Eclipse Singularity/Old


 * 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=

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: +3d Social (0)
 * Fine Street play kit: +3 Streetwise (1)
 * Your gang: a cohort (0)
 * A new toy: a hoverboard, a screambox, jump boots or other gizmo. (1)

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

Powers
You may have 1 Power per Tier.
 * 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.


 * Stalker: 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 Fine 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.
 * Telepath: You may assist anyone for free and borrow any Move by spending 2 Cool.

Moves

 * Overpowered: You gain 1 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, Technomage, Scientist.
 * Tech +3
 * Research +2
 * Powers +1
 * Avatar +1

Moves

 * Gunsmith: You may modify any gun as a project.
 * Ripperdoc: You may implant any Power cyberware into a subject as a project.
 * Scrapper: You may build any Power gadget as a project. You may also pay 1 Cool to Flashback to building a single-use Power.
 * Nanobots: You get 2 extra downtime to use on projects.
 * Indistinguishable: Pay 2 Cool. Use Tech as any other Skill.
 * High Technology: Spend 1 Cool to gain +1 effect to a Tech roll.
 * Defense:
 * Peer review: Gain an extra project roll with +1d.
 * Offense:

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 in a fight.
 * 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.
 * Bodyguard: Spend 1 Cool to Protect anyone else with +3d.
 * Carnival of Carnage: Spend 1 Cool to ignore Scope on your next Shooting roll.
 * Eagle Eye: Spend 2 Cool to gain potency with your next Shooting roll.
 * Untouchable: Gain +1d resistance on Body resistance.
 * Membership: You get a free Flashback each run to gain membership in an organisation or club. This may be legit or fake.

Special equipment

 * Your special gun: +3 Shooting (1)
 * The Big one: +1 effect level (2)
 * A vehicle: A tank (with mounted Big one), a fast getaway or slow flying vehicle. (0)
 * Armor Suit: Powered armor (Heavy Armor, mounts any weapon) (unable to sneak), sneak suit(+3 Stealth, 2) or light armor(1): Heavy Armor, +3 Stealth.

Ghost

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

Sport

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

Researcher

 * 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

Moves

 * Powermonger: You may induce Powers into anyone as a project.