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06a - Rusts

The document describes the life and characteristics of the 'Rust' caste in a fictional society, portraying them as the lowest social class with limited prospects and a culture of scavenging. It outlines various abilities and traits associated with Rusts, including their psychic powers and roles in society, as well as specific moves and actions they can take in gameplay. Overall, it emphasizes their struggles, resilience, and unique abilities in a harsh environment.

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0% found this document useful (0 votes)
17 views25 pages

06a - Rusts

The document describes the life and characteristics of the 'Rust' caste in a fictional society, portraying them as the lowest social class with limited prospects and a culture of scavenging. It outlines various abilities and traits associated with Rusts, including their psychic powers and roles in society, as well as specific moves and actions they can take in gameplay. Overall, it emphasizes their struggles, resilience, and unique abilities in a harsh environment.

Uploaded by

facef23461
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

RUST

Here you are at the absolute bottom of the societal order.


You are among the most common of the castes, and definitely the
poorest— and it’s not hard to see why. According to Imperial
Propaganda, your blood is of the lowest quality; most prone to
mutation, most likely to be haunted, furthest hue from violet…
you’re practically walking cullbait! Your life is a constant
cycle of subjugation, existential dread, and training for your
eventual job as a foot servant, butler or janitor on some
highblood’s cruiser— and that’s if you’re VERY lucky. Chances
are, you’ll just wind up dead. Some rusts do have incredible
psychic abilities, from telekinesis to the ability to commune
with the dead, but that doesn’t matter one bit to the people up
top. Like I said: practically walking cullbait.

Stereotype: Walking Cullbait


Reality: The Working Class
Common Traits: Resigned, Spooky, Diligent
Wealth Level: Poor

Entry Moves (Pick one at Level 1)


INTO THE DUNGEON
[Rust][Downtime][Unlock: Dungeoneer]
Scavenging is a big part of Rust culture. But you do it better
than anyone else. How? You plunder the most dangerous tombs of
all; the tombs of historical eras themselves. See, Alternia has a
habit of building on top of itself; layers upon layers of
underground, defunct cities forgotten by time await those who
seek them out. And there's a tonne of shiny TREASURE inside as
well! There's also monsters, ghouls and horrible secrets, but you
mostly care about the treasure. Your bravery and guile is
unmatched only by your foolishness; you are [Talented] in +HUB.
You have a [Downtime] move called PLUNDER. Generally, the stuff
you find is ancient, even if it functions as a normal item, such
as stone mask CLEVER DISGUISES or healing salve MEDICALIZERS.
When you want to loot ancient dungeons, roll +HUB.
MIN: Aw shit, the dead super didn't like that you fucking disturbed them,
actually. You are exposed to the HAUNTING [Affliction], and
immediately move to Stage 1.
BAD: You found some fucking bones! Whooooooogh. This is totally worthless,
but you figured it would maybe rile up some ghosts if you continued
so you, uh, didn't.
OK: It's not… terrible! You find a [Poor] item of some description for 1 VP
less than normal.
GOOD: Nice! You find a Treasure I! Maybe it's a cursed gemstone, or
something you can trade in for a DVD or something.
GREAT: NOW we're talking! You find a Treasure II.
MAX: THE MOTHERLOAD! Look at this sweet loot haul you found in the arms of
a skeleton! You find a Treasure IV!

SLUMBLOOD
[Rust][Passive][Unlock: Gutterblood]
Whelp! There's literally nowhere lower for you, is there? You are
the absolute lowest on the hemospectrum, the gum on the shoe of
Alternia. You're a lowblood with little to no psionics, no stable
job to make highbloods consider not killing you, and no real
prospects either. Basically, you're living garbage. If you got
blown up, nobody would care. And in a weird way… that's kind of
okay by you. You've grown used to living among garbage, and can't
imagine living like those stuffy highbloods. You are [Talented]
at +APP because you just won't give up and die, no matter what.
Your Wealth level is Destitute, not Poor. Not that it matters.
You make do with what you've got! You have access to any item up
to the Well-Off Wealth threshold, with the exception that it's
literally garbage you pulled from the trash. Every time you
activate an item, there's a chance it falls apart. Roll 1d8; on a
1 or a 2, the item breaks after usage. Oops! You can't help but
chuckle when this happens though, giving you 1 [Boost]. [Big
Buys] do not reduce your Wealth Level, though they do look
noticeably shoddy; they break on a 1, 2 or 3. You can still
garner LUX to craft together garbage Vehicles or Hivecrafting
Upgrades. What can you say? Who needs treasure when there's all
this trash lying around?

PHANTOMLY PHENOM
[Rust][Passive][Unlock: Haunted]
Hey… over there… come a little closer… let me ask you a question.
Do you think ghosts are real..? You don't..? Heheh, yeah… that
white hand on your shoulder probably isn't real either. You are a
necropath, a troll with an inherent psionic connection to the
supernatural. Maybe it's because rusts have such a short lifespan
that it's only natural that you're able to see them; maybe it's
because you have a latent psychic power that lets you see them.
Whatever the case, you've got a real knack for seeing things
nobody else can see. It really doesn't bug you, though; you kind
of don't feel fear ever at this point. You are [Talented] at
+RAS; while you have [Psionics], you mostly rely on the deceased
to pull spooky japes! You are immune to the [Scared] and [Dread]
conditions. Any time you would gain them, you instead feel
[Happy] or [Joy] as you giggle. Oh, this situation is meant to be
frightening? That's so fun, heheh..! Other people's fear,
meanwhile, empowers you; when around a target who is [Scared],
feeling [Dread] or has the HAUNTING Affliction, you can start
[Flying] as an action.

TELEPOWERS
[Rust][Psionic][Strife][Unlock: Psychic]
Rusts are a caste with somewhat muted psychic powers. They can
bend spoons maybe, or have some connection to the dead. You? You
go the full fucking mile. Lifting objects with your mind, reading
thoughts, seeing the future… if you can think of it, you can do
it. You are [Talented] at +IMG. Using this move gives you
EXTRASENSORY POINTS, or ESP, a type of [Hold]; as an action, you
can spend one or more ESP to launch a TELESTRIKE, dealing 1
[Somatic] damage per ESP spent as you barrage them with a volley
of projectiles. When you spend 3 or more ESP as a single action
this way, the attack also inflicts 1 [Somatic] [Weakness] for 3
turns, battering your foes with exceptionally large items. When
you want to lift heavy loads with your mind and slam some shit
around, roll +IMG.
MIN: NnnnnnnNNNNNNRGH… oh, whoops, there goes all that stuff you were
holding. Your grip on your psionics wavers and you lose all your ESP
- no meteors in the forecast tonight. If you didn’t have any ESP yet,
you’re just [Inept] at all rolls for a turn as you recover from the
strain.
BAD: Well, at least you didn’t pop a blood vessel.
OK: You channel energy for your next attack, gaining 1 [Boost].
GOOD: You lift up something heavy and prepare to hurl it at the opponent.
You gain 1 ESP.
GREAT: You levitate a whole cluster of objects to barrage the opponent
with, doing 1 [Somatic] damage and gaining 1 ESP, or just gaining 2
ESP as you prepare for a truly earth-shaking assault!
MAX: YOU ARE THE APOCALYPSE ARISEN. YOU ARE THE PSION TO END ALL PSIONS.
You tear open the earth or crush a building and make some actual,
honest-to-HIC meteors to hurl your opponent’s way. You do 2 [Somatic]
damage and gain 2 ESP, and your next TELEKINETIC STRIKE inflicts
[Ablaze] as your projectiles - and enemies - catch fire from the
sheer psionic force!

AT YOUR SERVICE
[Rust][Passive][Unlock: Worker]
It's a tough job, but somebody's gotta do it. That somebody is
you, whether you like it or not! Rusts are always given the most
grueling of tasks, both off-world and on it. That includes
everything from janitorial duties to retail to butlerhood. The
worst part is that, like all jobs on Alternia, you don't even get
paid— it's just valuable experience for your eventual Ascension.
Stings a little to know that technically, all of these jobs could
be automated by drones, but whatever. Select one of the following
roles.
Janitorturist (+RAS): What a mess. You are immune to [Disgusted], and can
cure allied status conditions with a quick mop. Mop their [Ablaze]
away, a good spritz of OxiScream for their [Dread]... This is a
[Lengthy], [Physical] action.
Underhost (+PLC): You may dress fancy, and do fancy things, but… you're
still a lowblood wage slave. Hope those highbloods you're serving
horderves like your bowtie! You have 12 VP, not 8, since you're used
to carrying plates of party favors so often.
Splathlete (+GRA): You'd think that a job in sports would be lucrative, but
half of Stickball's appeal is the fact that the players can be killed
mid-game. When someone makes an OK or lower [Strife] roll at you, you
do 1 [Somatic] damage back for [Free] as you bat their attack right
back!
Henchtroll (+APP): What? Okay, sure, you sold out and became like, a
supervillain goon or assistant to a rich bastard. And what of it? You
can roll [Downtime] rolls on behalf of others.
Stuntster (+HUB): For all those amateur filmmakers out there, throwing a
rust at a wall and seeing how many bones they break is invaluable!
You gain access to a free SMALL Vehicle with no features. You are
always [Proud] while riding it.
Rustshirt (+GRT): You are a future disposable frontliner, be it on the
battlefield, in shady labs or on research expeditions on hostile
alien worlds. When you hit 0 HP, all allies gain 4 [Boost] and 1
[WHAM] as they cry your name in disbelief.
Retailanguisher (+PSP): Will that be all, sir..? Any LUX items you purchase
are 1 cheaper than normal. You know where to get the good stuff.
Minionwick (+IMG): You are in eternal servitude to a mighty wizard. Your
status as apprentice means while you aren't allowed to use magic
yourself, you can help others do so; if an ally fails a +IMG roll,
you may reroll it on your turn and retroactively give the new result
to them, even if it's worse.

Basic Moves (Available at Level 1)

COULD BE WORSE!
[Rust][Basic][Open][Passive]
The life of a rust is full of misery, but you’ve learned to
begrudgingly accept the aspects of life that aren’t the most
blessing. For an enemy to heighten a negative [Emotion] on you
the base must be inflicted twice extra rather than once extra,
since you’re a bit hard to put down after you’ve gotten so tough.
If an enemy inflicts a heightened negative [Emotion] you do not
have yet, it is instead inflicted as its base form.

HEAVY SUSPICIONS
[Rust][Basic][Open][Passive]
Rusts live dangerous lives under the watch of the Drones, the
Clown Church, the Evil Empire, the Ghosts in the Cullpits, the
Beasts in the Trash Cans, that one guy from the Subgrubs who
wants to talk about seagoat butter but you don’t even know what
that is so you gotta nod your head in disbelief as they talk to
you. What I'm saying is there's a million ways to get your ass
kicked… so use your head and avoid trouble! You gain the
following PROBLEM SLEUTHING options.
TRUSTWORTHINESS CHECK: Is this person cool? Or are they, like, not? If
they're cool, you become [Hopeful]. If they're not, you become
[Stressed] but gain a +2 to all [Strife] rolls. You can't roll this
on someone obviously aligned with you or against you, and lose the
effect of Not if you stop being [Stressed].
ESCAPE ROUTE: You quickly identify any ways out of where you're at.
Opponents ABSCOND and CAN'T ABSCOND BRO rolls are [Inept] for the
encounter.
HESITATE: Ask the Clouder or other player "am I gonna regret this?" before
doing an action. If the answer is yes, then uh, maybe don't do that.
You gain 3 [Boost] if you do it anyway. Jackass. If you don't do it,
you reduce an [Emotion] by 1 stage.
SQUINT: You lyin'? If they are, you gain 1 [WHAM]. If they're being honest,
you gain 2 [Boost].

LATENT PSIONICS
[Rust][Basic][Passive][Psionic]
Even rusts who AREN'T actively psychic have some mild psychic
powers. Usually just enough to like, bend a spoon or something.
Obviously, then there's psions who can throw planets with enough
practice, but yeah! Whether you're a master psychic or a psionic
debutant, you have latent psionics that are always at least kind
of there. You immediately know if an opponent has [Psionic] or
[Magic] moves (other than FRAYMOTIF) just by being around them.
If they do, you gain 1 [Boost] at the start of the encounter as
your hairs stand on end. If you didn't have any [Psionic] moves
before, you're now able to gain the PSIBURN [Affliction].

MEEK WORDS
[Rust][Basic][Open][Passive]
Ummm… have you considered being nice and kind, maybe..? Please?
You know you aren't necessarily going to kick any asses with your
pitiful lowblood self, but maybe you can use the power of
communication to help you out! You gain the following WORDPLAY
effects.
BEG: NNNOOOO, PLEASE, I’M JUST A RUST BLOOD, I WON’T DROP ANY GOOD LOOT,
PLEASE SPARE MEEEE! Your opponent feels kinda bad for you, and their
next [Strife] roll is [Inept]. On a GREAT, it's [Godawful], and on a
MAX, it's also [Tiered Down].
MAKE EXCUSES: It's not your fault! Honest! It was… that guy! Over there!
You point and make excuses, [Confusing] the target for 2 turns.
NEENER NEENER: BWEEEEEH! Screw being meek! You say some disrespectful shit
instead! Your target is [Enraged] for 2 turns.
SNIFFLE: You start… crying, oh my god. Ugh. That’s pathetic, and also super
manipulative and crafty. The opponent’s moves that disable or
negatively affect [Manipulate] rolls are disabled for 3 turns.

MISERY MEAT
[Rust][Basic][Open][Passive]
If you die, you die. You're staring down a mayfly's lifespan
filled with nothing but servitude and subjugation. You’re kinda
burned out on all this constant danger thing, so why bother
caring? You can choose to feel [Numb] as an action, letting your
ennui swim over you. While you have [Numb], all [Mental] effects
are [Inept], because like… eh… sure, kill you, you guess..?

NOT WORTH YOUR TIME


[Rust][Basic][Open][Passive]
C'mon, dude. It's just a rustblood. Who cares? There's like, a
million of them. That's the vibe you try to give to people
definitely trying to rock your shit. LET'S STRIFE rolls to ORDER
UP against you are [Inept] because of how unkempt or tired you
look, and your WORDPLAY rolls on the first turn of combat are
[Tiered Up]. Hey, hey, let's talk about this!

OUCH OOF OW
[Rust][Basic][Open][Passive]
Aw jeez, internal bleeding again? Oh well. You're pretty used to
the whole injury thing, and you just kinda roll with it. When
you're [Bloodied], you can [Heal] as normal; until you do [Heal],
however, you take 1 extra [Drag] every time you get a BAD or MIN
roll. Ouch, oof…

PLEASANTLY OBLIVIOUS
[Rust][Basic][Open][Passive]
Man! Sometimes you don't even realize how fucked up your life is.
Why do people scrunch your nose at your canned slugs that you
eat? Why do people look sad when you offhandedly mention that
lusus that took care of you a few sweeps back before it got
eaten? It's fiiiiiine. You can cope. You can't gain more than 2
[Drag] at a time.

VALUE CHASER
[Rust][Basic][Open][Passive]
C'mon, c'mon, don't break on you! It was hard enough to grab a
medicalizer in the first place, man… whenever you use a
[Consumable] item, roll 1d8. On a 7 or an 8— miracle of miracles!
The item doesn't break! Hell yeah!

VIOLENT FLAILING
[Rust][Basic][Free][Physical]
AAAAAH! YOU DON'T WANNA BE GRABBED! LET GO! AEEEIII! You HATE
being manhandled, and will trash and flail in a panic whenever
someone tries to do so. You aren't gonna get got! No way!
Whenever someone tries to GRAB you with SHENANIGANS, APPREHEND
you during a GROUP STRIFE, or otherwise physically grabs or
[Traps] you, you can roll +GRT to thrash.
MIN: Your survival instincts fail you. You go limp, and are functionally
[Unconscious]. You give up.
BAD: You just [Tire] yourself out! No joy.
OK: You cuss and shriek and flail and cry and bite and wiggle! Nothing
happens.
GOOD: GWAAAAH! Whatever it is that's got you takes 1 [Drag] if it's an
enemy, and 1 damage if it's an object. You can choose to end the
[Trapped] condition if you are affected by it, but you won't be able
to use this move again if you're not still [Trapped].
GREAT: LEMME OOOOOUT! You get a GOOD, but you do 1 additional [Somatic]
damage with each option!
MAX: H— dude, holy fuck, what? You're like a little storm! You get a GREAT,
but all numbers are doubled?!

RANSACK
[Rust][Basic][Physical][Strife][Locked: Dungeoneer]
Look man! There's a LOT of monsters in the winding passages
beneath the surface. You think that you can become an expert
Dungeoneer just by running fast? Wrong, dipshit! You gotta
STRIFE! When you want to fight for your life, roll +HUB.
MIN: You fool! You throw yourself into the jaws of danger, but you don't
have a backup plan! You take 2 [Somatic] damage and become
[Bloodied].
BAD: Okay, that was kinda super stupid, not gonna lie, but you got out
before any real harm was done. You take 2 [Drag].
OK: Not great, but you don't put yourself in any danger. You take 1
[Boost].
GOOD: WHAM! That's what I'm talking about! You do 1 [Somatic] damage.
GREAT: CLEAVE! You do 2 [Somatic] damage, or 1 [Somatic] damage and give
yourself 2 [Boost].
MAX: You're unstoppable! Did you see that? You cut through like a rock, and
it split in two! That's AWESOME! You do 3 [Somatic] damage, and give
yourself 3 [Boost].

LOOT OF THE DAMNED


[Rust][Basic][Chicanery][Physical][Locked: Dungeoneer]
This may be bad, but you know how to make it worse. Thanks to
your quick and easy access to a multitude of artifacts you most
definitely shouldn’t have, you have the unique ability to cause
problems for your foes with a twist. You can buy the following
exclusive [Rare] items with your Treasure…
ANCIENT RUNES (2 VP): These runes burned onto linen wrappings will probably
keep you safe, maybe! When someone uses a [Magic] roll on you, the
runes burn away, but the roll becomes [Inept].
FLASK OF EMBERS (2 VP): Slug em down, baby! This bottle of multicolored
embers keeps you safe in combat. You take 1 less damage from attacks
that do [Energy] damage for 2 turns (min. 1).
STRANGE AMULET (2 VP): This amulet glows blue when you're in the presence
of an [Eerie] troll. Spoooooky! You, uh, don't know who it is though.
Just that there's one around.
RING OF SAFEGUARDING (3 VP): This makes you just a lil sturdier. Which is
good, frankly. You gain 2 extra HP!
SPOOKY PENDULUM (3 VP): The hypnotic swinging of this cursed amulet is..
fascinating … Yaawwwn. The target becomes [Tired]. After it is used,
it is destroyed.
URN OF PHANTOMS (4 VP): HAHA! I RELEASE THEE! Bitch! I call upon the
ancient spirits of get FUCKED. You smash an ancient artifact at your
feet and summon the PARANORMAL ACTIVITY Hazard. You are also caught
in it. Dipshit.

ROUGH ROUND THE EDGES


[Rust][Basic][Passive][Locked: Gutterblood]
You've got a kind of shabby appearance and a personality that
certain, more established trolls might find… unusual! All
opponents [Manipulate] rolls against you are [Inept], cuz… how do
you even deal with a troll like you..?
PLAY POSSUM
[Rust][Basic][One-Off][Reaction][Chicanery][Mental][Locked:
Gutterblood]
HNRK-! And with this… YOU DIE… AEIOUGH… just kidding! Playing
dead is an art, and it's one you're very experienced at. Whether
it's hamming up your demise to win pity points or pretending to
play dead to avoid a confrontation, you've mastered the art of
going down before it's time. When you want to fall victim to a
"deadly" incoming [Strife] roll, roll +APP.
MIN: You're not even a little dead, dipshit. Go to hell. Not only are you
[Floorbound], you're [Slowed] for a turn, and your target gains 1
[WHAM]. Asshole.
BAD: You don't fool them, but you don't waste time trying to fool them
either. You're [Floorbound].
OK: You consider it, but decide against it. You gain 1 [Resistance] against
the incoming attack anyway.
GOOD: HRK-! You drop to the floor, and the target thinks you're dead. This
is usually enough to ward off NPCs, intelligent HAZARDS or
antagonistic player characters. Interacting with you, like shaking
your body in concern, is enough to prove you're alive, though people
actually out to hurt you usually won't check. Metagaming scum. Your
next [Physical] move is [Tiered Up] as you prepare yourself to
unexpectedly strike!
GREAT: You ham your death the hell up! You get a GOOD. Choose one of the
following effects:
HEARTBREAKING: NOOO- YOUR… MOIRAIL… YOU CAN'T LEAVE THEM… aw man, your
dying words really bum the target out. They're [Sad] now.
GRUESOME: Oh— dear god, that's a violent, bloody death, and definitely
not the blasagna you keep on you for just such an occasion
splattering everywhere. The target is [Disgusted].
OVERDRAMATIC: ET TU, ENPECE? AEI— AEIOIGH— MY LUSUS… OHHHH… your death
is believable, but hammy. Do people really die like that..? The
target is [Confused].
SILENT: And with a glassy eyed stare, your life is snuffed out. Feels
hollow. The target is [Numb].
MAX: You put your ALL into that death. And it pays off! You get a GREAT,
but the target's emotion is [Heightened].

HALLUCINOMANCY
[Rust][Basic][Recharge: 3][Chicanery][Psionic][Locked: Haunted]
Whoah, check this out! You're able to do all sorts of spooky ooky
stuff..! WOOGAH WOOGAH WOOGAH WOOGAH! People are already on edge
around you; a little subtle psionic suggestion and here, a little
illusory misdirection there, and bam, you've got a fun little
prank that'll really give people goosebumps! When you want to
unnerve folks, roll +RAS.
MIN: …aw, cockbiters… you summoned a PARANORMAL ACTIVITY Hazard that is
extremely pissed at you specifically… that's not a good prank… uh oh…
BAD: You just kinda fumble, and it's not scary at all. Nothing happens.
OK: You shout WOOGAH WOOGAH WOOGAH, that's gotta count for something. The
target takes 1 [Drag].
GOOD: You jump up and hover for a moment, you stick your thumbs by your
ears and waggle your palms, you stick out your tongue and your eyes
glow white! This makes the target instantly piss and shit everywhere.
Choose one of the following effects…
BUMP: Did you hear that..? You create an auditory hallucination which
sounds pretty unsettling. The target loses one positive [Emotion]
they have.
BEHIND YOU..!: You vanish from sight, only to appear directly behind the
target, scaring the shit out of them. The target takes 2 [Drag].
EYEFOG: ALWAYS WATCHING NO EYES ALWAYS WATCHING NO EYES. You fill your
target's vision with static, [Blinding] them.
JUMPSCARE: You start to shudder and shake… then your neck snaps to an
impossible angle, your eyes go staticy black and you glide insanely
quickly towards them while screaming. Fucking terrifying!!! The
target becomes [Overwhelmed] for 2 rounds.
WOOGAH WOOGAH: You warp your face and proportions in some Beetlejuice
level bullshit. The target is [Disgusted] by this!
GREAT: AAAAAAAAAAAAAAAAAAAA!!! You get a GOOD, and the [Recharge] of this
move is only 1 now. You're raring for another scaring..!
MAX: Hey— hey, maybe relax..? This looks like… maybe too much?! You get a
GREAT, but you also fuck their minds up real bad. They are under the
effects of the DIMMING STARS Hazard.

POLTERIFICATE
[Rust][Basic][Psionic][Strife][Locked: Haunted]
Boo! Nyeheheheh! Your psychic powers are boosted by your latent
spookiness, giving you the haunting ability to slam shit around
like you’re some… some kind of… weird… german ghost, or
something. You use it to stack chairs and scare the shit out of
children, fuck with televisions, or more commonly, slam your
opponents around! When you want your target to have a haunting
experience, roll +RAS.
MIN: You overexert yourself, and your lifeforce flickers, reminding you how
thin the line between life and unlife is. You take 2 [Freaky]
[Psychic] damage, and gain 1 [Weakness] to [Psychic] attacks as you
become slightly ethereal.
BAD: You exert your full psionic strength… and somewhere, somehow, a spoon
bends. Nothing else happens.
OK: Your spooky energy fucks with the target’s anxiety, but doesn’t hurt
them; they gain 1 [Drag].
GOOD: BOOOO! HUHUHUHU! Your terrifying presence looms over your target. The
target takes 1 [Freaky] [Psychic] damage.
GREAT: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!! Genuinely terrifying! Your
target either takes 2 [Freaky] [Psychic] damage or takes 1 [Freaky]
[Psychic] damage and becomes [Scared] for 2 turns.
MAX: Your eyes turn white, and you start floating a few feet off the floor,
your words repeating backwards. Fucked up! Your target either takes 3
[Freaky] [Psychic] damage, or takes 2 [Freaky] [Psychic] damage and
becomes [Terrified] for 2 turns.

EXTRASENSORY TRICKS
[Rust][Basic][Chicanery][Psionic][Locked: Psychic]
Life at the bottom of the spectrum’s rough, even for the most
powerful of psions. Sometimes, you’ve just gotta get creative...
and you’ve found a ton of creative uses for your powers! Each
individual EXTRASENSORY TRICKS option has [Recharge: 2] - have to
keep your trickery fresh if you want to get away with it. When
you want to trip your opponent up with your psionics, whether
causing some ‘bad luck’ or just messing with their thinkpan, roll
+IMG.
MIN: Nnnnrgh… ah, fuck, you gave yourself a nosebleed! You become
[Bloodied].
BAD: Nothing happens. Dipshit.
OK: Okay, they’re like, kinda brainfoggy, but it really didn’t help you
out. They get 1 [Drag].
GOOD: You pull a clever psionic trick of some kind - that’ll throw them
off! Choose one of the following effects:
TELEWAVE: You focus your psionics on the opponent’s thinkpan, giving
them one killer headache and making them [Confused] for 2 turns!
ESPSIONAGE: With a delicate touch of psionics, you unlock a door or move
aside some obstacles, clearing a path! You or another target is no
longer [Trapped] or [Floorbound]; you can use this option to
narratively lock or unlock doors and windows from the inside, reach
objects from afar, and other cool spy-psion moves.
JINX: You inflict some incidental ‘bad luck’ on your opponent, whether
by literally jinxing them or just sweeping a leg with some well-
placed telekinetics! Roll 1d8, and divide the result by 2 (rounded
down):
1. The target trips and becomes [Floorbound].
2. The target accidentally hurts themselves, and takes 1 [Drag].
3. The target’s sylladex malfunctions, spitting out all of their
items onto the floor. It takes an action to pick an item up,
and you can do it too.
4. The target farts or otherwise [Embarrasses] themself, and
there’s not much more to say about that. This lasts 2 turns.
LEVITATE: You YOINK an item from your opponent’s sylladex and wave it
aloft, just out of reach! Better jump for it! A successful PCHOOOOO
SWASHBUCKLE result’ll return the stolen possession to your
opponent... until then, though, it can be used as in a TELESTRIKE.
When it is, the item takes 3 [Somatic] damage from the force of the
impact; if it’s still in one piece afterwards, the opponent can pick
it up as an action like usual.
GREAT: Oh, that went off without a hitch! You’re pretty good at this
tricksy psion stuff. You get a GOOD, and give the target 1 [Drag].
MAX: You’re a regular psi-phantom thief! They never saw it coming. You can
take two GOOD effects instead of just one, or just one GOOD effect
while also giving an opponent 2 [Drag].

IT’S NO USE!
[Rust][Basic][Reaction][Psionic][Locked: Psychic]
Fool! Your puny attacks will never penetrate my psionic field!
You're incredibly skilled with your psionics, and you're now that
smug son of a bitch who catches bullets in midair with only your
mind. As a [Reaction], you can use any number of ESP to reduce
incoming damage by an equal amount, even to 0 (-1 damage for 1
[Hold], -2 damage for 2 [Holds], and so on).

YES SIR
[Rust][Basic][Passive][Locked: Worker]
Sometimes it's just easier to do what you're told, and deal with
the consequences later. Whenever someone attempts a [Manipulate]
or [Control] move against you, you can just automatically give
them a GOOD. If you do so, you immediately gain 3 [Boost]. You're
gonna need it! This effect does not apply to allies, since you're
probably actually okay with doing what your friends need as
opposed to dipshit highbloods trying to buy a Scuttlebuggy at an
Oblong Meat Product Saloon.

DECENT WAGES
[Rust][Basic][Passive][Locked: Worker]
Because you aren't entirely reliant on allowances, you don't
struggle… QUITE as much as other Rusts. You live moderately
comfortably, even! Your Wealth Level increases to Decent.
Additionally, your position as a professional (even in the least
impressive way) gives you access to the occasional sweet
discount. You are always [Talented] at MONEYMAKERY and when you
roll a GOOD or up on it, you earn 1 extra LUX.

Advanced Moves (Available at Level 6)

BLATANT LIES
[Rust][Advanced][Passive]
Highbloods have crazy weird stereotypes about lowbloods. They
crawl into little holes! They eat phones! They have bat wings and
shoot lasers from their eyes! Of course, you're willing to play
with these assumptions… especially when they're made by dipshit
rich people! If a troll of the Well-Off Wealth or higher gets an
OK or lower roll to [Analyze] you, it [Tiers Down] to a MIN.
These trolls also don't know when you lie to them if they use a
QUESTION WORDPLAY roll. Whenever they get a MIN on an [Analyze]
roll against you, you get a [Free] GOOD [Analyze] roll. Easy to
learn about someone based on the assumptions they make.

DANGER DANCER
[Rust][Advanced][Open][Mental][Physical]
OH GOD, THE WORLD'S ON FIRE, ROCKS ARE FALLING, THERE'S A
SNAZZARD NEARBY, AAAAND you're actually pretty good at avoiding
disasters, all things considered. You've seen so many drone
strikes on your subgrub that you can keep your composure, skit
through disasters and dance through the danger. Whenever you
wanna avoid getting got by a hazard, roll +GRA.
MIN: You walk right into the eye of the storm and eat shit. All stages of
the Hazard affect you at once.
BAD: AUGH OOOOO!! You try to run away but you sprain your ankle! You take 2
[Drag].
OK: You don’t really get out of the way, but you assess the situation
enough to take a +2 [Buff] the next time you make a roll associated
with the Hazard.
GOOD: Not today, Hazard! You avoid being screwed over by the Hazard this
round, and don't need to roll the associated roll.
GREAT: Pssh you’ve seen this all before! Maybe in a past life? You get a
GOOD, but you don't need to roll next turn either.
MAX: For you, this is a cataclysm. For me, it is Toilsday. You don't need
to roll for the Hazard for the rest of its duration, safely
sidestepping any issues. Your allies follow your lead, and their
rolls against the Hazard are [Tiered Up].
DIY DYNAMO
[Rust][Advanced][Open][Passive]
Nobody else is gonna fix your leaky roof, right? You've gotten
used to fixing up your hive and the ramshackle state it often
finds itself in; as such, HIVECRAFTING UPGRADES cost 1 LUX less
than normal (min. 1).

EASILY UNDERESTIMATED
[Rust][Advanced][Passive]
You're used to being considered small fry! But hey, doesn't
bother you; you'll happily choose to kick some butt! If the
opposing team in a TEAM STRIFE has more highbloods than yours,
you can choose to count your team as CHALLENGERS even if you'd be
CHAMPS through levels. Additionally, you gain the following
CHALLENGER effects.
UNDERDOG: Yeah, you might look like you're tough, but everyone likes us
more! Your team all becomes [Hopeful] and the opponent team's OK
rolls [Tier Down] to a BAD.
UNDERVALUED: Your opponents think they've already won… but they haven't!
The opponent team becomes [Icarian].

EAT THE MIGHTY


[Rust][Advanced][Passive]
People with more money than you think they're soooo much better
than you guys down on the bottom. But uh, guess what? You can
screw up too! Whenever a troll of Well-Off Wealth or higher gets
an OK or lower on a roll, you gain 2 [Boost] as you feel kinda
vindicated. In a TEAM STRIFE with at least three trolls in this
category present on either side, this decreases to 1… mostly
because you're paying attention to the huge amount of dipshits
around you!

EXTREME COUPONER
[Rust][Advanced][Open][Passive]
Aha! After months of saving, you've managed to save up for stuff
you really want! Once a week, you can roll a d8. If you get a 7
or 8, you can purchase an item of up to Rich Wealth with a BIG
BUY without using Treasure (Ultrarich if you have the DECENT
WAGES move). You can instead choose an item you can normally
afford anyway for 1 VP less (min. 1) with this effect.

FIGHT DIRTY
[Rust][Advanced][Open][Passive]
Living life at the bottom of society has taught you lots. Mostly,
the exact right way to get out of a situation, and how to do it
without being culled. And you’re willing to do pretty much
whatever japery it takes to keep you alive. You get the following
SHENANIGANS effects:
BITE: CHOMP. You bite that motherfucker! Your target takes 2 [Drag] now,
and 1 more for every turn until they successfully make a YOUTH ROLL
SWASHBUCKLE move to shake you off. If they were [Flying], so are you.
CHEAP TRICK: POCKET SAND! Yeah, it’s dirty, but it works! You [Blind] the
opponent for a turn.
DUMPSTER BOMB: You kick up a cloud of trash and junk, obscuring you in
garbage fog. Everyone in the area becomes [Hidden].
VANDALISM: Hah! Hah! Wham! You kick the fender off a scuttlebuggy, or
something! The opponent is briefly distracted; if they don’t spend an
action fixing the damage you just did (for shame!), they lose ALL
their [Boost] as it weighs on their conscience. If they had no
[Boost], they take 2 [Drag].

PSIONIC ERUPTION
[Rust][Advanced][Passive][Psionic]
FACE… YOUR TRUE POOOOWEEEEER! KYAAAAAAAH! When you drop below
half your max HP, gain a [Heightened] [Emotion] or get 3 BAD or
lower rolls in a row, as a [Free] [Reaction] you can choose to
gain the PSIBURN [Affliction] and start at Stage 1, so long as
you have the ability to use [Psionics]. You become [Talented] at
+IMG for the [Affliction] if you weren't. If you didn't have a
[Psionic] [Strife] move, you can use GRIEF with +IMG and the
[Psionic] tag instead of the [Physical] one; this move does
[Psychic] damage and is called PSISPLODE. You can only use
PSISPLODE during PSIBURN.

REFUSE TO DIE
[Rust][Advanced][Reaction][Last Stand]
You’ve come so close to dying so often that you just kinda…
don’t? Maybe it’s your underdog protagonist syndrome. Whatever
the case, when you’re at 4 HP or below, roll +GRT as a [Reaction]
to an opponent’s [Strife] roll.
MIN: RIGHT IN THE WEAK SPOT! You’re instantly knocked out, and cannot be
revived for the rest of the thread without use of a RICH healing
item.
BAD: You take the hit, and if it knocks you out, it knocks you out.
OK: You take the blow, but you’re able to tough it out, if even only a
little. You gain 1 [Resistance] for the incoming attack.
GOOD: WEAK! You remain standing and conscious, with 1 [Resistance] to the
incoming attack, leaving you at 1 HP at the very least. You become
[Tired]. This can stack into [Exhausted].
GREAT: The same as a good roll, but something about the way the hit lands
hurts the opponent, doing 1 damage of the same type back to them! You
become [Tired].
MAX: Oh, jeez. That’s kinda freaky. You take no damage from the incoming
attack, and your refusal to die surprises them. All foes who see this
take 1 [Drag]. The person who damaged you takes 2 damage of the same
type as you grab at em! Eurgh!

STREET SMARTS
[Rust][Advanced][Open][Passive]
The fact that you're even alive means you're doing something
right, right? You know your way around the mean streets of
Alternia, and won't let yourself get got by them! You gain the
following SWASHBUCKLE effects.
USE SURROUNDINGS: You climb a wall, jump over a wire fence or otherwise put
an obstacle between you and an opponent! Your opponent can't roll
[Physical] moves against you until they deal 3 damage to the
obstacle, [Fly] over it or use PROBLEM SLEUTHING to INVESTIGATE… or
some other way to get at ya.
VEHICLE SURFING: You grab onto the back of a vehicle, and hold on tight!
You count as a passenger, even if there's not enough space. The car
needs to be within grabbing distance to do it. Obviously.
SEEYA: Convenient sewer grate OPEN! You leave the scene and jump into the
sewers. You can choose to either become [Hidden] or ABSCOND; if your
opponents roll CAN'T ABSCOND BRO or SPOT, they need to follow you
into the sewers. Large creatures and spectators don't follow, though
Hazards might depending on the situation. You must be in an urban
environment for this to work.
EXTRA ELBOW GREASE: You work HARD! You get two SWASHBUCKLE rolls, but you
become [Tired].

BEGONE ANCIENT GUARDIANS


[Rust][Advanced][Passive][Locked: Dungeoneer]
On your journeys through countless crypts, you’ve tangoed with
the angry dead more than once before. Honestly,they’re not all
that scary. An angry amalgamation of troll faces melting and
reforming in the wall? Okay? Ratio + you’re dead + nobody asked.
You are immune to [Scared], and [Strife] and [Chicanery] moves by
undead creatures or dungeon-y robots are [Inept] against you. So
like, yes to weird clay pot robots, no to drones or soulbots.

TALES OF EXPLOITS
[Rust][Advanced][One-Off][Manipulate][Locked: Dungeoneer]
Your journeys through the dungeons below make for inspiring
stories! And hey, your stories can sometimes give people trying
to kill you pause..? Hey, this reminds you of the time you found
a skeletal troll the size of a building underground! When you
want to tell (partially embellished) stories, roll +HUB.
MIN: SHUT UP BRO! You make your ally start [Dissociating] or your enemy
becomes [Enraged].
BAD: Sounds… fake. Your target isn't affected by this at all.
OK: Uh-huh… pretty cool..! Your target half-listens, and gains either 1
[Boost] or 1 [Drag].
GOOD: Hm. That's actually pretty interesting. Your ally feels [Peaceful],
or your enemy feels… Well, they pause. Just for a moment. They are
[Charmed] for 2 rounds, before they shake it off.
GREAT: Whoa— your story is actually really interesting! Your ally feels
[Serene], or your enemy is totally hooked. Hey, wait, no, tell the
story! They are [Charmed] for the encounter.
MAX: Call yourself Troll Schezeharade, cuz your stories could keep people
entertained for 1,001 nights! Your ally feels [Serene] and totally
immune to [Drag], and your enemy becomes totally [Fascinated] by you.

EAT ANYTHING
[Rust][Advanced][Passive][Heal][Locked: Gutterblood]
There's no easy way to say this. Sometimes, you eat phones. Or
shoes. Hell, you'll even eat a TV if it's small enough. Your diet
consists of so much low-grade random crap that you can kind of
just… derive nutrition from basically anything. Look at you, you
feral little survivalist! You are immune to the [Disgusted]
condition. Any time you have an item in your Sylladex that has
any organic components (be they biotech, clothing, etc) you can
consume that item in exchange for 1 HP. Obviously, you can't eat
totally inedible items like a fucking rock or high grade steel.
You have super digestion, not super teeth! The item must be from
your Sylladex, not just a random thing around you. The item is
destroyed in the process. You fucking ate it. You do not gain
[Boost] from this.
STRONGER STUFF
[Rust][Advanced][Passive][Locked: Gutterblood]
Folks like you are far from frail. You may bleed Rust, but you
only get rust from metal and standing strong over time while
weathering the odds. You use your +APP as well as your +GRT for
HP, thanks to your unbelievable resilience. All [Afflictions]
rolls use your +APP, as you power through any inconvenience. No
stopping YOU from surviving!

FEED ON FEAR
[Rust][Advanced][Passive][Psionic][Locked: Haunted]
NOM… NOM… NOM… delicious soul energy! You fucking love eating
ghosts! When you need a little pick-you-up, the terror in the
hearts of others sustains you. When you grab someone's face and
scream in it, you can suck in their panicked screaming response
and feel much better. You can remove the [Scared] condition from
others as an action, [Healing] yourself 1 HP or giving you 2
[Boost]. The [Terrified] condition restores you 2 HP or gives you
3 [Boost]. Yummy~ When you use POLTERIFICATE on a ghost, you may
activate this move too, doing 1 damage less on a GREAT/MAX to
[Heal] yourself 1/2 HP.

HEXSLINGERY
[Rust][Advanced][Downtime][Psionic][Locked: Haunted]
You'll show them..! You'll show them all..!! You are perhaps at
your most dangerous when left alone for a few hours as you curse
those who have wronged you. You'll make them pay..! Slowly, but
certainly! When you want to make your enemies' lives suckier,
roll +RAS.
MIN: YOU CURSED YOURSELF! OH, YOU FOOL! NOOOO! You give yourself a
[Slowburn] [Affliction]! Aeeeioooughhh…
BAD: You larp being a wicked witch for an hour or two, then give up and go
play video games.
OK: The spell… is working… maaaaaaybe? Roll again, without your [Talent].
GOOD: Hah! There you go! You give any one troll a [Slowburn] [Affliction]!
Whether it's willing ghosts to perform a HAUNTING, cursing them with
MOONBARK MADNESS or even inconveniencing them with THE SNIFFLES,
you're really ruining their day. You can also cure [Affliction]s like
this by giving them a nice curse… once they've learned their lesson!
GREAT: The curse was exceptionally strong. The target automatically moves
to Stage 1.
MAX: Whoa! You cursed them so hard that they're already on the floor and
crying! It's been like 20 minutes! The target automatically moves to
Stage 2.

MIND OVER MATTER


[Rust][Advanced][Recharge: 3][Psionic][Locked: Psychic]
Did you know you could do more with your powers than just smash
stuff? Like man, that thing sure is on a high shelf, lemme just
go get a ladder and- SCREW THAT I CAN MOVE THINGS WITH MY MIND.
Any time you roll at least a GREAT on a [Psionic] roll, you begin
[Flying] as you levitate off the floor. As an action, you can
roll any one [Physical] move using +IMG as you focus your
psionics to do it instead of waving and flopping your body around
like some sort of casual. This effect has a [Recharge: 3] because
making sure all that spoon twisting power doesn't accidentally
twist your spine takes a lot of control!

THOUGHTGLEANER
[Rust][Advanced][Analyze][Psionic][Locked: Psychic]
FOOLS! You aren't even safe within the confines of your own mind!
OBSERVE: HRNNNNHHRRRHHNNNN. You can read people's thoughts as
easily as anyone can read a book. This gives you exceptionally
good insight into what's coming next with flashes of insight and
secret lore. When you want to read someone's mind, roll +IMG.
MIN: You do a different cool trick instead: projecting your own thoughts
into the opponent's mind. Yuh oh! The opponent receives the effects
of a GREAT.
BAD: You just kinda guess what they're thinking. It's not very impressive.
OK: Mmmmm… you get… a glimpse..? But not much more. Your next [Analyze]
roll has a +2 [Buff] to it.
GOOD: Aha! There– their secrets reach through the fog! Select one of the
following to glean.
TACTICS: Your target tells you the next two moves they will roll. They
must roll those moves on their turn, even if it would be a mistake to
do so.
SECRETS: You learn a secret they're hiding. If you let them know, they
take 2 [Drag].
SURFACE THOUGHTS: hey… salami..! give me back my hamster..! You find out
EXACTLY what they're presently thinking, even if it's kinda dumb. You
gain 2 [Boost].
SOMETHING INSIDE YOU: You're not alone in there… there's some great
evil… you learn of an [Eerie] [Affliction] inside them, or if they're
[Eerie] themselves. Take 2 ESP if they are. If they are affected by
an [Eerie] [Affliction], you give them a +1 [Buff] to their next roll
for it. This is a [One-Off].
GREAT: Whoa! Your mind probe makes their brain all… fizzy! You get a GOOD,
and the target is [Overwhelmed] for 2 turns.
MAX: Holy shit, that's REALLY fizzy! You can practically feel the static
coming off of them! You get a GREAT, but they experience [Sensory
Overload] for 2 turns and are [Overwhelmed] after that.

HOSTILE WORK ENVIRONMENT


[Rust][Advanced][Recharge: 2][Chicanery][Locked: Worker]
When you're feeling particularly… exhausted with your work
environment, you sometimes do stuff you really shouldn't.
Normally, this would run the risk of getting you culled, or
worse, fired, but you've proved yourself a valuable asset, and
it'd be a pain to find a replacement… this time. Just don't let
it happen again! Roll the stat you became [Talented] at in AT
YOUR SERVICE.
MIN: OH NO! Your antics attracted the attention of a HORDE OF ANGRY
BABOONICLES! You cause a STAMPEDE Hazard like a fucking idiot. Your
rolls against it are [Inept].
BAD: At least the Baboonicles don't devour you.
OK: You think some pretty mean thoughts, and while you don't do anything
about it, you do get 1 [Boost].
GOOD: You DID IT! You did labour! Nice work! Select one of the following
options...
SNAP: You do what we all wish we could, and you just... you fuckin' slap
them. They're [Enraged] by your audacity, and can't gain any other
emotions while [Enraged].
"ACCIDENT": Whoops! You spilled stuff everywhere! The target’s sylladex
unloads on the floor; they must spend an action to pick their shit
up. Effects that involve stealing such as Yoink or LARCENIZE are
[Tiered Up] until they do so.
DEAD SMILE: The target is [Charmed], lulled into a false sense of
security by the familiar dead-eyed customer service smile. You're
going to kick their ass.
RUSH: CHOP CHOP, FIVE MINUTES ON THE CLOCK! The target is [Stressed] as
you hurry them.
GREAT: Hahaha! It worked! NICE! You get a GOOD result and feel [Smug] about
yourself for once as your ballsiness pays off.
MAX: YOU ARE UNBEATABLE. HAHAHAHAHAHAHAHAH. Your hubris overwhelms you as
you feel cooler and cooler. You get a GREAT, but your [Superlicious]
makes you roll better at +HUB, too!

OVERTIME!
[Rust][Advanced][Passive][Locked: Worker]
Going above and beyond is your specialty, not that you chose
that! When the going gets tough, you push yourself to your
absolute limit. Whenever you have 4 or less HP left, you may
choose to push into OVERTIME. While in OVERTIME, you become
[Overwhelmed]. Any move that ISN'T [Inept] becomes [Talented].
Any BAD roll [Tiers Down] to MIN, and any GREAT roll [Tiers Up]
to MAX.

Ultra Moves (Available at Level 12)

LEGENDARY ADVENTURER
[Rust][Ultra][One-Off][Passive][Magic][Locked: Dungeoneer]
Come rest a moment by the bonfire— let's take a moment to gather
our wits. You're one of the most accomplished adventurers around,
making your way into dungeons so deep they're practically alien
worlds. You gain access to HERO MODE with your HARDCORE HUBRIS.
Your Wealth Level increases to Decent, and you have 12 VP, not 8.
All thanks to the treasure you keep bringing home! On top of
that, you have access to some secret magic tricks that allow you
a modicum of control over embers. You can create a little
fireball in your hands, which you can use to light torches,
bonfires and OH SNAP your weapons. Every weapon you have has the
BURNKIND Abstrata Upgrade, even ones that already have an
ABSTRATA UPGRADE. If you want to just throw fireballs at bitches,
consider picking up a FIREBALLKIND (Burnkind Rangekind Strife
Specibus). [Strife] rolls with this effect are [Magic], and each
hit you make with these weapons count as two in terms of
triggering [Blaze] weaknesses in monsters. Some Dungeoneers may
use other [Energy] types to do their thing, but because ice and
acid don't light torches, they're generally considered huge
posers. Finally, you can light a BONFIRE in a dungeon for your
party to rest around; this heals everyone to full HP and allows
them to make [Downtime] rolls without leaving the dungeon. Just
in case!

ALTERNIAN COCKROACH
[Rust][Ultra][Passive][Locked: Gutterblood]
Okay, yeah, you're basically invincible. How. HOW ARE YOU STILL
ALIVE? You're meant to be the easiest to kill! The bottom of the
bottom! STOP EATING MY SHOE!! Your will to survive combined with
your unfathomable resistances has made you practically
untouchable. You gain access to HERO MODE through your AWESOME
APPETITE. Nothing ever negatively affects your [Healing], whether
through [Ineptitude], [Tier Downs], [Nerfs] or effects that
reduce how much healing you do, though [Bloodied] still
healblocks you. You've figured out the best spots to find rich
trash, and can now access Rich items with SLUMBLOOD. Somehow.
Finally, you're kind of… radioactive? Probably all that nuclear
waste you've eaten in the past. Any time someone hits you with a
[Physical] [Strife] roll, the target is exposed to the RADIATION
POISONING [Affliction]. The target only hits the effects of Stage
3 if they knock themselves to 0 HP through their own attacks.
That was dumb.

NOT OF THIS WORLD


[Rust][Ultra][Psionic][Locked: Haunted]
You sometimes feel like… you aren't meant to be from around here,
are you… like you'd be more at home in the realm of the dead…
hehehe… that's okay… Rusts die so easily that… you won't need to
wait long… right..? You gain access to HERO MODE through your
RESPLENDENT RASCALITY. You gain access to the GHOST template even
though you aren't dead; instead, you may take an action to
astrally project your spirit from you as an action. When you GO
GHOST, you count as a ghost, but only while separate from your
body. You may take an action to return to your body and return to
normal. You gain the [Entry] and one [Basic] move when you gain
this move, and the template [Ultra] does not count towards your
[Ultra] cap. Rather than taking on the full immunity to [Somatic]
damage of ghosts, you gain 1 [Somatic] [Resistance]. The spirit
world seems to know you have one foot in the world of the living
and dead, after all… All rollable moves in the template use +RAS.
If you die… you don't actually become a ghost. You just get up
later. You are immune to death, whether Just or Heroic; you
simply wake up the next day, as if awakening from a beautiful
dream. If your killer sees you, they're immediately [Terrified].
Hello again… old friend… remember me..?
TELEMASTER
[Rust][Ultra][Passive][Locked: Psychic]
Your telekinesis is all-powerful; with enough practice, you could
probably throw a planet at someone! For now, though, you’ll have
to be content with floating around and smashing people through
walls. You gain access to HERO MODE through your INCREDIBLE
IMAGINATION. Whenever you start a turn at or below half your max
HP, you gain 1 ESP as your psionics flare up in your defense,
grabbing at anything and everything around you to protect
yourself or strike back with. Even acting on instinct, your
psionics are a force to be reckoned with now. And when you use
them intentionally... the battlefield itself reshapes to suit
your will. As a [One-Off] action, you may spend 3 ESP to usher in
a PSIPOCALYPSE of your own creation. The special [Hazards]
created by this action affect only targets of your choosing, as
your immense telekinetics safeguard you and your allies from
harm... and should any try to escape from it, as a [Reaction] you
may spend another ESP to reach out with your powers and
automatically nullify their ABSCOND. Choose one disaster to
unleash upon your unfortunate foes:
ROCKS FALL: And everyone dies. You lift a whole building, or a chunk of the
earth the size of a proper meteor, and prepare to slam it down onto
whoever might stand in your way. In the SECOND ROUND of this
[Hazard], the building rolls CAN’T ABSCOND BRO with your +IMG as
precisely controlled debris hems your chosen targets in.
FIRE: At your command, the world itself ignites. You start a psionic flash
fire that engulfs the battlefield, smoke swirling to block your
enemies’ vision as they fall victim to the flames. The [Ablaze]
inflicted by this [Hazard] ignores immunities - even those well-
protected against normal fire can fall victim to this psionic
conflagration.
FLOOD: A torrent bursts into the area, rushing over your foes as you free
it from some enclosure or simply bend part of the ocean itself to
your will. During the SECOND ROUND and beyond, you choose the trolls
knocked [Floorbound] by the [Hazard] rather than selecting them at
random, as the currents and even the debris adrift in them toss your
enemies about to suit your every whim.
RAINSTORM: The sky splits open and pours rain down on you all. All trolls
caught in this Hazard must roll 1d8 every turn; on a 1, they are
struck by lightning and take 3 [Electric] [Psychic] damage!

EMPLOYEE EXTRAVAGANT
[Rust][Ultra][Passive][Locked: Worker]
You've learned the ins and outs of your job to an extent that's
practically supernatural. NOBODY can do your job better than you,
and your boss has secretly told you that YOU are their favorite
employee. Can you believe that?! You gain access to HERO MODE,
with the stat you became [Talented] in with AT YOUR SERVICE.
Additionally, you get one of the following options.
Janitorturist: You're full on wearing a Hazmat Suit, that's how prepared
for toxic working conditions you get to be now. All [Physical]
conditions you would gain have a chance of just not affecting you;
roll 1d2. On a 1, it doesn't.
Underhost: You've graduated from Underhost to Overhost, the Frontman of
every party now. It's JUST like in Jellykraken Game. You can summon
Rust Worker NPCs to any scene if you need them, making them wade into
dangerous situations instead of you. You can use 1 action to make
them roll one move. You can have up to 3 NPCs with you in a scene.
Splathlete: Your continued success has made you quite famous! You gain
access to HARDCORE HUBRIS as well as GLORIOUS GRACE for HERO MODE,
and as a [One-Off] can roll +GRA to use SWASHBUCKLE.
Henchtroll: EY, BOSS! YOU AIN'T EVER GIVIN' UP! You can roll GUTSUCKERY at
a [Recharge: 2] rather than [One-Off].
Rustshirt: Actually? You AREN'T disposable. Someone else can go be
disposable for you! Any time an ally takes damage in an encounter,
you gain 1 [Boost]. Additionally, you have 1 [Resistance] to
[Somatic] damage.
Stuntster: ALRIIIIGHT! You LOVE crashing vehicles and being hurt! WHOOOOO!
You can raise the HORSEPOWER of any vehicle up to double its current
capability while driving it; rather than in increments of -2, your
penalty to VEHICULATE like this goes down in penalties of -1, and
your VEHICULATE rolls [Tier Up] while moving faster than normal.
Retailanguisher: You ALWAYS have EVERYTHING in stock. ALWAYS. You can
purchase items on the fly in the middle of encounters. You can only
buy a particular item once. This is a [Free] action.
Minionwick: You grow in power every day, threatening to overpower your
master! It's just like Disney's The Sorcerer's Apprentice (1940). You
get a MAX on [Magic] rolls on a 17+, not a 20+.

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