2013 Sanguine Productions. All rights reserved. Make a scientific discovery. Three Marks =d8. Two Marks =d6. Attack Threat Strike Dice

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1 Character Doctor Funebryss Barr Player s Curious Elver Space-Faring Scientist Make a scientific discovery Body Mind A solution to every problem. d 4 d 10* Speed Will Mark = astrophysics swimming electronics Two = with academic types in or around water resisting Scares with academic types ing others Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Curious Free Fall (bonus d12 in zero gravity) Space-Farer Loadout (stuff!) Chapter Elver Body (extra Stand Up action, no #Smother) Swimming (bonus d12 to swim) Research (bonus d12 to use libraries, ) Team Player (assist bonus d12, not, botches don t ruin) Elver Electric (electromagnetics) Action *Improved Mind (raise Mind Trait by one die size) Pacifist (bonus d12 to dodge, but X if you attack) Special 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d10, & +Body 1m 3m 2 15m (Pacifist d12) Spacesuit (Armor, Freefall, Survey, Airtight, Fireproof) & Dice, WillDice&Dice Elver Electric - Close 2 Penetrating Dmg +1, Confused X: Action Raygun Pistol Short Medium d10, Slaying Dmg +1 Cool-down Laser Torch Close Close d10,, Dmg +0 #Critical #finish #Scorch Cool-down Holdout Shotgun Near Medium,, Dmg +0 #Nearby Cap: Low PACIFIST: If you attack, exhaust your Pacifist gift and lose the d12 bonus to dodge. You must go 24 hours without attacking or otherwise being violent to recharge the gift. Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

2 Character Captain Diprova Brugabi Player s Professional Human Space-Faring Pilot Have an incident-free trip. Body Mind Don t salute. I work for a living. * * Speed Will * Mark = Two = medicine free-fall maneuvering electronics vs. dirt-siders space travel stealth with Laser Torch with spacefaring types when in space when in space Syndic lore vs. dirt-siders with Magnum Pistol ing others spacecraft Three = Four = d10 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts Combat Save (X to negate Dying, Dead, Unconscious... or reduce Overkilled to Dying) : Professional (X to claim a bonus d12 on one appropriate roll) Rest Rest Free Fall (bonus d12 in zero gravity) Space-Farer Loadout (stuff!) Chapter Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Navigation (bonus d12 to get directions, plot paths) Pilot (bonus d12 with flying vehicles) *Improved Trait: (increase one size) *Improved Trait: Mind (increase Mind one size) *Improved Trait: Will (increase Will one size) Five = d12 Six = d12, 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked 2 & +Body Spacesuit (Armor, Freefall, Survey, Airtight, Fireproof) 1m 4m 2 20m, & Dice d12,, WillDice&Dice Raygun Pistol Short Medium 2, Slaying Dmg +1 Cool-down Laser Torch Close Close 3, Dmg +0 #Critical #finish #Scorch Cool-down Holdout Shotgun Near Medium 3, Dmg +0 #Nearby Cap: Low Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

3 Character Jonquil Carmintarsus Player s Violent Troodon Underworld Soldier Defeat a worthy foe Paint the night with battle cries. Body Speed Mind Will d 4 Mark = throwing vs. with Knife when screaming with Shotgun with flanking Two = Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Violent Bullet Conservation (Shoot for flat damage, no ammo) Paramilitary Loadout (stuff!) Chapter Frenzy (X for Enraged, bonus 2 ) Focus Rushing Attack (Stunt: run 20m, Attack, go Reeling) Counter- (attacker using? bonus d12) Danger Sense (bonus d12 to blend in with a crowd) Frenzied Pace (Enraged? bonus move and dodge*) Troodon Scales (X for -1 Damage) Action Troodon Scream (Enraged? extra Recharge action) 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12,, & +Body 1m* 4m* 2* 20m*, * Paramilitary (Armor, Climb, Survival, Survey ) & Dice, 2, WillDice&Dice Military Shotgun Near Medium 3, Dmg +1 #Nearby, Sweep Short Ammo: High Bullet Conservation Dmg flat 1 #Nearby (No ammo loss) Frag Grenade - Medium 2, Blast: Near Damage flat 3 Knife Close Close 2,, 2 Damage +0 Thrown Holdout Pistol Short Medium 2, 3 Dmg +0 Ammo: Low Bullet Conservation Dmg flat zero (No ammo loss) *Are you Enraged? FRENZIED PACE! 2m, m, 3, 2m, d12,,. TROODON SCREAM: Extra recharge my Troodon Scales action Holdout Pistol reloads x Military Shotgun reloads x Frag Grenades x Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

4 Character Dame Brisdersell Chyteuthia Bossy Ishato Aristocrat Technocrat Make a big score. Player s Everything balances, eventually. Body Speed Mind Will d 4 Mark = history Two = vs. fatigue and sleep stealth when outnumbered with aristocratic types in urban areas vs. poor people with aristocratic types with Xenharmonic Pistol ing others Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Bossy Aristocrat Loadout (stuff!) Chapter Xenharmonic Finishing (-1 Damage, add #Finish) Extra Pair of Arms (extra 2 hands, X for -1 Damage) Stealth (bonus d12 to hide and to sneak) Administration (bonus d12 for business issues) Rest Research (bonus d12 to use libraries, ) Coward (X to Panic. Bonus move, dodge wpanicked) Rest Leadership (bonus d12 to ) Comic Relief (can still others when Panicked) 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked 2 & +Body 1m* 3m* 2* 15m*, * Mezzoforte (Armor, ) & Dice d12,, WillDice&Dice Xenharmonic Pistol Short Medium 3 Dmg flat 0 #Finish #Warp, Vuln. Xenharmonic BladeClose Near 2, Dmg flat 1 #Finish #Warp, Vuln. Xenharmonic Whip Short Medium 2, Dmg flat 0 #Finish #Warp, Vuln. COWARD: Are you Panicked? 2m; 5m; 2; 23m; d12. Exhaust this gift to become Panicked and to claim bonuses instantly. COMIC RELIEF: You can still use the action when Panicked. (Characters without this Gift cannot when Panicked.) Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

5 Character Shersey Dellaportia Player s Laconic Rhax Paramilitary Stormtrooper Win a duel of fire-arms. Go quiet, then go loud. Body Speed d Mind Will d d 4 d Mark = with throwing sabotage Two = stealth when outnumbered from above when outnumbered with Military Carbine when outnumbered Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Laconic Bullet Conservation (Shoot for flat damage, no ammo) Paramilitary Loadout (stuff!) Chapter Extra Pair of Arms (extra 2 hands, X for -1 Damage) Rest Rhax Clinging (X to cling to vertical surface) Action Danger Sense (bonus d12 to initiative, traps, ambushes) Rapid Fire Replay (Spend ammo to re-roll firearm attack) Insider with Malmignatti Cluster (bonus d12) Portia Dual-Attack (X for two attacks) Focus Malmignatti Secrets (X to claim bonus d12 for,, or ) Rest 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12,, & +Body Paramilitary (Armor, Climb, Survival, Survey ) 1m 4m, 1m 2 & Dice, WillDice&Dice Military Carbine Medium Long 3, Dmg +2, Sweep Short Cap: High Bullet Conservation Dmg flat 2 (Cap does not drop) Military Carbine Medium Long 3, Dmg +2, Sweep Short Cap: High Bullet Conservation Dmg flat 2 (Cap does not drop) Frag Grenade - Medium, 2, Blast: Near Damage flat 3 x3 Concussion Grenade - Medium, 2, Blast: Near Damage flat 1 Confused, Vulnerable x3 Knife Close Close 2, Damage +0 Thrown EXTRA PAIR OF ARMS: You have four arms. (You usually hold two Military Carbines.) You may exhaust this Gift to take -1 Damage, but you will lose the ability to use two arms and your Portia Dual Attack. PORTIA DUAL-ATTACK: Exhaust this gift to attack with both Military Carbines. All four arms must be working. To recharge, you must spend Focus. (You can get Focus by taking a Focus turn.) Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

6 Character Uzrilupiedu Ezril Dubusym Cocky Paramilitary Human Mercenary Get a big score. Player s Never kill for free. Body Speed Mind d 4 Will d 12* Mark = medicine jumping Two = vs. with Knife Haggling over price with paramilitary types with Magnum Pistol ing others Three = Four = d10 Five = d12 Six = d12, d12 d12 d12 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Cocky Bullet Conservation (Shoot for flat damage, no ammo) Paramilitary Loadout (stuff!) Chapter Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Danger Sense (bonus d12 to initiative, traps, ambushes) Haggling (bonus d12 to negotiate prices, better resales) Dexterity (All hands good, threaten targets with off-hand) *Improved Trait: (increase one die size...) *Improved Trait: (... and increase it again!) 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12,, 12 1m 3m, 17m, & +Body & Dice Magnum Pistol Short Medium d12, 2, * Dmg +2 #Critical Cap: Low w Bullet Conservation Dmg flat 2 #Critical (no Cap loss) Magnum Pistol Short Medium d12, 2, * Dmg +2 #Critical Cap: Low w Bullet Conservation Dmg flat 2 #Critical (no Cap loss) Knife Close Close d12,, Damage +0 Thrown Frag Grenade - Medium,, Blast: Near Damage flat 3 x3 Paramilitary (Armor, Climb, 2d12, 2 Military Rifle - Very Long d12,,, Dmg +2 #Critical, Sweep Medium Survival, Survey ) WillDice&Dice Cap: High *DEXTERITY: When attacking at Short range, you may claim d12 bonus from your off hand weapon. BULLET CONSERVATION: Do flat Damage and don t lose ammo capacity. Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

7 Character Dal Diun Frequenza Morose Cross-Cultural Human Conductor Solve the mystery of the Golden Chord. Player s Body Mind We can make it, together. Speed Will d 4 Mark = music Two = long-distance running while escaping getting paid for gigs stage performance golden chords gossiping ing others spacecraft Three = Four = d10 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Morose Cosmopolitan (bonus d12 to gossip, no culture barriers) Gossip (bonus d12 to gather information) Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Conductor (immune to #Warp conditional damage) Navigation (bonus d12 to get directions, plot paths) Ally: Lita, Human Performer (a friendly character!) Luck (X to roll one die twice more) Chapter Performance: Keytar (bonus d12 with keytars) Five = d12 Six = d12, 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked 2 & +Body 1m 3m 2 15m 2* Aramid (Armor ) & Dice d12, 2 WillDice&Dice Improvised Keytar Close Close Weak Damage +3 ALLY: LITA RAGAZZA = Body, Speed, Mind, Will, Human, Performer,,,,, Leadership, Low Profile, Performance: Singing, Team Player Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

8 Character Frithunaths Wanderlust Human Rural Refugee Go someplace new, and see something strange. Player s Failure doesn't mean anything, it just means changing paths. Body Speed Mind Will d 4 Mark = Two = hiking long distances with Bayonet with rural types in rural areas with rural types with Semi-Auto Rifle ing others Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Wanderlust Animal Handling (bonus d12 work with no-mind creatures) Survival (bonus d12 to survive in the wilderness) Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Danger Sense (bonus d12 to initiative, traps, ambushes) Diplomacy (bonus d12 on negotiations longer than 5 minutes) Desperate Attack* (declare for bonus d12) Rest Sniper Shot (X to negate Range Dice penalty) Rest Veteran (Aim & Guard bonuses are d12, not ) 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12, 2 & +Body 2 1m 4m, 1m Aramid (Armor ) & Dice d12, 2, WillDice&Dice Semi-Auto Rifle - Very Long 3 Dmg +2 #Critical Ammo: High Bayonet Close Near 3 Dmg +0 #Critical Semi-Auto Pistol Short Medium 3 Dmg +2 Ammo: High Knife Close Close, 2 Dmg +0 Thrown DESPERATE ATTACK = Declare your Attack action will be desperate. Roll a bonus d1 Did you hit? Exhaust the gift. (Recharge with a rest) Did you miss? Don t exhaust the gift. You may declare it again in the same fight. Focus and Wait... or Take Two Different Actions Aim for bonus d12 vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus d12 vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

9 Character Vergan Keegsley Player s Gothic Derelict Human Scavenger Have an incident-free trip. Body Mind Of course it s not safe. Then it wouldn t be fun. Speed Will d d d 4 Mark = Scrounged gear Two = Finding Scrounged Loot Stealth with derelict types in derelict areas with derelict types ing others Exoskeleton Three = Four = d10 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Gothic Improved Breakdown (Breakdown dice size increase) Scrounged Loot (stuff!) Special Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Danger Sense (bonus d12 to initiative, traps, ambushes) Team Player (assist bonus is d12, botches don t ruin) Scrounge Fix (Control action to fix broken Scrounge gear) Scrounge Overload (2x Breakdown dice, increase Dmg) Exoskeleton Load-Out (stuff!) Special Five = d12 Six = d12, 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12,, & +Body 3 1m zero m*, 10m, & Dice Amplifier (*Burden, Armor, Repair, d12, 2 Sabotage, Survey ) WillDice&Dice Exoskeleton s Waldo Turret is loaded with Man Opener. 3 reloads for Holdout Pistol. Waldo Armature Close Close 2,, Damage +0 Waldo Man Opener Close Close,, Breakdown Damage flat 2 #finish (w Overload) Close Close,, Breakdown 2 Damage +2 #Finish Holdout Pistol Short Medium,, Damage +0 Cap: Low Knife Close Close, Damage +0 Thrown Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

10 Character Doctor Myri-Perotto Player s Friendly Primitive Ldum-Rabo Physician Save a life Body Mind Repair, redeem, resurrection. d Ldum Rabo Speed Will d 4 Mark = Medicine climbing Two = foraging for food in primitive places with Primitive Club in primitive places resisting Scares with primitive types with Primitive Flatbow Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Friendly Primitive Loot (Mind & vs. 3 for stuff!) Special Survival (bonus d12 for hunting, gathering) Ldum Medicine (d12, 2,, vs. 3) Ldum-Rabo Symbiosis (extra Trait) Doctor (d12, 2,, vs. 3) Rest First Aid (action: d12, 2,, vs. 3) Archery (Aim? Reload your bow, too) Honor (X to declare task, others suffer d12 to stop you) Primitive Replay (X to re-roll Primitive attack) Action 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked, 1m zero m* 2 12m* 2 & +Body & Dice Hides (Armor, *Burden) Primitive Flatbow reloads x20. WillDice&Dice Primitive Flatbow - Medium, 2 Weak Damage +3 1 shot Primitive Club Close Close 2, Weak Damage +2 Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

11 Character Player s Lancet Palmar Unsettling Adhilian Underworld Pusher Don t start it, but definitely end it. Mark = Two = Let s see what s on the inside. Three = medicine with underworld types with Axe vs. vs. the Hurt or Injured Body Speed Will d 4 Mind Ranges: Close = 1m Near = 3m ambulances & medical Short = 10m () Four = d10 Five = d12 Six = d12, Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Unsettling Black Marketer (buy and sell Proscribed items) Streetwise (bonus d12 for dealing with criminals) Adhilian Tails (three good hands) Winged Flight ( to fly, X for -1 Damage) Rest Bad Medicine (stunt: 5 vs. 3) First Aid (action: d12, 3 vs. 3) *Adhilian Observer (include with ) Frightening (bonus d12 to Scare stunts) Veteran (Aim & Guard bonuses are d12, not ) 1 hit = Hurt 2 hits = Panicked 3 hits = Injured 4 hits = Dying 5 hits = Dead hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked, Attack Threat Strike Axe Close Close Semi-Auto Pistol Short Medium 1m zero m 2 12m Effect, 2 Damage +2 #Critical, Damage +2 Cap: High, 2, * & +Body & Dice Dice Organlegger (Armor 2, Scare, Medicine, Burden) WillDice&Dice WINGED FLIGHT: stunt lets you fly. (Spend 2m of movement to climb 1m up.) SCARE (STUNT): Roll d12,, 2 vs. target s Body, Will,. Focus and Wait... or Take Two Different Actions Aim for bonus d12 vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus d12 vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

12 Character MQ-3400 Threefer Player s Harsh Synth Manufacture Vanguard Crush, kill, destroy Body Mind Let us deal harshly with them. Speed Will d 4 Mark = mechanics Two = working long hours vs. with Chainsaw when outnumbered with flanking with industrial vehicles Three = Four = d10 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Harsh Gossip (bonus d12 to gather information from crowds) Manufacturing Loadout (stuff!) Chapter Cybernetic Body (X for -1 Damage) Cybernetic Brain (X for -1 Damage) Charging Strike (move 4m or 2m and attack) Fix Fix Serpentine (bonus d12 to dodge past Short Range) Cybernetic Armor ( armor, X for -1 Damage) Fix Cybernetic Weapon (chainsaw, X for -1 Damage) Fix Fast Mover (+1, +2, +, + ) Five = d12 Six = d12, 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked, & +Body 4 2m m 3 2m (d12 past Short) & Dice Cyber Chainsaw Close Close 3,, Damage +1 #Finish Vibro-Knife Close Close 3,, Damage +0 #Finish Thrown Magnum Pistol Short Medium 2 Dmg +2 #Critical Cap: Low Engineer (Armor, Repair,, 2 Sabotage ) + Cybernetics (Armor ) WillDice&Dice CYBERNETIC BRAIN provides Airtight & Fireproof until exhausted. CYBERNETIC BRAIN provides enhanced senses until exhausted. CYBERNETIC WEAPON: You may take an extra Equip Cyber-Chainsaw action each round. If exhausted, you cannot use chainsaw. 3 Reloads for Magnum Pistol. Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

13 Character Kashel Scalenohedral Player s Reckless Primitive Towser Laborer Fix an un-fixable machine Power to the People! Body Speed d Mind Will d d 4 d Mark = Two = Climbing Primitive technology Hiking long distances vs. attacks with Primitive Knife Sense of smell when outnumbered Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Reckless Primitive Loot (Mind & vs. 3 for stuff!) Special Survival (bonus d12 for hunting, gathering) Towser All-Fours (bonus movement & dodge on all fours) Towser Density (immune to #Poison, -1 Push) Strength (bonus for attacks, carry more) Team Player (assist bonus is d12, botches don t ruin jobs) Electronics (bonus d12 to craft or to repair electronics) Towser Magnetics (walk on metal, boosts Brawling) Towser Scent (bonus d12 to smell, identify minerals) 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked, 3m* m* 3* 2m* 2, * & +Body & Dice Handy (Repair, Sabotage ) 2, WillDice&Dice Magnetic Brutalize Close 3, 2 Weak Penetrating Dmg +2, Knockdown, Vulnerable Primitive Knife Close Close 3, 2 Weak Damage +2 Thrown Primitive Sling Short, Weak Damage +2 1 shot (Reloads effectively unlimited) *These numbers are on TOWSER ALL FOURS. (Can t equip weapons when on all fours.) On two feet: 1m, 4m, 2, 1m, 2 TOWSER MAGNETICS = hear radio waves, walk on magnetic surfaces, enhance brawling attacks with Knockdown, Vulnerable TOWSER SCENT = ignore Near Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

14 Character Skigg Zelaco Player s Intense Human Underworld Investigator Solve a mystery Body Mind Tell me more. Speed Will d 4 Mark = medicine disguise in urban areas Two = procuring weapons in urban areas with the underworld with Magnum Pistol ing others wheeled vehicles Three = Four = d10 Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts : Intense Black Marketer (buy and sell Proscribed items) Streetwise (bonus d12 for dealing with criminals) Leadership (bonus d12 to ) Low Profile (bonus d12 to blend in with a crowd) Danger Sense (bonus d12 to initiative, traps, ambushes) Shadowing (bonus d12 to follow others, ditch followers) Empathic Pet (assists, for ) Luck (X to roll one die twice more) Chapter Quick Draw (extra Equip action to draw weapons) Five = d12 Six = d12, 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked d12, 2 1m 3m 2 15m, & +Body & Dice Security (Armor, Policing, d12,, Survey ) WillDice&Dice * Loaded with Armor-Piercing bullets. Magnum Pistol reloads x Holdout Pistol reloads x Magnum Pistol Short Medium, 2 Penetrating* Dmg +1 #Critical Cap: Low Punch - Close 2, Weak Damage +1 Knockout - Close 2, Weak Subdual Damage +0 Holdout Pistol Short Medium, 2, Damage +0 Cap: Low Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

15 Character Player s Body d Speed d Mind d Will d d d Mark = Two = Three = Four = d10 Five = d12 Six = d12, Ranges: Close = 1m Near = 3m Short = 10m () Medium = 30m (d12) Long = 100m (2d12) Very Long = 300m (3d12) Far = 1,000m (4d12) Gifts Combat Save (X to negate Dying, Dead, Unconscious... or reduce Overkilled to Dying) : (X to claim a bonus d12 on one appropriate roll) Rest Rest 4 hits = Dying 5 hits = Dea hits = Overkilled concealment penalty, next action is Recover +1 future Damage on you can t Attack or +1 future Damage on you (Healing %) get first aid! Do you have a Combat Save? Allies Near you are Panicked & +Body & Dice WillDice&Dice Focus and Wait... or Take Two Different Actions Aim for bonus vs. one target Attack Control a device to Close, Near, Short Range Equip a weapon or a reload Guard for bonus vs. all attacks a friend using Will & Dice Recharge an Action Gift Recover from Reeling a random distance Stand up one pace perform a Stunt and end your turn, Reeling

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

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