Tank Nguyen
• Freelance technical advisor and security consultant
• Person of interest in multiple info thefts and prototype-revelation cases
• Last known whereabouts: Incorporated Warsaw
Bruiser +
Steady, Strong, Tough, Hurtle, Grip, Exoarms, [Smash], [Throw], [Threats]
Saboteur +
Exploit Weakness, Break, Fire From The Hip, Weapons, Engineering, Risky, [Disarm], [Exoarms], [Prepared]
Artificer +
Dismantle, Repair, Rewire, Dataport, Paramilitary Training, Tools, [Electronics], [Machinery], [Weapons]
Rover +
Local Customs, Steer Anything, Connect, Aware, Evade, [Navigate], [Quick Wits], [Clamber]
• Key of Camaraderie
Tank has a deep bond with a cohort. Select another player’s character. Earn XP when you make a decision based on that bond or show how deep it is. Buyoff: Defy your bond.
• Key of Resilience
Tank is tough. What doesn’t kill her guides her. Earn XP when you suffer remarkable pain or are afflicted with the Injured, Dyng, or Dead conditions. Buyoff: Call out for help or refuse to learn from pain.
• Key of Tech
Tank sees technological objects as toys and puzzles to be solved. Earn XP when you modify, improve, repair, break, or dismantle some new tech. Buyoff: Pass up the chance to tinker or examine new tech
± Edge: Versatility
Once per session you can gather dice by activating Tags from two Traits at once. Rearm this Edge when you buy off a Key.
± Edge: Wrecking Machine
Once per session, you can apply hits from one roll to an extra target, maybe taking out two targets with one attack, knocking a bad guy into some piece of equipment and ruining it, or similar. See what you roll first, then declare if you want to use this Edge. (Note that this doesn’t guarantee your hits are sufficient to take out the second target.) Rearm this Edge when you buy off a Key.
XP -
CONDITIONS
o - Angry
o - Exhausted
o - Impaired
o - Hunted
o - Trapped
o - Frenzied
o - INJURED
o - DYING
o - DEAD
Comments
Getting and Giving Stunt Dice
Begin play with the stunt dice in a central “pot.” Each player draws two stunt dice to start off the game. A player can never have more than 7 stunt dice in their possession at one time.
Players earn stunt dice when other players award them. Any time you think another player has come up with an awesome description, clever action, great bit of dialogue, or otherwise needs a stunt die, you may award that player one die from the pot. No player can award more than one stunt die per turn. Awarded dice can be used immediately or saved for future rolls, as the awarded player prefers.
Rolling the Dice
To overcome an obstacle in the fiction, roll dice. Start with one die if you have a Trait that can help you. Add another die for each Tag from that Trait that applies to the action. Finally, add any number of stunt dice you like from the number you’ve got in your possession.
Roll the dice you've gathered. Each die that shows an even number is a hit. You need hits equal to the Difficulty number to pass the obstacle:
• 2 = easy—take out a thug
• 3 = tough—take out a trained foe
• 4 = challenging—take out an expert foe
• 5 = extreme—take out a masterful foe
If your hits meet or exceed the difficulty, you succeed, overcome the obstacle, and discard to the pot any stunt dice you rolled.
If your hits don’t meet the difficulty, you miss what you were after but you keep any stunt dice you rolled. The GM may escalate the situation, increase the Difficulty, impose a Condition, or any combination thereof before you try again.
Targeted and Untargeted Rolls
Usually you aim your rolls at specific goals and obstacles, like taking out a corporate ninja or flying a helicopter through enemy fire. Those goals have specific Difficulties known to the GM at the time you roll and if your hits equal the difficulty you overcome the obstacle or achieve your goal. These are called targeted rolls.
Sometimes, especially during fights with simple minions, the GM says you can roll first and then spend your hits on available targets. So, if you get 4 hits you could take out two thugs, each rated at Difficulty 2, even if you didn't declare that at first. These are called untargeted rolls.
Helping Stunts
If your character is in a position to help another PC, you can roll one of your stunt dice and add its hit to their roll. Describe how your character helps out, citing a Tag on your sheet. If your roll hits, the die goes back in the pot. If it misses, you keep it.
Conditions
When you fail a roll, or other events reasonably warrant, the GM may impose a Condition on your character. When you take a Condition, mark it on your sheet and talk with the GM to figure out just what it means in your case and for how long.
Conditions can impact future rolls. The GM can invoke them to increase the Difficulty of an obstacle by 1 step. You can invoke one Condition to add a die to your roll if the GM isn't invoking it and you can explain how the Condition actually helps your PC. Conditions can sometimes be removed with a successful roll made by you or an ally for that express purpose — in that way they’re another source of obstacles.
Recovery Scenes
Between action scenes, you can call for a recovery scene during which you can erase a Condition. Describe where the scene takes place and ask what each character’s doing. Travel makes for good recovery scenes. Each player with a character in the recovery scene can erase one Condition from any one character if they can explain how it happens. Your crew can play multiple recovery scenes in a row but each player can call for only one between action scenes.
Keys
When you hit a Key, you earn an experience point (1 XP) or a stunt die from the pot. If you go into danger because of your Key, you get 2 XP (or 1 XP and 1 stunt die from the pot). Hold on to XP and spend them later, even in the middle of an action sequence. Spend 5 XP to do one of the following:
+ Unlock a Tag for an existing Trait (by underlining it)
+ Add a new Key (never have the same key twice; 4 Keys max)
+ Add or swap in a new Edge (never have the same Edge twice; 3 Edges max)
Each Key also has a buyoff. If the buyoff condition occurs, you have the option of removing the Key and earning 10 XP. You can’t purchase the same Key you just bought off to get those 10 XP (but you can get that Key again in the future with more XP). Your character can’t have more than four Keys at once and probably shouldn't have fewer than two Keys.