When a move tells you to, roll 2d6 + a stat. Never otherwise.
| 10+ | You do it. Clean. |
| 7–9 | You do it, but — a cost, a complication, a choice. |
| 6− | The GM says what happens instead. It's worse than you thought. |
You don't roll to see if something is interesting. You roll to see what it costs.
EDGE — speed, violence, nerve.
WIRE — machines, systems, intrusion.
FACE — reading people, leverage, lying well.
VEIL — the part of you that notices what shouldn't be there.
Did we learn something true about the Bleed? Everyone marks XP. · Did someone act on their Dark Secret in the open? They mark XP. · Did anyone burn a Bond? They mark XP.
Three XP: raise a stat by +1 (max +3) · take a move from another playbook · heal a burned Bond by making it about someone new.
You went deeper than the job required, and something down there was arranged. Not built. Arranged.
Add Static to VEIL rolls and to anything that touches the other side. Take a Symptom each mark. Unlock a Static Move at 1, 3 and 5.
HarmYou may always mark Static instead of Harm. Say what your body does that a body shouldn't.
XPWhat did you take out of the deep net that you never reported? Who is looking for it?
You know where the bodies are buried because you filed the paperwork.
Which corp still has a file open on you, and what's in it?
The dead don't speak. But something using their voice does, and it's getting better at the impression.
You begin the game already able to use your first Static Move.
HarmWho speaks to you most often, and what did you do to them?
Your implants are not upgrades. They're relics. You did not buy them; you were given them.
Consecrated: trade Harm for Static freely — and take +1 forward when you do.
XPWho installed the first one, and what did they make you promise?
You closed the case. The case did not close.
What did you bury to make the first case go away, and who paid for it?
You died. The insurance covered a restore. Something came back in the gap.
You are already halfway there. Play like someone who knows it.
HarmWho paid for the restore, and what did they ask you to do about it?
On a 6−, or whenever they look at you.
| 1 | Lights flicker in a rhythm that is almost a language. |
| 2 | A stranger repeats a thought you had thirty seconds ago, word for word. |
| 3 | Chrome has grown, like tissue, into something never meant to hold it. |
| 4 | Someone you trust is briefly a stranger — and then isn't. |
| 5 | The map is wrong. Everyone else's map agrees with yours. |
| 6 | You remember a place clearly. It does not exist and never did. |
You cannot advance a Ring until you've landed at least one Terror and one Temptation in it.
| 1 · Normal | A job. Money, a client, a deadline. Exactly one detail is wrong, and nobody comments on it. |
| 2 · First Sign | The wrong detail isn't isolated. Something is repeating. |
| 3 · Escalation | People start lying to them specifically. Something is now interested in the group. |
| 4 · Revelation | The rules are visibly broken. Theorize usually happens here. |
| 5 · Dissolution | Consequences. Who is claimed. What the city doesn't remember by morning. |
Advance on: a missed roll that touched the other side · a 7–9 choice that says so · moving into a new Ring · any hard move you want made visible.
When it fills, it arrives. Not a monster — an event. The rules of the scene change. Something becomes true that cannot be untrue. Decide what, and don't hedge.
A Clue is a hole in the world, not a piece of a puzzle you've already solved. Concrete, strange, non-explaining. Eight to twelve per case, on cards, face up on the table.
GOOD — The building's water usage tripled six months ago. It has no tenants.
BAD — The cult has been living in the basement. (explains itself)
GOOD — Her last message was sent four minutes after the crash. It's a photo of the crash.
BAD — She had precognitive abilities. (that's a theory, not a clue)