have 
  +1 components on the person in the box below. 
  (Max +3 components)
  COMPONENTS
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone helped save you from the 
  Iconoclasts asking for nothing in return, they 
  have 1 Giri on you.
   
   If you’ve allowed someone entry to your 
  sanctuary in order to shelter them from danger, 
  you have 1 Giri on them.
   
   If someone has disclosed major life events 
  to you, thereby increasing your components 
  on them, they have 1 Giri on you for each 
  component.
  GEAR
  You get 1 scrounged weapon, fashion suitable to 
  your look, your old uniform from your order with 1 
  armor (You detail), and 1 Cred.
   
   Rusted silenced antique handgun (2 harm close 
  reload silent)
   
   Thermal boomerang (2 harm close slow 
  burning)
   
   Jamming blade (S harm hand jamming)
   
   Plasma cudgel (1 harm AP hand messy)
  CYBERNETICS
  You may begin with whichever cybernetics you so 
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get True Name and can choose one more.
  TRUE NAME: When you can see someone 
  you wish to manipulate with the mysterious 
  power of your dead order, speak their true name 
  and roll+components (you must have at least 1 
  component in order to do so). On a 10+, hold 3. 
  On a 7–9, hold 1. If they are willing you may spend 
  your hold 1 for 1 without issue; if unwilling, you 
  must have them in your sights in order to inflict 
  harm. The components used are then consumed, 
  losing their power over them.
   
   Inflict or ignore 1 harm (AP).
   
   Have them lose track of what they were doing.
   
   Have them take -1 or +1 forward right now.
   
   Assist or interfere with them without regard for 
  distance or barriers.
   
   Communicate with them without regard for 
  distance or barriers.
  GAZE INTO THE ABYSS: When you Analyze, 
  you may ask 1 of these questions in addition to 
  the others.
   
   Who here is most afraid?
   
   Who here is keeping secrets from me?
   
   How close are the Iconoclasts?
   
   Who here would do what I ask, if anyone?
  ARMOR OF FAITH: So long as you possess your 
  Cybertome, you have the benefit of 1 armor. When 
  this armor is the deciding factor in preventing harm, 
  instead describe inexplicable circumstances that 
  cause the harm not to befall you.
  SLAYER: When you confront the unnatural, 
  perverted, or twisted, roll. On a hit, tell the MC what 
  its weakness is. On a 10+, the MC will tell you good 
  detail as to what weaknesses you perceive. On a 
  7–9, you are given possibility, but not certainty. 
  ASYLUM: When you speak the true name of your 
  sanctuary and roll. On a hit, you withdraw into your 
  sanctuary with or without clear explanation as to 
  how you got there and… On a 10+, choose 2. On a 
  7–9, choose 1. 
   
   you can still watch and hear what is happening 
  while you are there.
   
   you can re-emerge in a different place 
  altogether.
   
   you are healed of all harm (choose twice).
   
   you can bring someone in and out with you.
  
  THE SEEKER
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Display wear, fetish wear, junta wear, rich wear, or embroidered wear.
   
   Strong face, stern face, cruel face, soft face, aristocratic face, or meek face.
   
   Commanding eyes, unforgiving eyes, sharp eyes, generous eyes, compelling eyes, or calculating eyes.
   
   Slightly-built body, round shouldered body, pear shaped body, husky 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 Creds). 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 from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Erase a Giri 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 +1 Enlightenment  
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  The power of THE SEEKER comes from their 
  faith. Faith can be many things to them, but 
  through it they gain enlightenment. By us-
  ing their enlightenment in order to have the 
  meaningful questions in their lives answered, 
  they are ceaselessly dedicated in their lives 
  to the cycle of their faith.
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  
  FAITH
  Through the practice of your faith, you use your 
  enlightenment in order to ask questions of yourself, 
  your faith, and others. 
  Characterize it: (choose 1 from each column)
  Violent 
  Dogmatic 
  About morality
  Peaceful 
  Pragmatic 
  About corrupting
  By default, your faith has: (1 enlightenment, 
  surplus: 1 answer, want: penance). Choose 2:
   
   When you meditate, you do so fervently. +1 
  enlightenment
   
   Your meditation is deep and spiritual. Surplus: 
  +1 answer, replace want: penance with want: 
  disconnected 
   
   Your meditation is public and includes asking 
  for offerings. Surplus: +1 Cred, want: judgment
   
   A group or individual is indebted to your faith. 
  Surplus: +1 Giri, replace want: penance with 
  want: desperation.
   
   Your faith practices martial arts as part of its 
  meditation. Your fists count as (2 harm hand) 
   
   You confer with other seekers when you 
  meditate. Surplus+insight, replace want: 
  penance with want:obligation 
   
   Your faith manifests in various way to protect 
  you. You have 1 armor so long as you only wear 
  vestments; if you wear armor, use that instead. 
   
   You are part of a larger body of faith. 
  Surplus +1 Cred, replace want: penance with 
  want: judgment. 
  Choose 2:
   
   Your faith demands charity. Surplus: -1 Cred
   
   Your meditation requires a mind altering 
  substance. Surplus: +stupor
   
   Your meditations require strict fasting. replace 
  want: penance with want: hunger 
   
   Your meditations require physical confrontation. 
  Want: +violence
   
   Then knowledge you seek is vast and 
  unknowable.   Want: +despair
   
   Your faith must be zealously spread. Want: +preach
  THE TENETS
  As any faith does, your faith has tenets it demands 
  of its faithful. Fill in your three tenets that everyone 
  of your faith must adhere to regarding on your 
  selections in the faith section. Whenever you break 
  a tenant you suffer -1 ongoing until you fulfill your 
  strictures once again.  
  I must be_________________violent/peaceful. 
  I must be_________________dogmatic/pragmatic. 
  And my faith’s main focus in on (choose 1): 
   
   morality
   
   corrupting. 
  Whenever I am not one of these things, I take -1 
  ongoing until I rectify it.
  THE QUESTIONS
  Whenever you have 1 answer, spend them to ask 
  one of the following questions. Until you change to 
  another question, it will be understood that this, in 
  tandem with your beliefs, is what you seek.
   
   How might I obtain generosity, giving of oneself?
   
   How might I obtain virtue, morality, proper conduct?
   
   What or who, if anything should I renounce?
   
   What insight can you offer me? (only on +insight 
  may you ask this)
   
   How might I achieve more energy, diligence, 
  vigor, effort?
   
   Should I practice more patience, tolerance, 
  forbearance, acceptance, endurance? 
   
   Will truthfulness, honesty serve me better 
  should I pursue it?
   
   What could make me have more determination, 
  resolution?
   
   How might I obtain more love or kindness in my life?
  INSIGHT
  When you gain insight, you ask your faith what the 
  best course of action is in relation to the question 
  you are seeking and the MC will tell you. Take 
  +1 forward towards rolls in the pursuit of that 
  information. This is the only way to achieve insight 
  in The Veil; though protagonists may obviously 
  seek insight from other NPCs as normal, it does 
  not provide them with +1 forward when acting on 
  the advice given by those NPCs.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If someone saved you from a situation where 
  you would have broken your tenets otherwise, 
  they have 1 Giri on you.
   
   If you counseled someone to undertake an 
  action that would otherwise have resulted in 
  harm befalling them or you, you have 1 Giri on 
  them.
   
   If you’ve convinced someone else to follow your 
  tenets, you have 1 Giri on each other.
  GEAR
  1-daishō set, engraved with the symbol of 
  your faith (You Detail). Fashion suitable to your 
  look, and 2 Cred.
   
   Ornate katana (3 harm hand valuable)
   
   Ornate wakizashi (2 harm hand valuable)
   
   (add a damage tag of your choice for each)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get the Communion move and choose one more.
  COMMUNION: Using your enlightenment, your 
  surplus and want all depend on what your faith 
  bestows upon you. At the beginning of the session, 
  it is assumed you spent time to get in touch with 
  your faith. Roll+enlightenment in order to see the 
  outcome of this communion. On a 10+, your faith 
  has surplus. On a 7–9, it has surplus, but manifests 
  1 want. If their surplus lists Cred, like 1 Cred or 2 
  Cred, this is your personal share. On a miss, you 
  only generate the want of the MC’s choice.
   RESOLUTE: When you use a melee weapon 
  to trigger Ultimatum or Neutralize, you may roll+ 
  enlightenment instead of your state.
   EXACT: At the moment you inflict harm, you may 
  choose to inflict any amount of harm you like—less than, 
  or up to, the harm you’d normally inflict; you may choose 
  to substitute it at any moment for s harm as well.
   PIERCING GAZE: When you Probe someone, 
  you may always ask, “What is your character really 
  feeling?” for free.
   GUIDANCE: When you share your vision of the 
  future and how you plan to achieve it, roll+enlightenment. 
  On a 10+, hold 3 over them. On a 7–9, hold 2 over them. 
  Whenever you like, you can spend your hold, 1 for 1, to 
  have them mark experience. 
  SEEKER SPECIAL: When the Seeker shares a 
  moment of intimacy with someone, be it physical 
  or emotional, you each gain +1 hold. Spend the 
  hold to aid or interfere with one another by adding 
  or subtracting 1 to their result after viewing 
  the rolls result.
  FAITH
  SURPLUS
  WANT
  CRED
  ENLIGHTENMENT
  DESCRIPTION OF FAITH
  
  THE WAYWARD
  NAME:
  LOOK:
  Circle one from each category:
   
   Femme, Masculine, Androgynous, Animalistic, Transgressing, Esoteric, Fluid.
   
   Uncommon wear, working-class wear, vintage wear, cyber wear, hi-tech wear, display wear, or exclusive 
  wear.
   
   Smooth face, sweet face, handsome face, sharp face, girlish face, boyish face, or striking face.
   
   Hard eyes, clear eyes, bright eyes, dead eyes, heavy eyes, heavy eyes, calculating eyes or one eye.
   
   Huge body, muscular body, tall gangly body, wiry 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 Creds). 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
  SAD
  SCARED
  PEACEFUL
  JOYFUL
  POWERFUL
  Assign +2,+1,+1,0,0 and -1 to each state from their propensity to react with that emotion  
  to their most foreign one.
  BELIEFS
  Create three Beliefs. If a Belief is tested this session, mark 1 XP at the end of the session. If a Belief gets 
  you into trouble this session, mark 2 XP at the end of the session. If a Belief is erased and resolved or 
  changed after being tested, mark 3 XP.
  1. 
  2. 
  3. 
  IMPROVEMENT 
  XP:
  When you attempt something that benefits you and fail or when you gain XP from beliefs  
  mark each box per 1XP you accrue:
  +1 Mad 	
  +1 Joyful 
  +1 Sad 
  +1 Peaceful 	
  	
  +1 Scared 
  +1 Powerful 
  Get a new playbook move 
  Get another replenish option 
  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 an additional quality from your landscape 
  Create and play a new protagonist  
   
  Change to a new playbook 	
  Advance a basic move 	
  	
  When the future came, it brought with it a new 
  age of technology. The digital and the physical 
  bleed together, blurring the line between both. 
  Nature will not be stopped, though; it finds a 
  way. Wherever you may be in this chromed age, 
  it finds you—THE WAYWARD..
  HOLD
  HARM
   Light  Armor
   Moderate
   Critical
  ESSENCE
  ANCHORS
  
  HOMELAND
  While others may not be aware of a connection 
  between humanity and the natural surroundings 
  found in the world, you are. What type of areas 
  do you come from, identify with, and feel 
  close to? (choose 2)
   
   Mountains
   
   Coastal
   
   Riverine
   
   Glacial
   
   Ocean
   
   Alien
   
   Karst
   
   Desert
   
   Forest
  What qualities does your homeland possess that 
  you hope to find or foster in others? It is: (Choose 2)
   
   Steadfast
   
   Adaptable
   
   Resourceful
   
   Generous
   
   Savvy
   
   Indomitable
   
   Unknowable
   
   Mysterious
   
   Loving
   
   Respectful
   
   Broken
   
   Kind
   
   Harmonious
   
   Versatile
   
   Bold
  When you think of these qualities, assign two 
  states they elicit.
   
   Mad
   
   Sad
   
   Scared
   
   Peaceful
   
   Joyful
   
   Powerful
  ESSENCE
  Wherever it and you may be, you have something 
  with you intrinsic from it with you. It allows you to 
  purposefully stay connected to it in order to use 
  its power. This possession will be referred to as 
  “Essence”. Detail what exactly it is below and mark 
  that you have 2 Essence to start with.
  This Essence allows you to have your abilities. 
  However, the more you and the people from your 
  homeland use its Essence - the more it will erode 
  your homeland.  In order to restore this damage 
  being done, what is it your homeland needs in order 
  to replenish or nourish itself?
   
   Dreams
   
   Memories
   
   A specific emotion 
   
   Light or shadow
   
   Physical objects of 
  importance in others 
   
   A concept or idea 
   
   Souls
   
   Time
   
  
  In what way do you use this source of replenishment 
  in order to repair your homeland? (choose 1) 
   
   Harvest
   
   Consume
   
   Sacrifice
   
   Deface
   
   Alter
   
   Propagate 
  Whenever you wish to replenish your homeland, 
  look to your Nourish move.
  DOMAIN
  Where is the homeland you are connected to 
  located?
   
   In dreams
   
   Scattered across  
  the world 
   
   Within The Veil
   
   Inside of me
   
   Within others
   
  
  ANCHOR
  When you tie a point in physical reality to a point 
  in your homeland (physical reality or otherwise), 
  roll. On a 10+, the anchor is strong and clear. On a 
  7-9, choose one:
   
   The anchor is difficult to find on the other end.
   
   You pull something into your homeland.
   
   You release something from your homeland.
  GIRI QUESTIONS
  After you introduce your character, you may use the 
  following bullet points to develop Giri relationships 
  with other players if you so choose, or develop 
  relationships of your own.
   
   If you saved someone using knowledge only 
  you possess of the natural world, you have 1 
  Giri on them.
   
   If someone has kept a secret for you in regards 
  to your homeland that would be detrimental to 
  it, they have 1 Giri on you.
   
   If you have ever needed to be saved because 
  you outside of your homeland, you have 1 Giri 
  on them.
  GEAR
  Fashion suitable to your look, 2 Cred and choose 
  1 weapon.
   
   Twitch switchblade (2 harm hand shocking 
  quiet discreet)
   
   Distorting baton (1 harm hand distorting AP)
   
   Chain knife (2 harm hand loud)
   
   Particle flechette pistol (2 harm close reload 
  messy)
  CYBERNETICS
  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:
  Damaging
  Unreliable
  Susceptible
  Twitchy
  Scarred
  Addicted
  (make your own)
  MOVES
  You get the Nourish move and can choose one 
  more.
  NOURISH: When you attempt to nourish 
  your homeland, roll. On a 10+, choose 2. On 
  a 7–9, choose 1.
   
   You halt the erosion where it stands, for a time.
   
   You begin to restore what’s already gone.
   
   You gain 2 Essence.
   BEING A GREEN MOTHER: When you 
  channel your Essence into the natural world 
  through touch—be it plants, animals or anything 
  that is a product of the earth—roll+ Essence spent. 
  On a 10+, choose 2. On a 7–9, choose 1.
   
   Your senses extend through it as though you 
  were a part of it.
   
   You may treat it as though it were a named NPC 
  for the purposes of interactions.
   
   Choose one of the states your homeland elicits 
  and spike out one of them within the target. 
   IMBUE: Whenever you consume Essence 
  to interact with and fundamentally alter a piece 
  of technology, describe how you do it and roll. 
  On a 10+, choose 2. On a 7–9, choose 1. On 
  a miss, choose one and the MC will tell you 
  what happens next. 
   
   You change how it’s powered.
   
   You change its size or dimensions.
   
   You change its purpose or how it works.
   UPLIFT: When you act, or say something that 
  defines your character to be morally positive—
  directly resulting in an action or circumstance that 
  would have been considered morally reprehensible 
  to not occur—choose one of the following to apply to 
  each of you for each amount of Essence consumed.
   
   Clear or spike out any of the states associated 
  with your homeland.
   
   Mark XP.
   
   Take advantage forward.
   VIADUCT: When you use your homeland as a 
  medium to traverse distances in time-space in the 
  real world, roll. If you have an anchor to help guide 
  the way, roll advantage. On a 10+, you find your way 
  and come out where you wish to. On a 7–9, you are 
  met with a challenge or danger along the way and 
  may not come out where you meant to.
   TRANSMISSION: When you bring someone 
  new into your homeland and they choose to remain 
  within it, you gain 1 Essence.
   GLEAN: Whenever you speak frankly with 
  another in order to obtain information about your 
  homeland while within the confines of it, roll. On 
  10+, ask 2. On a 7–9, ask 1.
   
   How has this place changed recently?
   
   For what purpose are you here and why do 
  you remain?
   
   What do you think the will of the land is?
  WAYWARD SPECIAL: When the Wayward 
  shares a moment of intimacy with someone, be it 
  physical or emotional, you each gain 1 hold. Spend 
  your hold 1 for 1 to treat them as an Anchor. They 
  may spend their hold to give you advantage or 
  disadvantage on a roll of their choice by describing 
  why the thought of them does so.
  NOTES
  
  SETTING PLAYBOOK
  ENVIRONMENT
  As a group, talk amongst each other and reach a 
  consensus as to what type of environment you 
  want to begin in.
   
   Mountains
   
   Coastal
   
   Riverine
   
   Glacial
   
   Ocean
   
   Alien
   
   Karst
   
   Desert
   
   Forest
   
   Urban
   
  
  Is this environment inhabited?
   
   We've never seen anyone else out here before
   
   We've seen the occasional humans and 
  settlements 
   
   We've established a natural human population 
  more or less in equilibrium with the environment 
  We're over populated, something needs to be 
  done to re-establish and equilibrium
   
   We're past the point where we could establish 
  an equilibrium again, population is out of control.
  Cybernetics are considered:
   
   Taboo
   
   Ubiquitous
   
   Exclusive
   
   Fashionable
   
   Militarized
   
   Illegal
   
  
  The regime/government/bureaucracy is:
   
   A Monarchy
   
   Democratic
   
   Fascist
   
   A Republic
   
   A Dictatorship
   
  
  And is:
   
   Firmly in power
   
   Newely established
   
   In disrepair
   
   All but eradicated
  Controlled by:
   
   Humans
   
   A hive mind
   
   Something alien
   
  
  Answer the following questions to further flesh 
  out the setting, skip questions you are not 
  interested in or wish to answer during play.
  What tone are we going for? What media are we 
  using for our reference points?
  What are Creds in your world? What does 
  Cred look like? 
  What authority is there in the world, if at all? Are 
  there police or vigilantes?
  Are there clearly defined classes, what defines them 
  and what, if anything, visibly differentiates them?
  What do your cybernetics look like? What 
  are they made of?
  What types of damage do your weapons do? What 
  does armor look like and what does it block?
  Do your weapons have names/brands?
  Everyone is walking around in mixed reality 
  —How does it work in vague terms? Is it 
  regulated somehow?
  The only safe means of leaving the digital 
  environment immediately is through the Architect 
  move The Kick, how do people leave the digital 
  world naturally? Are their phone lines you need 
  to get to? A predetermined amount of time that 
  runs out and kicks people out once it’s up? Is 
  there always a cost for coming and going of some 
  kind? How do people usually enter and exit the 
  digital environment?
  Using mixed reality, can you enter peoples’ minds 
  directly? If so, can you enter their dreams? Does 
  it require different tech or do neurochips have 
  this capability?
  How do you get around? Does it make sense that 
  any or all of you have transportation or need it for 
  the setting you're going for? 
  Does each player’s Jam lead to a natural way in 
  which you are all linked or may know one another? 
  ASSUMPTIONS
  THE VEIL: The basic moves, particularly the 
  move “lift the Veil” assumes that the protagonists 
  are living in a world that is completely, and always, 
  immersed in some kind of mixed or hybrid reality. 
  This reality intermingles the real, physical world and 
  the digital. This mixed reality means that characters 
  in the setting can never be sure if what they’re 
  seeing is altered by The Veil, or if it’s even real at 
  all as it could exist purely in The Veil only. The Veil 
  is also an information and database depository–
  it’s like the internet of today and a great deal can 
  be found there. The Veil is made possible because 
  most characters in the setting, if not everyone in 
  the fiction, have neurochips that are installed on 
  their person. These chips are a person-machine 
  interface and are always running by default.
  DIGITAL ENVIRONMENT: The game assumes 
  that there are environments where a character in 
  the setting can interact with a wholly artificial world 
  and environment. When hacking into a computer, 
  a character might enter into cyberspace; when 
  needing to talk to another character privately, 
  said characters might interface with one another 
  so as to interact in a private digital environment 
  rather than in the real world; when hacking into 
  a person’s mind, a character might explore their 
  target’s psyche using technology designed to do 
  so. This environment can be something like The 
  Matrix, or it can be a simulated psyche, or dream, 
  or whatever else you decide.
  CYBERNETICS: All of the playbooks, as 
  well as some moves, assume that the world 
  and the technology in it is advanced enough to 
  support artificial, mechanical limb augmentation 
  and replacement. 
  GIRI: The setting is assumed to have a system 
  that places a great deal of value on obligation, 
  honor, and face.
  CRED: The setting is assumed to have a form of 
  currency that works similar to the currency of today, 
  though the systems that support the transfer or use 
  of it may be more advanced or just different.
  
  LINKING PEOPLE
  With the environment established it is time to 
  populate the people directly linked to you in your 
  life. The Link move may be used at any time but 
  everyone uses it at least once during 1st session. 
  LINK: When you introduce a new NPC to the game 
  by name, look, and outlook, decide how you know 
  them and feel about them and roll. On a 10+, the 
  relationship is in good standing. On a 7–9, it’s 
  strained or frayed in some way and they have 1 
  Giri on you. On a miss, in addition to what the MC 
  says, they also have 1 Giri on you.
  CULTURAL & 
  SOCIETAL ASPECTS
  No matter where your setting is taking place, it will 
  be in the future. A good way of bringing an extra 
  dimension into play is by introducing a cultural or 
  societal aspect you want to engage with as a group. 
  What is normal, what is not—does it resemble 
  current cultural aspects you like/dislike?
  TECHNOLOGICAL  
  ASPECTS
  Aside from any cultural and societal aspects to 
  touch on, the opportunities are ripe in the Veil for 
  touching on technological aspects as well. How 
  does technology of the future effect the people, 
  environment and other life forms?
  NOTES
  
  REFERENCE SHEET
  BASIC MOVES
  When a move tells you to roll, it means roll 2d6 
  and add the modifier of the state the protagonist is 
  experiencing at that moment in the fiction. 
  RISK: When you are aware of and act to avoid 
  imminent danger, say how you do it and roll. On 
  a 10+, you do as you describe and the danger 
  doesn’t come to bear. On a 7-9, in the doing of 
  it there will be a cost, complication, or choice 
  introduced by the MC.
  PROBE: When you pay attention, study, or 
  examine someone’s reactions during an interaction 
  in an attempt to learn more about them, roll. On a 
  10+, hold 3. On a 7–9, hold 1. Spend hold 1 for 1 
  to ask the following questions.
   
   When the interaction ends the hold expires.
   
   Are you telling the truth?
   
   What are you really feeling?
   
   What do you intend to do?
   
   What do you wish I’d do?
   
   How could I get you to_____?
  LIFT THE VEIL: When you try to pierce the 
  constant illusion of the veil, search for information, 
  or recall something you may already be privy to, roll. 
  On a hit, the MC will tell you something new and 
  interesting about the current situation. On any roll 
  the MC will ask you a question or two; answer them. 
  On a 10+, the MC will give you good detail. On a 
  7–9, the MC will give you an impression.
  ANALYZE: When you use what you have at your 
  disposal to assess a place or situation, roll. On a 
  10, ask 3. On a 7-9, ask two. When you act on the 
  answers given to you by the MC, take +1 forward.
   
   Where’s my best way out/way in/way past?
   
   How is ____ vulnerable to me?
   
   Which enemy is the biggest threat?
   
   What, if anything appears out of place?
   
   What’s my enemy’s true position?
   
   Is this going to get worse before it gets better?
  SWAY: When you want to get an NPC to do 
  something you want and their motivations don’t line 
  up with yours, roll. On a hit, they do it and choose 
  one. On a 7–9, choose two.
   
   You’re gonna owe them some serious Cred.
   
   Your own Giri is in question now.
   
   You’re gonna need to give them something now 
  instead of later.
   
   You need to do them a favor first.
   
   You need to give a piece of yourself to them, 
  body or heart.
  DIVERT: When you engage with someone in an 
  attempt to distract, misdirect, or otherwise direct 
  attention to yourself or elsewhere, roll. On a 10+, 
  pick 3. On a 7-9, pick 2.
   
   Your actions create an opportunity for you or 
  someone else.
   
   You glean a flaw or weakness.
   
   They become confused or flustered.
   
   You’re able to slip away.
  ULTIMATUM: When you say what you want 
  and what you will do if you don’t get it, roll. On a 
  10+, they have to choose: make you carry out your 
  threat, or back down and give you what you want. 
  On a 7–9, they also have these options; they can:
   
   Clearly remove themselves as a threat.
   
   Fortify themselves.
   
   Give you something they think you want.
   
   Attempt to remove you as a threat, after taking 
  the established consequences.
   
   Tell you what you want to know (or what you 
  want to hear).
  NEUTRALIZE: When you use force to attempt 
  to neutralize a threat, take control of a situation, 
  or maintain hold of something you have with the 
  chance of taking harm yourself, roll. On a 10+, 
  you generate 3 hold and take no harm in the 
  doing. On 7-9, you generate 2 hold and you will 
  take harm in the doing. Spend your hold 1 for 1 
  during the scene to:
   
   Inflict harm.
   
   Take away an advantage (requires 2 hold to 
  be spent).
   
   Suffer little harm.
   
   Force a change of location (1 hold and the MC 
  chooses the new location, 2 and you do).
   
   Impress, dismay or frighten your opponent.
  HELP OR HINDER: When you act to help or 
  impede another player character, say how you do 
  so and roll. On a hit, they take +1 (assist) or -2 
  (impede) to their roll. On a 7–9, you also expose 
  yourself to danger, retribution or a cost.
  BACKGROUND MOVE: When you defy the 
  constraints of reality within a digital environment, 
  make moves as usual and beware The Veil.
  SPECIAL MOVES: In normal circumstances 
  only basic moves will be triggered. Special moves 
  are moves that are triggered only in very specific 
  circumstances that do not come into play nearly 
  as often as basic ones.
  DUELS: When you initiate single combat 
  with another, answer the following questions 
  and take +1 forward for each answer in the 
  affirmative. Then, roll.
   
   Do you currently have the upper hand?
   
   Are you better trained than them?
   
   Does your equipment give you a particular 
  advantage for this conflict?
  On a 10+, you generate 3 hold and your opponent 
  generates 1. On a 7–9, both of you generate 2 hold. 
  On a miss, your opponent generates 3 hold and you 
  generate 1. You may spend hold 1 for 1 at any time 
  to do one thing on the following list as long as you 
  justify your choice in the fiction.
   
   Inflict harm (minus armor if applicable).
   
   Block harm (minus half the harm being inflicted 
  and round down).
   
   Deflect all harm (choose twice).
   
   Force a change of location, or use the 
  environment to an advantage (generates +1 
  hold for the next bout).
  ALLEVIATE: When a PC marks the fifth bubble 
  in an emotion all of the modifiers change and the 
  state that the fifth bubble was marked in becomes 
  +1 and all others are temporarily locked in at -2. In 
  addition, the player chooses one of the following 
  when another move is triggered:
   
   To keep using the spiked out emotion, in which 
  case the emotion spike in that state decreases 
  by 1. When all emotion spikes have been 
  removed, all state modifiers go back to normal.
   
   To use a different state at a -2. If they do so they 
  may erase all emotion spikes in the spiked out 
  state. They must still mark an emotion state in 
  the state they just rolled.
  LINK: When you introduce a new NPC to the game 
  by name, look, and outlook, decide how you know 
  them and feel about them and roll. On a 10+, the 
  relationship is in good standing. On a 7–9, it’s 
  strained or frayed in some way and they have 1 
  Giri on you. On a miss, in addition to what the MC 
  says, they also have 1 Giri on you.
  STRATEGIZE: When you scrutinize, plan ahead, 
  or confer with each other to achieve a common 
  goal, you gain preparation. If you prepare for a 
  day or two in the fiction, take 1 preparation. If you 
  prepare for a week or longer, take 3. Whenever 
  you enact your stratagem, any of you may use your 
  preparation to take a maximum of +1 forward on 
  any roll when carrying out your plan.
  PERIPHERAL MOVES
  EMPORIUM: When you enter a place in order 
  to find something not readily available, answer the 
  following questions and take +1 for each.
   
   Is it a part of a corporation?
   
   Is it filled with a wide variety of merchants?
   
   Is it policed in some way?
   
   Then, answer the following questions and take 
  -1 for each: 
   
   Are thieves and urchins circulating here?
   
   Is there a gang presence or other form of 
  oppression here? 
   
   Are you known to the sellers here?
  On a 10+, you find just what you’re looking for. On a 
  7-9, the MC chooses one of the following:
   
   It costs 1 Cred more than you’d expect.
   
   They don’t have it, but they know someone who 
  does. 
   
   They just sold their last one to___________.
   
   They have something similar, but inferior.
  PROXY: When you exchange Cred in order to have 
  something brought to you, roll and add the number 
  of Cred you spend doing so (max roll+3).
  On a 10+, it comes to you, no strings attached.
  On a 7-9, it comes to you, or something that is 
  pretty close, but there is an additional cost to the 
  endeavor; the MC will tell you what it is.
  
  GIRI MOVES
  STRING: When you deliberately go out of your way 
  to do someone a solid, get them out of a tough 
  spot, or anything else where both parties agree 
  they are in your debt, mark down that you have 
  1 Giri on them.
  LEAN ON: When you ask someone to do 
  something you want and use Giri you have on them 
  to make things square between yourselves while 
  doing so, if they do it, you erase 1 Giri you marked 
  with them for each thing you ask of them.
   
   Other characters might try to get out of debt 
  with you, or you could cash in by having them:
   
   Bring you something they know you want.
   
   Fight for you, or put themselves in harm’s way.
   
   Transfer Giri owed to them to you.
   
   Answer questions or provide information  
  you want.
  REFUTE: When someone has Giri on you and 
  they use it in order to ask you to do something 
  they want but you can’t or won’t do it, roll and add 
  the number of Giri they have on you. You’ll have to 
  make a promise in order to avoid your obligations; 
  make it clear to them what your promise is. If they 
  have 3 Giri or more on you, you cannot refuse them, 
  but you can appeal to them.
  On a 7-9, they get an additional 1 Giri from 
  you and it’s up to you whether or not you keep 
  your promise later.
  On a 10+, they get an additional 2 Giri from you 
  and need a concrete assurance right now to back 
  up the promise.
  LEVERAGE: When you name someone who you 
  have Giri on in order to get something you want, roll. 
  You may add the Giri you have on them if it makes 
  a difference; the MC will tell you if it does.
  On a 10+, their name is enough to get you what you 
  need and the Giri is still owed you.
  On a 7–9, in order for you to get what you want 
  the debt might be considered settled if word gets 
  back to them. The MC will tell you how much Giri is 
  settled if it does.
  CRED REFERENCE 
  By no means set in stone, here are some rough 
  guidelines you and your group may choose to use 
  for the worth and expenditure of Cred:
  1 CRED might count for:
   
   Any basic weapon (1 Cred per tag).
   
   Gear or fashionable attire.
   
   Repair a piece of basic gear.
   
   Costs for medical treatment (1 Cred per 1 
  harm).
   
   A few sessions’ maintenance and repairs for hi-
  performance vehicles and cybernetics.
   
   Bribes or fees sufficient to get you into almost 
  anyone’s presence. 
   
   Useful information from a contact.
   
   A session’s worth of cheap muscle.
  2 CRED might count for:
   
   Getting the base amount of cybernetic work 
  done.
   
   A session’s worth of some professional 
  expertise (a hacker, driver, etc.).
   
   Repairing cybernetics that are heavily damaged 
  or custom-built.
   
   A customized weapon or specific type of ammo. 
  (2 Cred base; +1 Cred per tag)
   
   Bribes or fees that could pay off most people. 
   
   3 CRED might count for:
   
   Highly professional and trained help. 
   
   The attention of people that could get you 
  almost any weapon. 
   
   Bribes or fees that would fix most problems.
   
   High-end, luxury items and technology.
  CYBERNETICS
  PLASMA AND CHROME: When you find 
  someone willing to install, remove, or otherwise 
  modify cybernetics for you, use the following 
  options to modify your person:
   
   Is the surgeon trusted and reputable? If yes, 
  take +1 to the roll.
   
   Are you having new parts, not used or 
  refurbished ones put in? If yes, take +1 to the 
  roll.
   
   Are the parts registered to a company, with 
  tracking and legit registration? If yes, take +1 
  to the roll.
   
   Do you go through integration therapy in order 
  to remove a negative tag? If yes, take -2 to the 
  roll.
   
   For each additional tag beyond the default 
  number of tags for the cybernetics being worked 
  on, take -1 to the roll.
  On a 10+, all is well. On a 7–9, the MC chooses 1 of 
  the following. You may choose to spend extra Cred 
  in the hopes of a better outcome. For every 1 Cred 
  you spend, take +1 forward.
   
   It costs more Cred than expected.
   
   Your body is rejecting the enhancements so 
  the cybernetics need some tweaking, you need 
  some meds, need to get your head right, etc. 
  Cross off an open playbook move until it’s 
  repaired.
   
   It’s being tracked by someone or something, or 
  it has a primitive form of A.I installed on it with 
  its own Motivations.
   
   It will take you a while to get used to the 
  operation of the new cybernetics, take -1 
  ongoing when using it until the MC says so.
   
   The cybernetic has more than one negative tag 
  associated with it.
  TECHNOLOGICAL TAGS
  MULTI-SPECTRUM: Can see multiple wavelengths.
  AMPLIFICATION: Increases the range at which you 
  see or hear something.
  COMMUNICATION : Affords the ability to 
  communicate by means other than neurochip.
  MAGNIFICATION: Zooms in so you are able to see 
  further than the human eye.
  C A M O U F L A G E :  B l e n d s  i n  w i t h  t h e 
  surrounding environment.
  RECORDING: Records whatever input it’s given, 
  generally from what you’re seeing, hearing, or both. 
  DAMPENING: Cuts-off or weakens outgoing signals. 
  INTERCEPTING: Able to pick-up, and perhaps even 
  manipulate outgoing signals.
  HUD: Heads-up display, an interface that displays 
  pertinent information by projecting it on the eye 
  or other surface.
  STORAGE: A compartment or drive, internal 
  or external, which can be used to store 
  information or objects.
  REMOTE: Able to be controlled from afar.
  DERMA-LINKED: Embedded within or otherwise 
  interacts with skin. 
  MULTI-TASK: Able to perform more than one task 
  at any given time. 
  ENCRYPTED: Difficult to access without the proper 
  key or password.
  COMPENSATING: Helps to correct for human error. 
  Could remove recoil or compensate for a person’s 
  heartbeat, for example.
  IMPLANTED: Housed within the body. 
  JAMMING: Capable of preventing any incoming and 
  outgoing specified signal.
  THERMO-GRAPHIC: Able to see and measure 
  heat distribution. 
  RESPONSIVE: Reliable and intuitive to use.
  DURABLE: Hard to break; long-lasting.
  INTEGRATED: A system or piece of technology that 
  is housed within another system.
  DETACHABLE: Can be removed from its housing.
  
  MC 1ST SESSION SHEET
  BELIEFS TO TEST
  Write in the Beliefs of your players to 
  test during play.
  STAKES QUESTIONS
  NPCS INTRODUCED
  TONE AND COLORS
  Choose one color or set of colors to invoke and 
  use when you describe technology, and another 
  set when you describe nature. Opposites work 
  best. Notes on media touchstones introduced 
  and tone as it appears in play.
  CULTURAL AND SOCIETAL  
  ASPECTS BEING INTRODUCED
  TECHNOLOGICAL ASPECTS 
  BEING INTRODUCED
  
  MC QUICK REFERENCE
  PRINCIPLES
   
   Color as much of the world as you can.
   
   Always be working toward the exploration of the 
  final question.
   
   Push their beliefs.
   
   Hit them in the feels.
   
   Address the protagonists not the players.
   
   Interweave the protagonist’s stories, even 
  across distance and boundaries.
   
   Put them at the center of everything.
   
   The fiction makes your moves, not you.
   
   Name everyone and give them a Motivation.
   
   Treat them as they were meant to be treated.
   
   Ask questions ALL the time and use the 
  answers.
   
   Be a fan of the protagonists.
   
   Give them a chance to think.
   
   Spotlight everybody.
   
   Make things costly and destructible.
  WHEN TO MAKE A MOVE
  You’ll know to make a move when…
   
   There’s a pause and everyone looks to  
  you to see what happens.
   
   A miss is rolled.
   
   The protagonists hand you a golden opportunity.
  CHOOSING A MOVE
  To choose a move, think of the obvious 
  consequences of the action that triggered it in the 
  fiction. If you’ve already got an idea for something 
  to happen, roll with it as long as it fits with your 
  agenda and principles for the game. Let your moves 
  snowball and build off one another like when 
  warning the use of a hard move by first making 
  a soft one. Build on the success or failure of the 
  characters’ moves and your own previous ones.
  If your first instinct is that it won’t hurt them now, 
  but it’ll come back to bite them later, great! That’s 
  part of your principals (think off-screen, too). Make 
  a note of it and reveal it when the time is right.
  Always remember you can activate a player’s 
  negative tags as well.
  MAKING YOUR MOVE
  When making a move, keep your principals in 
  mind—never speak the name of the move and 
  address the characters, not the players.
  Remember to cater the fiction and each move, each 
  scene to each character--play to their strengths and 
  weaknesses and keep the unique qualities they 
  have in mind at all times. 
  After every move you make, always ask 
  “What do you do?”
  MAKE YOUR MOVE
   
   Announce a conflict. 
   
   Reveal an unwelcome truth.
   
   Test a belief.
   
   Give them recourse, solace, or comfort. 
   
   Advance, shroud, or misdirect the final truth.
   
   Put someone in a spot. 
   
   Inflict harm or trade it. 
   
   Offer an opportunity, with or without strings 
  attached. Â„ Reveal off screen badness.
   
   Turn a move back on them.
   
   Offer or claim Giri.
   
   Take away something of theirs.
   
   Tell them the consequences and ask.
   
    Activate their stuff’s downside.
   
   Separate them.
   
   Announce future badness.
   
   Make a threat move.
   
   Invoke a sense of the uncanny.
   
   Let them feel the ripples.
  COLORS
  Choose one color or set of colors to invoke and 
  use when you describe technology, and another set 
  when you describe nature. Opposites work best. 
  EXAMPLE NAMES
  Electra, Aura, Hawk, Glitch,Sparks, Gaff, Dozer, 
  Tank, Typhon, Esper, Keno, Jeriko, Iris, Tick, 
  Desty, Eelai, Kaos, Vector, Bit, Clu, Ram, Sark, 
  Tron, Aurora, Razor, Proxy, Zapotec, Teknic, Echo, 
  Gear, Scope, Seven, Spark, Case, Paradox, Torque, 
  Ruby, Exie, Lilou, Cosima, Amethyst, Ceres, Kai, 
  Luna, Callista, Xenia, Nova, Nyx, Cressida, Emme, 
  Vina, Pilar, Zenia, Lysa, Signy, Valo, Fenna, Calixta, 
  Lux, Mali, Pixel.
  CRED
  When you do a time skip, or the pcs have downtime, 
  give them Cred based on their particular jams. 
  When they go to buy something, 1 Cred per harm 
  or 1 Cred per tag or both. you choose.
  BELIEFS TO TEST
  Write in the Beliefs of your players to test during play.
  
  MC SCENARIO SHEET
  ANTAGONIST
  TECHNOLOGICAL ASPECTS
  THREAT 1
  TYPE
  CAST
  DESCRIPTION
  CUSTOM MOVE
  THREAT 2
  TYPE
  CAST
  DESCRIPTION
  CUSTOM MOVE
  CULTURAL AND SOCIAL ASPECTS
  ORGANIZATIONS
  1 
   
  MOTIVE:
  2 
   
  MOTIVE:
  3 
   
  MOTIVE:
  4 
   
  MOTIVE:
  FINAL QUESTION
  END GOAL
  STEP 1 
   
   FAILURE:
  STEP 2 
   
   FAILURE:
  SUCCESS 
  
  
SOURCE: textdata/thevault/The Veil (PbtA)/The Veil Playbooks.pdf