Eclipse Singularity

=System=
 * Post-Cyberpunk PbtA refactored.
 * d10s, up to 10

=Skills=
 * Body
 * Combat: To fight and win in close combat. Wrestling, boxing and kung fu. Defend against gunfire, although Evasion could be better.
 * Evasion: To evade gunfire and people. Not being detected. Evading chase, although Travel or Athletics could be better.
 * Avatar: Becoming the Matrix. Navigate and travel the Wild Matrix. Use Powers in the Matrix. Use any connected machines and vehicles.
 * Shooting: To hit distant targets and use ranged tactics. Set up an assault. Make people move into positions, although Command could be better.
 * Recon: Finding things, seeing things. Estimate the number of people in a crowd. Notice the IED by the road. Sneak up on the enemy base, although Evasion could be better.
 * Athletics: Jumping over the fence. Climbing the impenetrable fortress of shadow. Long distance running. Winning a foot chase, although Evasion could be better.


 * Soul
 * Command: Intimidation and leadership.
 * Social: How, when, and where to talk. Knowing people.
 * Manipulation: Make people see your side, con and trick.
 * Powers: All the mysterious powers out there. Use wings to fly. Use your inherent powers. Sense people without seeing them. Use ancient technology, although Tech could be better.
 * Streetwise: The lay of the land, in the cities. Performing card tricks.
 * Performance: Acting like a cop. Singing for a crowd. Play an instrument. Make someone cry, although Manipulation might be better.


 * Mind
 * Tech: Building, repairing. Operate machinery. Operate vehicles, although Travel could be better.
 * Research: Know and find out. What is the capital of Zimbabwe? Searching records for interesting information. Finding the relevant institution, althpugh Bureaucracy could be better.
 * Travel: Drive anything, surviving without vehicles. Perform minor repairs, although Tech could be better.
 * Security: B&E, Perimeter Defense, Heist Theory. Perform up an ambush, although Shooting could be better.
 * Bureaucracy: Navigating human institutions. Procure stuff. Finding the right position in an organisation.
 * Medicine: Healing people. Poisoning People. Finding out how someone died. Hurting people, although Combat could be better.

=Classes=

Samurai (also Ronin)

 * Combat +3
 * Shooting +2
 * Command +1
 * Recon +1

Moves

 * Tough as nails: Harm penalties count as 1 level less. Maximum is still Dead.
 * Superior Training: Spend 1 Cool to gain potency on Combat or Shooting.
 * Fast Healer: +1d healing. Fill in 1 Healing clock segment.
 * Relentless: +1 Cool, gain an extra Level 1 Harm box.
 * Specialist: Spend 1 Cool to gain +2d when setting up ambushes and breaching.
 * Scout: Gain 1d on Recon to find and 1d Evasion to hide in a camouflaged position.
 * Devastation: Spend your special armor to inflict +1 effect level to any consequence, after rolling.
 * Focused: Spend 1 Cool to gain +1 effect level to a single target Combat roll.
 * Savage: While Harmed, spend 1 Cool to gain +2d instead of the normal Harm penalties on a Move.
 * Mule:Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.

Special equipment

 * Big gun (2) +3d, +1 effect level once
 * Big weapon (2) +3d, +1 effect level once
 * Equipment suit (mounts 1 item at 0 cost) (0)
 * Light armor (0)
 * Grenade bandolier (1)

Street
Born and raised on the street.
 * Streetwise +3
 * Social +2
 * Combat +1
 * Security +1

Moves

 * Extended Family: Gain your own Streetwise cohort.
 * Improvised Weapons: Gain +1d when using a breakable improvised weapon.
 * Going to Ground: Spend 1 Cool to gain +1 effect, +1 position and +1 scope when hiding from Gather Information.
 * Spreading the Word: You get 1 free Flashback per Adventure to summon a Specialist.
 * Surprise Gathering: You may call up to Tier cohorts of Tier I by paying 1 Coin or Credit.
 * Knowing the Price: You get +1d on all attempts to bribe or coerce.
 * Street Talk: Gain +1d to engagement rolls and Gather Information.
 * Multiple Diversions: Spend 1 Cool to gain +2d to circumvent security.
 * Desperate Gamble: Spend 2 Cool to gain +1 effect to a roll.
 * Cool is a rule: You gain 1 Cool when you succeed on Desperate rolls.

Special equipment

 * Fine Garish street clothes (0)
 * Fine Boombox (1)
 * Fine B&E Gear (1)
 * Your gang (0)

Matrix Hero

 * Avatar +3
 * Powers +2
 * Combat +1
 * Shooting +1

Moves

 * Matrix Superpowers: You may "buy" temporary Powers in the Matrix by spending 1 Cool per Power. These last 1 run.
 * Realworld Applications: Spend 2 Cool. Use Avatar as any other Skill once.
 * Information Broker: You get a free Flashback per operation. You may pay rep to Flashback during a run.
 * Mirrorshades: You gain +1d on any assist, beside the normal +1d.
 * Resistance: You may resist any Matrix effect with Avatar.
 * Sneaker Hackers: You may remove any negative consequence in the Matrix by expending your special armor.
 * Matrix Magic: You may increase the potency, scale, position or effect of one roll, once per roll.
 * Makermod: You get +1 result level when constructing, repairing or shaping.
 * Search Protocol: Ignore Tier and Quality when gathering info.
 * Project Leader: You have 2 extra downtime, only usable to advance project clocks.

Special equipment

 * Fine mobile uplink site (0)
 * Stylish outfit (0)
 * Stash of cash (0)
 * Stash of equipment (0)

Enhanced
Biomod, Bioroid, Mutant, Cyborg, Wild Card.
 * Powers + 3
 * Combat +2
 * Athletics +1
 * Travel +1

Moves
You choose 1 Power and 1 Move. Each Tier, you may buy 1 more Power.
 * Powers:
 * Powerhouse: +1 Max to Body Skills. You may buy this 2 times.
 * Brainiac: +1 Max to Mind Skills. You may buy this 2 times.
 * Source: +1 Max to Soul Skills. You may buy this 2 times.
 * Shadow: You gain +1 effect level to Stealth.
 * Hero: You gain +1 effect level to Athletics.
 * Controller: You may use this Power to hinder targets with Scope Tier. Roll Powers to lower targets effect level.
 * Blaster: Can project energy or kinetic projectiles, usable with Powers. May spend 1 Cool to gain +1 potency or +1 scope.
 * Monster: Gain a set of natural weapons, usable with Combat. May spend 2 Cool to gain +1 effect level.
 * Flyer: You can fly at double the normal running speed with some sort of special effect.
 * Flash: +1 effect level for any speed-related actions. Who acts first? Who gets there first?
 * Teleporter: Spend 2 Cool to teleport anywhere you've seen. Spend 1 Cool to teleport anywhere. You may use Powers as Combat.
 * Tank: You may pay 1 Cool to ignore resist Harm from one consequence.


 * Overpowered: You gain 1 extra Power.
 * Loner: You may spend 1 Cool to arrive at the opportune moment, gaining +2d to your first roll.
 * Training: You may spend 1 Cool to push yourself with Powers.
 * Menacing: Gain +1d when intimidating or coercing someone.
 * Grease Monkey: Gain +1 Effect Level when repairing vehicles.
 * Weathered: Spend your special armor to ignore consequences from weather. Gain +2d to resistance against circumstances and the weather.

Special equipment

 * Big weapon (2) +1d
 * Special item (1), ignore Harm penalties three times.
 * Healing kit (1)

Face
Spy, Hustler, Fixer
 * Social +3
 * Manipulation +2
 * Performance +1
 * Streetwise +1

Above
Corper, Merchant, City Noble
 * Bureaucracy +3
 * Social +2
 * Manipulation +1
 * Research +1

Leader

 * Command +3
 * Research +2
 * Bureaucracy +1
 * Social +1

Moves

 * Military: When you Command a cohort in combat, they continue to fight when they would otherwise break (they’re not taken out when they suffer level 3 harm). They gain potency and 1 armor.
 * Odd Squad: When you use a cohort for assistance, they provide an extra 2d assistance.
 * Always more men: When a cohort you Command is broken, you may spend 1 Cool to have an extra identical squad enter the fray.
 * Mastermind: You may buy an extra, personal cohort. You may buy this Move up to Tier times.
 * Rally the troops: You may exert yourself to provide assistance to everyone present.
 * Look out Sir!: When you receive a consequence, you may redirect it to any cohort present.
 * Bureaucrat: You may spend 1 Cool to gain +2d on a Flashback to requisition personnel.

Star
Rockergirl, Street Preacher, Do-gooder
 * Performance +3
 * Social +2
 * Athletics +1
 * Manipulation +1

Technomancer
Street Doc, Techie, Scientist
 * Tech +3
 * Research +2
 * Powers +1
 * Avatar +1

Traveller
Travels between cities.
 * Travel +3
 * Recon +2
 * Tech +1
 * Bureaucracy +1

Special equipment

 * Rugged vehicle (0)
 * Outdoor survival outfit (+1d) (0)

Outsider
From outside the cities. Mutant, Nomad, Ganger
 * Recon +3
 * Athletics +2
 * Evasion +1
 * Travel +1

Killer

 * Shooting +3
 * Evasion +2
 * Recon +1
 * Streetwise +1

Moves

 * Gunfighter: Always draw first. Gain potency on your first Shooting roll against a target.
 * Deadeye: Pay 1 Cool to make a Shooting attack up to extreme distance, with no penalties.
 * Gun Fu: Use Shooting as Combat in close combat. Gain +1 Position to Shooting Attacks in close combat.

Ghost

 * Evasion +3
 * Security +2
 * Recon +1
 * Athletics +1

Sport

 * Athletics +3
 * Evasion +2
 * Combat +1
 * Performance +1

Scientist

 * Research +3
 * Bureaucracy +2
 * Command +1
 * Tech +1

Law

 * Security +3
 * Research +2
 * Command +1
 * Social +1

Silver

 * Manipulation +3
 * Performance +2
 * Social +1
 * Streetwise +1

Doctor

 * Medicine+3
 * Research +2
 * Tech+1
 * Bureaucracy+1

=World=

The Last Apocalypse
The Last Apocalypse was when humanity threw off the yoke of the Matrix Robots.

Robot Hunters
There are some robots left in the Wild from the Last War. They are hunted by Robot Hunters for cash.