This is crunch under development for The City.
Physical presence and personal force. High Flesh might represent bulging muscles, animal magnetism or a silver tongue.
Refreshing Flesh involves some social activity together with another human being. The activity might be pleasurably relaxed, intellectually stimulating, physically exhausting or of some other nature.
Ability and disposition to use technology to your advantage. High Chrome might mean fingers racing over keyboards, a talent for interacting through cyberlinks or just a natural ability to use the tools around us.
You refresh Chrome by tinkering with your equipment, working under the hood of your car or just hanging out on the net, together with another person or AI.
Connection with the mystic side of reality and the astral plane. High Mana might be associated with a burning gaze, a harmonic presence or just a shimmering aura on the astral plane.
Refreshing Mana involves some mystic experience or magic work in a shamanic lodge or a hermetic lab or the like, together with a spirit or a magician.
Resistance (F) – Human integrity, resistance to drugs, torture, persuasion, and so on.
Protection (C) – Avoiding damage and using stuff around you for your protection, protective clothing, cyber armour or furniture and whatever is around you.
Connection (M) – Magical integrity and resistance, and your sense of belonging with the living nature.
Streetwise (F) – Contacts and social skills in the shadowworld.
Corp Etiquette (F) – Contacts and social skills among the suits.
Mystic Lore (M) – Magical theory and social skills among magicians of different kinds.
Carousing (F) – A good night out or a full whisky bottle can do a lot of good for your Flesh harm, apart from giving you and the ones around you a good time.
Sweet-Talk (F) – Affecting people in a friendly manner, to get them somewhere, to get information out of them and things like that.
First Aid (F) – Getting people on their feet after a fight.
Street Violence (F) – Fist fights, knife duels, shootouts, drivebys and all other chaotic, dirty, utban violence.
Military Training (C) – Assault rifles, sniper rifles, tactics, military vehicles and so on.
Weapon Specialist (C) – Using and tinkering with every object that can be called a weapon, from knives and shuriken to bombs and military support weapons.
Gunslinger (C) – Wielding handguns quickly, accurately and without getting hit yourself.
Silent Killer (F) – Killing people discreetly and getting in a position to do that, using only your body or whatever tools and weapons necessary.
Martial Arts (F) – Unarmed techniques, traditional weapons and stances with groovy names. And contacts and social skills among martial artists.
Spirit talk (M) – Contacting and negotiating with nature spirits, and social skills among other shamans.
Conjuring (M) – Rituals and power words to summon, bind and banish elemental spirits.
Magic (M) – Raw magical power. Primarily used as support for other magic abilities.
Combat Mage (M) – Direct combat spellcasting, fireballs, personal forcefield, or knockout gas, you name it.
Healer (M) – Healing spells and rituals. Can heal Flesh damage, and cause sedating effects and the like.
Manipulation (M) – Telekinesis spells, substance transformation, personal invisibility, et cetera.
Repairs (C) –
Cyberware (C)
Hacking (C)
Rigging (C)
Friendly Face – You can spend three points from an appropriate pool (generally Flesh) to decide that a secondary character is friendly towards you at first sight.
Yakuza Connections – Can spend three points from an appropriate pool to introduce a friendly contact from within the yakuza.
Bodyware – Cyberware in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Chrome for a bonus die on actions where physical power and precision is involved.
Headware – On-body computers, headware memory and sensory links allow you to spend an extra point of Chrome on tasks like analyzing, planning, organizing and the like.
Tactical Computer – Use a free bonus die when rolling for planning or applying tactics. Requires Headware.
Smartlink – You have a HUD with weapon info and crosshairs. You can spend a point of Chrome to increase harm in a firefight one level.
Cyber Weaponry – Claws, spurs, stun knuckles. Whatever it is it allows you to spend a point of Chrome to increase harm in unarmed combat one level.
Dermal Plating – Your skin is reinforced in strategic places by damage-resistant weave and ceramic plating. Spend one Chrome to lower physical harm taken by one step, to a minimum of 1. This can be taken several times to allow you to lower the harm more than one step.
Cyber Numbness – Always take an extra bonus die to rolls for Cyberware, but also take a penalty die for all friendly interactions with humans and spirits.
Cyber Zombie – Take an additional bonus die to rolls for Cyberware, and an additional penalty die for friendly interactions with humans and spirits, for a total of two bonus and penalty dice, respectively. Requires Cyber Numbness.
Physical Adept – The magic in you body makes you faster, stronger and more resilient, allowing you to spend an extra point of Mana for a bonus die on actions where physical power and precision is involved.
Combat Adept – Your magic makes you preternaturally fast and dangerous. You can always roll Magic for support in physical combat, without taking a turn in extended conflict to do it. Requires Physical Adept.
Killing Hands – If you cause harm in unarmed combat, you can choose to increase the harm by one level for each point of Mana you want to spend. Requires Physical Adept.
Social Adept – Your magic enhances your skills with people. You can always spend an extra point of Mana for a bonus die for social interactions.
Spellcaster – You can take all spellcasting abilities, and use the rule for Drain with spellcasting, increasing the success level by taking harm.
Conjurer – You can summon and bind elemental spirits using Conjuring (M) and bind one as a free effect. Binding a second elemental costs one Mana, a second costs two Mana, and so on. You cannot also be a Shaman. You can take Drain when conjuring, increasing the success level by taking harm.
Shaman – You can contact local nature spirits using Spirit Talk (M) and negotiate for assistance, creating a free effect representing one such agreement. Maintaining a second such agreement costs one Mana, a second costs two Mana, and so on. You cannot also be a Conjurer. You can take Drain when negotiating, increasing the success level by taking harm.
Mystic Healer – You can use Healer (M) and spend Mana to remove additional levels of harm below the success level of the roll. You can take Drain when healing, increasing the success level by taking harm.
Weapon Focus – A magical weapon that gives you a bonus die when wielding it in combat. Requires any other magic secret.
Power Focus – A magical object that enhances your magic skills, giving you a bonus die to Magic (M) when utilizing it. Requires any other magic secret.
Spirit Focus – A magical object that enhances your contact with the spirit world, giving you a bonus die to Conjuring (M) and Spirit Talk (M). Requires any other magic secret.
Spell Focus (skill) – A magical object that enhances your spellcasting, giving you a bonus die to one of the spellcasting abilities. Requires any other magic secret.
Fetish (skill) – An object that can store a prepared spell, allowing you to create a free effect using one of the spellcasting skills. Requires any other magic secret.