Connections
You live in Salt Lake City and have for years. You know people. You have to in order to survive.
Five Point System
Spirit City is a dynamic city in which many factions vie for power, control, and survival. The landscape of the city is such that these groups are in a constant flux of complex alliances, courtships, rivalries, and other relations. And each have different perspectives on how to approach the Spirits seeping from the Stream.
You are a resident of the world and you are in Spirit City. Your time here has afforded you connections. These many factions vying for power in Spirit City have differing motives, goals, and philosophies on how the city should be run. The factions range from those who want to assert dominance over the city to those who simply want to help the locals meet their needs. The strength of your connection to a faction influences what you know about them and what you can gain from them. A stronger connection also means you have invested more time in a faction, or perhaps have responsibilities to them.
The 5-Point System allocates you 5 points with which you may choose a connection to multiple factions, as well as determine the strength of your connection. Each faction carries benefits that may not be immediately apparent. Additionally, some factions may come with restrictions and additional benefits not mentioned here, so consult your DM! You have exactly 5 points to spend. Use them wisely.
(Note: If you would prefer to make enemies of any of these factions, speak to your DM.)
❤️ 1-Point. You are familiar with this faction and know a few members. Perhaps you have done a job for them or otherwise helped them. Maybe a local branch owes you for something. Perhaps you have a friend among their ranks.
❤️ 2-Point. You are a regular contractor of this faction. You often aid them and your paths cross frequently. Individual members familiar with you are likely to think highly of you or even help you if necessary.
❤️ 3-Point. You are intimately familiar with this faction and perhaps even a member. You fraternize with the faction on a personal level. Most of the members would assume you have the same goals and afford you accommodations befitting of one of their own.
🗒️Perhaps you are a roamer, who knows but is not close to any faction. Such a person may have 1 point in five different factions. Perhaps you are a devoted member who truly believes in the cause and this has made you interact with a few other factions. Such a person may have 3 points in a single faction and 2 points spread across two other factions. You may use these points in any combination (including using 0 points).
The Factions
Factions fall within six categories: APCA, Lions, 50s, Thoughtswains, Unchained, and those Unaffiliated with the previous five. These are the major Power Structures in the world, and each faction is a sub-level of these Structures.
Administrative Peoples' Coalition of the Avenues
The current administration in charge of the Avenues is the only thing keeping it all together on the East side of the Jordan. The Stream spills Spirits, and the APCA cleans it up and keeps everyone else in line.
- Bureau of Domestic Logistics. Responsible for the subjugation and quelling of the general populace by any means necessary. There cannot be room for dissent in the new world, and man must present a united front against the Spirits. On the front line of conflict with other factions.
- Development and Reform Commission. Originally a temporary relief effort instituted after the Flood, but has since become a permanent agency. Expert craftsmen, architects, historians, explorers, and archaeologists trying to reconstruct Spirit City and its history.
- Ministry of Water Resources. Finding potable water, let alone drinkable water, has become a Sisyphean task. This ministry is on the front line of preserving everyone’s lives. Given far more leeway in their contact with the Stream than other agencies— so much so that some have secretly become contractors.
- Service of Extranormal Crime. The advent of Spirits required a response from everyone. This force seeks to investigate crimes of a Spiritual variety and often pursues rogue contractors causing havoc. Act in a pre-emptive and extremely prejudicial manner towards contractors.
Lions
A militaristic honor-bound warrior class that perceives themselves as the law in Spirit City and the working class as a valuable resource under their survey. Their strict and severe rituals for their warriors make them susceptible to the Spirits, but they're still the dominant force on the West side of the Jordan. They have a bastardized bushido code they follow.
- Claws. Lions who were at the forefront of all combat. They are direct, ferocious, effective, but tempered by patience. They lead all forward combat, keep their vassals under control, and keep all foreign factions away. Their violence is measured and intentional.
- Deathseekers. Lions disgraced for their actions. They seek to restore their Pride by means of an honorable death. This usually involves invading a den of iniquity, facing against the Lions’ enemies, or walking into the Stream to face dangerous spirits.
- Shadow. The minute number of Lions who act subtly and move in the dark. Rarely seen in daylight, they are ruthless, pragmatic, and above no dishonor if it means defending the Lions. Gather vital information through subversive tactics.
- Way of the Stream. Former Lions who have disowned themselves by contracting with a Spirit. Follow the code of their patron Spirit. This leads them toward many alien goals. Some wonder if it’s even their own will guiding them anymore.
The 50s
The remnants of the enforcers and first responders of SLC that existed prior to the Flood. Those who believe in the old order are still trying to re-establish ideas of democracy and regain a foothold in the city. Mostly in Downtown.
- 50s. Volunteer group named in honor of the 50 blocks consumed by the Flood and dominated by the Spirits. Provide emergency relief in the wake of contractors, border disputes between factions, or a rogue Spirit. High mortality rate. They’re trying to make things better.
- Labor Union. Faction focused on improving the abysmal working conditions of the people in Spirit City. Against the soul-crushing apathy of APCA, strict measures of Lions, and general lunacy of the rest, they have their work cut out for them. Composed of many skilled and charismatic individuals.
- SLCPD. Former police force for the city. They try to keep the infighting between the factions at a minimum while still acting within the confines of the laws that once existed, no matter how ineffectual. By the book, and most are honest.
Thoughtswains
Psions who use their abilities to weave minds and information, emerging after the Flood. They are not contracted with Spirits. Many investigate both spiritual and real crimes and are dedicated to preservation of order in the Avenues and beyond. Some of those are unafraid of the unsavory things required for the task. Others are in it for personal gain.
- Jabs. The common colloquialism the residents of Spirit City use for Thoughtswains. The more affluent factions of Thoughtswains use it to mean unaffiliated of their rank who use their abilities for personal gain. They are independent, but may form loose alliances with one another to keep safe from the greater rank of Thoughtswains.
- Magicians. Colloquial name for the loose branch of the House who act as investigators. Use their abilities to solve perplexing crimes other factions (or private citizens for the kinder souls in this troupe) have no hope of solving. Some are driven by greed, and others see it as a way to use their abilities to make a difference.
- Soft Hands. The sensual traders of secrets who pervade the numerous brothels in Spirit City. Comfort is a natural desire in such difficult times, and many of these ranks have their probing hands in the minds and hearts of powerful people in Spirit City. Supposedly answer to a mysterious leader.
- Spiritualists. The special few Thoughtswains who believed they knew what they were getting into by contracting with a Spirit. Most are driven mad and ferreted away into the deepest parts of the House. The few who come out only mostly broken drive massive cataclysms for themselves and the alien wills that have enhanced them. Few are those who resist and rise above, more powerful than any peer. But they should remember—they deal with Spirits.
- The House. The center of all intelligence in Spirit City. Have spies, hands, and money in every part of the city. Set up in an affluent district of town under the APCA, but operate completely independently. Secretive, effective, and always play things close to the vest. They preserve Spirit City from threats no one new existed.
Unchained
Of those few who were freed from, escaped, or were otherwise extricated from a Spirit Contract, some banded together. No one knows as much about the Spirits, and they sit as deeply touched individuals on the outskirts of society. They are a chaotic, cagey, and crazed gaggle.
- Mad Ones. Those driven insane by the voices of the Spirits. Some stepped into the Stream and managed to leave. Others were visited by a strange dream. They are erratic, with motives not even they understand. They all have one thing in common: they fear they are enslaved to a Spirit.
- Riddlers. Those who have been freed from a Spirit contract after finding a way to fulfill its insane, intentionally confounding terms. They offer their services to others trapped in contracts and generally despise the Spirits. They are typically the first to volunteer to enter the Stream and the first to tell others never to do the same.
- Swindled. The vast majority of contractors are consumed by Spirits. These ones realize they’ve been swindled and have broken their contract. They band together to try and outlast the Spirits. It is futile and they are fools. But it was fools who proved Spirit City could survive the Flood.
- Wild Cards. The extreme few, perhaps numbering less than a dozen, who bested a Spirit in their game. Left the Stream with the power of Spirit bound to them without agreeing to a contract. These few are often dangerous, quick, certifiably insane, completely unpredictable, bold, and have an irate Spirit at their back. These ones are game-changers. Only one of your characters in the entire campaign may be a Wild Card.
Unaffiliated
Not everyone fits in five neat boxes. For all other factions without subgroups within their ranks or far less presence in the city.
- Apostles. Some still keep to the beliefs that held them firm before the Flood. Most abandoned the faith after the Church of Ladder Day Saints and its apostles were consumed in the Flood, and many of those believed the Stream and its Spirits a decisive act from God. There is little love left for the Mormons. A few still cling to the old faith, and those that do have gained a power. Perhaps God, perhaps something else.
- Independent Contractor. Those who have made independent contracts with Spirits. Some of them didn’t know what they were getting into. Some were accidental. Some thought it would give them a leg up in the world. Their motives, like the Spirits’, are diverse and sometimes alien. Many revel in their contracts, while others look for subtle ways to escape it. But they all have the power of a Spirit, and know what an early death would mean for them.
- River Diggers. Treasure Hunters and Opportunists trying to make a profit off the flood. They take many forms: urban explorers, pawners, and freelancers. Often have one or two solid connections to other factions they can call upon and do business within specific districts. Generally some of the more widely traveled individuals.
- Shit-Kickers. Individuals who are sick of the scum. Usually work out of dive-bars and off sympathetic parties’ couches. Extremely loyal to their own kind and have very certain idea of what it means to be human. Aim to clean up the street of contractors, jabs, and other gutter trash. Very well adjusted individuals.
- The Circus of Grins. Formerly Ringling Brothers. A roaming caravan of performers who have permanently set up residence in Spirit City after the Flood. They are a cult of chaos and insanity, and lure in members with displays of debauchery and madness as they welcome the oncoming Armageddon.
Connection Bonuses
The below lists out the mechanical benefits of joining each faction at each level of investment.
Please note, these are designed to be appropriate to the lore of the factions, and some combinations of factions may represent unintended spikes in power.
The following list will be alphabetical order.
Bonuses
50s
50s were the first responders, the doers, the emergency relief in the disaster, and the people in it are just trying to pick up the pieces. They don't break easy, even when everything is doing their best to break them. You have +1 to rolls to remove Shaken.
50s are exactly the people you want in a disaster, not because they're always the best, but because they're always willing to be there. They run towards danger if it means they can stabilize the situation. First responders have to be quick. You gain the Quick edge.
No matter what, at least the 50s try. They don't grab for power, they don't try to create a new world; they just try to save the world that's here. Sometimes that just means stepping in when no one else will.
When attempting to Support an ally's trait roll, double the results of a success. In addition, a critical failure no longer subtracts from the lead's total. This bonus extends to any Leadership edges which utilize the Support feature.
Apostles
The Flood took out the Holy of Holies, the power structures of the Mormon faith, and damn near everyone who held a position of power in the church. Most took it as a sign of god, and the out of towners stuck in Salt Lake took advantage. Not everyone. Some keep the faith. You have a d6 Faith attribute instead of a d4. This increases the maximum Faith to 1d12+1.
The Flood was like a second baptism, bringing you to a new world. In this new world God has chosen some to lead and spread the faith again. For that, you need power—and God always provides.
Summoned allies, such as those created by Summon Ally or Zombie have a one die step increase in Spirit, Strength, and Vigor.
The Holy of Holies is consumed by the Stream, but the holy house persists inside. You and the others of the faith can feel it. The sacred texts, the gold plates, and all that existed of the faith is just inside the Stream. You just need to find it. And your faith will lead.
When performing a Trait roll, you may spend a benny to use Faith in place of the designated trait.
Bureau of Domestic Logistics
The Bureau of Domestic Logistics is used to enforcing the rules. Once, Salt Lake was a land of anarchy and danger. Those who hate the Bureau have forgotten what the those times following the flood were like. Let them hate you, so long as they obey. You're all that keeps the dark away.
You get +2 to Soak rolls.
The Bureau is the largest body of the APCA, and the most prolific. They hold Fairpark against the Lions; they ensure food makes it to the people; they keep gangs from rising up; and they keep the people from hurting themselves. They bring peace, and in trying times peace requires firm order and a big army.
You have contacts within the Bureau which can be found almost anywhere within APCA territory. In any instance in which the Bureau is involved, agents are more amenable to you. They can provide general knowledge, sift through local districts for information on your behalf, and even reveal information they would not otherwise disclose.
Salt Lake needs to survive. If it takes authority to save it, than so be it. Peace is the only option if the outside world is to ever be reached again. Anarchy cannot happen. This requires sacrifice, and you're willing to make it. Whether it's sacrificing your morals, somebody you love, or even yourself—the city must survive.
Once per round as a free action, you may indicate up to two allies (this can include yourself). They receive a +2 to their next trait or damage roll. Select another ally (this can include yourself). They receive a -2 to their next trait or damage roll.
Claws
All Lions follow a bastardized version of the Bushido code laid down by their founder and once gang leader. With this comes responsibility, community, certainty, and stability. Claws exemplify this more than anyone else. You have trained to protect your lands in Poplar Grove and Glendale. You have a d6 Agility attribute instead of a d4. This increases the maximum Agility to 1d12+1.
The Ringling Brothers and Barnum & Bailey were set to come to Salt Palace on October 2nd. Of course, that didn't pan out. They kept their camels in Poplar Grove though. You are accustomed to the saddle. You now own a camel that can be used while on the West side of the Stream.
While riding, the Claw ignores up to two points of penalties to any Riding roll and may spend Bennies to Soak damage for their mount using their Riding skill instead of the mount’s Vigor. Each success and raise negates a Wound. Also, if the Claw has the Block, Dodge, or Extraction Edges (and improved versions), they also affect the mount they are riding. With the Counterattack Edge, they can riposte failed attacks against their mount.
Claws have trained their bodies to defend the Lions and all they stand for. They gain +1 to all Fighting, Shooting, and Athletics rolls.
Deathseekers
There is no caution for a Deathseeker, but they will survive long enough to redeem themselves. Gain +1 to Toughness.
Deathseekers were Lions and Lions train to be strong. And a Lion exiled is a Lion still. Pride intact. Gain one Novice or Seasoned Combat edge of choice. The Lions will call on you…one day.
Deathseekers are at their best when they're on the cusp of restoring honor. There isn't a foe more deadly than them. When you have 3 wounds, you ignore all Wound penalties and gain a +4 to all damage. In addition, at the cost of an additional wound, add +10 to your next damage roll.
Development and Reform Commission
Artisans are needed to rebuild Salt Lake. Choose one Smarts skill related to a chosen toolset to raise a die type up to a maximum of d12+1.
Those in the Development and Reform Commission have been dealing with the crumbling infrastructure in Salt Lake for years. They've become specialists in keeping the city together, their diverse skillsets evolving over the past 15 years.
Select one of the following benefits:
- Gain the Artificer edge, regardless of requirements.
- Gain the McGyver edge, regardless of requirements.
One would expect the Development and Reform Commission to be more respected than the rest of the APCA for their contributions to the city, however this is not the case. Many is Salt Lake are resentful of the regulatory strangleholds the DRC has imposed on gas synthesis, electrical grid layout, and general manufacturing. But the people can't be trusted to do it safely, and Salt Lake can't handle another disaster.
Thus you've learned exactly where people try to break these rules. You gain the following benefits.
- You often know where secret routes exist within the city infrastructure, able to find routes between locations and travel between places in Salt Lake twice as fast as anyone else.
- You deal double damage to structures.
- You start each session with the Mechanical Malfunction Adventure Card, i.e. "A device malfunctions in some way: a gun jams, a bow string breaks, etc. The device can be fixed by 10 minutes work followed by a Repair roll at -2. If part of a large device, one system breaks down instead."
Independent Contractors
You are a contractor. See Contractors to learn more. You took your contract for yourself and your own reasons, and you try not to associate with the malcontents. This also means you're used to hiding it.
You have a d6 Persuasion trait. This increases the maximum Persuasion trait die to 1d12+1.
Contractors benefit from the power of Spirits. Spirits are being of immense power. All you have to do is make a contract. Perhaps it will move the Stream forward. But what's a few inches compared to what it will do for you?
You gain the following benefits.
- If you have an Arcane Background, you have a d4 in your associated trait. This increases the maximum trait die to 1d12+1. Otherwise, the selected trait may be any non core trait.
- When spending a benny to regain power points or remove Shaken, you may gain a +1 to your next trait roll.
The rest of Salt Lake doesn't understand. You do. You can beat the Spirits. You understand your contract. It isn't hurting anyone, they just don't get it. You're in control, not some silly Spirit just because it gave you a riddle. You'll win; you'll beat your contract. But first, you have to lean on it just a little. Get a little stronger. Do it alone.
Once during your turn, you may activate a power or beneficial edge on yourself as a free action. You must be the only target of this effect. In addition, when targeting yourself in this way, you may channel your connection to your Spirit to gain additional benefits unique to your contracted Spirit.
Jabs
Thoughtswains are psions: their powers independent of the Spirits and making them a target of mistrust amongst the populace and a target of envy from Contractors. All the power and none of the trade-offs.
You have a d4 Psionics attribute instead of a d4-2. This increases the maximum Psionics to 1d12+1. In addition, you begin with Arcane Background (Psionics).
Jabs are often independent of the organized structures under The House. The very term "Jabs" is simply a pejorative, used by the masses to refer to Thoughtswains abilities to pierce minds, whereas those associated with The House use it to demean Thoughtswains not associated with their order. Those who accept their status as Jabs learn to improve their own abilities.
You have +1 to Psionics trait rolls.
Many unsavory characters desire the abilities of Thoughtswains, but are hesitant to work with The House, whose goals, methods, and oversight may not align with their needs. For that, independent Jabs rarely lack for work, and their reputations tend to grow in the underground of Salt Lake.
You have contacts within Salt Lake you have done jobs for or know associates who have done work for them. You can call on these contacts for information, or approach them for work. In addition, your mind and memory have been strengthened along with your psionic abilities. When attempting to interrogate or pry information out of NPCs, you may spend a benny to recall relevant information to aid in your attempts.
Labor Union
Those of the Labor Union focus on people. More than anyone else, it's about the people. The APCA and Lions have worked people like the world's ending, and these people need someone to stand for them. You stand for those who have no one else to stand for them, against powers greater than you.
Once per round, when an ally within 10 yards takes damage, you may split the damage equally between you and them.
The Labor Union has a tumultuous history in Salt Lake City, even before the Flood. Pushed down by the railways, the LDS, and the government, they have been beaten down and risen again and again and again. They don't give up when people are at stake, and never have they been more at stake than now.
You may spend a benny to gain a bonus to a social trait roll such as Persuasion, Taunt, or Intimidate equal to the number of nearby allies.
Would you have freedom from wage slavery? Then brothers and sisters call in a hand; would you from misery and hunger be free? Then come, do your share and join our band. We have power when stand side by side, when we march hand in hand—that's a power, power that we'll strengthen and keep prime.
You gain the following benefits.
- Gang up bonuses are doubled for your.
- Once per round, you may Support or Test as a free action.
- You may spend a benny to inspire nearby allies, allowing them to ignore 1 level of wound penalties. This increases with your rank (2 levels at Veteran, 3 at Heroic).
- While you are Bleeding Out, all allies who can see you have +2 to trait and damage rolls.
Mad Ones
Mad Ones are accustomed to gazing into the abyss, and are so mad they might welcome when it gazes back. They are molded by their contact with it, broken by their time with it. And in breaking, they have shattered into jagged pieces—sharp, wild, dangerous.
You gain the Arcane Resistance edge.
Mad Ones often don't even know what they themselves will do. They see Spirits everywhere, but no one could prove whether they are real or imagined. Some believe they have been contracted against their will. Others drift into the Stream, acting on unshakeable urges. Many Mad Ones seem completely sane, having lived for years without incident as perfectly functional citizens. Then...they snap.
Those who become Contractors are the most dangerous of all, the terms of their contract seemingly insane and without reason. Those with no contract still believe themselves to be imprinted by the Stream or its "energies." No proof exists of the apocalyptic and deranged claims they make, but one truth is evident: anyone can become a mad one.
You gain the Berserk edge. In addition to its normal effects, it has the following effects:
- Your Spirit(s) appear to you, giving you instructions on what to do. When acting according to their instructions, you gain +1 to trait and damage rolls.
- You (and only you) can sometimes see tributaries flowing from the Stream that perfuse everywhere around you. Following these may reveal secrets, unique items and locations, and more.
Mad Ones are insane, but in Spirit City insanity lives on the edge of reason. Their ramblings, dreams, visions, and thoughts are the product of a madman's mind, but that doesn't mean they are wrong. Every Mad One has been touched with a truth. It is a truth unique to them, a truth no one will ever believe. A truth dangerous and destructive in its honesty.
Is it insane to speak truth? Men are granted the illusion of life. Shackled by falsehoods, they yearn for security, unaware of its grand illusion. Men are but props on the stage of life, and no matter how tender, how exquisite—a lie will remain a lie. They are bound by this yoke, and you know truth which may break it.
You know the truth in all its insanity. And they wonder why you're mad?
Magicians
Magicians are investigators under the purview of The House. They focus their psionics towards investigative work on their behalf. This often has them working with the APCA, 50s, and private citizens far more frequently than other Thoughtswains. As such, the general perception of Magicians is more positive than that of most Thoughtswains.
When dealing with others, revealing that you are a Thoughtswain doesn't negatively impact their attitude towards you. In addition, you gain the Alertness edge.
Many #Thoughtswains fall into the trap of over-relying on their supernatural abilities, to the detriment of their natural talents. Magicians don't fall into this trap, relying on their critical thinking skills to investigate as much as their psionics.
By spending a benny, you may do one of the following:
- Gain a hint to a puzzle or obstacle that will aid in negotiating this obstacle or otherwise provide relevant information.
- Find a clue at a scene that can reveal information or produce a new lead.
- Learn of any traps or ambushes nearby.
The best Magicians have combined their psionics with their abilities, using their skills of deduction to examine their supernatural perception and learn more than any other Thoughtswain or private eye ever could. What they learn they may keep to themselves until it is most beneficial—for them or their client.
You know Object Reading. When used by you, it has the following additional benefits.
- Scenes may be paused and you may walk through the scene and investigate as if you were present.
- You may freely jump to other objects present in the scene, including those being worn or carried; this includes objects that at the scene in the past, but not in the present.
- You may spend a benny to to share these features with up to five others, allowing them to view independent instances of the scene. You retain all knowledge they discover, though they are unaware of this.
- You may spend a benny to share a false version of events with up to five others, allowing them to view independent instances of the falsified scene.
Ministry of Water Resources
The Ministry of Water Resources is headed by former Christian Anarchist, Ammon Hennacy. He forced himself into the APCA to provide clean drinking water for the people of Salt Lake City. Those with him in the Ministry of Water Resources are carefully vetted to be equally as committed to the task. They are, unsurprisingly, quite popular in Salt Lake.
You always know where to find clean food and water and gain the Charismatic edge.
The MWR comes into contact with the Stream more than any other faction of the APCA. Perhaps more than even contractors. You know where there are safe entrances into the Stream, as well as alternative paths following the edges of the Stream allowing you to pass into and out areas of Salt Lake normally blocked by the Stream without crossing through the Stream (when possible).
In addition, you gain the Woodsman edge and it now applies to urban areas.
In Hennacy's words, "I'm not trying to change the world. I'm trying to stop the world from changing me." However, not all in the MWR follow this creed. Many become Contractors themselves in their journey. The truth is that clean water and food is harder to find everyday. Other solutions need to be explored: even those the APCA frowns on.
You have a network of contacts within the MWR and those loyal to them that includes Contractors. You may lean on these contacts to help you. In addition, your experience and time with the Stream has had a run off effect on you. You gain the Elan edge.
Riddlers
Riddlers must be quick thinkers. Choose one Smarts skill to raise a die type up to a maximum of d12+1.
A Spirit’s contract is never simple and will always find a way to take advantage of the contractor. Riddlers stand on the cusp of the flood, meandering the muddied waters to find a way out of these imposing contracts. This dangerous ground has led Riddlers to have +4 to any trait roll to determine the nature of a contract, information regarding a contractor, or what hidden meanings lie in the terms of a Spirit’s contract.
Riddlers were smart and lucky enough to be free, and they’ll push for the same for every other contractor. The only way out for Spirit City is forward, and to stop treating contractors like a cancer to be excised. Riddlers first and foremost help their own.
In any instance in which a Spirit is involved, you may reach out to your network of contacts for aid and information. They can provide general knowledge, sift through local districts for information on your behalf, and even reveal information on known entities and facets of the Stream.
You also have inside information on local contractors and will often know who is and is not a contractor through this network (Please be alert to Discord Messages from your DM regarding NPC contractors you meet). Unwilling or regretful contractors are also far more likely to open up to you and you have a +4 to social interactions with them (including Persuasion, Tests, and Support rolls), regardless of whether they are known to you or not.
River Diggers
People say River Diggers are bottom feeders making a quick buck, and maybe they're right. But the thing is, there's always scum to eat—even when the other fish go hungry. You'll find exactly what you need, damn the consequences and damn the ones who look down on you.
You gain the Scavenger and Rich edges. However, you are unpopular with citizens in Salt Lake and actively despised by some—especially the ones who know you.
River Diggers seem to just know when there's something valuable nearby. Usually they don't care too much whether someone owns it.
You gain the Investigator edge. When finding loot of any kind, you may spend a benny to declare that it contains an additional item (chosen by the DM). Roll a d4.
- 1-2: Minor Item
- 3: Major Item
- 4: Artifact
However, others dislike being associated with you. When attempting to barter with merchants you may only work with fences and shadier characters.
River Diggers seem to have all the luck. And they don't care if you know it either. You gain edges Luck, Great Luck, and Elan.
Your lust for loot and profit has made you greedy. You have the Greedy (Major) hindrance.
Service of Extranormal Crime
Agents of the Service of Extranormal Crime must be inoculated against the horror of the unknown realm of Spirits and their contractor. Gain +1 to rolls to resist the effects of Fear, Intimidation, or Shaken.
Fearing contractors is natural, and the APCA feeds into this fear liberally. The Service of Extranormal Crime follows in the wake of catastrophe committed by Spirits and Contractors and a mythos has been created around the mysterious agents. Contractors and those who know of them are nervous around the Service of Extranormal Crime. Contractors have a -2 to any trait roll against you.
The Service members are used to working in extremes—within reason and for the right result. Even still, extremes are extremes. When making decisions, efficacy is valued over morality. On the first round of combat, you may treat attack and damage rolls against those with a lower initiative card than you as benefitting from The Drop (see The Drop on page 100).
Shadow
All great things must be defended, and the Lions are no different. And a code as great as the Lions is under threat not just from war, but sedition. Deceit strikes harder than any weapon, and the Shadows exist to combat this—even if it is through deceit.
At the start of combat you may switch your action card with any ally's.
Shadows are super spies above all else. Everything they do is in the service of prolonging and empowering the Lions. They have mastered blending in with others not of the creed, and it has served them well.
You now have a contact with another Connection of your choice. This contact believes you are fully dedicated to the cause and considers you a close friend, sharing information about the faction with you. In addition, you gain the 1st Connection bonus from this faction.
Honor. Code. Loyalty. These are virtues not words. And virtues are nothing without power to defend them. In those dark place where no virtue exists except as a punchline, people of a certain temperament are needed. Those who can flit from place to place to learn those things that virtue can't fathom and stick to those backs who would destroy virtuous things if they could. Virtue is a bright light, and behind it stand Shadows to protect it.
You have the ability to forge documents, signatures, and seals with uncanny accuracy. Any attempts to detect the forgery are made at a -6. In addition, you know of several dead drops around Salt Lake City where you can hide or retrieve messages. Once per episode you may use this ability to retrieve a message containing information relevant to your current goals.
Shit-Kickers
You roll with the punches like only people who like to kick shit down can. Gain +1 to Toughness.
You don't have shit, and you're used to it. Bumming it off other is no different if it's a buddy or some piece of trash you just beat down. Once per round, if you take an enemy's weapon, you gain +1 to damage rolls and trait rolls until the end of the next round. This bonus stacks when switching to a different enemy's weapon on subsequent rounds, up to a maximum of +3.
When you kick a hornets' nest, hornets come stinging. Better make sure they don't know who you are then. You have 6 masks. You can switch between them as an action to gain some benefits. Plus, it puts some real fear into the degenerates, even if you can't see shit.
- Rabbit. Increase Pace by 1.
- Rooster. Critical Failures can be rerolled with bennies.
- Tiger. Your fists are natural weapons and deal d4 damage.
- Alligator. There seems to be a lot more gore around you.
- Rat. +1 to Stealth trait rolls.
- Bull. Enemies are treated as thrown weapons (Athletics) when thrown by you.
SLCPD
Fifteen years is a long time for people to forget, but many still remember when Spirit City was just Salt Lake City. Most older folks look on the SLCPD and its allies fondly. You have +2 to social rolls (Persuasion, Tests, Support rolls) when interacting with older generations.
The only Cops left in Spirit City are the one who are committed. Dirty power-grubbers are few after the Flood, and just the ones who believe in serving and protecting are left. Fifteen years out, it's only the perceptive ones who are still left. You gain +1 when rolling a trait roll to perceive clues, lies, or detect anything anomalous.
Even now, Cops still stick together. You may call on the help of your fellow cops. At any time, you may use your senior position to call in help anywhere outside of the Stream. Once a day, 1d4 cops in the area will come to your aid as allied Extras. They have the following statistics. In addition, the SLCPD’s resources are yours, and you have access to their armory. This is one of the last armories to exist in Spirit City.
Soft Hands
Those with soft hands know how to subtly ply both clients and targets. Targets have a -2 on contested rolls for Empathy.
Brothels aren't the only place a Soft Hand is familiar with. They also have connections with the luxurious and rich places around Salt Lake. You know of and can reach out to your network to discover places in which the affluent and those obsessed with luxury stay. In addition, you never need to worry about comfortable lodgings and can call on your contacts for room and board.
Soft Hands hide vicious abilities. Those Soft Hands of particular skill and reputation possess several additional abilities and modifiers for plying their trade.
- Mind Reading may now be cast without the target's knowledge.
- Mind Wipe can now implant emotions on a target without a target's knowledge.
- Mind Link can be cast on unwilling targets. For an additional 3 Power Points, the link can be hidden from the target(s).
Spiritualists
Spiritualists are attuned to spirits and minds. You have a d4 Focus attribute instead of a d4-2. This increases the maximum Focus to 1d12+1
Spirits are alien creatures who give great power in exchange for contracts that hold no rhyme or reason. Their influence extends the expression of a Thoughtswain's abilities significantly. Range for all powers is now double.
The Stream exists outside of the world, and through its many doors we enter it. Nothing is the same there, and time is no exception. For 2 power points, a Spiritualist can glimpse the immediate future, revealing the outcome of an action before committing to it. This foresight spans up to 10 seconds ahead in time.
Swindled
Contracts are not what they seem. Where contractors believe they are in control and they must merely control the terms of their contract, there is only one truth with a contract: Spirits don't lie, but they don't always tell the truth.
Swindled understand. You can't beat your contract. You can't beat a Spirit. They have won the moment you've agreed. It's only a waiting game for the rest of the world to learn the same.
You can never escape your contract. Whether you've broken it or it binds you, it is a part of you. You have internalized your contract. Your contract has become so ingrained in you that it is a part of you, until death and beyond.
When using a power, you may ignore the cost of up to 1 point of Power Modifiers (see Power Modifiers on page 152) when using Powers. If not using Powers, you may instead select a single Background Edge for which you meet the requirements.
Ask any Contractor why they made a contract with a Spirit and they'll give you a story of why it was absolutely necessary. They did it to protect their family. They did it to save Salt Lake City. They were dying. They had no choice.
No, there was a choice and we chose Spirits. It's what we think, at least. But the Spirit control the Stream and the Spirit chose us. There was never a choice, never a chance, never a contract. Just a swindle. Now, now you know the game.
As a free action you deal a single wound to yourself and target someone who has had a beneficial effect occur. This can be recovering from shaken or wounds, drawing a Joker as an action card, etc. Where applicable, you receive half the benefit and the target gains the other half.
In situations where a benefit cannot be shared, instead both you and the target both receive a comparable detriment offsetting the benefit. You can never win with Spirits.
Only fools deal with Spirits. Fools exist in many forms: dumb, smart, weak, strong, brave, cowardly—but what they all have in common is belief. All fools believe in something: dignity, love, progress—it doesn't matter. Spirits reveal what belief truly is: poison.
Belief is a malignant little thing that burrows deep beneath the flesh and whispers "You can do it." It comes in the darkest hour and tells of a way out , and fools listen. Fools hear the voice and fools act on it.
Fools live on belief. Swindled are fools who've realized the game. Swindled have seen the emptiness of belief for what it is and know exactly what those voices are: Spirits. Whether they live in the Stream or they wriggle in our hearts, Spirits exist only to trick you.
Swindled are fools. But even fools can learn.
All Swindled have lost something: a shadow, a memory, a voice, a name. For what you've lost you've learned to use it. Choose one of the following:
- Voice: Once per episode, perfectly mimic another character such that no one can tell the difference.
- Memory: Once per episode, pluck a thought from the mind of anyone you encounter.
- Name: Once per episode, select a target and change how they appear to all around them.
- Shadow: Once per episode, pass completely unnoticed through an encounter.
- Other: Make your own with the DM!
The Circus of Grins
Mormons weren't the only crazies when the Flood happened. Ringling Brothers Circus was stuck in town at the same time, and through a series of extremely unfortunate events, bad leadership, and exposure to the Stream, they've all gone mad. Nihilism without purpose is like a sad alcoholic. Nihilism without purpose mixed with untreated mental illness and a belief in the oncoming Armageddon is like a sad alcoholic who just had their cocktail spiked with MDMA.
You're a carnie. Carnies all have their niche. Selection a vocation from those below.
- Acrobat. As a free action, squeeze through any space a cat could fit through.
- Animal Tamer. Animals are naturally attracted to you. However you interpret that. +2 to all trait rolls dealing with animals.
- Clown. Once per combat, you may emit a maniacal laugh, casting Confusion.
Carnies love to give a good show. Even now, being in the spotlight comes natural to them. You're no different.
You gain one of the following based on your vocation.
- Acrobat. You can walk on air as if it were a tightrope for up to 2 rounds (12 seconds). You are immune to fall damage up to 60 yards.
- Animal Tamer. Your simian friends are on the case. Once per session you may summon 3 spectral monkeys for up to 1 hour. They can spy, steal, or cause distractions. While within 1 mile of them you may see and hear through them.
- Clown. You know how to entertain small parties, too! Once per session, select a target. Any action you take against them for the remainder of the encounter (social or combat) is made at a +2.
The world's ending. Why fret? Have a laugh, cheer, do what you want. Inhibitions aren't to be had any longer! So what if you're mad; sanity isn't built to last!
You gain one of the following based on your vocation.
- Acrobat. You are a master acrobat with an unmatched agility. You are able to stand on surfaces as narrow as 1in and can no longer critically fail Agility rolls.
- Animal Tamer. You may call in the colossus. Once per episode you summon a wild elephant. You determine its mental state.
- Clown. You know how to work the room. Once per episode, force all targets of your choice within a 20 yard radius to make a Spirit roll-2 or act on your command (choose attack, move, drop item, etc.) for 1 round.
The House
The House is secretive, insular, well-connected, and well-informed. They represent the largest collection of Thoughtswains, and if Thoughtswains could be thought to have leadership, the House is it. Operating out of the University of Utah, they have learned their powers through academic rigor and experimentation.
This knowledge is closely guarded, but is shared with those of the House. Power known is a deterrent, power unknown is an interdiction.
At each faction level you choose two Applications from the below list. Applications are additional effects that can be added to Powers. You may allocate these two Applications to one Power or to two Powers. You may select the same Application multiple times.
If you do not have Arcane Background (Psionics), then you instead gain the Rich Edge.
Secrets divined by the House and secrets kept by the House stay within the House. They keep these things for the betterment of Salt Lake City. While the APCA and Lions fight and the 50s try to hold together a city falling into disarray, the House is looking forward. The Stream is coming, and the House understands better than most just exactly what it will take to save Salt Lake.
You gain two Applications.
The House stays ahead. They don't place themselves at the forefront of conflict, and when their hand touches something they go to great lengths to make sure their presence isn't felt. If your enemies don't know what you want, or even who you are, they can't hurt you. The end goal? The House always wins.
In addition to two Applications, you may select a single power. You treat successful arcane trait rolls as a raise when using this power.
Application Table
| Application | Effect | Constraint |
|---|---|---|
| Area | Steps up the burst template one step (none - Small, Small - Medium, etc.). If no template exists, choose either a Cone or Burst Template. | Cannot be taken with Increased Range |
| Armor Piercing | Power gains 2 Armor Piercing (AP) | |
| Block Armor Piercing | Negates the Armor Piercing effect of any attack. Usually applied to Protection. | |
| Heavy Weapon | Power can now damage structures or anything protected by Heavy Armor. | |
| Increased Range | Doubles the Range of the selected power or grants range to a power that is touch only equal to half the user's Smarts die. | Cannot be taken with Area |
| Linked | This effect allows the caster to combine two powers into a single action. | User must have at least 2 Powers |
| No Range Penalty | Power no longer has a range penalty. | |
| Selective | User selects which targets are affected by a power. | |
| Triggered | Power may be cast in advance, reserving the Power Points, and triggered as the result of a specific condition (ex. establishing a temporarily trapped door using Blast). | Can only be taken once per power, excluding Linked power |
Way of the Stream
You are a contractor. See Contractors to learn more. You took your contract for yourself and your own reasons, and you try not to associate with the malcontents. Your Spirit is yours, and you are your Spirit's.
If you have an Arcane Background you may start with a power of a rank no greater than Veteran associated with your Spirit's code. Otherwise you gain an edge of Novice rank.
When you put faith in your master's will, the only doubts you have are your master's. When your master is an unshakeable Spirit, there is no doubt.
If you have an Arcane Background may select up to 2 points of Power Modifers at no cost for any power you have. Otherwise, you have a d6 Spirit attribute instead of a d4.
The thing about honor, is you can't turn it off. You betrayed the Lion's Code, but that doesn't mean you don't have a code. It is simply the code of your patron. You have grown in strength from following this code, and for a short time can subject others to the same.
Once per session, you may select a number of creatures within 30 yards. All creatures are forcibly subject to your code of conduct for a duration equal to your Spirit die. Extras are unable to disobey. Wild Cards roll Spirit -2 to resist.
Wild Cards
Only one Wild Card character may be created per player for the entirety of the campaign. They must be of at least Heroic rank.
You overcame a Spirit. Beat them at their own game and walked away with the whole pot. You're one-in-a-million baby, and there's no rules that apply.
- You begin character creation with 15 skill points and 6 attribute points.
- You ignore all Rank qualifications for Edges.
- You gain 3 Edges.
Doesn't matter if the deck's stacked if you're the one dealing the cards. Nobody's gonna touch you now, baby.
- Bennies and Conviction are interchangeable for you.
- When the GM spends a benny, you gain a benny.
- When critically failing at a roll you may spend a benny and reroll. On a successful reroll, you fail in the best possible way.
No risk, no reward. Wild Cards are crazy motherfuckers and you're no different. You put it all in and you'll hit the jackpot or die trying.
- You may spend a Benny to gain any power or edge for a one-time use.
- Instead of Power Points, you may instead choose to take a penalty to the arcane skill roll equal to the Power Point cost.
- You no longer experience Backlash.
- You can't suffer more than 3 wounds from one hit.
- Add +2 to Soak rolls.
- Probability, shmobability. For a point of Conviction you can do the following:
- Duplicate all abilities used this round, including an enemy's.
- Undo the last full round of combat and replay it.
- A random catastrophic event hits the battlefield—a meteor swarm, roulette of elemental chaos, or spatial collapse—with damage not favoring friend or foe.