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Twitch

In the age where AEGIS reigns supreme in the skies, the role of pilots has significantly transformed. They are now rigorously trained in operating a plethora of vehicles, especially exoskeleton suits, known as S.A.B.E.R. (Semi-Autonomous Bionic Enhancement Rig). These pilots, now recognised as elites on the battlefield, use their enhanced strength, agility and ability to carry and use heavier weapons while moving faster across the battlefield.

S.A.B.E.R. suits, due to their expensive nature and necessity for individual genetic coding to the Twitch, are usually owned by wealthy corporations or city states. These corporations utilise the suits as high-tier security forces and elite combatants. When a Twitch retires, the suit's enhancements like heavy weaponry and armour are removed. However, the suit itself, still genetically linked to the retired pilot, is allowed to be kept. Over time, with enough resources, these suits can be refurbished to their original combat-ready state.

Twitch

The neural and bionic connection to the suit is via spinal nano implants that ensure the exo-suit is only connected to one individual. The pilot can wear armour whilst in the exo-suit as the implants are sophisticated and powerful enough to engage wirelessly. These nano implants are extremely expensive, very restricted and genetically tailored to one person. Once tailored and released into a person’s system, they cannot be re-coded and must be destroyed and new implants coded if that option becomes necessary.

A side effect of being a S.A.B.E.R. pilot, however, is a condition known as "Twitching". Caused by the neural and bionic feedback from the suit linkage, Twitch’s experience involuntary muscle spasms and varying neurological issues. These issues are managed with high-cost medications while pilots are still in service. After retirement, pilots are responsible for securing their individually-tailored medications; a necessary downside due to their potentially enhanced immune systems. This condition only affects the pilot when not in their exo-suit. Whilst in their S.A.B.E.R. a Twitch feels none of the effects of Twitching.

Note: See Quirks, “Twitching”. All Twitch start with this Quirk.

Why should I play one?

  • More often than not, you are the most formidable presence on the battlefield.
  • Your team will love the firepower and protection you bring.
  • Along with your Rig, you possess unique piloting skills. Few can do what you do.

Bonus Trait: +1d Dexterity

Starting skill package (choose one)

Hoplite Twitch who trained primarily in a combat S.A.B.E.R.

  • Armed (d6)
  • Gunnery (d6)
  • Pilot Exo (d6)
  • Pilot Craft (d4)
  • Munitions (d4)
  • Unarmed (Martial Art of choice) (d4)

Rigger These pilots primarily used the S.A.B.E.R. designed for combat engineering.

  • Engineering (d6)
  • Pilot Exo (d6)
  • Pilot Craft (d6)
  • Armed (d4)
  • Gunnery (d4)
  • Demolitions (d4)

Rover S.A.B.E.R. pilots who specialised in exploring and scouting.

  • Armed (d6)
  • Gunnery (d6)
  • Survival (d6)
  • Intelligence (d4)
  • Munitions (d4)
  • Perception (d4)

Choose a Punter

Choose one from the list below, or see the extended Example Punters list and pick one of those with GM approval.

  • Armourer
  • Pro Athlete
  • Corp Military
  • Engineer

Tradecraft

TradecraftDescription
Power ShieldCan attempt to Parry ranged attacks using power shield (rather than Dodging). When the shield is activated, the pilot is considered in partial cover when not moving or parrying.
I Got ThisCan attempt to pilot anything, even alien tech
MaverickReroll Pilot skill (Take second result)
Quick ReflexesRoll DEX with Initiative when Piloting (take highest)
Push The EnvelopePush past a Vehicles Wound level (roll Pilot vs Rule of Four for extra wounds; these have no negative modifiers)
Boosted SystemMay re-roll PHY against Poisons & Toxins, must take re-roll

Tradecraft Descriptions

Power Shield

Actions: Passive

As a Twitch, you possess the unique ability to wield a Power Shield, a defensive tool composed of concentrated energy. This advanced shield is particularly adept at parrying projectiles. When employing the shield for parries, you roll your Armed Combat skill against the opposing attack roll. It's important to note that this parrying capability is exclusive to the shield until its energy is depleted.

While the Power Shield is active, and you remain stationary, you also gain the advantage of partial cover but do not receive any of the negatives (and do not need to spend an action to “maintain cover”). The shield operates on an energy basis, meaning it will gradually deplete as it absorbs damage. However, it can also recharge over time, akin to an energy weapon, when not actively used.

NOTE

Standard parries against melee, non-projectile attacks can be made without the shield activated.

Trade Secrets:

This Is Sparta: Your adeptness with the Power Shield evolves, granting you enhanced battlefield mobility without sacrificing defensive posture. This advancement allows you to manoeuvre across the field, shield deployed, without forfeiting the protective benefits typically associated with remaining stationary.

Modifier: Permits walking movement while maintaining the Power Shield's partial cover advantages, requiring a Move action.

Bastion: Transform your defensive tool into an offensive catalyst with Bastion, enabling your Power Shield to not only stop incoming attacks but also to deflect them towards adversaries within your vicinity.

Modifier: Enables the redirection of a successfully parried attack to another target within short range, utilising the initial Parry roll as the basis for this counter-assault.


I Got This

Actions: Passive

Your proficiency encompasses more than mere conventional piloting; it represents an extraordinary breadth of knowledge and adaptability across the spectrum of vehicular technology. This expertise enables you to intuitively grasp and control the mechanisms of previously unseen vehicles, navigating their systems with a dexterity that belies their unfamiliarity. Your unique skill set allows you to take the helm of alien or advanced crafts with a level of competence that typically requires extensive training.

Note: The GM sets the difficulty for piloting unfamiliar technology based on its complexity and unfamiliarity. While this ability focuses on the piloting aspect, it does not automatically grant proficiency with other integrated systems, such as armaments or defensive utilities.

Trade Secrets:

Hotwire: Your experience transcends mere piloting; you have become adept at manipulating vehicle ignition systems, allowing for quick and unconventional commandeering. This skill is particularly useful in urgent situations or when needing a swift escape, providing an unexpected advantage by seizing control of enemy vehicles.

Modifier: Enables the bypassing of various vehicles’ ignition systems.

Console Jockey: Expanding your vehicular mastery, you now adeptly navigate beyond the pilot's seat, extending your control to encompass additional vehicle systems such as armaments and navigation. This comprehensive understanding turns you into a versatile operator, capable of exploiting the full capabilities of any vehicle under your command.

Modifier: Operational control over vehicle systems beyond piloting, such as weapon and navigational arrays.


Maverick

Actions: Passive

With a reputation that precedes you, your skills as a pilot are not merely proficient; they are legendary. 'Maverick' represents your ability to transcend common piloting challenges through sheer talent and experience. This capability becomes crucial when facing dire straits, allowing you to reattempt a Pilot skill roll that didn't meet expectations. You may reroll one of your Pilot skill dice.

Note: This reroll ability applies specifically to the piloting aspect, whether you're flying a craft or controlling an exo-suit, with or without neural linkage.

Trade Secrets:

Ace: Your reputation as an exceptional pilot is no fluke; it's the result of countless hours behind the controls, facing and overcoming adversity. 'Ace' represents the culmination of this journey, offering you the unparalleled ability to retry not just one, but both of your failed Pilot skill dice, thereby doubling your chances of a successful manoeuvre and solidifying your prowess in the skies or beyond.

Modifier: Reroll both Pilot skill dice when they fail.

Hotdog: In the high-speed world of piloting, every edge counts. 'Hotdog' is a term that has come to be synonymous with your daring, often flamboyant style, and exceptional skill. This trade secret offers a tangible reflection of your confidence and competence, providing a consistent bonus to all your Pilot skill rolls.

Modifier: +1 bonus to all Pilot skill rolls.


Quick Reflexes

Actions: Passive

Embodying the zenith of pilot agility, your 'Quick Reflexes' set you apart in the high-stakes realm of vehicle operation. This innate ability, polished over countless hours behind the controls, enhances your natural dexterity, allowing you to react with unparalleled speed. When faced with split-second decisions, your instincts and reflexes guide you, enabling you to roll your Dexterity (DEX) Trait die alongside your Initiative die and choose the higher of the two when determining your action order.

This advantage only extends when piloting or using a vehicle's weapons systems.

Trade Secrets:

Lightning Reflexes: Elevate your reaction time to new heights. You gain an additional advantage to all Initiative rolls when piloting a vehicle. This enhancement further sharpens your impressive ability to act swiftly and decisively in critical moments.

Modifier: +1 to Initiative rolls.

Evasive Manoeuvres: Your mastery at the helm translates into an exceptional ability to perform evasive manoeuvres. This trade secret signifies your advanced skill set, allowing you to navigate danger with a dancer's grace and a tactician's mind. Your vehicle responds as an extension of your body, turning potential hits into near misses.

Modifier: +1 to Dodge rolls when piloting.


Push the Envelope

Actions: Passive

As a skilled pilot, you possess the exceptional ability to extend the capabilities of any vehicle under your control, including exo-suits. Recognising that vehicles, much like living beings, have a threshold of endurance or 'Wound level', you can push a vehicle beyond its conventional limit when it otherwise would have sustained its final wound.

Roll your Pilot skill check against a target number of 4.

  • On a successful check, you push the vehicle to continue to operate 1 Wound past its normal limit. Each Critical Success you achieve grants an additional 1 Wound of damage the vehicle can sustain.

These extra Wounds are unique because they do not negatively affect the vehicle's performance (no piloting penalties). However, once these additional Wounds are exhausted, the vehicle ceases to function and cannot benefit from this ability again until fully repaired.

Trade Secrets:

Like a Bat Out of Hell: You initiate your daring flights with a vehicular fortitude that seems to defy the laws of physics and mechanics. From the moment combat begins, your vehicle handles as if it were untouched, regardless of the battering it takes. This preemptive vigour allows you to maintain optimal control and agility, ensuring your piloting skills remain unhindered by the vehicle's accumulating Wounds.

Modifier: Negates the usual penalties to piloting skill checks incurred by Wounds gained during conflict.

Systems Override:
Your mastery extends to the electronic heart of your vehicle, allowing you to push its systems to the brink. This dangerous gambit involves temporarily suspending safety measures to supercharge either offensive firepower or defensive capabilities. The heightened state offers a significant advantage in combat but at the cost of stressing the vehicle's systems.

Roll your Pilot skill check against a target number of 4.

  • On a successful check, you override your vehicle's systems. Choose; +1 Wound damage dealt by a single weapons system or +4 Armour to shields until the end of the pilot’s next turn.
  • Each Critical Success you achieve grants an additional +1 Wound or +4 Armour and extends the duration by 1 turn.

Modifier: At the end of Systems Override, the vehicle takes 1 Wound per turn of system override duration. The penalties from these wounds can not be ignored using this tradecraft’s ability.


Boosted System

Action: Passive

Your integration with exo-suits and your enhanced genetic physiology has resulted in a significantly enhanced immune system. This augmentation affords you a robust defence against natural and synthetic infections. You are inherently immune to all common ailments.

Modifier: Re-roll failed Physique (PHY) checks against all forms of poison & disease.

Character Background: The effectiveness of the Boosted System is directly proportional to the duration and frequency of your exposure to a S.A.B.E.R. suit. Opting for this tradecraft early in your career indicates extensive training hours in an exo-suit, resulting in a substantially bolstered immune system. If this tradecraft is acquired later (after character creation), it suggests a slower adaptation process or less cumulative time spent in the suit.

NOTE

For a Neth pilot, this craft provides complete immunity to poisons & diseases. The only vulnerability lies in exceptionally rare or specifically engineered toxins or pathogens that target Neth biology or exploit highly unusual vulnerabilities.

Trade Secrets:

Hardcore System: Enhance your body's resilience further by gaining a bonus to any roll made for saving against poisons and diseases. This variable bonus mirrors the dynamic nature of your Boosted System, reflecting its occasional fluctuations in efficiency and effectiveness.

Modifier: +1 bonus to roll saving against poison & disease.

NOTE

This trade secret can be taken multiple times, increasing the dice level each time, d6, d8, d10 and d12 (maximum).

Rapid Recovery: Improve your natural healing process, allowing for faster recovery from wounds, illnesses and the effects of poisons.

Modifier: Boosted recovery rate +1 Wound per day, see Recover & Recovery under Healing and Death rules.

Note: This trade secret can be taken multiple times, increasing the dice level each time, d6, d8, d10 and d12 (maximum).


Twitching

Prerequisite: Twitch Trade

The neural-bionic link that grants you superhuman power in your Rig comes at a heavy price. Severed from its embrace, your body betrays you with a symphony of involuntary muscle spasms. These tremors, most visible around your eyes, crawl across your face and limbs, a grim reminder of your dependence on the exoskeleton. Without medication, these spasms escalate, transforming into uncontrollable shakes that wrack your very being. Even with meds, a telltale twitch around the eyes remains, a permanent memento of your altered biology.

Beyond the tremors, a cocktail of neurological disorders lurks within you, each waiting to blossom into a debilitating storm. These afflictions manifest in stages, initially as minor inconveniences but evolving into crippling hindrances if left unchecked. Medication can keep them at bay, but neglect your dosage, and you risk succumbing to their full fury.

Note: Unchecked disorders eventually twist your mind into insanity.

Medication Neglect Consequences:

Days 1 to 4
Each day without medication worsens body spasms, adding a cumulative -1 penalty to all skill tests (max -4).

Days 5 to 8
After four consecutive days without medication, a disorder develops starting at level 1. Roll a d6 and consult the disorder table. Alternatively with GM permission, a player can choose a disorder.

Disorder Table

d6Disorder
1Paranoid
2Enervated
3Substance Abuse
4Frenetic
5Faint-hearted
6Despondent

Gamemaster’s Note:
If medication is missed for another four days, the issues escalate and another disorder manifests. This pattern continues with each four-day lapse. After 28 days without medication, the character will slip into an incurable insanity.

Taking medication

  • Halts the development of further disorders
  • Current disorders do not increase in level
  • After 4 days of medication a disorder’s level will begin to decrease by 1 level per day.

Treatment at a medical facility

  • During downtime can remove all current disorders at a cost of 1,500 Script per disorder, per level.

Medication Details:

  • Custom-tailored pills cost 200 Script each and must be taken daily.
  • Cheaper alternatives (50, 100, 150 Script per pill) have a 40%, 30%, or 20% failure rate, respectively.
  • Pill effectiveness is immediately known based on muscle spasm response.
  • Pills can be coloured for identification.
  • Expensive medication requires time for tailoring in The Settlement or Deep Harbour and large towns (1d4 hours).
  • Cheaper meds are available in some Outlander towns from a Slicer/Chemist.

Disorders & Their Effects:

Disorder: Paranoid

The world shimmers with suspicion, friend and foe blurring in a fog of doubt. Conflict becomes a dance of hesitation, your focus fractured by paranoia's grip.

Wary (Level 1): At this initial stage, the character exhibits mild distrust and scepticism towards others. There's a heightened alertness to people's motives and actions, leading to a cautious approach to social interactions. This level might incur a minor penalty in social situations due to the character's hesitance to fully engage or trust.

Suspicious (Level 2): As the condition deepens to wariness, the character becomes more alert and increasingly doubtful of others' intentions. This stage involves more active scanning of the environment for potential threats or deceit, and it might affect the character's ability to form alliances or work in teams.

Distrustful (Level 3): At the distrustful stage, the character's scepticism turns into a firm belief that others may be harbouring ill intentions or plotting against them. This level significantly impacts the character's interactions, as they struggle to accept others' words at face value and may misinterpret neutral or benign actions as hostile.

Paranoid (Level 4): The final stage is full-blown paranoia, where the character is convinced that others are out to harm or deceive them. This level involves a severe penalty in all social interactions and potentially in combat situations, as the character is constantly distracted by perceived threats and finds it extremely difficult to focus or trust even their allies.

Modifiers

LevelDescriptionModifier
1Wary-1 to all social interaction rolls
2Suspicious–2 to all social interaction rolls, -1 to all rolls in Conflict
3Distrustful-3 to all social interaction rolls, -1 to all rolls in Conflict
4Paranoid-4 to all social interaction rolls, -2 to all rolls in Conflict

Disorder: Enervated

Movement becomes a chore, your body sluggish and leaden. Climbing a flight of stairs feels like scaling a mountain.

Sluggish (Level 1): The character experiences a general lack of energy and slow responsiveness at this initial stage. A mild decrease in physical performance results in a slight delay in actions and reactions. This level might incur a minor penalty in tasks requiring physical exertion due to the character's reduced speed and agility.

Lethargic (Level 2): The character feels more pronounced fatigue and sluggishness. Their movements and thought processes are noticeably slower, reducing their endurance. This stage impacts the character's ability to engage in prolonged physical activity, potentially affecting their performance in tasks that require sustained effort or quick reflexes.

Weakened (Level 3): The character's physical strength and stamina significantly diminish at the weakened stage. They struggle with previously manageable tasks, experiencing considerable difficulty performing even routine physical activities. This level substantially impacts the character's physical capabilities, hindering their effectiveness in situations requiring strength or endurance.

Enervated (Level 4): The final stage is marked by extreme physical depletion and weakness. The character is severely impaired in their physical abilities, finding it challenging to exert any substantial effort. This level involves a severe penalty in all physical tasks, as the character is overwhelmed by fatigue and lacks the strength to carry out demanding activities.

Modifiers

LevelDescriptionModifier
1Sluggish-1 to all physical rolls (Physique & Dexterity)
2Lethargic-1 to all physical rolls (Physique & Dexterity), Condition: Exhausted (1)
3Weakened-2 to all physical rolls (Physique & Dexterity), Condition: Exhausted (1)
4Enervated-2 to all physical rolls (Physique & Dexterity), Condition: Exhausted (2)

Disorder: Substance Abuse

Your chosen vice steals your clarity, clouding your judgement and blunting your reflexes. Every decision becomes a struggle against the siren song of addiction.

Occasional Use (Level 1): The character occasionally uses substances at this stage, but it doesn't significantly impact their daily life or responsibilities. The use is infrequent and often seen as recreational or experimental. There will be minor consequences and risks involved, but they are not yet pervasive or life-altering.

Regular Use (Level 2): The character has started using substances more regularly. While they might still maintain a semblance of normalcy, the use begins to affect their health, mood, or social interactions. They may experience mild withdrawal symptoms and start prioritising substance use over other activities, but they still retain some control over their usage.

Dependence (Level 3): At this stage, the character has developed a dependence on substances. They experience notable withdrawal symptoms when not using and may engage in risky or harmful behaviour to obtain or use the substance. Their social, occupational, or recreational activities are significantly impaired, and they may start neglecting responsibilities and relationships.

Addiction (Level 4): This is the most severe stage, where the character has an intense and uncontrollable craving for the substance. They compulsively use the substance despite knowing its harmful consequences. Addiction dominates their life, leading to major health problems, relationship breakdowns, financial issues, and possibly legal troubles. The character's ability to function in daily life is profoundly disrupted, and they require substantial support and treatment to recover.

Modifiers

LevelDescriptionModifier
1Occasional Use-1 to all Acumen & associated skill rolls
2Regular Use-2 to all Acumen & associated skill rolls, -1 to Initiative rolls
3Dependence-3 to all Acumen & associated skill rolls, -2 to Initiative rolls
4Addiction-4 to all Acumen & associated skill rolls, -3 to Initiative rolls

Disorder: Frenetic

Your emotions become a runaway train, your fine motor skills dancing to the chaotic tune of your heart.

Emotionally Sensitive (Level 1): At this initial stage, the character exhibits heightened emotional responses to external stimuli. They may feel more empathetic, reactive, or easily moved by everyday situations. While this sensitivity can enhance interpersonal connections, it may also increase vulnerability to emotional fluctuations, causing minor disruptions in decision-making or social interactions.

Emotionally Reactive (Level 2): As the condition progresses, the character becomes more prone to strong emotional reactions. They might experience rapid mood swings or intense feelings in response to even minor triggers. This level affects the character's ability to maintain emotional stability, leading to challenges in managing stress, conflict, or complex social dynamics.

Impulsive (Level 3): Emotions drive the character's actions at the impulsive stage. They may act hastily, driven by the intensity of their feelings, without fully considering the consequences. This impulsivity can lead to erratic behaviour, affecting relationships and possibly leading to regrettable decisions or actions.

Frenetic (Level 4): The final stage is marked by overwhelming and uncontrollable emotional turbulence. The character experiences a chaotic blend of emotions, leading to a frenzied state of mind. This level severely impacts the character's mental well-being, decision-making, and interactions with others. They struggle to think clearly or act rationally, often caught in a whirlwind of emotional upheaval.

Modifiers

LevelDescriptionModifier
1Emotionally Sensitive-1 to all Morale & associated skill rolls
2Emotionally Reactive-2 to all Morale & associated skill rolls, -1 to all Dexterity & associated skill rolls
3Impulsive-3 to all Morale & associated skill rolls, -2 to all Dexterity & associated skill rolls
4Frenetic-4 to all Morale & associated skill rolls, -3 to all Dexterity & associated skill rolls

Disorder: Faint-hearted

Conflict, whether social or physical, chills you to the bone. Courage becomes a distant memory, replaced by a gnawing fear.

Timid (Level 1): At this initial stage, the character exhibits a general sense of shyness or nervousness, especially in unfamiliar situations or when facing potential conflicts. They tend to be hesitant and cautious, possibly avoiding direct confrontations or challenging social interactions. This level might incur minor challenges in assertiveness or decision-making in pressure situations.

Apprehensive (Level 2): As the condition progresses, the character becomes more prone to anxiety and worry, particularly anticipating potential difficulties or dangers. Their apprehension might manifest in avoidance of certain situations, increased stress in decision-making, or a heightened need for reassurance in their actions.

Anxious (Level 3): At this stage, the character's timidity evolves into a more pervasive sense of anxiety. They exhibit significant distress in facing challenges, with a pronounced tendency to overthink and worry about the outcomes of their actions. This level significantly impacts the character's ability to cope with stressful situations, leading to avoidance or indecisiveness.

Faint-hearted (Level 4): This is the most severe stage, where the character is overwhelmingly dominated by fear and a lack of courage. They are extremely reluctant to face any form of conflict, whether social or physical and may exhibit a paralysing fear or dread that hinders their ability to function effectively in various scenarios. At this level, the character is significantly impaired in their ability to confront challenges, make decisions, or take actions that involve any perceived risk or confrontation.

Modifiers

LevelDescriptionModifier
1Timid-1 to all Morale & associated skill rolls
2Apprehensive-2 to all Morale & associated skill rolls, -1 to Initiative rolls
3Anxious-3 to all Morale & associated skill rolls, -2 to Initiative rolls
4Faint-hearted-4 to all Morale & associated skill rolls, -3 to Initiative rolls

Disorder: Despondent

You sink into a pit of despair, convinced that even fate conspires against you. Hope becomes a fleeting phantom, lost in the fog of despondency.

Melancholy (Level 1): The character experiences a general sense of sadness or pensiveness at this initial stage. They may have moments of reflection or doubt, often feeling slightly subdued or introspective. While this level of melancholy can affect their overall mood, it does not significantly hinder their daily functioning or social interactions.

Gloomy (Level 2): As the condition deepens, the character's sense of sadness becomes more pronounced and persistent. They may exhibit a pervasive sense of gloom and a decreased interest in previously enjoyable activities. This stage might lead to withdrawal from social interactions and a noticeable decline in motivation or energy.

Depressed (Level 3): At this stage, the character's melancholy has evolved into clinical depression. They experience a significant loss of energy, motivation, and pleasure in most activities. Symptoms include persistent sadness, hopelessness, and possible changes in appetite or sleep patterns. This level significantly impacts the character's emotional and psychological well-being, affecting their ability to engage effectively in personal and professional life.

Despondent (Level 4): The most severe stage is characterised by an overwhelming sense of despair and hopelessness. The character feels a profound sense of helplessness and futility, which may lead to thoughts of giving up or questioning their purpose in life. This level severely impacts all aspects of the character's life, including their mental health, physical well-being, and social relationships.

Modifiers

LevelDescriptionModifier
1Melancholy-1 to all Luck rolls
2Gloomy-2 to all Luck rolls
3Depressed-3 to all Luck rolls
4Despondent-4 to all Luck rolls