Classes

Choose any one of the classes below. The group should have a broad spread of abilities. You will definitely want to have a Hacker in your group.

Each character except the Sorcerer starts with a weapon and armor. Your character can only have one weapon and one armor item at a time, even if it would make total sense for them to be able to wear them both at once. The Sorcerer can have a weapon, and can have up to eight rings, but cannot wear any armor. The Ronin does not find weapons, but tassels that change their weapon's damage type or add status effects. Classes cannot use each others' equipment.


Ronin

The Ronin is a sword-wielding warrior, armored and fearsome. Once they were a servant, commanded to fight for their superior's honor. Now they live in the Nikan Maze, masterless.

Ronin make small numbers of high-powered attacks, and take hits for other characters.

Starting Stats

HP Damage Range Move
100 50 0 3 / 6
Accuracy Evade Connect Resist
3+ Queen+ 6+ Queen+
Draw Play Reload
5 1 Out

Choose one Trait: I want to be left alone, or, I want to be redeemed.
Choose a Role: Protagonist, Mysterious Stranger, or Badass. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the two options below.
Note your starting Exploit.

You have a weapon: an Ancestral Katana, with no special power yet. You will find tassels that you can attach to your katana to give it different abilities. You can use one tassel at a time.
You have armor: Kozane, which gives you the Armored status.

Interrupt

Select one option:

Iaijutsu
When your Interrupt meter has 10 charges, you may take the following actions in this order:

  • Play a 3 and sheathe your weapon, reducing your Damage to 0 and making it so that you cannot attack.
  • Play a 2 and nullify your Escalation, reducing your Damage to -1. You still cannot attack.
  • Play an Ace, drawing your blade in a flash and making such a swift attack that the world cannot update your abilities before you hit. Due to a glitch in the world, you deal your target 9999 damage.

Rally
When your Interrupt meter has 10 charges, you may play a matched pair of cards in order to restore HP to all your allies (including those who are downed). The amount of HP equals your Damage rating, including any raises that may be active. Each ally may also choose one status bit to reset.

Starting Exploit

Escalate
When you take your first turn in combat, you automatically activate this ability. Raise your Damage and your MaxHP once. You can activate this again by using an action, but only when it has been nullified. You cannot benefit from two Escalations at once. If your Escalation ends, your current HP are unaffected.

Exploits

You will learn these abilities in later chapters.

Cover
When an ally in your battlefield area is attacked, play a higher card than the attacker in order to switch the target of the attack to you. You can play this as many times as you like each round, including using multiple cards to cover multiple allies against an area attack.

Counter
When you are attacked (including when you're Covering an ally), play a lower card than the attacker in order the counterattack. The card you play counts as your attack card, which is used after your enemy's attack resolves. This follows the usual attack rules, including range restrictions.

Wakizashi
When you draw a Spade, you may add it to your Stash.

Measure the Moment
You can delay your attack until any initiative count above your card. For instance, if you attack with an 8, you can choose to go on count 9, 10, J, Q, K, or Ace, if you prefer.

Parry
When you are attacked you can play any number of Spades. Each one Raises your Evade one level against that attack.


Gunslinger

The Gunslinger has a pistol in each hand and probably a third in their boot. They're hard-fighting, hard-drinking, down on their luck, and dangerous. Someone made them this way, and someone needs to pay.

Gunslingers make low-odds, low-damage shots, but they make a LOT of them.

Starting Stats

HP Damage Range Move
70 30 2 4 / 8
Accuracy Evade Connect Resist
5+ Jack+ 5+ Jack+
Draw Play Reload
10 3 Action

Choose one Trait: I want justice, or, I want to be the best.
Choose a Role: Protagonist, Mysterious Stranger, Badass, or Sidekick. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the two options below.
Note your starting Exploit.

You have a pair of weapons: Five-Shooters, which have no special power yet.
You have armor: a Duster, which makes you immune to the Berserk status (bit 3).

Interrupt

Hail of Lead
When your Interrupt meter has 10 charges, you may play your entire hand as attacks this round rather than just three cards. If any of the initiative counts for those cards have passed already, resolve the attacks right now before continuing with the round.

Just One Bullet
When your Interrupt meter has 10 charges, you may take the following actions in the following order, at their usual initiative counts:

  • If you are currently out of cards, reload for free.
  • Play a face card and spend the moment aiming.
  • Play an Ace to attack. Get six raises to your damage for this attack, and ignore Armor or any other status that reduces damage.

Starting Exploit

Dive and Roll
On turns when you move, your Evade score gets one raise.

Exploits

You will learn these abilities in later chapters.

Speedloader
You gain Reload (Turn).

Wasn't Aiming for You
If the enemy you're shooting at dodges, and there is another enemy in range directly behind them in another battlefield area, you may apply this attack against that enemy and cut their Evade once for this attack. You can do this multiple times in one attack as long as there are still enemies and areas in a straight line.

Finish Them Off
If an enemy in range has lower current HP than your Damage, and you have a card on the table that is higher than the current initiative count, you can use it to make an immediate attack against that enemy. Flip that card upside down right now so that you don't accidentally use it again later.

Long Range
Increase your Range to 3.

Stand and Aim
You can spend Move points to raise your Accuracy. Every two Move raises Accuracy once for a single attack.


Gambler

The Nikan play dice in alleyways and cards in quiet basements. They bet on which Arba is going to make a fool of themselves this week. A few Nikan are so good that they can make a living just off the favors they win. That's you.

Gamblers are a support class, messing with the deck and getting people the cards they need.

Starting Stats

HP Damage Range Move
70 30 2 5 / 10
Accuracy Evade Connect Resist
4+ 10+ 4+ Jack+
Draw Play Reload
5 1 Action

Choose one Trait: I want to be important, or, I want a better life.
Choose a Role: Comic Relief, Sidekick, or Love Interest. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the two options below.
Note your starting Exploit.

You have a weapon: a Holdout Pistol, which you cannot be disarmed of.
You have armor: a Fancy Hat, which has no special power yet.

Interrupt

Match to Win
When your Interrupt meter has 10 charges, take seven cards from the deck and put them face-down in front of you. These are not part of your hand and are not cleared until the end of the battle. Reset your charge meter to zero immediately. When people play cards that match these (just value, not suit), special effects happen.

  • When an ally plays a card that matches as an attack, raise their damage twice. Discard your card.
  • When the Sorcerer plays a card that matches to create mana, shift your card over to them as an extra mana resource.
  • When the Hacker plays a card that matches to hack someone or something, they can immediately do so again on a new target without needing to play a second card. Discard your card.
  • When the CPU plays a card that matches as an attack, or to create a status effect, their attempt fails. Discard your card.

Pay What You Owe
When your Interrupt meter has 10 charges, you can play a seven to activate the following sequence of events:

  • Draw three cards from the deck.
  • In the next round, you can play as many cards to attack as you want.
  • If you hit, you deal normal damage.
  • If you miss, your target treats you and your allies as allies for the rest of the fight, and treats mobs and bosses as enemies. This does not work on bosses, but it does bypass the status byte.

Starting Exploit

Wager
When you attack, you can discard any number of cards. If you hit, you can draw that number of cards from the deck.

Exploits

Stack the Deck.
You can place the top card from the discard pile on the top of the deck for 2 Move. You can do this even when it's not your action.

Dirty Dealer
You can reload from the top of the discard instead of the deck. (Put down your current discard AFTER you reload, so that you don't pick up any cards from your current hand.)

Lucky Sevens
Any time a card can be played, a Gambler can succeed in that action by playing a seven, regardless of what card might normally be needed. In addition, Gamblers immediately draw a card to replace any seven they play.

Under the Table
You can hand one of your cards to another player for 2 Move. You can do this even when it's not your action.

Switch to Stud
Everyone plays with one card from their hand face-up in front of them. They can play this card normally. If they do, they immediately put another card face-up (assuming they have one left).


Sorcerer

This world is made of more than just concrete and steel. Magic, too, is programmed into it. Sorcerers feel the flow of mana and can draw it forth from the conduits beneath the City, shaping it into elemental power.

Sorcerers are cannons and controllers, filling whole areas with damage and pushing opponents around.

Starting Stats

HP Damage Range Move
70 20 1 3 / 6
Accuracy Evade Connect Resist
4+ Jack+ 4+ Jack+
Draw Play Reload
6 2 Action

Choose one Trait: I want to show them all, or, I want to see beyond.
Choose a Role: Comic Relief, Love Interest, or Mysterious Stranger. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the two options below.
Note your starting Exploit.

You have no weapon, only your magic. If you are Silenced or otherwise prevented from casting, you deal 0 damage on a successful attack.
You have armor: a Green Ring that makes two cuts to Ice damage against you. You can wear up to eight rings at once.

Interrupt

Flood
When your Interrupt meter has 10 charges, you may take the following actions in the following order:

  • Play a 5 to activate an extrapolation subroutine.
  • Play a 3 to create a Mana resource.
  • Play an Ace to attack. Let the subroutine choose the area that you attack.
  • The subroutine selects "-1", which the world treats as "all areas." All areas in the current battlefield are hit by your attack as if you had played the Ace.

Summon Subroutine
When your Interrupt meter has 10 charges, you may play a matched pair of cards in order to summon a subroutine that copies your actions. Until the Garbage Collector arrives, every action you take is immediately followed by an identical action from the subroutine, using the same cards that you used.

Starting Exploits

Access Mana
Play a card that is higher than your Connect score in order to generate a Mana resource from the world around you. This manifests as a glowing ball of energy, of a type that depends on the card you played:

  • Heart: Ice
  • Diamond: Earth
  • Club: Fire
  • Spade: Lightning

Mana lasts until the Garbage Collector comes. It doesn't do anything on its own. When the Mana is used, the card is discarded.

Blast
Use up a Mana resource and play a card to attack an entire area. You do not need to use Accuracy, but everyone in that area has an opportunity to Evade. If they do not, they take damage equal to your Damage score, with an elemental type set by the kind of Mana you used.

Exploits

You will learn these abilities in later chapters.

Immunize Allies
When you blast, you can choose to either deal damage to each target in an area or set them as immune to the element with which you are blasting. You might use this to avoid hitting your allies, or to change a mob from absorbing an element to being immune to it. If the target is already immune to a different element, this ability removes that immunity when it grants the new one. This effect lasts until the Garbage Collector comes by.

Elemental Augment
Your blasts have extra powers based on their elements:

  • Heart: Freeze. Your targets lose their next movement. If they would spend Move Points, they're gone. If they have Move Auto, the first movement they would take in the turn is wasted.
  • Diamond: Push. Your targets are shoved from their current battlefield area into a neighboring one.
  • Club: Burn. Your targets are affected by the Burning status.
  • Spade: Charge. The next physical damage that your targets take is raised once.

Processes who Evade your blast or who are immune to that element are not affected. Enemies who do not might still Resist these effects.

Wave Blast
Your blast hits not only your targeted area, but also hits another in a straight line away from you.

Expansion
Your Range is now 2.

Well of Mana
You can "cross" a Mana resource by playing another card on it face-down. This new Well of Mana can be used just like a normal Mana resource, with two exceptions:

  • Damage done with Blasts is cut once.
  • This Mana resource is not discarded after use. It remains in play until the Garbage Collector comes.

Hacker

In a world made entirely of code, hackers are some of the most powerful individuals. You might be just learning, but some day you'll be able to control everything.

Hackers are a support class, inflicting status on enemies, changing the battlefield, and buffing allies.

Starting Stats

HP Damage Range Move
50 20 1 4 / 8
Accuracy Evade Connect Resist
4+ Jack+ 5+ 10+
Draw Play Reload
4 1 Action

Choose one Trait: I want to be the best, or, I want freedom.
Choose a Role: Protagonist, Comic Relief, Love Interest, Badass, or Sidekick. Choose one Trait from your Role and note your Interrupt condition.
Choose your Exception, and select a Trait associated with that Exception.
Choose an Interrupt from the tho options below.
Note your starting Exploit.

You have a weapon: an Oversized Handgun, which gives you no special powers yet.
You have armor: a Bulletproof Vest. You start every fight with extra HP equal to your Damage rating. Damage done to you comes off this extra HP first.
In addition, you have your deck, a computer that needs no power source and can interface with any system.

Interrupt

Hack the Planet
When your Interrupt meter has 10 charges, you may take the following actions in this order:

  • Play a face card and plug your deck into the ground.
  • Play any card to briefly change the location ID of each battlefield area to the same number, allowing you to affect them all at once.
  • Play a card that matches your second one, and apply or remove one area status of your choice in every battlefield area.

Interlink
When your Interrupt meter has 10 charges, you may take the following actions in this order:

  • Play a card to attack one target.
  • Play a second card to make a pair. Instead of hacking your target, you link it to every other identical target on the battlefield. Anything that happens to one of them happens to all of them, including damage, healing, status effects, etc.

Starting Exploit

Hack
Pick a target in Range 1 and choose one of the effects below, based on the card that you played to attack this round:

  • Heart: Reset one status bit on this target to 0.
  • Diamond: Set one status bit on this target to 1.
  • Club: Lock a status bit on this target. It cannot be changed until it's unlocked.
  • Spade: Unlock a status bit on this target so that it can be changed.

You won't know which bits are connected to which statuses early in the game. At first, you just say "Bit 1" or "Bit 6" and see what the effects are. After the third time you use a particular bit, you are allowed to refer to it by name instead of number, because you've figured out what it does.

You hack and attack on the same initiative count, using the same card. You must successfully Connect in order to hack. Mobs and bosses can avoid hacking using their Resist score. Bosses often have extra protection against hacking in the form of a locked status byte or a subroutine that regularly resets their status.

Exploits

Scan
Instead of making an attack this round, you can force the CPU to show you the stats for a particular mob or boss. Once you have done this you may have new hacking options that you didn't know about before.

Hack the Block
When you hack, you can choose to affect the status of a battlefield area rather than a mob. You still need to match your Connect score, but areas don't Resist.

Overclock
Instead of making an attack, pass the card you played to someone who will act later this round. They can use it as they see fit on their next action, as if they had played it themselves. For instance, the Ronin might make an extra attack with it, or the Sorcerer might create a Mana resource with it so they can Blast someone.

Wifi Antenna
Increase the Range for your hacking to 5.

Group Permissions
When you lock or unlock a status, you can apply that to the whole byte instead of just one bit.

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