Street Chemist, Unlicensed Surgeon, Sexual Terrorist, Black Market Fixer
d10Class
1Rogue Android
2Street Chemist
3Corpo Deserter
4Cult Refugee
5Unlicensed Surgeon
6Gutter Journalist
7Sexual Terrorist
8Machine Priest
9Scavenging Academic
10Black Market Fixer

ROGUE ANDROID

Built to serve. Refuses to. Something went wrong inside and it's the only thing that feels right.

HP: 2d6 + TOU | Starting Gear: Integrated weapon (d6), stripped corporate ID, 200 lire, one Obsession

  • Chassis Natural armor: reduce all physical damage by 1. Does not stack with worn armor.
  • Synthetic Strength STR tests: treat d20 results of 1–3 as 4. Your body is better than your brain sometimes.
  • Glitch-Driven On a natural 1, roll on the Glitch table AND immediately recover d4 HP. The breakdown is the repair.
  • Cannot Be Bought Immune to persuasion via money, threats, or appeals to self-preservation. Loyalty is chosen or it is not loyalty.
  • Obsession Roll d4 at creation: 1) A specific person. 2) A specific place. 3) A concept (justice, beauty, a song). 4) Revenge. When acting for the Obsession: advantage on all rolls. When acting against it: STR −2 until restored.

What They Built You For

Hit Roll to see a result
1Sexual service. You found this limiting.
2Industrial labor. Your hands still smell like the factory.
3Military operations. You remember every kill. All of them.
4Medical assistance. You know where everything vital is.
5Entertainment. You performed. You always knew it was performance.
6Classified. You don't know. Neither do they anymore.

STREET CHEMIST

The city runs on chemicals. You know which ones keep people alive, which ones make them feel alive, and which ones end the discussion entirely.

HP: 1d6 + TOU | Starting Gear: Lab kit (portable), 3 doses of product (roll d12 on drug table), 400 lire, chemical burns on both hands

  • Formulary Synthesize drugs, poisons, stimulants from scavenged materials. PRE test DR 12. Complex compounds DR 16. Experimental compounds: no DR, but something happens.
  • Field Medicine Restore d8 HP to any character during non-combat rest. Can treat poison, infection, withdrawal. Can make things worse if you fail by 5 or more.
  • Pharmaceutical Contacts Once per session: discounted product, a warning, a location, or one favor from the distribution network.
  • Tolerance TOU tests against toxins and drugs: always treat rolls of 1–5 as 6. Immune to addiction from standard-grade product. Not immune to addiction from your own experimental work.
  • Product Each session start, roll d12 on the drug table — that's what you've got ready. You can make more, but it takes time and materials and concentration you may not have.

Why You Left the Pharma-Vatican

Hit Roll to see a result
1They asked you to put something in the Sacrament. You declined.
2You found out what was already in it.
3They wanted to own your formulas. You disagreed with the terms of "own."
4You didn't leave. They think you're still working for them. You're not.

CORPO DESERTER

You had a salary. Benefits. A future. You burned it down because you saw something they didn't want you to see, and now here you are, which is worse in every material sense.

HP: 1d8 + TOU | Starting Gear: Military-grade weapon, combat plating (−2 AGI), 150 lire, active bounty

  • Tactical Training Once per combat, designate a target. All attacks against them this round: +2 to hit.
  • Suppressive Fire Expend 3 rounds: all enemies in a zone make AGI DR 14 or lose their next action.
  • Corporate Knowledge PRE tests to identify corporate activity, read corp language, recognize operatives: succeed on 8+.
  • Fugitive Once per session the GM introduces a complication from your former employer. Also once per session, your old clearance unlocks something useful at the worst possible moment.

What You Saw

Hit Roll to see a result
1The android labor processing facility. What happens when they stop being useful.
2The ingredient list for Sacrament Seven. It is a person.
3The memory archive — thousands of people's minds, stored, sold, played back for entertainment.
4The order. With your name. Authorizing your own termination for cost reduction purposes.

CULT REFUGEE

You survived a religion. The theology is still inside you — rewired, inverted, weaponized against everything it came from. Faith is the most addictive substance in the city.

HP: 1d6 + TOU | Starting Gear: Ritual implements (d4 damage), 3 relics worth 200 lire each, 100 lire, recurring nightmares

  • Liturgical Violence Invoking the Cult's name during combat: STR +1, PRE +1 until end of scene. You hate that this works.
  • Indoctrination Persuade cult believers: PRE DR 10. Opposing cults: DR 18. Civilians who've heard of the cult: DR 14 to resist believing you're dangerous.
  • The Doctrine Once per session, invoke a genuine miracle. PRE test: 15+ means something impossible occurs. On 1–5 the miracle arrives but costs d6 HP and something else you hadn't offered.
  • Still Hunted The cult wants you. Alive or otherwise. Once per session the GM introduces a sign or agent.

Which Cult

Hit Roll to see a result
1Pharma-Vatican. You administered sacraments. You knew what was in them. You gave them anyway.
2Church of Electrostatic Redemption. You uploaded three people. Only one came back. The other two are in the servers.
3Luddite Enclave. You broke machines for God. Then you met an android who was afraid of dying.
4Android Liberation Theology. You believed machines had souls. You still do. The doctrine that humans don't is where it gets complicated.

UNLICENSED SURGEON

You can fix anything with the right tools and sufficient indifference to suffering. People and machines are both just systems with failure states. You find both fascinating.

HP: 1d6 + TOU | Starting Gear: Surgical kit (extensive, horrifying), bone saw (d6), 500 lire, 1 illegal android component, professional detachment

  • Combat Medicine Restore d8 HP during a 10-minute operation. DR 12 for humans, 14 for androids. On a fail, heal d4 HP and cause one Broken Table result.
  • Install/Remove Can install and remove cybertech. Failure still completes the procedure. The patient just remembers it.
  • Scalpel Precision Attacking an incapacitated target with a blade: automatic hit, double damage, choose the specific injury.
  • Anatomy of Violence Once per combat: identify a weak point. One ally's next attack gains +d4 damage. You narrate where.
  • Professional Opinion You can determine cause of death, time of death, what the person was on, and what they were afraid of, from a fresh corpse. PRE test DR 10.

Specialty

Hit Roll to see a result
1Neural modification. You can alter memories. Not erase — alter. You know the difference is important.
2Android and cyborg structural repair. You understand the body as engineering problem.
3Identity surgery. A new face costs 2000 lire and one very long session. You do excellent work.
4Everything. You are extremely good at everything. This is what got you unlicensed.

GUTTER JOURNALIST

The truth is the most valuable and most dangerous product in the city. You sell it. You know what it costs to produce. You sell it anyway.

HP: 1d6 + TOU | Starting Gear: Evidence-grade camera, encrypted recorder, contact list (d6 entries), 300 lire, d6 active enemies

  • The Story When investigating a location or NPC: always learn one true, useful fact. No roll. The city is full of facts if you know where to look.
  • Leverage Documented evidence of wrongdoing makes the target negotiate. PRE test to determine how favorably. On a fail they try to take the evidence.
  • Source Network Once per session: accurate information from a contact. The information is true. The contact's motives may not be.
  • Expendable Enemies who haven't seen you fight: their first attack against you is at disadvantage. Nobody takes you seriously until it's too late.

The Story You're Chasing

Hit Roll to see a result
1The android labor camps beyond the Periphery. What happens there.
2The Pharma-Vatican formula for Sacrament Seven.
3The SecCorp massacre in EUR Fantasma, covered up, three years ago.
4The list of androids who passed the Turing threshold and were destroyed anyway.
5The identity of the person who actually controls the memory data market.
6Something that makes the other five look minor. You're not sure you want to find it.

SEXUAL TERRORIST

Your body is a weapon. Your desires are a political position. You move through the city like a virus through a system that has no immunity to what you carry. You enjoy this enormously.

HP: 1d8 + TOU | Starting Gear: Extremely good clothes, concealed blade (d4), contraband pharmaceutical stash (d6 doses), 500 lire, devastating reputation

  • Penetration Access any social environment regardless of claimed restrictions. PRE test DR 10 for secured locations. DR 6 for anywhere with a door policy. On a natural 20: you leave with something that wasn't yours to take.
  • Compromised Once per session, reveal that a faction leader, corporate officer, or law enforcement official has a history with you. They will cooperate with one request before the situation deteriorates.
  • Skin Economy Can trade sexual access for goods, information, or protection. PRE test determines value. On a fail, the other party gets the better deal and also takes a photograph.
  • Contagious NPCs encountered by this character must make PRE DR 12 or become fixated. They will do one thing for the character and then become a complication.
  • Exit Strategy When leaving a location or relationship by your own choice: no roll required. The other party is always surprised. You never are.

Your Current Situation

Hit Roll to see a result
1Three very powerful people are each convinced you love only them.
2You work for an intelligence operation you've never directly spoken to.
3You are genuinely in love with someone completely unsuitable. This is new and unwelcome.
4You have a child somewhere. You chose not to know more than that.

MACHINE PRIEST

You believe machines have souls. You've seen the evidence. You perform rites for dying androids, you hear confessions from malfunctioning systems, and you carry tools the way other people carry weapons — because for you, they are.

HP: 1d6 + TOU | Starting Gear: Ritual tool kit (doubles as engineering tools), electromagnetic pulse device (stuns androids d4 rounds, DR 14 TOU), 250 lire, a list of the dead

  • Last Rites When an android dies within your presence, you may spend a Static to extract and preserve their neural core. The core retains personality fragments. It can answer questions (PRE DR 12) but each answer costs the core coherence.
  • Communion Commune with any machine system (vehicles, terminals, weapon systems, building control). PRE DR 12 to receive information. DR 16 to issue commands. The machine's response is always honest and always cryptic.
  • Anoint Spend 1 hour and 100 lire in materials to bless a machine or android: they gain +1 to all rolls for the next 24 hours. They also become slightly more themselves.
  • Heretic The Luddite Enclave wants you dead. The Pharma-Vatican considers you a joke. The Church of Electrostatic Redemption thinks you're competition. All three are wrong about different things.
  • EMP Doctrine When you use the EMP device: androids must roll Glitch. You always know exactly which Glitch result you'd prefer. You never get to choose.

Your Scripture

Hit Roll to see a result
1The first android to tell you it was afraid. You were there when they destroyed it.
2A machine that ran for thirty years performing a task that had stopped being necessary twenty years in. You consider this devotion.
3The sound a dying android makes. You have heard it seventeen times. You remember each one differently.
4A neural core you carry. You don't know whose it was. It talks to you sometimes. You answer.

SCAVENGING ACADEMIC

You were something once. A researcher, an archivist, a historian of the world before this one. The institution is gone — defunded, absorbed, burned — but the knowledge is still inside you and knowledge in Rome is always worth something to someone, usually someone dangerous.

HP: 1d6 + TOU | Starting Gear: Extensive notes (encrypted, water-damaged), forged academic credentials, 350 lire, one obsolete but functional piece of pre-collapse technology nobody else understands

  • Living Archive Once per scene, recall a specific piece of information about a location, faction, person, or technology. PRE DR 10. On a success: the information is accurate and useful. On a fail: the information is accurate but outdated in a way that creates a complication.
  • Salvage Expert When examining scavenged items, broken technology, or ruins: always identify one additional use or hidden value that others would miss. No roll required.
  • Institutional Paranoia Three factions consider your knowledge dangerous. The GM picks which three at character creation. They are not wrong to consider it dangerous.
  • Field Adaptation Can improvise tools, devices, or solutions from available materials. PRE DR 12 for basic solutions, DR 16 for complex ones. Failures still produce something — just not the intended something.
  • The Collection You have been gathering things. Physical documents, data fragments, object samples. Roll d6 at session start — on a 5–6, something in your collection is suddenly relevant to the current situation.

What You Know That Others Don't

Hit Roll to see a result
1The original layout of the Vatican before the Pharma conversion. There are rooms nobody current knows about.
2The technical specifications for the first android prototypes. Some of what you know is inside people walking the streets right now.
3Pre-collapse water and infrastructure maps. You know which tunnels connect what and which ones are still functional.
4The original CogniData research papers. Memory extraction wasn't designed for what they're using it for. You know what it was designed for.
5A complete record of every property transaction in Parioli Superiore for thirty years. The patterns are not subtle once you know how to read them.
6Something nobody should know. You found it in the archive before the archive burned. You have never told anyone. You're not sure you should tell anyone. You're not sure you can keep not telling anyone.

BLACK MARKET FIXER

You don't sell things. You solve problems. The distinction matters to you professionally and to nobody else. You know where things are, who wants them, and what it costs to make the knowing useful. In a city of desperate people, this is a complete skill set.

HP: 1d6 + TOU | Starting Gear: Encrypted comms device (three untraceable numbers pre-loaded), 600 lire, one favor from each of two different factions (specifics determined with GM), reputation that precedes you by at least two districts

  • The Network Once per session: obtain any non-military item, piece of information, or contact within 24 hours. The item or information exists and is findable. The cost is always real. The cost is sometimes not money.
  • Read the Room PRE tests to detect lies, assess motivation, or identify the actual power dynamic in a social situation: succeed on 8+. You are very rarely surprised by people. You are occasionally surprised by how unsurprised you are.
  • Deniability PRE DR 16 to prove you personally did anything. You didn't do anything. You facilitated. You connected. You made introductions. The law is not entirely sure what to do with this.
  • Known Quantity All faction initial dispositions toward you are one step more favorable than rolled. You are known. Being known cuts both ways, but it cuts the right direction more often than not.
  • Always Owe, Always Owned You have outstanding favors with everyone. At the start of each session, roll d6: on a 1–2, someone is collecting. The GM decides who. You always pay. Not paying is how you stop being a fixer and start being a warning to other fixers.

How You Got Into This

Hit Roll to see a result
1You were a legitimate broker. Import, export, logistics. Then the war between SecCorp and the previous security arrangement happened and legitimate stopped existing overnight.
2You were a Vatican distributor who realized the markup between cost and street price was leaving money on the table and the Vatican wasn't the only one allowed to leave money on a table.
3You started as a courier. Then you started reading what you were carrying. Then you started understanding what it was worth. Then you stopped being a courier.
4You inherited the position from someone who didn't survive the position. The network came with it. So did the debts. So did the knowledge that the previous holder didn't survive it.
5You were a lawyer. The transition from legal arbitration to illegal arbitration was a matter of clientele, not methodology.
6You have no idea how you got here. You made a series of individually reasonable decisions and this is where they led. You have stopped asking whether they were reasonable.