| Strength | Agility | Finesse | Instinct | Presence | Knowledge |
|---|---|---|---|---|---|
| -1 | 0 | 1 | 1 | 0 | 2 |
During a rest, you can drop into a trance to choose an additional downtime move.
Mark a Stress to gain advantage on a reaction roll.
When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
Spend 3 Hope to restore a Device, Cybernetic implant, or Drone. If the target item has Hit Points, it is returned to 1 Hit Point.
Spend 3 Hope to convert a Hacking failure into a Hacking success on one Infiltrate or Control roll.
Spotlight an Action to become aware of any digital signal within Very Close.
Spend 1 Hope to extend the range to within Close.
Mark 1 Stress to extend the range to within Far. This alerts you to the devices’ presence, type, and whether they are hardened or unharden-
Spend 3 Hope to disrupt electronics within Close. Set a d4 to a value of 4 and decrement each time you take a Reaction to have one of the following effects:
Mark 1 Stress to gain Control of 1 unhardened device regardless of Tier or to make an Infiltration or a Control roll at +2.
Spend 1 Hope and make an Infiltration roll at +2.
On a result of:
Fail with Fear – No access granted, Increate the System Alert by 1.
Once per Scene, Mark 1 Stress to reduce the System Alert level by 1.
Once per Short Rest, after failing on an Infiltration roll, Mark 1 Stress to cause the ICE to react as if you had not made the Infiltration roll at all.
Once per long rest, you delve so deeply, that you can almost see the System as a whole from the inside. Start a counter at your Tier level (which by the time you are at Mastery, will be a d8 or d10). While that counter is in effect:
+6 on all Analyze rolls
+4 on all Infiltration rolls
+2 on all Control rolls
+d4 on all damage effects
Cybernetic devices can be targeted as if they were regular devices.
Tick down the die by 1 for each Action you take.
| Name | Domain | Level | Text |
|---|---|---|---|
| Pick and Pull | midnight | 1 | You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force). |
| Quick Hack | circuit | 1 | “For when you don’t have time to be subtle… or alive.” Once per Scene, when you trigger an ICE countermeasure or trace feature, you can Mark 1 Stress to use your Reaction against the Device difficulty to avoid the effect, or Mark 2 Stress to avoid it without a roll. |
| Name | Equipped | Trait & Range | Damage | Actions |
|---|---|---|---|---|
| Light Semi-auto pistol | Yes | agility • close | d6 (physical) | |
| Vibro-Knife | No | agility • melee | d8+2 (physical) |
Piercing – Piercing:
Critical Effect: Silent Kill – Critical Effect - Silent Kill:
|
As a downtime move, you can craft a Minor Adrenaline Patch. nanite payload delivers fast onset effects
Background and motivation:
Born inside an abandoned research subnet left over from a failed OmniTrine neural-immersion project. Nox grew up half in the real world, half in deprecated architecture, learning to stabilize their own consciousness as it drifted between layers. Their motive is survival: their mind desyncs without constant digital anchor points, and shadowrunning gives them access to the systems that keep them stable.
Something they know and are excited by:
They understand orphaned network strata—dead protocols, abandoned VR scaffolds, and “ghost loops” where data echoes long after deletion. Nox treats these as ecosystems and is fascinated by their emergent behavior.
Why they started shadowrunning:
Running provides high-grade system access, rare network topologies, and paychecks large enough to buy stabilization gear. It also keeps corps from reclaiming them as stolen IP.
Why they joined this team:
This team hits targets with complex device meshes—perfect environments for Nox to anchor their drifting consciousness. In return, Nox’s infiltration precision keeps the team’s operations clean and silent.